GM Giuseppe's Council of Thieves

Game Master Giuseppe Capriati

Chapter 3: "What Lies in Dust". Part One: "Within the Crux"

In Westcrown, darkness brings fear and death, the night haunted by the spawn of a terrible curse. Striving to free the city from its decades-old blight, the Irises must reveal a long-buried secret and a treasure locked away for ages. Their journey will set them against the scum of Westcrown’s underworld, denizens of the haunted night, and the very forces of Hell itself, all in an attempt to rekindle the memories of long-dead spirits with stories still to tell. Yet what those souls reveal might prove even deadlier than the city’s midnight curse.
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Fame Points: 12

Maps: Online Maps, Westcrown Map

Link to Legal Sources Document: [+]

Link to Loot Tracking Sheet: [+]

Link to Play Document: [+]

Important Posts: The Eyes of Westcrown, Combat Slang

XP tracking: 18,125/23,000


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Council of Thieves Maps

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⁞⁞⁞⁞ ROUND 4 ⁞⁞⁞⁞
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As Faustinia completes the summoning again, another creature appears. Its fur glows with a shimmering light, a brilliant large cat. It lets out a roar before pouncing toward the nearest lemure, biting and clawing ferociously. The devil can’t do nothing against the leopard, and it vanishes from existence in a cloud of Sulphur. The celestial leopard is not over yet, and it claws another lemure, although without destroying it. Anyway, the earth elemental completes the job, killing yet another lemure. Finally, the last elemental, together with the lantern archon, defeat the only remaining lemure.

The crowd suddenly becomes silent. No one speaks.

***

Then, a spontaneous round of applause erupts from the crowd. People stand up and clap their hand. Their eyes reveal they are amazed and astonished at the same time. The champion of the arena has been defeated, and in no time. His tactics were put to shame by the heroes of the Six Trials of Lazarod, who were able to muster an army capable of destroying the horde of devils summoned by Manthritor Thrax before he could summon more of them. The rules are clear: if one of the contenders has no more creature on the battlefield, he lose. And that’s what just happened. Faustinia did a great job, and the other Irises too, defeating an incredibly gifted devil-summoner in the blink of an eye.

***

You spot Rance Lucca make the hugest smile he’s capable of, and start climbing down the stairs to proclaim you winners of the Hellcaller’s Cup. Chammady smiles as well, but her grin is mischievous. Your victory has probably made her even more rich than she was (and she was already very rich). Faustinia discerns her mentor in the crowd: Nicklod Starweather, with usual elegance and composure, applauds discreetly, but the smirk on his face reveals his proud. A man next to him, likely a wizard too, stares at Nicklod in wonder, as though he was thinking “Hell man, you were right!

***

Before Lucca can reach the center of the arena, though something unexpected happens. Thrax, in a burst of sputtering rage, shakes the bar of his cage and starts forming a seal with his hands. And to pronounce arcane words of power, holding some cabbage leaves inside of his grasp…He’s casting a spell!

DC 18 Spellcraft check:
Thrax is casting stinking cloud!

All of a sudden, the summoning cage where the Irises are is filled with a nauseating bank of green fog.

Each of you must succeed at a DC 18 Fortitude save or he/she is nauseated. This is a poison effect.

The crowd screams. No one seems to know what’s happening!

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
ACTIVE EFFECTS: heroism, magic circle against evil (blue elemental), inspire courage (Petals), bless (Catina), stinking cloud (Thrax)

Lady Faustinia
Catina
Petals
Varius
Manthritor Thrax (Conditions: none; Status: ?? hp)


Catina can scarcely believe it when the arena is suddenly quiet, and the crowd grows silent. "Is it over...? Did we win?" She has a hard time thinking that the fight could be done so soon, and tentatively raises a hand to acknowledge the cheers of the crowd. A genuine smile eventually shows on her face, as she accepts the accolades and watches the smiling people. Still, she also feels for their opponent, for whom this must be a very bitter defeat. She looks Thrax's way, just in time to watch him cast a spell. Cabbage leaves? "Watch out," is all she can say before the wind is taken from her lungs by the vile spell.

She coughs and spits, but manages to keep a clear head. "Stinking cloud!" she speaks between coughs. Focus, think of better times. The garden at the Temple! Her course of action is suddenly crystal-clear to Catina: a spell that she had memorized that morning, a new one that she hadn't cast before and wasn't even sure why she thought she needed it. Thank you, Shelyn, for watching over me. She takes a tiny breath in through her mouth, just enough to speak the required words. With a few graceful swings of her arms, she summons fierce winds. That should stop the stinking cloud!

--

Spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20
Fort save: 1d20 + 6 ⇒ (18) + 6 = 24
Cast Wind wall, facing inward to disperse the fog cloud.


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

Petals spins gracefully, raising her voice wordlessly in delighted harmony. WE WON! is what is pouring from mind, body, and soul. Spending all air in that one tune saved her a bit. As the horrid nauseous cloud erupted around them, she was just finishing up, not breathing in. Catina's sudden wave of clear cool air dispersed the stench, as she sang her last.

fort: 1d20 + 4 ⇒ (20) + 4 = 24

Eyeing the wizard across the arena, Petals draws her bow, fits an arrow and draws. "Stand down, coward! Or You Will Die!" she is very tired of people trying to kill her friends, lending steel to her melodious voice. If she can be heard amidst the screams, that is.

intimidation: 1d20 + 7 ⇒ (14) + 7 = 21

Are the summons still around?


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Fort: 1d20 + 6 ⇒ (16) + 6 = 22

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Round 4
========

His face set in concentration, Varius continually shouts basic commands in infernal before letting out a huge whoop of joy as the last lemure is destroyed.

"HAH! YES! FOR LAZARD!"

He points out Thrax.

"I'll tell you where you can put your lemures, yhou can put your lemures right up---"

POOOOF

Varius blinks as the crowd begins screaming and his vision is clouded. The smell of rotten eggs threatens to overpower the warrior, but he keeps his composure.

"What the hell is going on?!"

Delaying until I see what the wind wall does.


Council of Thieves Maps

Catina's wind wall will dissipate the stinking cloud.

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

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Round 5
==========

As Faustinia’s creatures obliterate Thrax’s lemures, she joins the crowd’s silence, stopping her spell and taking in the field. It’s all over so fast, and she is still stunned into silence as the crowd erupts in cheers. Her face is not joyous, but intently scrutinizing as she scans the crowd. She finds who she’s looking for: the smug face of Chammady Drovenge. She breathes a sigh of relief, mostly happy to have not disappointed her House’s beholden Lady. She even smiles a little bit to see Nicklod’s seat neighbor astonished, and waves in his direction.

That’s when she spots the fuming Thrax. She squints, trying to discern what he’s doing; she starts to recognize some familiar patterns, but can’t quite work it out from this distance. Luckily Catina identifies it, but it becomes very apparent once the noxious cloud envelopes the Irises. Faustinia tries to hold her breath, but it catches her off guard and she begins a wracking cough. She clutches her stomach and screws her eyes shut as they fill with tears, completely disoriented and leaning against the wall hoping this horrible sick feeling fades soon. Even as Catina’s wind blows away the stench, she stays where she is, unable to do much.

