The Forgotten God (private) (Inactive)

Game Master Whack-a-Rogue

Rhoswen's Palace


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GM Rolls:
2d10 ⇒ (7, 4) = 11
11d100 ⇒ (58, 53, 91, 85, 4, 85, 7, 94, 44, 90, 54) = 665
1d100 ⇒ 26
7d100 ⇒ (73, 89, 61, 66, 98, 94, 41) = 522

You make the rounds of the injured and treat them as best as you can. Eleven of your troops have suffered wounds of various degrees of severity - one even requires magical intervention as you pull him back from the brink of death. Four others died before you could reach them: three due to the Blightspawn's stinger, and one from multiple spider bites. Viorec is one of the few who escaped without injury. Everyone is in some degree of shock. Their beloved mayor is dead after being exposed as the leader of a child-sacrificing demonic cult. The entire town has been unwittingly helping him for generations. At best, their patron goddess Desna forgot about Ravenmoor ages ago. At worst, she's known the entire time and is surely quite angry. The spiritual heart of Ravenmoor has been shattered, and the people are in sore need of someone to help them pick up the pieces. As the excitement and adrenaline begins to wear off, your exhausted army looks to Viorec (who's too busy cradling his son to notice) and you for guidance. From suspicious city-dweller to demon-smiting general, you've definitely shifted their opinion of you.

The rest of the cultists, fortunately, were restrained without too much trouble. Half a dozen have serious bruising and one of the others suffered a broken leg, but everyone else seems fine - at least physically. Watching their spiritual leader explode in a mess of gore is all well and good if he gives birth to their god's avatar in the process. Watching that unholy progeny die shortly thereafter, however, is something even their worst nightmares couldn't dream up. All of them are going to need some time to process what's happened tonight and may never truly heal. After all, their entire reason for existing has been destroyed.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris simply smiled at those who looked towards her. "I'm not staying." she said. She might come back here someday to search for worshipers, but she couldn't truly gather faith when there was no way to respond to prayers. She glanced towards the sky a moment later, trying to estimate the time until sunrise. "If I may offer a suggestion, though, perhaps you should send two or three of your people to the city to find a true cleric who can come here to help you start to set things right. I would be happy to escort them there, but you all worked together to lift the darkness from this town - and it's for you to decide where to go next. Remember, the dawn light will always come." Ah, mortals. You had to love 'em. "For myself, I believe I'll go get some rest now." With that, she calmly began walking back towards the entrance of the maze.

She might help them resolve problems, but what happened next was up to them. The restrictions on deities were quite clear that excessive interference with mortals - especially when they didn't worship you - was a Bad Thing. Besides, their choices meant nothing if a deity decided everything for them. For good or for ill, they had to make choices and be responsible for them. She was going to go rest somewhere where she could feel the first light of dawn coming over the horizon.


You're left in peace as you return to your room in the former mayor's mansion. There's only a few hours until dawn, and the night's activities have left you quite fatigued. As per your normal routine, you awaken with the first light of down coming in through your window. As you meditate, you feel stronger and more full of life. It even looks like the sunshine is just a tiny bit brighter today, but it may just be your imagination. When your ritual finishes, you feel power welling up from deep inside you, and your injuries are healed in an instant. For a fraction of a fraction of a second, you feel a hint of the power you used to possess, and although it fades quickly, you feel a portion of that power remain with you.

You're now Level Three. All HP and attribute damage is restored. Also, you've gained a Mythic Tier. Level up in Discussion and let me know what's changed. Nice job at completing a difficult module. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

*Places Shocking Grasp upon the Altar of Beloved Spells* I couldn't have done it without you. ; w;

Iris exhaled happily as she enjoyed the light of the dawn, feeling its warmth wash over her and illuminate a town that could finally begin its recovery. Her staff was looking better as well, and a new runic marking had appeared on its shaft in response to her growth of power. She rubbed a thumb over it, smiling, then quietly focused inwards to prepare her spells. When she'd completed that, she stood up, and briskly strode forward to talk to the other townsfolk and see how they were doing.

She still needed to find out what had happened to the tax collector, and perhaps one of the former(?) cultists would know. There was also that house with the scarecrow, which she might need to deal with, and she had a way of... convincing... people to tell the truth now. One of the regained powers of her staff was the ability to create a zone where only the truth could be spoken - quite useful, that. Any place that had been used as a headquarters might have the information she'd come here to acquire, and she didn't believe in leaving things half-done.

Viorec might be a good person to start the conversation with, and she hummed happily as she walked towards his house, intending to see what he was up to.


Viorec's quite easy to find, as he happens to be waiting outside for you. "Can we talk?"

