It's a Long Way to the Top - Hell's Vengeance (Inactive)

Game Master Leedwashere

The Glorious Reclamation is going down!


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Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope will happily drink her fill of schmuck number one, eyes rolled back in her head and stifling a long moan of delight. Then wiping the excess off with her sleeve she is ready to go. You want to get the Mama Ismene, Kolaiah the son, I'll grab as much as the loot as I can, with Muziel maybe grabbing the other son's head? Just in case we need "evidence" of her evil. Cimri running as scout to make sure we don't run into any angry townspeople... yet.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Loot table updated! Also, one option is to re-consecrate the church to Asmodeus.

"Lots of good stuff here!" says Muziel, quite pleased with the haul. NOW we can go home."


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Very good work, Mr. Greed. Penelope congratulates him, using a tapestry to gather it and sling it over her shoulder. Then assuming no one has a complaint with her suggestions, our merry little band of thieves and murders... in the name of local government of course... heads back to the jail.


Taking your prisoners back to the jail, you're faced with one last choice before you can take your well-earned rest for the night. You have two cells and at least three, possibly four prisoners depending on whether you're leaving the congregant that Penelope didn't suck dry of blood alive or not. The question is, then, how do you sort them? Or has the barmaid's usefulness expired?

Cimri votes in favor of keeping Lacall and Tileavea in separate cells, and keeping no other prisoners... but not in favor of letting them go.

Once this question is dealt with, everyone can rest and level up to 3!


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel chimes in with his thoughts. "It might be smart to just let the barmaid go. We don't want everyone coming into this place not getting out. Otherwise, there's no incentive to be on good behavior with us." Muziel shrugs. "Doesn't matter that much to me, though."


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

"I say we keep 'em all. Separate mommy and her baby boy, throw everybody else in a cell together. We can execute everybody all at once. We don't need to incentivize good behavior if they're too afraid to oppose us. And if they do oppose us, they side with the Glorious Reclamation." Whatever her previous attitude may have been, Ismene is all-in on capital punishment.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel begins rubbing his mustache as he ponders Wrath's view. "Huh, that's true. All these fools tried to fight us. Not to mention we already let that Kels fellow go back in the beginning. We should show the townsfolk what can happen when the fools try to join the not-so-Glorious Resistance." Muziel is easily persuaded to give up his position. "We could use the barmaid as a warm-up act to the main event!"


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

"Let the bar wench go says I. We can always find her again if we need her."


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope yawns Guys, I don't care one little bit. Lock them up, eat them, let them go, or chop them up in pieces for kicks, same thing to me. More importantly, its late and I'm tired, so... she kicks off her boots, wrinkled her noise at the stench of ghoul bits on her clothes, but decides to ignore it and get comfy in one of the jails chairs. Good night


The morning comes, the bright blue sky contrasting with the dark deeds scheduled for the afternoon. By now, all your new prisoners have regained consciousness and you can hear the subdued sounds of Tileavea Allomar leading the others in prayers to The Inheritor for deliverance from their oppressors.

The other thing of immediate note upon waking up is the sloppy horse turd splattered all over one of the front windows of the Jail. That definitely wasn't there when you returned last night, and the smell is just starting to leak into the office space where you've all been sleeping.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Kolaiah informs the prisoners, "there is a certain irony to those prayers, which I shall not explain just now. Rest assured though, that for some of you, your prayers will soon be answered."


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Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope stretches her aches away. Sleeping in the jail is getting really old. And the smell is crap, literally, so she goes to the cell with the barmaid, sword in hand with hopefully Kolaiah flanking her. Grabs the girl. Clean it up... or die she says simply, with a sweet smile, referring to the horse crap on the window. Giving her one of those vestments from the church to do the deed. Then sets to watching the yard and the girl.

intimidation... if needed: 1d20 + 9 ⇒ (18) + 9 = 27

How far along is the construction?


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel scrunches up his nose as he smells the horse turd on their window. He decides a quick exit is in order. "You know, I might just grab a bite at the Arch and Lark. Anyone wanna come?"

He figures it might be a good opportunity to check out the progress of construction.


As a helpful reminder of geographical relationships in Longacre, The Jail and the Arch and Lark are about 25 yards, or so, down the road from each other, on opposite sides of the same street. The church square, where the construction is happening, is about a 10th of a mile further toward the center of town. While the top of the church is visible from here, the square itself obscured by many intervening buildings. That being said, you saw the progress of the construction last night as being fairly early along, little more than the skeleton of a frame. Your estimate from the builders was that it would be done no earlier than mid-afternoon today, assuming minimal interruptions, which is a good five or six more hours.