Her summons, sensing the danger, head toward Thrax. The leopard, despite its celestial trappings, still has the mind of a beast and starts to run at the man (whether it will be able to attack through the cage or not). The elementals follow suit, moving slowly forward, and the lantern archon hovers above, waiting expectantly for danger but not attacking Thrax with its light rays - yet.

---

Spellcraft: 1d20 + 12 ⇒ (4) + 12 = 16
Fort: 1d20 + 5 ⇒ (9) + 5 = 14
Nauseated duration: 1d4 + 1 ⇒ (3) + 1 = 4

Well, it looks like Faustinia is out of commission for a bit, even with the cloud gone. I can take back control of the summons if people want to concentrate on their own character actions now! They will all move toward Thrax, but that’s it for now.

Earth elementals: Round 4/12

Augmented small earth elemental stats:
N Small Outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (-1 Dex +7 natural +1 size )
HP 17 (2d10+6)
Fort +6, Ref -1, Will +3
Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee Slam +8 (1d6+7)
Special Attacks earth mastery
Statistics
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2, CMB +6, CMD 15
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
Abilities
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Lantern archon: round 3/12

Augmented lantern archon stats:
LG Small Outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
Defense
AC 15, touch 11, flat-footed 15 (+4 natural +1 size +2 deflect vs. evil)
HP 17 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 x light rays +3 touch (1d6 ignores DR)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil
Statistics
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2, CMB -2, CMD 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal, Truespeech
Special Abilities
Aura of Menace (Su) Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Gestalt (Su) [won’t be relevant]
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

Celestial leopard: round 2/12

Augmented celestial leopard stats:
N Medium Animal
Init +4; Senses low-light vision, scent darkvision 60 ft. ; Perception +5
Defense
AC 15, touch 14, flat-footed 11 (+4 Dex +1 natural )
HP 25 (3d8+12)
Fort +7, Ref +7, Will +2
Resist cold 5, acid 5, electricity 5
SR 7
Offense
Speed 30 ft., climb 20 ft.
Melee Bite +7 (1d6+5 plus grab), 2 x Claws +7 (1d3+5)
Special Attacks pounce, rake, Smite Evil
Statistics
Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6
Base Atk +2, CMB +7 (+11 grapple), CMD 21 (25 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +13, Perception +5, Stealth +11 (+15 in undergrowth)
Special Abilities
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Rake (Ex) Gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
Smite Evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (3) against evil foes; smite persists until target is dead or the celestial creature rests).


Council of Thieves Maps

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⁞⁞⁞⁞ ROUND 5 ⁞⁞⁞⁞
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The fierce winds summoned by Catina dissipare the stinking cloud, but not before it could provoke a violent attack of nausea in Lady Faustinia. Petals and Varius still don’t know precisely what do to, shocked just like the crowd by Thrax unexpected attack.

***

Thrax grins. Taking Lady Faustinia out was a nice hit. The furious spellcaster then forms another seal with his right hand, holding some ground mica in it. Then he speaks some arcane words and a cloud of golden particles covers everyone and everything in the Irises’ summoning cage!

DC 17 Spellcraft check:
Thrax is casting glitterdust!

All of a sudden, the summoning cage where the Irises are is filled with a nauseating bank of green fog.

Each of you must succeed at a DC 17 Will save at the beginning of his/her turn or he/she is blinded for 8 rounds. At the end of his/her turn, a character can attempt a new save to end the blindness.

Chaos and confusion dominate the Devildrome. What is happening? The people are starting to get away hastily, amid a jungle of screams and curses.

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⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
ACTIVE EFFECTS: heroism, magic circle against evil (blue elemental), inspire courage (Petals), bless (Catina), glitterdust (Thrax)

Lady Faustinia
Catina
Petals
Varius
Manthritor Thrax (Conditions: none; Status: ?? hp)
______________________
Petals: Unfortunately, you can only use Intimidate to demoralize your opponent when you’re within 30 feet from him.


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

will save: 1d20 + 6 ⇒ (3) + 6 = 9

The wizard ignores them, making the elf swear in annoyance. The spell he used was bad if Faustinia's reaction was any indicator, but not lethal. Petals can't bring herself to loose the arrow. Not yet.

He casts again, she hesitates again, then gold is all she can see and the option to fire is gone. Hoping the next one isn't a fireball, she starts singing again. If they are all blind, the conjured army is their eyes. Might as well help them.

Inspire courage

Dark Archive

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Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

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Round 6
==========

The earth elementals continue to follow the leopard’s lead, heading toward Thrax despite the cage. The archon swoops down and brushes against the leopard’s fur, instilling it with vigor. The big cat jumps at the cage, roaring at Thrax, trying to claw the metal.

Faustinia manages to shake off the blinding flash that appears, although perhaps part of it is screwing her eyes shut from the queasiness of her stench-ruined stomach. She starts to move toward the cage exit, gripping the metal wall with white-knuckled fingers as she staggers away. Lady Drovenge warned us about this. What are this sore loser’s intentions? Oh gods, my stomach… don’t heave, don’t heave…

---

Earth elementals double move, archon casts aid on the leopard, leopard attacks the metal bars.

Bite, aid: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Claw, aid: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage: 1d3 + 5 ⇒ (3) + 5 = 8

Claw, aid: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damage: 1d3 + 5 ⇒ (3) + 5 = 8

Faustinia Will: 1d20 + 7 ⇒ (12) + 7 = 19

Faustinia will move along the edge of the cage to try to reach the door.

Earth elementals: Round 5/12

Augmented small earth elemental stats:
N Small Outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (-1 Dex +7 natural +1 size )
HP 17 (2d10+6)
Fort +6, Ref -1, Will +3
Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee Slam +8 (1d6+7)
Special Attacks earth mastery
Statistics
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2, CMB +6, CMD 15
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
Abilities
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Lantern archon: round 4/12

Augmented lantern archon stats:
LG Small Outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
Defense
AC 15, touch 11, flat-footed 15 (+4 natural +1 size +2 deflect vs. evil)
HP 17 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 x light rays +3 touch (1d6 ignores DR)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil
Statistics
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2, CMB -2, CMD 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal, Truespeech
Special Abilities
Aura of Menace (Su) Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Gestalt (Su) [won’t be relevant]
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

Celestial leopard: round 3/12

Augmented celestial leopard stats:
N Medium Animal
Init +4; Senses low-light vision, scent darkvision 60 ft. ; Perception +5
Defense
AC 15, touch 14, flat-footed 11 (+4 Dex +1 natural )
HP 25 (3d8+12)
Fort +7, Ref +7, Will +2
Resist cold 5, acid 5, electricity 5
SR 7
Offense
Speed 30 ft., climb 20 ft.
Melee Bite +7 (1d6+5 plus grab), 2 x Claws +7 (1d3+5)
Special Attacks pounce, rake, Smite Evil
Statistics
Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6
Base Atk +2, CMB +7 (+11 grapple), CMD 21 (25 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +13, Perception +5, Stealth +11 (+15 in undergrowth)
Special Abilities
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Rake (Ex) Gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
Smite Evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (3) against evil foes; smite persists until target is dead or the celestial creature rests).