Gonna assume you agree :-)

Viorec leads you to his home and ushers his wife and son out so you two can talk in private. "First of all, I want to thank you again for saving Orec last night. I know the words aren't much, but if there's anything my family can ever do to repay you, you need only ask.

"You've already done so much for us, but I would ask your help once more, if you're willing. A lot of the folks around here and talkin' about makin' me the new mayor. I don't know nothing about mayoring, though. I know that Ravenmoor's in bad shape right now, and I got a few ideas about improvin' things around here, but I don't think I can be in charge of everyone! I mean, there's all that government stuff that we're going to have to start doin' again, and then there's the whole deal with bein' in charge of everything. It's one thing to listen when your neighbor's got a problem and then doin' what you can to help them out, but I d can't do all that official fancy mayorin' stuff. What should I do?

"Also, I know last night you said we should get some priests to help us, but I don't know how well that will go over here. Ravenmoor's been steeped in religion for as long as I can remember, but we just found out that everything we've been doing's been all turned upside-down and inside-out. Some folks are sayin' they'd rather have no religion at all, but me and a bunch of others know how important it is to have something to believe in when times are dark. I just don't know what that thing should be. I know it wasn't really her, but the idea of praying to the Dream Tender now leaves me feelin' kinda sick. Too close to that demon monster, you know?

"I'm sorry; I've been taking up too much of your time with my rambling, but any advice you can give would be extremely helpful to me."


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Power is usually best when put in the hands of those who don't want it." Iris said with a smile. "If you don't like the idea of a single authority figure, perhaps it's time for Ravenmoor to try a twin council setup - the Men's Council deals with work like farming, crime, foreign relations, and anything exclusive to men, while the Women's Council deals with domestic issues and anything solely related to women. Election to each council is by votes from the entire village, either for a term or for life. This is Ravenmoor's chance for a new beginning - you are bound to make some mistakes along the way, but as long as you are willing to admit to them and overcome them, the village will be fine. As for religion..."

Her mouth tightened slightly at the mention of those who felt no religion at all would be best. "To completely abandon the gods because you were fooled is the height of childish absurdity. The fact that you were tricked once does not mean you should never trust again - and would they simply smile and nod when a child died for lack of a healer's touch, glad they had nobody around to help? They are adults, are they not? Have them act like it and cease such foolishness. Reduce the focus on a single deity. Erastil, the lord of farming and family, would surely welcome your praise, as would Sarenrae, the lady of redemption. Feronia, lady of fertility, might help to bring life back to a land long stagnant, and Kurgess' focus on sports could help make much better festivals. Immonhiel is the Empyreal Lord of herbs and medicine - no deity, but enough might to aid mortals, and this land does need recovery. Ondisso is the Empyreal Lord of incorruptibility, and his blessings are especially valuable in situations like these. And..." Here, she smiled.

"You may even pray towards the dawn, with its renewing light. The Goddess who rules it will not answer your prayers right now, and I would not suggest relying exclusively on her, but there may come a day when she answers the faith you put in her." she paused for a moment to let him digest what she'd said. "I can write those names down, if you'd like." she added. "The point to keep in mind is that you do have options - you are not limited to the veneration of one deity, and neither should you feel obligated to pray to any whose care you do not truly want. Faith must never be forced - let each find their own way, but for goodness' sake, do not permit talk about avoiding the gods simply because of fear. Not praying because you simply don't want to is one thing, but there's something badly wrong with any decent person who is afraid of the gods of good. W- They aren't like that." She hastily corrected herself at the very end. It wasn't technically a lie, but there were still some things she didn't want to admit quite yet.


Viorec looks serious, thoughtful, and more than a little confused. Still, at least some of what you say seems to sink in, and he gratefully takes your suggestion of writing down the names of the deities you mentioned. The idea of voluntary veneration of a desired deity - or even multiple deities - is clearly completely foreign to him, but he seems willing to at least give it a try. He also seems reassured by your words about leadership and appears more comfortable with taking charge until some sort of formal system is put into place. He does have two follow-up questions. "What's going to happen to our fields? The land here is cursed, and those monthly rituals were the only way to keep our crops from dying. Also, what should we do about the captured cult members, the Chenowitz place, and the mayor's house?"


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Have another city send food while the fields are cleansed. Now that the source of the trouble is gone, I believe the land will be able to start healing - and the rituals may not have been as necessary as you thought, given who was behind them. The fate of the cultists is for you to decide as a village - you've been wronged far more than I, and it's a good way for you to begin thinking about how you want to act. Same for the buildings - though perhaps you could offer at least one of them to any clerics you call once they've been cleaned up a bit."


Viorec nods in understanding and thanks you for your time.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Satisfied, Iris exchanged a few more pleasantries and left, then walked around to go find the (former) cultists. She needed to find out what any of them knew about the tax collector and his money - hopefully, she'd be able to recover both, though she strongly doubted that he was still alive. Still, it was best for mortals to find out the truth, and she had agreed to look into it...