The Iomedaens seem content to ignore Kolaiah for the time being, though Penelope storming into one of the cells to retrieve the barmaid does interrupt them. They return to their prayers with greater fervor following the interruption. The frightened barmaid reluctantly complies with Penelope's order, given she fully believes the stated consequences for not doing so.

"I'll happily go with ya, Greed," Cimri pipes up, immediately. "If this is going to become a regular occurrence, I may just go back to sleeping at the Ash House. That's nasty."


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

I'll watch over our guests, but bring me back something will ya? she asks her companions.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

I would like to make it very clear that Tileavea's holy symbol has been confiscated, so no spells for her. Not sure about her son, though.

Fearing that she might miss even more of the action, Sister Ismene also sleeps at the jail, though she wakes as soon as she feels the sun on her face. She doesn't even notice the present on the window as she goes about her morning training outside. She ignores Penelope and the girl as she cleans the window, but takes a break as Cimri and Muziel emerge from the jail. "Hey guys, gettin' some grub? Gimme a second, I'll come with," she says, sweating and stinking from her workout.

There's an empty tavern just gathering dust. We could totally convert it into private quarters for us.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel has plans to turn part of it into a magical workshop, if there is ever enough downtime for such activities.

-Posted with Wayfinder


Silver holy symbols and spell component pouches are worth cash, so between you making sure to get Tileavea's and Cimri going for everything that could be taken, you got both of their holy symbols and spell component pouches. That leaves spells with verbal and somatic components only, but I'm also assuming you left them tied. So it's possible that they might still have the ability to cast verbal-only spells. Just making sure we're all on the same page.

"Sure thing, Lust," Cimri says, agreeing to bring something back for her as the group heading to the still-open tavern departs.

"What did he mean about prayers being answered?" the barmaid asks Penelope once the others leave, and without stopping from her enforced task of cleaning the window. "Are you going to let us go?" She doesn't sound particularly hopeful, after so many days, but there's still a kernel of it there, deep down.

At the Arch and Lark:

Arriving at the Arch and Lark, there is one of the Archbaron's men finishing up nailing a notice to the outside wall just by the door. He has a stack of them poking out of a small satchel that clinks with the sound of a bunch of loose nails.

"Mornin'," he says to you all, acknowledging your presence before moving off to presumably put up another one elsewhere. Taking a closer look at the notice, it's fairly short.

All Citizens of Longacre,

By order of His Lordship Darellus Fex, Archbaron of Longacre, and in accordance with the wishes of Her Infernal Majestrix, Queen Abrogail II of the Thrice-Damned House of Thrune, there is to be a public execution of traitors in the Church Square, one hour before sunset today, 3rd Rova, 4716. Attendance for this event is MANDATORY, so that everyone may understand the consequences of fostering rebellion in their hearts and minds.

For the prosperity of Longacre, the protection of the Empire, and the glory of House Thrune,
- Darellus Fex, Archbaron of Longacre


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel cranes his neck, trying to read the notice, but it's just a bit too high up. He pokes at the Archbaron's man before he leaves - "Hey, mind handing me one of those before you go?"

Notice in hand, he's able to take in the message. "Short and to the point. Though I bet he didn't have to say that attendance was mandatory. I'm guessing the whole town's gonna come out anyway. Real question is, are they gonna riot or try to set everyone free?"

Pocketing the message, Muziel heads inside to grab some grub for himself and those who stayed behind. It also seemed a good time to check in on Madame Cembers to see what the word on the street was in response to recent events.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope shrugged, Honestly, its up for debate, at least for you. she tells the truth to the woman cause she didn't give her any trouble, not that it will help her one way or another. Then takes her back to the cell. If you keep behaving, you can have my vote.


At the Jail:

The barmaid doesn't quite know what that means, but seems too afraid to press for clarification. After a minute or so she's managed to transfer all of the nasty horse crap from the window to the Iomedaen cleric vestments provided, which are now thoroughly soiled. She holds them at arms length, and asks what you want to do with them.

At the Arch and Lark:

"I think we've got to at least assume that those still of a rebellious bent are going to try something," says Cimri in response to Muziel. "I think we can handle some more rabble no problem, I'm just worried that with several hours of notice the Glorious Reclamation might be involved. I'm sure some of the people that ran away last night sought help elsewhere, and they can probably put two-and-two together with this announcement."