As her wind wall dissipates the cloud, Catina takes a few deep gulps of clean air. With the fog gone, she checks up on her companions. "Why would he attack us?" is the first question that pops into Catina's mind. Quickly followed by more pressing matters. "We have to get out of here! Did they lock the cage behind us?"

She's about to look behind her, when she recognizes what Thrax has in his hands. Is that...? Again she tries to warn her companions, shouting instructions as she herself follows them. "Close your eyes!" She waits for the spell to strike, then checks what damage Thrax caused with his spell? "Everyone OK? We need to get out of here!"

She moves with Faustinia to the back of the cage, and tries what she can to open the cage. "Lord Lucca!" she calls out, hoping that the owner of the Devildrome will be able to interfere.

--

Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23
Will save: 1d20 + 7 ⇒ (16) + 7 = 23
Catina will open the cage, if it's unlocked. If it's locked, she'll try a strength check to bust the door.
Strength: 1d20 + 2 ⇒ (14) + 2 = 16


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

===========
Round 6
===========

Will: 1d20 + 2 ⇒ (9) + 2 = 11

Varius sucks in a breath of sweet sweet air as the stinking cloud is blown away. He finally fixes his eyes on Thrax, trying to figure out what his next response is - and he's blinded. Maybe he should have listened to Catina.

"DWAH!" he shrieks as he is covered with glitter. "What's going on?! Catina, I'm listening now - point me in the right direction."

If the door needs breaking, Varius tries his best.

Strength: 1d20 + 2 ⇒ (18) + 2 = 20


Council of Thieves Maps

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⁞⁞⁞⁞ ROUND 6 ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔

The Devildrome has become the theater of an expression of mass hysteria. The mob tries to run away, finding a way to the streets outside the arena, but that’s no easy task: there are only two exites, one in the western and the other in the eastern tribune. The air is filled by screams of fear and horror, each person trying to shout over the others. The crowd has fallen into a state of anxious panic, and chaos reigns supreme. In the middle of all this, the Irises are fighting for their lives against a powerful conjurer gone mad!

***

While her summoned creatures move toward the man they perceive as the source of the danger, Lady Faustinia tries to move move toward the cage exit. In the meantime, Catina tries to open the cage’s door, but finds out that it is closed…and locked! Her attempt to burst it open are vain, as is the blind attempt from Varius.

In the meantime, Thrax takes advantage of the chaos to carry on his mad plan. The wizard forms another arcane seal with his left hand and suddenly disappears, only to reappear at the center of the arena. He just teleported himself out of his summoning cage! Not content with that, he starts moving both of his hands in circle, performing the same gestures he used before to summon his lemures. His dark formulas are only barely audible in the middle of the uproar.

DC 17 Spellcraft check:
Thrax is casting summon monster!

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
ACTIVE EFFECTS: heroism, magic circle against evil (blue elemental), inspire courage (Petals), bless (Catina), glitterdust (Thrax)

Lady Faustinia
Catina
Petals
Varius
Manthritor Thrax (Conditions: none; Status: ?? hp)
______________________
The cage is locked, unfortunately. According to the rules, a DC 28 Strenght check is required to break down an iron door. This is what Catina tried this turn, but without success. Next turn, you can instead try to sunder the door using a slashing or bludgeoning weapon. In this case, you must make a combat maneuver check against the door's AC, which equals to 3. If your attack is successful, you deal damage to the item normally. Damage that exceeds the object’s Hardness is subtracted from its hit points. This particular iron door has hardness 10 and 30 hit points, since it is rusted in some points.
This also means that Faustinia's leopard, if we consider his attacks as sunder attempts, has hit the bars, but without causing them any harm, since he didn't manage to exceed their hardness with any single attack. Each iron bar has hardness 10 and 10 hit points.


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

Locked? Petals hears wondering at that. Why would it be locked? She feels around to the others, slipping out her picks, and kneeling in front of the door. Lifting, twisting, slipping it a little more to the right, she is thankful picking locks is mostly about feel. Through it all she keeps up her song, just in case their army is having any more luck.

disable device: 1d20 + 9 ⇒ (15) + 9 = 24
continues inspiring song

will: 1d20 + 6 ⇒ (13) + 6 = 19
Seconds roll by as she works and then suddenly she can SEE! How did he end up over in the center of the arena?

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

==========
Round 7
==========

With Faustinia trying not to heave, her summoned creatures continue to act on instinct. The earth elementals pivot and head toward Thrax, untiring in their patient approach.

The lantern archon takes a more cautious approach. It floats up and moves a bit closer, concerned about the disruption - but not yet lethal harm - that the vengeful summoner has caused this far. It begins to speak in a language that all who hear can understand, and in its truespeech it scolds Thrax: “Mortal - stop this now, by the order of Heaven.” Its natural glow intensifies for a moment before the archon emits a wave of light that washes over Thrax.

Faustinia’s final creature, the leopard, entertains no notion of restraint. Unable to guide it or call it off, Faustinia cannot stop the cat from charging up the center platform and leaping at Thrax with teeth bared and claws ready.

Faustinia falls back from the locked door and catches some movement out of the corner of her eye. She looks over to see Thrax teleport into the arena to start casting a spell. Is he…? Is he going to summon something inside of our cage? What is wrong with him?! Faustinia exclaims in her head. Of course, there's nothing she can do about it now: she stays out of the way and desperately waits for her nausea to subside.

---

Earth elementals double move, archon casts detect evil in Thrax’s area, the leopard charges.

Bite, aid, inspire, charge: 1d20 + 7 + 1 + 1 + 2 ⇒ (17) + 7 + 1 + 1 + 2 = 28
Damage: 1d6 + 5 + 1 ⇒ (3) + 5 + 1 = 9

Grab, aid, inspire, charge: 1d20 + 11 + 1 + 1 + 2 ⇒ (6) + 11 + 1 + 1 + 2 = 21

Claw, aid, inspire, charge: 1d20 + 7 + 1 + 1 + 2 ⇒ (5) + 7 + 1 + 1 + 2 = 16
Damage: 1d3 + 5 + 1 ⇒ (1) + 5 + 1 = 7

Claw, aid, inspire, charge: 1d20 + 7 + 1 + 1 + 2 ⇒ (8) + 7 + 1 + 1 + 2 = 19
Damage: 1d3 + 5 + 1 ⇒ (3) + 5 + 1 = 9

Faustinia will move out of way of the door so that others can access it.

Spellcraft: 1d20 + 12 ⇒ (19) + 12 = 31

Earth elementals: Round 6/12

Augmented small earth elemental stats:
N Small Outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (-1 Dex +7 natural +1 size )
HP 17 (2d10+6)
Fort +6, Ref -1, Will +3
Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee Slam +8 (1d6+7)
Special Attacks earth mastery
Statistics
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2, CMB +6, CMD 15
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
Abilities
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Lantern archon: round 5/12

Augmented lantern archon stats:
LG Small Outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
Defense
AC 15, touch 11, flat-footed 15 (+4 natural +1 size +2 deflect vs. evil)
HP 17 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 x light rays +3 touch (1d6 ignores DR)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil
Statistics
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2, CMB -2, CMD 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal, Truespeech
Special Abilities
Aura of Menace (Su) Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Gestalt (Su) [won’t be relevant]
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

Celestial leopard: round 4/12

Augmented celestial leopard stats:
N Medium Animal
Init +4; Senses low-light vision, scent darkvision 60 ft. ; Perception +5
Defense
AC 15, touch 14, flat-footed 11 (+4 Dex +1 natural )
HP 25 (3d8+12)
Fort +7, Ref +7, Will +2
Resist cold 5, acid 5, electricity 5
SR 7
Offense
Speed 30 ft., climb 20 ft.
Melee Bite +7 (1d6+5 plus grab), 2 x Claws +7 (1d3+5)
Special Attacks pounce, rake, Smite Evil
Statistics
Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6
Base Atk +2, CMB +7 (+11 grapple), CMD 21 (25 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +13, Perception +5, Stealth +11 (+15 in undergrowth)
Special Abilities
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Rake (Ex) Gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
Smite Evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (3) against evil foes; smite persists until target is dead or the celestial creature rests).


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

========
Round 7
========

Strength: 1d20 + 2 ⇒ (8) + 2 = 10
Will: 1d20 + 2 ⇒ (18) + 2 = 20

Varius continues throwing himself against the door again and again, having decided on a course of action. With a sore shoulder and a door that isn't opening any time soon, Varius manages to clear the glitter from his eyes and he sighs, looking into the Devildrome to see the summoned creatures in full combat and Thrax casting another spell at them.

He gives up trying to think for himself.

"Bah. Okay, just tell me what to hit. And why the hell are we locked in here? Was this a setup?"


========
Round 7
========

Catina looks around, trying to settle on a course of action. At least they weathered the first of Thrax's attacks, but he didn't seem to let up. "I don't know, Varius," she answers, hoping to sound calmer than she feels. "That's a question for later, though. Stop banging on that door, it seems like Petals has a better chance at it." Even if it may take some time. "We'll need to be sure she can work undisturbed, and that means keeping a close eye on Thrax and making sure he can't wreak more havoc." Just to be safe, she casts a spell on Petals. "Blessed Rose, keep this woman safe, so that she may get us all out of here." Why didn't I study the spell that lets me freeze someone in place? I thought we would only be dealing with summoned creatures!

--

Cast Protection from evil on Petals.


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND 7 ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔

While Faustinia stays out of the way of her companions trying to open the door, her creatures move against Thrax. The celestial leopard actually catches the wizard unaware, in the process of casting a spell, and the beast’s teeth plunge deep in Thrax’s shoulder. The attacks causes Thrax to lose his spell, his concentration irremediably compromised by the pain provoked by the leopard’s bite. Thrax’s face in a mask of anger now, but Faustinia’s summoned leopard seems to don’t care about it at all, and he successfully grabs his opponent. Thrax’s strength, anyway, together with the magical protection he’s imbued with, help the wizard to avoid the leopard’s following attacks.

***

Catina protects Petals while the elf tries to disable the lock of the door. Varius’ attempt was vain, unfortunately.

In the meantime, Thrax tries to get rid of the leopard grappling him. With an incredible feat of strength, especially from a wizard, the mad summoner breaks the grapple and frees himself. He steps away from the celestial beast and disappears again…only to appear inside the Irises’ cage!

Where do you think you’re going? I…WILL KILL YOU ALL!!!” shouts the wizard with a face distorted by fury and madness.

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
ACTIVE EFFECTS: heroism, magic circle against evil (blue elemental), inspire courage (Petals), bless (Catina), glitterdust (Thrax)

Lady Faustinia
Catina
Petals
Varius
Manthritor Thrax (Conditions: none; Status: -9 hp)
______________________
At the beginning of the next round, which means during your next post, the door will open (Petals needs 1 full round in order to open the lock). This means that you will be free to leave the Devildrome, or at least the arena, on your turn.

Faustinia: The archon detected that Thrax is evil.

GM Rolls:

--- THRAX’S ROLLS ---

Thrax’s concentation check: 1d20 + 11 ⇒ (9) + 11 = 20
BMC: 1d20 + 6 ⇒ (15) + 6 = 21


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

OPEN UP, stupid door! Petals mumbles inside her own head, while continuing her improvised song, including bits about Thrax's questionable relations with a hedgehog.

Click!

The door swings open and they are free. She is not wasting a moment. Grasping her hammer in both hands, the elf charges, skirts flaring as she runs, and...

charge+2 attack/-2 ac, bless+1, inspire +1
attack with hammer: 1d20 + 7 + 2 + 1 + 1 ⇒ (2) + 7 + 2 + 1 + 1 = 13

...slams her beautiful silver mallet into the dirt. Looking up with smoldering anger in her blue eyes, she dares the over-swollen man to laugh.

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

==========
Round 8
==========

Faustinia’s ground-bound creatures continue their fruitless chase. The elementals seem undisturbed in their plodding journey, but the leopard has tasted blood now. It charges at the bars again, clawing, roaring, and hissing as its prey escapes.

The lantern archon has made its weighed decision given Thrax’s undeniable threat. It too flies forward toward the other cage, but it can’t quite get within range to begin smiting this evil-doer. “Surrender, mortal, and you may yet live to escape Heaven’s wrath,” it says calmly.

Faustinia can feel the last wracking pains in her stomach reach a crescendo. She hacks up some bile, but otherwise manages to keep herself together even as Thrax threatens to kill them all. What does this fool think he’s doing?! Why is he attacking us? she can only wonder as the wizard closes ranks to brawl. As Petals clicks open the door, she stumbles toward it, gripping the bars for support and heading out of the cage.

---

Earth elementals and archon double move, the leopard charges. I won’t bother rolling the leopard’s sunder attacks since it can’t really do enough damage to the bars to be relevant.

Faustinia will move out of the arena cage.

Earth elementals: Round 7/12

Augmented small earth elemental stats:
N Small Outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (-1 Dex +7 natural +1 size )
HP 17 (2d10+6)
Fort +6, Ref -1, Will +3
Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee Slam +8 (1d6+7)
Special Attacks earth mastery
Statistics
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2, CMB +6, CMD 15
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
Abilities
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Lantern archon: round 6/12

Augmented lantern archon stats:
LG Small Outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
Defense
AC 15, touch 11, flat-footed 15 (+4 natural +1 size +2 deflect vs. evil)
HP 17 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 x light rays +3 touch (1d6 ignores DR)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil
Statistics
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2, CMB -2, CMD 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal, Truespeech
Special Abilities
Aura of Menace (Su) Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Gestalt (Su) [won’t be relevant]
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

Celestial leopard: round 5/12

Augmented celestial leopard stats:
N Medium Animal
Init +4; Senses low-light vision, scent darkvision 60 ft. ; Perception +5
Defense
AC 15, touch 14, flat-footed 11 (+4 Dex +1 natural )
HP 25 (3d8+12)
Fort +7, Ref +7, Will +2
Resist cold 5, acid 5, electricity 5
SR 7
Offense
Speed 30 ft., climb 20 ft.
Melee Bite +7 (1d6+5 plus grab), 2 x Claws +7 (1d3+5)
Special Attacks pounce, rake, Smite Evil
Statistics
Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6
Base Atk +2, CMB +7 (+11 grapple), CMD 21 (25 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +13, Perception +5, Stealth +11 (+15 in undergrowth)
Special Abilities
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Rake (Ex) Gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
Smite Evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (3) against evil foes; smite persists until target is dead or the celestial creature rests).