Heading inside, you find a handful of about six people in the process of eating breakfast and discussing among themselves in hushed tones. Nikolai, the place's preferred entertainer, doesn't appear to be up yet. His manservant, Festus, is among those eating, but not among those engaged in discussion.

As soon as she sees your group entering, Madame Cembers rushes over. While still dressed in almost fine clothing, she looks far more disheveled than you've ever seen her. She's clutching her own copy of the Archbaron's notice in her hands, which are visibly shaking.

"Please tell me this has nothing to do with me," she pleads.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Sister Ismene shares a look with Cimri, trying hard not to laugh. Breathing through her nose to stifle the giggles, she decides to have some fun with Madame Cembers. "That depends," she says, making a show of frowning and crossing her arms. "What have you got for us?"


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel looks up at Madame Cembers expectantly, awaiting her answer to Ismene.

-Posted with Wayfinder


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Just put it over there she gestures across the street, then takes her back to her cell. And settles in for the boredom of guarding.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Kolaiah follows Penelope around and looks tough whenever seems appropriate.


At the Arch and Lark:

Cembers recoils, a little like a whipped dog. "It's barely been a day!" she protests, plaintively. "I don't think anybody is using this place for discussing the rebellion, anyway. You lot come in here without warning all the time. It's not that I don't appreciate the business of the Archbaron's favored agents, but I think that probably acts as a deterrent for people wagging their tongues, right?" She pauses, visibly thinking hard in her attempt to come up with something, anything. After a second or two her eyes light up and she snaps her fingers a few times to accentuate the revelation.

"I do think I heard that Sheriff Staelish, or rather the former Sheriff Staelish, had been asking about you, though," she says, looking at Cimri, who looks surprised and appalled.

"Aunt Rhona?" she asks, warily. "She's been so quiet since I last spoke to her that I thought she must have left town after she got fired. Hoped so, too. What was she asking about me for, anyway?"

Cembers holds up her hands and shrugs. "I haven't the faintest idea. I don't even remember when or where I heard it. Maybe you should ask her?" Her voice gets a little thinner as she finishes the question, betraying her lack of confidence in the idea. Cimri frowns, quietly mulling it over.

At the Jail:

The barmaid complies. As you bring her back to the cells, you can just hear the sounds of a hastily-paused discussion among the still locked-up occupants. They don't seem interested in resuming their conversation while you're still standing right there. Whatever plans they have, or might be making, they aren't currently offering any obvious resistance at the moment. It also seems that nobody is quite foolish enough to attempt anything during broad daylight.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Sister Ismene holds a raised eyebrow, tapping on her chin as she draws out the moment before passing judgement. Deciding in Madame Cembers' favor, she nods once. "No, it's not about you. As it turns out, we made some high-profile arrests last night, and today we're carrying out their sentence."


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel nods in agreement. No sense in executing the only place serving food around here. "So, got some yummy food back in the kitchen? We had a real workout last night, and now I'm starving!"

Once Madame Cembers runs off, he looks over at Cimri, though, to judge how she might be reacting about her aunt. Seeing her frown, he tries to cheer her up. "Auntie probably just wants to give you some lecture about your choices." As the food arrives on command, Muziel gestures toward it. "If you ask me, we've made some pretty good choices!"


Once given her reprieve, Madam Cembers eagerly scuttles off to get whatever food you want, bringing it as soon as is humanly possible. She's obviously quite relieved that this has nothing to do with her and very much wants to keep it that way.

"I know, right?" Cimri agrees with Muziel, she grins again, further heartened by the breakfast. "We've got a good thing going, here, and she probably just wants to make me feel bad about it. As if making something of myself is something to be ashamed of." She scoffs and works off some of her familial frustrations by rather aggressively cutting a sausage.

"So we've got a couple hours before the main event today, does anybody have any plans on what to do with 'em?" she asks while chewing. "'Cuz I was thinking it might be worth scouting the old fort in the woods. If that's where the ol' Gee-Arr is camping out, that information has got to be worth a hefty bonus from the boss man, right?"


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel considers the possibility. "Hm . . . not a bad idea, Sloth, though I hate to leave our high-value prisoners unguarded. Since you're pretty sneaky, maybe you should take a peek and tell us what you find? I want to catch up with an old friend and figure out what goodies we got our hands on last night." "Old friend" is Muziel's way of saying Teagan Ruckleer.