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

=========
Round 8
=========

Varius yelps as Thrax appears in the cage, however he grins wickedly once he realizes the maddened wizard has decided to close ranks.

"I was hoping you'd say that. En garde!"

Varius moves in close to Thrax, feinting before he goes for a hard thrust, trying to end the fight quickly.

Attack: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 1d6 + 6 ⇒ (4) + 6 = 10


Catina looks forward and backwards. "What... What are we doing?" She is inclined to follow Faustinia, and just run away from the wizard, who seems strong as well as a very experienced caster. "Come on, Varius. Let's just get out of here!"

She holds her ground for now, and casts a spell to bolster Varius's strength.

--

Cast Bull's Strength on Varius. I still say we should just flee the arena, though.


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND 8 ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔

Lady Faustinia heads out of the cage, while Catina uses her divine magic to strengthen Varius. In the meantime, Petals tries to attack Thrax with her hammer, but her weapon hits only the dirt. As for Varius, he moves forward and attacks: he would have failed, missing his opponent by a mere inch, but the divine strength imbuing him allows the warrior to adjust his strike and hit the target.

Thrax reacts with a rageful grin. He lets out a few incredibly blaspheme swears in Infernal before disappearing again. He appears not far from Lady Faustinia, at the end of the corridor leading into and out of the Irises’ summoning cage. His face completely distorted by anger and madness, the spellcaster forms a dangerous seal with his hand, holding a a ball of bat guano and sulfur in it. Faustinia can see it coming, but can’t do anything to protect her friends.

A FIREBALL!

Yes, a fireball! The crazed wizard has just throw a fireball at the party.

The fireball deals 32 points of fire damage to Petals, Varius and Catina, unless they succeed at a DC 16 Reflex save, in which case the damage is halved.

The explosion is terrible, and causes the crowd to fall into a state of complete panic. In the middle of the screams of fear and anxiousness, the cloud of smoke quickly dissipates.

Thrax keeps on laughing, completely prey of his deranged madness.

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
ACTIVE EFFECTS: heroism, magic circle against evil (blue elemental), inspire courage (Petals), bless (Catina), glitterdust (Thrax)

Lady Faustinia
Catina
Petals
Varius
Manthritor Thrax (Conditions: none; Status: -21 hp)
______________________

GM Rolls:

--- THRAX’S ROLLS ---

Fireball damage: 8d6 ⇒ (3, 1, 6, 6, 3, 6, 3, 4) = 32


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

reflex: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11

Bamf and the man is gone. Petals barely has time to hunt around to see where the wizard disappeared to before the world explodes in fire.

Then darkness...

Petals falls to 0 hit points.


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Reflex: 1d20 + 6 ⇒ (8) + 6 = 14

As Catina shouts that they need to run, Varius turns to her. "He's teleporting around the place - I don't think we can run from him. Jus--AUUUGH!"

Varius screams as his skin is torched by the wizard. As he realizes what's happened, he sees Petals fall and he completely loses his temper, despite barely standing himself. He spies Thrax down the hall and charges right for him.

"DIIIEEEEE!!"

Attack+Charge+Bull's Strength: 1d20 + 10 + 2 + 2 ⇒ (13) + 10 + 2 + 2 = 27 Damage: 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10

Gah. Of course he's 35' away.


With Petals staggering, fleeing is no longer an option. "Yes, I know. Can't you pin him to the ground, or something? Stop him from casting?"

--

Reflex save: 1d20 + 2 ⇒ (5) + 2 = 7
Drop shield another to cast CMW on Petals.
Grappling might be an option, by the way.

2d8 + 5 ⇒ (4, 7) + 5 = 16

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

==========
Round 9
==========

The earth elementals finally come back to the side of the arena they appeared in. Faustinia, finally free from her wracking nausea, turns to see their approach in the wake of Thrax’s fireball. She bellows at them in their own slow-tongued language.

Terran:
“Help!”

In response, they start to smash into the iron bars keeping them from the chaotic fight.

The lantern archon, with Thrax out of the range of its smiting beam, hovers around the two earth elementals near the gate. It brushes against one of them, imbuing it with some bolstering strength.

The leopard, seeing its attacks are proving futile, backs off. It jumps away from the cage and prowls back and forth, pacing and watching its prey get away while uttering a low growl.

Faustinia, after shouting to the elementals, turns to Thrax. She wipes spittle from her mouth with the back of her hand, glaring at the cocksure, murderous wizard. She feels her fist clench in anger around the cameo on her necklace, the cool silver chain biting into her hand as she squeezes. Having finally overcome Thrax’s spell only to see him torch her allies so gleefully, Faustinia grits her teeth as her face contorts in hatred. She has no words for him other than arcane words of power, which she utters while her other hand retrieves a bit of fur and glass rod. She rubs them together with one hand, and as the static builds up on them she points it at Thrax and a massive, crackling blast of lightning shoots from her hand at him.

---

Earth elementals move up and try to sunder the bars. Lantern archon casts aid on orange elemental. Leopard backs off.

Blue sunder, power attack, heroism: 1d20 + 8 - 1 + 2 ⇒ (11) + 8 - 1 + 2 = 20
Damage, power attack, inspire: 1d6 + 7 + 3 + 1 ⇒ (4) + 7 + 3 + 1 = 15

Orange sunder, power attack, bless: 1d20 + 8 - 1 + 1 ⇒ (13) + 8 - 1 + 1 = 21
Damage, power attack, inspire: 1d6 + 7 + 3 + 1 ⇒ (4) + 7 + 3 + 1 = 15

Faustinia uses her arcane bond to cast lightning bolt! DC 17 Ref for half damage.

Lightning Bolt: 5d6 ⇒ (5, 6, 6, 3, 4) = 24

Earth elementals: Round 8/12

Augmented small earth elemental stats:
N Small Outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (-1 Dex +7 natural +1 size )
HP 17 (2d10+6)
Fort +6, Ref -1, Will +3
Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee Slam +8 (1d6+7)
Special Attacks earth mastery
Statistics
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2, CMB +6, CMD 15
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
Abilities
Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Lantern archon: round 7/12

Augmented lantern archon stats:
LG Small Outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
Defense
AC 15, touch 11, flat-footed 15 (+4 natural +1 size +2 deflect vs. evil)
HP 17 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil Immune electricity, petrification
Offense
Speed fly 60 ft. (perfect)
Ranged 2 x light rays +3 touch (1d6 ignores DR)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil
Statistics
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2, CMB -2, CMD 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal, Truespeech
Special Abilities
Aura of Menace (Su) Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Gestalt (Su) [won’t be relevant]
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

Celestial leopard: round 6/12

Augmented celestial leopard stats:
N Medium Animal
Init +4; Senses low-light vision, scent darkvision 60 ft. ; Perception +5
Defense
AC 15, touch 14, flat-footed 11 (+4 Dex +1 natural )
HP 25 (3d8+12)
Fort +7, Ref +7, Will +2
Resist cold 5, acid 5, electricity 5
SR 7
Offense
Speed 30 ft., climb 20 ft.
Melee Bite +7 (1d6+5 plus grab), 2 x Claws +7 (1d3+5)
Special Attacks pounce, rake, Smite Evil
Statistics
Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6
Base Atk +2, CMB +7 (+11 grapple), CMD 21 (25 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +13, Perception +5, Stealth +11 (+15 in undergrowth)
Special Abilities
Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Rake (Ex) Gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature's description. A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
Smite Evil 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (3) against evil foes; smite persists until target is dead or the celestial creature rests).


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

So since Catina went before Petals, and she was only disabled (thank you Faustina), she'll be able to attack, correct?

The dark swimming up the corners of her eyes has no chance against the warm comfort of Catina's magic. After a quick smile of thanks to her friend, she corrals her wavering singing voice into a high pitched rage

"I am an elf." she thinks as she drops her heavy hammer, pulls, and draws her bow. "I should be good with bows... right?" sighing in her mind. "Just picture him being the broad side of a barn and maybe..."

bless and inspired
longbow: 1d20 + 8 + 1 + 1 ⇒ (14) + 8 + 1 + 1 = 24
damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ ROUND 9 ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔

The attacks of Faustinia’s elemental have the desired effect, sundering one of the bars of the cage: more than enough to allow the summoned creatures to enter the area inside of the cage. As for Lady Faustinia herself, she casts a powerful spell that Thrax is not able to dodge. In quick succession, the Irises capitalize on their good moment and attack the wizard. Catina heals Petals, and the elf hits Thrax with her bow. Varius charges forward, and with his weapon he manages to put down the deranged summoner.

Thrax falls unconscious, bleeding out. The fight is over, but the chaos is still mounting inside the Devildrome.

Do you wish to stabilize Thrax?

After a few minutes, however, Lucca reaches the Irises, who will have probably spent that time healing their wounds.

There are no words to describe how mortified I feel in this moment…,” says Lucca with a sad tone, his eyes low on the ground. “I beg you to accept my humblest apologies, for I didn’t have any idea what Thrax was hiding inside of him. So much rage…I’m sorry”.

Lucca lowers his head and removes his hat in sign of apology, then sighs. “I hope you will allow me to make up for the troubles Thrax caused to you. Our rules state that if a contender breaks one of the arena’s commandments, all his possessions at the moment of the infringement becomes the property of the Devildrome, as a form of compensation. Since Thrax broke the rules, his gear his mine, including that precious-looking staff. Perhaps you would accept my apologies with less grudge if I allow you to take Thrax’s equipment over me?

Thrax equipment consists in: a +1 mithral quarterstaff with twin rubies for eyes (worth 4,100 gp in all), an amulet of natural armor +1, a pearl of power (1st), diamond dust worth 500 gp.

And of course, this is yours. You’ve earned it,” says Lucca with a smile producing a gold goblet depicting fighting devils on its side and offering it to Lady Faustinia. “The Hellcaller’s Cup. I sincerely hope that you will come at the Devildrome again in the future, to defend your title, milady. Your summoning skill were amazing.

The Hellcaller’s cup is worth 1,000 gp.

______________________
Well done! This was a nice fight. You earn 2 Fame Points and 800 XP each!

GM Rolls:

--- THRAX’S ROLLS ---

Reflex save: 1d20 + 3 ⇒ (8) + 3 = 11


Catina is surprised to suddenly see the lightning bolt arc from Faustinia, but she doesn't complain about the suprise. Rather, she's just very glad that the fight is over. She looks down at her blue robes, quite singed and ruined from Thrax's fireball. Still, the sight of Petals staggering is clear in her mind, and she knows things could have been much worse. She takes a step closer to the man, and tries to guess at his motive. Was he just angry at losing, or had he gone mad? Whatever the reason, Catina feels that he shouldn't deserve to die. She communicates as much in a swift prayer, and watches as Shelyn's magic closes death's door for Thrax. She spends the next few moments checking up on her companions, and making sure they're all right.

--

When Lord Lucca arrives, Catina makes sure she's smoothed her clothing as best she can. His demeanor gives her pause, however, and she gives him a critical look. Is he really sorry, or did he know this might happen? She isn't really sure either way, but doesn't pass up the opportunity to snatch up Thrax's possession after thanking their host. If anything, we can just sell the thing to fund the Eyes.

--

Cast stabilize on Thrax.
Sense Motive on Lord Lucca: 1d20 + 5 ⇒ (9) + 5 = 14

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

As Thrax falls, Faustinia lets out a relieved sigh. Her hands still tremble from the power of the lightning bolt which passed through her opponent’s body, leaving a scorch mark on the wall, but she finds herself relatively unharmed. She says as much when Catina comes to check on her after making sure the man doesn’t die, nodding and thanking her young friend.

---

When Lucca approaches, Faustinia greets him courteously. She nods at his apology. “This is a courteous gesture, Lord Lucca. If Thrax’s property is forfeit, I will gladly accept it in your place. Thank you,” she says sadly. She looks back at the unmoving Thrax with pity, before her attention comes back around to Lucca and the gold cup. Faustinia takes it graciously, giving Lucca a bittersweet smile. “Perhaps. I must admit, this place has a certain appeal.”

Faustinia looks down at the goblet, tracing the depiction of the fighting devils with a finger pensively. She sighs, then looks back up at Rance Lucca. “There is also the matter of our other agreement. When would it be most convenient for you to get us the bust of the old Pathfinder?”


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

"That was... " a flurry of horrible puns cross her mind, but she stamps them down with practiced sense. "No one likes puns." she reminds herself. She'll go over to Thrax with Catina as their cleric makes sure the madman doesn't die. She'll remove a belt from the slightly chared muscle bound mage and bind his hands, afterward as well. "This was his everything, and we took it away. I can understand his anger, even his hatred, but killing us wouldn't have got it back for him." She'll look up at Catina "I don't understand people at times."

When Lucca interrupts them, she notices Catina's wariness, and takes a closer look at the regretful lord.

sense motive: 1d20 + 10 ⇒ (2) + 10 = 12

But decides he seems forthright enough. She is happy Faustinia takes the lead again in communicating with him though. Noticing her singed clothes and hair, she'll busy herself with using her magic to clean herself and her companions up a bit. Can't have the heroes of the arena looking like they lost to a campfire.


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius leaps to the side as the lightning bolt blasts Thrax to the ground. He lies there, gasping, red and scorched from the burn of the fireball.

Kicking out his legs he pinwheels to his feet before he lunges for Thrax with murderous intent, stopping just short of killing the insane wizard.

"BAH!" He cleans his sword and sheathes it before he gingerly, gingerly leans against a wall. "Thank you Faustinia, a stiff breeze from him could have killed me there."

Still livid at Thrax's attack, Varius ignores the cup as it is awarded. "Yes. The bust."


Council of Thieves Maps

Very well. I hope you will forgive me. Trust me, I didn’t suspect Thrax was such a…freak,” Lucca says with an expression of disdain as his eyes set on the unconscious body of the wizard. “Do whatever you want with him. He’s not my problem anymore, fortunately…

Lucca then hits his forehead with his palm. “How absent-minded of me! Of course! That was the reason why you came to me in the first place, wasn’t it? Very well, follow me.