Once he's had his fill, Muziel will catch up with the others back in jail to give them some food. He also wants to do a quick visit to Teagan to identify some of the goodies they found and see how the angel corpse is doing. Don't want to hold the game up, so I'm fine handwaving the item identification if you are... unless there are some intriguing events to catch up with Teagan about, of course.

One more thing - Muziel channels some of his energy into powering up the swirl of air around him, making it even harder to hit him with a ranged object. Sparks of electricity occasionally run over his armor, manifesting his growing control of his powers. Taking one burn to increase miss chance and activate Elemental Overflow.


At the Arch and Lark:

Cimri smirks, but not happily. "I think, after what happened to me last night, I'd very much prefer to not go off scouting on my own. Sword Knight Allomar took me out by herself, so I shudder to think what might happen if I got caught by a whole camp of soldiers or whatever. It can probably wait until we're ready to deal with it as a group."

At Tealan Ruckleer's:

Ruckleer opens the door shortly after your arrival. As always, he's dressed in a comfy robe and slippers. Muziel's enhanced breeze causes the robe to try to blow open, tugging at the cloth belt. The loose knot in the belt isn't quite up to the task, however, and the robe briefly blows completely open, showing a glimpse of pale, scarred flesh and purple undergarments before he re-cinches it. He ushers you inside and makes sure the door is securely closed behind you so that your wind doesn't blow it back open.

"Good news," he says, happily, before you get a chance to ask him about your unidentified items. "I just finished your little, er, sculpting job. It's really good work, if I do say so myself. And I do. Say so, that is." He stops, and clears his throat.

"Bring it here, Stinky," he commands. Shortly thereafter come the heavy, lurching steps of the Zombie Zaggar carrying what appears to be a small, dead calf in its arms. He instructs Z.Z. to lay it at Muziel's feet for his inspection.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Since Muziel delivers the food and collects the unidentified magic items back at the jail, anyone is welcome to join him on this excursion.

Heal check to understand the scarred flesh?: 1d20 + 5 ⇒ (16) + 5 = 21

Muziel also has knowledge arcana, nature and planes if it'll help.

Muziel really doesn't want to look too closely at Teagan in his robe, but can't help but see the scars. Given the choice, he much rather looks at the marvelous thing that was once an angel, but which now looks like a calf, of all things. "Wow, that's really impressive! You gotta teach me that one sometime. I've been studying up on your lessons in my spare time and I think I'm making great progress!" Admittedly, he was spending a lot of time re-learning things he ought to have learned at the Academy, but magic was hard after all.

"You'll be happy to know that we're knocking the Glorious Reclamation down a peg this afternoon, by dealing with Tileavea and her remaining son, Lacall. I bet you've seen the signs. Are you attending? You get a pass, of course, if you'd rather stay home. Did you know that Tileavea turned Loran into a ghast? It was really impressive--too bad she's not interested in becoming your student."

Muziel fishes out the various unidentified items that they had in their possession. "Lots of interesting stuff in the church, of course. Can you give us a hand in identifying them? I'm really curious what these scrolls are about--it seems like the Priestess was using them on Loran, and I'd love to know why it went so wrong. . . or should I say so right?"


Muziel:
Muziel Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17

You don't get a very long look at the scarring, but even with the short time available you can tell that it appears to be deliberate, ritualistic and, based on where it isn't, most likely self-inflicted. You recognize from your studies a few of the arcane markings that Ruckleer uses, and while you can't tell what exactly the spell might be with such a short look, you suspect that he's effectively engraved a scroll onto himself with scar tissue. It appears to have been there for a long time, possibly intended for emergency use.

"A Ghast?" Ruckleer asks, surprised. "From an Iomedaen? I have to imagine that was an accident. I don't think her patron would choose to imbue her with that sort of power on purpose. That sort of thing can happen when one attempts to dabble in magic too powerful for them, especially when it comes to commanding life and death." He steps over to the sideboard in the hall, then pulls from it a bottle of wine, some sort of feather, and a tiny, pewter goblet. He fills the tiny goblet with the wine and begins to stir it with the feather as he mutters incantations.

Once his spell is completed, he identifies the pale purple potion as an Elixir of Truth. The pale golden potion is a potion of Aid. He determines that the two pale silver potions aren't actually potions at all, but two doses of Silversheen. The three sets of bandages are Bandages of Rapid Recovery. The three scrolls he determines to be Protection From Evil.

"You weren't kidding about that being a good haul," he agrees. "Anyway, I don't get out much, so I'm not sure what signs you're referring to, and what it is I may or may not be attending."


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Thanks! Some useful stuff here. Hey, what about this pearl?" Muziel takes out the gem that glowed faintly with magic. "I'm hoping this will be especially valuable." Though if it's a pearl of power like I'm thinking, it won't be useful until Penelope gains another level.

"There's a big execution scheduled at the church square today. Not sure if we're going to warm up with some peasant executions, but like I said, the main event is offing Lacall and Tileavea. We've been putting up signs all over town ordering the townsfolk to come on pain of death." Muziel pulls out the notice from his pocket so Teagan can see. "Like I said, you're fine staying here, but if you want to watch the show, it's happening in a couple hours!"

Muziel considers what to do with the corpse, but realizes he can't really handle the thing too well on his own. "I wish I could just have that hobgoblin of yours bring the corpse to the tanner. I'll have to bring the muscle here later to get that off your hands."

Once his business is concluded, Muziel heads back to the group.


Yeah, that's a level 1 pearl of power. It must have escaped my notice when I was going through the list. it actually won't help Penelope any, since she's a spontaneous spellcaster, but it would be able to help Kolaiah, or yourself when you add a level of Arcanist.

"Yeah, Stinky wouldn't mind carrying it for you, but I think that would go over poorly with anyone who saw it." He chuckles. "Our little friend will be here waiting for you when you're ready to take it.
It's warded against decomposition, so don't worry about it if doing the Archbaron's important business keeps you from getting to it quickly."

He directs Z.Z. to return it to wherever it had come from. "I appreciate the option of staying behind if I choose. I'll think it over, and may well decide to show up. Planned deaths like that can be a good chance to try one of my old past-times from before I retired. Some people like to go bird-watching, I like to try spotting Psychopomps. They're quite a bit more challenging." He bids you good day and good luck, before seeing you off and making sure his door is closed tight behind you.

Still a few hours to go. Anything else between now and then?


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

No plans, Um wait, we have a breastplate in the list, was that Tileavea's? If so Penelope might wear it at the execution, she didn't like getting hacked apart at by the ghast. Plus it is a little fitting to wear the lady's own armor when we kill her. And Penelope likes keepsakes, like Z.Z. sword and the old tanner's tooth she's still carrying. Heck she could take the heavy shield too and suddenly be a TANK!


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

I'm ready to go on with the show if others are. Penelope should keep the breastplate and shield - I think it would be hilarious for her to have Tileavea's gear at the execution, and it didn't occur to me that it's an upgrade. I just updated the loot table to give them to you.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Thank you Master Greed.

As the prisoners stew in silence and Kolaiah stands imposingly, Penelope will strip off her torn and bloodied leather cuirass, trying on the priestess' own shiny steel breastplate. Snug fit in certain areas she mutters smugly to herself. She lays down her familiar buckler as well in favor for the shiny though slightly scratched and dented heavy shield.

To do her cast spells when she punches/grapples someone, she has to have light armor, but she can't do that until level 5. So until then...


The breastplate and heavy shield are (were?) indeed Tileavea's, and both bear the sword-and-sunburst of Iomedae on them. I'm sure you can fix that if you want to :P

I'll give Sister Ismene and Kolaiah until tomorrow, and then proceed to the execution. In the mean time...

Penelope:
Penelope Fort vs Disease: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19

As the day goes on, you find yourself feeling extra hungry. No matter how much you eat, or how many times you snack, your stomach starts rumbling 5-10 minutes later.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Sister Ismene is fine. She declined to join Muziel's visit to the necromancer, instead going to supervise the construction and see about getting some extra security for the execution. Maybe see about getting some healing potions somehow?

"Sounds good to me," Ismene agrees with Cimri. Last night hadn't been Cimri's finest moment. Ismene didn't want to admit it, but watching her friend dying on the floor had scared her. Cimri had nearly bled out, and there was nothing Ismene could have done to stop it. She was just lucky Lust had been there with that wand.

"Don't worry about Rhona. She's just mad that her time's up. It's our time now, and we're just getting started. Before you know it, we'll be free of this town and on to bigger and better things, like we've been planning. Today, the execution. Tomorrow, Egorian!"