You follow Lord Lucca on the stairs, and after reaching the highest part of the Devildrome, you see a nice collection of busts. Some of them are made of stone, others in bronze, one is even gold. “There he is!” says Lord Lucca pointing to a stone bust. “He’s your guy. As promised, I will leave you alone with him. If you need me, come to my office. And don’t forget to pass by for a greeting before leaving!

Picture

This is the moment in which the Irises are supposed to use one of the four grave candles they’ve found inside the Chelish Crux. Once lit, the candle starts to burn. The smoke rising from the candle immediately grows thick, and a ghostly shape similar to the bust’s appearance in manifests in the smoke.

Catina:
A few theological remarks for you, since you could be potentially interested. The manifested spirit is as much an echo of the creature as it is the actual departed soul. It can speak and the conversation with the dead spirit adheres to the rules for speak with dead. A dead body can only be successfully subjected to a grave candle once—the burning of the candle “burns out” the latent necromantic and spiritual energy lef behind by the soul’s parting from the world (this does not harm the actual soul of the dead spirit).

If you feel a bit confused about which questions you should ask, and in general about the purpose of your whole missione (something which is entirely possibile, given the amount of time required by PbP to progress the story), my suggestion is to read again this post, and in particular to pay particular attention to the letter. That should help you clear your head and get a few tips on which questions you should ask to Ghaelfin.

The smoky figure seems quite sad, and his eyes are low.


Catina is initially apprehensive about lighting the candle and invoking its magic on the petrified bust, but she tries to reason with herself on why there is nothing to worry about. "Arael confirmed that the candles aren't necromantic in nature, and that they're perfectly safe. We're not actually harming the soul of Venture-Captain Ghaelfin, but we're mostly speaking with... a copy." She then turns to her companions. "It seems like the candles follows some strict rules." They remind her of the time that they had the imp answer questions in the Crux, but she doesn't voice those thoughts. "I think we have a limited answer of questions the spirit will answer - five, if I'm correct. We'd best think of them in advance. Also, we have to be prepared for the answers to be vague, or cryptic. It might help if the spirit agrees with our intentions, so maybe we should explain what we're trying to do."

Her brow furrows for a moment as she thinks. "How about this? We will him that Delvehaven had been sealed for many decades. He was probably the one to order it, so that might put the spirit in a good mood. We'll let him know that we are working with a Pathfinder agent, to search Delvehaven for clues. And to rid Westcrown of an evil presence. Then we can ask our questions. Something like:"

"- What do we need to do to enter Delvehaven, considering the seals you left are still in place?
- What kind of defenses will we have to contend with?
- Was there an object in Delvehaven, connected to light and shadow perhaps, at the time of its sealing?
- Where was it located?
- If we want to explore Delvehaven and might have the chance to speak with the spirit of Coriana Heavenscape before we enter, what is the one thing that she could tell us to aid us in our pursuit?"

She looks at the others to gauge their reaction. She seems especially proud of the last questions she thought of.


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

"Do you think he will know he is dead?" Petals wonders, having never summoned a spirit before. Listening to the questions, she believes Catina has a handle on what we need to know, giving an extra smile/nod/mini clap at the last one.

She does suggest another "Maybe we should ask if he knew where Sivanshin would have fled. Didn't the letter mention him fleeing with a stolen relic. We might need whatever it is."


Male CG Human Rogue 1 | HP: 21/21 | AC: 14 TAC: 13 | F:+3 R:+5 W:+1 | Perception +2 | Speed 25ft |Reactions: Nimble Dodge (+2 AC vs one melee attack)

Varius thinks for a little while. "Good questions. I think we must be flexible as the answers may guide us to ask different questions, but we should know what we need to find out. I think the most important question we can ask is 'How did the Pathfinders die?' because that may lead us to answers about the artifact and House Thrune. It depends on how helpful the spirit is I suppose."

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Faustinia thanks Rance as he shows them to the bust. She listens carefully to Catina’s suggestions, wanting to make the best out of their limited questions. She nods in agreement, making mental notes.

“An excellent start, Catina, and good suggestions from you, too: Petals, Varius.” Faustinia creases her brow in thought before adding, “I think we can condense some of your questions, Catina. We can simply ask him, ‘What do you know about an object of light and shadow from the Mwangi Expanse?’ Unless you think we will need more specific questions if he is reluctant or vague. Petals, I think asking after Sivanshin at this point may be fruitless - if he has truly fled to Nidal, he is beyond our reach. And as Varius says, the Pathfinder Society will find it valuable to know the fates of these five. We can at the very least ask what happened to cause his death on their behalf.”

---

So my suggestion is: Catina’s list is good, but we can combine the questions about the artefact into one. That leaves us a question to ask about what happened to the five Pathfinders mentioned in the letter, answering Petals’ question about Sivanshin and the rest of the Pathfinders too.


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

Okay, sounds good to me. Petals agrees.


Catina nods and goes forward with the plan. As discussed the first briefly explains their situation, to hopefully garner the spirit's favor. She then asks her questions, one by one.

"- What do we need to do to enter Delvehaven, assuming the seals you left are still in place?
- What kind of defenses will we have to contend with?
- What do you know about an object of light and shadow from the Mwangi Expanse?
- What do you know about the fate of the Pathfinders Donatalus Bisby, Ilnerik Sivanshin, Coriana Heavenscape and Loremaster Liriam?
- If we want to explore Delvehaven and might have the chance to speak with the spirit of Coriana Heavenscape before we enter, what is the one thing that she could tell us to aid us in our pursuit?"


Council of Thieves Maps

The ghostly form of Aiger Ghaelfin stares at the void as Catina explains that Delvehaven has been sealed for many decades and that her intention, together with their friends and in collaboration with the Pathfinder Society, is to search Delvehaven for clues in order to find a way to rid Westcrown of an evil presence.

The spirit of Ghaelfin is dour and depressed, as it is clear for it ghostly expression. As Catina explains the reason why her group has summoned Ghaelfin's spirit, the latter periodically lapses into sobs for a woman named "Coriana", bemoans Aroden's death and curses House Thrune.

As soon as the first question is asked, Ghaelfin's spirit widens his eyes, then goes back to his normal expression. "Lodge wizards laced the halls with magical traps and guardians," he explains with an otherworldly voice, "but my mind was otherwise occupied, and I paid no attention to details, for she who planned to reclaim Delvehaven was taking care of the matter. Oh, Coriana, your soul was too pure for this corrupted country."

For obvious reasons, the party decides not to ask the second question. About the third one, the spirit of Ghaelfin stares at the void for a few seconds before answering that "Bisby and Sivashin were the only survivors, but their discovery was worth it. A grand expedition, a majestic parade, the honors of the king. What a moment that was for the Society. And the object they uncovered, it had incredible powers, but we didn't had the time to study it, 'cause the war broke out soon after their return."

You've asked two questions until now. I will give you the opportunity to rephrase your questions before answering to the remaining three. Keep in mind that questions about specific persons need one question for each person.


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

Petals feeling out of her depth here, looks to Cataina and Faustinia, but if asked will suggest finding out more about the artifact or Coriana since he seems obsessed about her, he might know things we'd need to know to find her.


The Venture-Captain's answers give Catina pause. She had know about the nature of the spirit and the answers if would give, had even warned her friends. Still, it was difficult to consider the best way to get useful information. "You're right, Petals. We should probably focus on Coriana. He cared for her very much, so he might be more forthcoming with information. Still, we're banking on the opportunity that we'll retrieve her body as well. And we have to be specific with the questions."

She thinks for a moment. "It might backfire for us, but what about asking on the fate of Coriana, and where her body was taken? That would give us something solid to go on. For the forth question, I suppose we could ask about Sivanshin. It's a long shot, but if he's still alive - maybe he was forced to change his plans and never left the country? - that would give us a lot of information."

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Faustinia nods at Catina’s suggestions. “This seems like a wise course of action--” she says, interrupting herself to steal a quick look at the smoky, incorporeal venture-captain. Her heart sinks, to see this spirit so restless, her eyes full of pity. Turning back to the Irises, she continues, “--Coriana may be a tender topic, but he obviously loved her. It may be painful, but at the same time he does keep mentioning her; perhaps he would appreciate that we are trying to continue her legacy.”

Thinking on what to ask, Faustinia suggests, “Catina, I think your question about what we should ask Coriana is clever, but I think he’s already told us - she planned to reclaim Delvehaven, perhaps we can ask her how. But for what we should ask Ghaelfin, let’s ask about Sivanshin next, lest he be too distracted by his lost love. We can follow up asking about Coriana’s fate. Lastly, should we ask about the Father’s Bulwark? If we know where an old Pathfinder rebellion was based out of, perhaps we can find more information there.”


Council of Thieves Maps

After a short discussion, the party decides to ask Ghaelfin's spirit about Sivanshin. The spirit of Ghaelfin grows somewhat pensive, then answers.

"After Delvehaven was sealed, we disbanded. Ilnerik had already left the Society a week before, however, after he had a falling-out of some kind with Donatulus Bisby. I don't know where he wound up, though. I recall that Bisby was furious after their altercation...He called him "thief", or something along that line..."

The next question is about Coriana's fate. Here Ghaelfin becomes sad and starts whine to himself for a few seconds before regaining his composure.

"Coriana decided to stay in Cheliax. She...she was a kind soul..."

Ghaelfin cries to himself, then curses the Thrune.

"She remained behind to help organize Westcrown's recovery from the recent chaos and tragedy. I...I viewed Westcrown’s salvation as a lost cause, but I was unable to convince Coriana to leave with me..."

The spirit's expression has now turned to guilty.

"She was stubborn, but true in her faith. Her opposition to House Thrune caught the attention of the Sisterhood of Eiseth, a group of murderous monks dedicated to the art of slaying. They murdered her. They cremated her. And they stored her below their cursed convent, the Massacre House."

For a few seconds, Ghaelfin erupts in a series of swears against the Sisters of Eiseth and House Thrune. He then starts to moan Aroden's death, mumbling something about his treason and the fact that hadn't He died, none of this would have happened. Finally, he starts to whine about Coriana's sad fate.

"I retaliated. I throwed my remaining resources behind the resistance, but I got killed in the process. I suppose my petrification was the work of an assassin from the Sisterhood..."
_____________________________
Last question: choose wisely!


Catina tries not to let herself get distracted by the spirit's ranting on House Thrune. She feels for him and catches herself almost wanting to put an arm around his shoulder. The gesture would be futile.

"I guess we're on the right track concerning Coriana. Finding her without this information would have been a lot harder. I guess it doesn't make sense to ask about Sivanshin any more. We might have better luck talking to Bisby about him, if we get the chance."

"Now, for our last question, should we ask about the Father's Bulwark, or about the Massacre House? The latter might be possible to find through mundane means, which is almost impossible for the Pathfinder's hideout. But if we're wrong and we don't find the location of the Massacre House, we'll be at a dead end. I think we should ask about that. The name doesn't ring a bell for any of you, does it?"

--

Knowledge local on 'Massacre House': 1d20 + 2 ⇒ (12) + 2 = 14 (If it's Knowledge religion instead, that's 7 higher.)


Council of Thieves Maps

The name doesn't ring any bell for Catina. It is a DC 23 Knowledge (local) or DC 20 Knowledge (history) check to know more about the Massacre House.


Female LG Elf paladin 1/bard 4 | HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10 | Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

knowledge local on the house: 1d20 + 8 ⇒ (18) + 8 = 26
Oh, THAT is where the Sisters live? feeling stupid she had not made the connection before now I've heard spooky tale after tale about that place. Problem will be separating fantasy from reality. Petals explains what she knows as briefly as possible, since they have the poor man's undead head on hold.


Council of Thieves Maps

Petals:
The Sisterhood of Eiseth existed in the time before Aroden’s death as a convent of female monks who hoped to become erinyes afer their deaths. By worshiping the first erinyes, Eiseth, and leading a life of fury, they hoped to train for this role in the afterlife, and frequently hired out as assassins. Their work was particularly valued by some for their convention of claiming the remains of their victims, cremating them, and securing the ashes below one of their convents in order to prevent the slain victim from being brought back to life or receiving the honor of a proper burial.

In the time before Aroden’s death, the Sisterhood was forced to operate with a cover—most of their convents posed as mausoleums or funeral houses. It is indeed ironic that in modern Cheliax, where they could act relatively openly, the Sisterhood has languished. In neighboring Isger, their order has prospered and evolved, becoming the better-known Sisters of the Golden Erinyes. Here in Cheliax, though, most of their monasteries are now abandoned, and those that remain are, like Westcrown’s Massacre House, run by relatively small numbers of low-level monks.

Before Aroden’s death, the Sisters of Eiseth operated under the cover of a crematorium. Today, this chapter of the Sisterhood stubbornly maintains its convent in the ruined section of the city, refusing to relocate their traditional home to safer areas. Of course, the order’s relatively notorious reputation does much to keep the lowlifes and thugs who live in the ruins from bothering the building, known locally as “Massacre House,” but never in a Sister’s presence.

Devout worshipers of Eiseth, the Sisters are staunch supporters of House Thrune and make it their business to keep a watchful eye over Westcrown’s piety, and while they are unofcially custodians of Rego Cader’s ruins, in practice they rarely leave their convent at all. They still carry out assassinations now and then, but at much reduced prices with much lower-profle and less important targets—this particular Sisterhood is on the cusp of transforming into little more than an organized group of street thugs as a result.

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Faustinia nods at Petals. "I believe I've read of the place. It seems like a good start."

“Our course of action seems clear,” Faustinia asserts. “We must go to this convent and recover Coriana’s ashes, and ask her how to enter Delvehaven.” Faustinia thinks a bit, wrinkling her forehead. “If we can’t think of a more important question, should we ask about the Pathfinders’ hidden cache? There are hints in the ledgers we found, and perhaps that poem is indeed the cipher for its location. Perhaps, ‘now that we have the Pathfinder ledgers and “Cugny’s Wedding,” how do we find the Pathfinders’ hidden cache?’”

---

Knowledge (History): 1d20 + 8 ⇒ (16) + 8 = 24


All of the possible questions they've considered run in Catina's head. Her brow furrows in thought until she can't decide either way. "That seems as good a question as any, Faustinia. Go for it."

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