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Leads:
LOL! That is awesome! Completely forgot about that possibility. Penelope knows nothing of ghasts, ghouls, or anything really, so she'll just soldier through the day, potentially being renamed gluttony, until it gets bad enough others might notice. :)


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

"Shall we proceed with the execution then?"


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

I accidentally opened the "Leads" spoiler before realizing that it was directed toward our illustrious DM and not a set of clues. But yeah, fun times. :P

"Yep, let's get on with the show!"


There are two places where Sister Ismene can check for healing potions before going into the execution: The Wilmore House and Odmer's Tonics. Odmer's Tonics has up to 1d3 - 1 ⇒ (3) - 1 = 2 potions of cure light wounds available, while Mrs. Wilmore has 1d3 - 1 ⇒ (2) - 1 = 1 potions of cure moderate wounds and 1d4 ⇒ 4 potions of cure light wounds available. Prices are 50gp and 300gp for CLW and CMW, respectively. You can decide how many you want and have purchased them going into this scene.

The Church Square is packed with people leading up to the hour before sunset. It's impossible to determine whether literally everyone in town showed up, but it certainly feels that way. Expressions in the crowd range from morbid curiosity to intense hatred.

At one end of the square stands the scaffold. Ten feet tall and flanked on either side by tall banners bearing the symbol of Cheliax above the Antlers of house Fex, it presents an imposing and unmistakable facade. A set of stairs climbs from one corner of the front to the other, passing below the large stone block at the center.

Three of the guards from the Archbaron's estate are enforcing a gap between the front of the crowd and the scaffold. They help command a lane to be formed allowing your group and your prisoners to approach. Your arrival and passage through is met by a great deal of hushed murmuring throughout the assembled townspeople, some of it angry, some of it frightened. The lane through the crowd closes in behind you as you reach the stage and climb the scaffold with your prisoners.

Just as the last of you reach the top steps, the crowd goes deathly silent with anticipation. This sudden drop in volume allows the sound of approaching, galloping hoofbeats to be heard. Moments later a figure on a horse charges into the square. Clad in shining plate armor, with feathered wings rising from the armor's shoulders, and wearing a silver mask sculpted with feminine features, she makes an impressive sight as she tugs on the reins and makes her horse rear onto its hind legs.

"People of Longacre!" the Knight shouts over the confused crowd. "Will you let more of your neighbors be murdered by tyrants? The Goddess Iomedae and the knights of the Glorious Reclamation are with you! Rise up! Save your friends, your town, and yourselves!"

The scene immediately bursts into chaos and shouting. Amid this chaos several townsfolk rush the scaffold and the guards trying to keep them back. The guards manage to tie some of them up, but several make it through.

Perception DC 31:
Disguise: 1d20 + 15 ⇒ (8) + 15 = 23+8 for distance

The magic disguise is good, but even from your distance you are able to realize that this is not, as it appears, the Angel Knight. Seeing through the disguise you recognize Riley Kels.

Rolled Initiatives:
Cimri Init: 1d20 + 3 ⇒ (10) + 3 = 13
Kolaiah Init: 1d20 + 1 ⇒ (2) + 1 = 3
Penelope Init: 1d20 + 3 ⇒ (16) + 3 = 19
Muziel Init: 1d20 + 4 ⇒ (14) + 4 = 18
Sister Ismene Init: 1d20 + 3 ⇒ (17) + 3 = 20

Angel Knight Init: 1d20 + 2 ⇒ (5) + 2 = 7
Guards Init: 1d20 - 1 ⇒ (4) - 1 = 3
Rioter Group A Init: 1d20 + 2 ⇒ (15) + 2 = 17
Rioter Group B Init: 1d20 + 2 ⇒ (20) + 2 = 22
Rioter Group C Init: 1d20 + 2 ⇒ (17) + 2 = 19
Rioter Group D Init: 1d20 + 2 ⇒ (18) + 2 = 20
Tileavia Allomar Init: 1d20 - 1 ⇒ (7) - 1 = 6
Lacall Allomar Init: 1d20 + 5 ⇒ (11) + 5 = 16

One group of rioters engages the guards with clubs. Some of them have difficulty getting through their armor, but overall they manage to land a few blows. The guards are pretty tough, though, and look like they're able to withstand the assault for a little while.

Rioter B1 Attack Guard 1: 1d20 + 2 ⇒ (10) + 2 = 12

Rioter B2 Attack Guard 2: 1d20 + 2 ⇒ (18) + 2 = 20
Club Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Rioter B3 Attack Guard 3: 1d20 + 2 ⇒ (4) + 2 = 6
Rioter B4 Attack Guard 3: 1d20 + 2 ⇒ (14) + 2 = 16
Club Damage: 1d6 + 1 ⇒ (3) + 1 = 4

There isn't a map for this in the book so I'm going to try to do it mapless. Your group and your prisoners (currently assumed to be Lacall and Tileavea, but let me know in the discussion thread if you were planning on bringing either the surviving congregant and/or the barmaid as well) are on the scaffold on one end of the square. The Angel Knight is on horseback on the other side of the square (about 80' away). Each group of rioters is four individuals. The guards are engaged with Rioter Groups A and B (Two 3v1 and one 2v1). Groups C and D are rushing the scaffold and are between you and the guards. Climbing the scaffold by the stairs takes five squares of movement and is threatened by both the top level and the ground level. Climbing the side of the scaffold takes one move action and a DC 10 climb check. Jumping off the scaffold is also a move action (or the end of one) and requires a DC 15 acrobatics check or else take 1d6 damage and land prone. The chaotic crowd between the guards and the Angel Knight provide difficult terrain. Currently the crowd is panicked and confused (treat as indifferent to all parties). Their attitude may change toward one or both sides as events unfold, and will be noted in their initiative entry.

Current Initiative Order (Round 1):

Sister Ismene
Rioter Group D (on ground level)
Penelope
Rioter Group C (on ground level)
Muziel
Rioter Group A (engaging guards)
Lacall Allomar (bound)
Cimri
Angel Knight (mounted, 80' from scaffold)
Tileavia Allomar (bound)
Kolaiah
Guards (engaged with rioters A/B. Guard 1 22/22; Guard 2 16/22; Guard 3 18/22)
General Crowd (Panicked)
----------------------
Rioter Group B (engaging guards)


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Great Penelope mutters, Another day, another chance to be ripped apart by the townfolk. Resplendent in her shiny new armor, which she used paints to blacken the sunburst and sword icons, giving it a red devil face over it, she considers letting go and wading into the population, feeling the joyous rush of violence in every pore.

But getting paid comes first. Looks like no time for pretty speeches, Kolaiah. I'll take the boy, you get the mom.

assuming that while they are bound, they aren't helpless? If helpless will happily just decapitate the boy. Rolling below in case of otherwise

attack, bound I assume means not helpless: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d8 + 2 ⇒ (3) + 2 = 5


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

"Will do"... once my initiative comes up! My assumption was bound=helpless! I was going to coup her!


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Posting to keep things moving along.

Of all the targets Muziel had available, there was one that was too tempting to pass up. Power coursing through his body, Muziel lets out a loud, thundering bolt more powerful than he has ever unleashed before! It flies toward the Angel Knight.

Taking 1 burn for thundering electric blast with extended range.

Thundering Electric Blast: 1d20 + 6 ⇒ (2) + 6 = 8; Damage: 2d6 + 4 ⇒ (6, 6) + 4 = 16

The blast is dense and sparks fiercely, capable of dealing a lot of damage, but also traveling wildly and unpredictably. The effort leaves Muziel looking a little more fatigued than before.


Just to clarify, bound does equal helpless, meaning you can do a coup-de-gras if you want to. Just bear in mind that it is a full found action that provokes an attack of opportunity, and there are likely going to be people in a position to take those AOOs before either of your turns start, and will get turns again before you finish. So the answer is you can CDG, but the new question is whether you think this is the right time for it. There's still time for Penelope to change her first round action to starting that process if you want, just let me know.

Should Muziel's blast deal 2 burn? 1 for the extended range and 1 for thundering? Or are you doing a gather power as well?


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope will want to end things as quick as possible, to keep their payday from being torn away, so yep, as long as she's not bleeding out from multiple wounds from rioter group D she'll CDG

"Say hi to your brother" Penelope whispers into Lacall's ear before ramming her sword through his chest, just like she did with said brother.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11
Leedwashere wrote:
Should Muziel's blast deal 2 burn? 1 for the extended range and 1 for thundering? Or are you doing a gather power as well?

Gather power as well, since Muziel has a free move action. Though I guess it didn't occur to me whether Muziel would be in melee by then, but hopefully he can 5-foot step away from that.

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