Diplomacy (Gather Information from Cultists): 1d20 + 13 ⇒ (13) + 13 = 26


None of the cultists are particularly inclined to talk to you. You did kill both their religious leader and their god's avatar, after all. However, you are able to deduce that the majority of their activities were done at either Mayor Kriegler's house or the Chenowitz Place.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris nodded slightly. The Chenowitz place... that was the house near the field where they'd held their rituals, perhaps? Guarded by the scarecrow? Most cults tended to be extremely predictable in that they concentrated their efforts into as small an area as possible, usually in an effort to avoid people literally stumbling over them. Even a small village like this saw the occasional outsider, after all... her own self being perhaps the most obvious example of why cults tried to stay hidden. With that, she marched towards the house in question, her staff at the ready in case there were lingering guardians to bother with. Doing it while the sun was still rising felt... appropriate.

Heading to the house outside the maze-field.


You're not at all surprised when the Scarecrow by the porch animates and begins to move toward you.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

In all honesty, it probably was best to take care of this creature herself before she left the village. Iris crouched down slightly, then shot forward with her superior speed before grabbing her staff with both hands and swinging it around in a heavy attack.

Two-Handed Melee: 1d20 + 7 ⇒ (14) + 7 = 21 for Damage: 1d6 + 9 ⇒ (6) + 9 = 15

Such creatures weren't worth her words. If it was too dumb to understand, all that was left was eliminating it.

A few more rounds of action unless it proves far tougher than expected:

Round 2: Two-Handed Melee: 1d20 + 7 ⇒ (20) + 7 = 27 for Damage: 1d6 + 9 ⇒ (6) + 9 = 15
Round 3: Two-Handed Melee: 1d20 + 7 ⇒ (8) + 7 = 15 for Damage: 1d6 + 9 ⇒ (4) + 9 = 13
Round 4: Two-Handed Melee: 1d20 + 7 ⇒ (20) + 7 = 27 for Damage: 1d6 + 9 ⇒ (2) + 9 = 11
Round 5: Two-Handed Melee: 1d20 + 7 ⇒ (5) + 7 = 12
Round 6: Two-Handed Melee: 1d20 + 7 ⇒ (6) + 7 = 13

Crit Confirm Round 2: 1d20 + 7 ⇒ (19) + 7 = 26 for Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Crit Confirm Round 4: 1d20 + 7 ⇒ (8) + 7 = 15 for Damage: 1d6 + 9 ⇒ (3) + 9 = 12


GM Rolls:
Attacks: 6d20 ⇒ (5, 13, 15, 20, 7, 13) = 73
Confirm: 1d20 ⇒ 9
Will: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

It takes you less than a minute to batter down the scarecrow. It lands a nasty gash on your arm, and you feel a brief twinge of fear, but the emotion quickly passes.

You took 9pts damage in total and blew a fear-based Will Save out of the water.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris paused for just a moment to ensure that it was truly scattered and gone, then tapped her staff on the ground twice and sent two bursts of healing energy through the air.

Channel Positive Energy x2: 2d6 ⇒ (5, 3) = 8

Satisfied with the way things were going, Iris made her way to the front of the house, then examined the door handle to see how easy it would be to get inside. She didn't doubt her ability to get in, but... these people would probably want to use the house in the future, and she'd quite like to be able to return it to them in excellent condition.

Daily Abilities:

Agile Feet: 9/9
Arcane Pool +1: 6/6
Bonded Holy Symbol: 1/1
Channel Positive Energy: 6/8
Divine Vessel: 9/9
Legendary Power: 2/2
Mythic Power: 7/7
Sword of Station: 3/3


As it turns out, there is no door. Long rotted away, the entrance is now covered with a tangled mass of vines. Mostly-covered by the vegetation is the skeletal corpse of a long-ago trespasser. From what you can tell, the house is deserted.

Give me three Perception checks to save time.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Perception: 1d20 + 11 ⇒ (17) + 11 = 28

Iris entered the house, her staff at the ready in case the cultists had left any other unpleasant surprises behind, and carefully began to search the area for signs of the missing tax collector... or anything else that might be relevant to their activities.


Map

K3 - Front Room
A cold hearth dominates this large room. Between the mostly-collapses internal walls and separate jumbles of crumbled furniture, it seems that this may once have been several smaller rooms. A rickety ladder leads to what looks like an upper loft, visible through several large holes in the ceiling. A large wooden cage sits in the southwest corner of the room.

K4 - Weak-Floored Room
Broken chairs, old straw-filled mattresses, and water-stained moldering quilts litter this room. Before you enter, you notice that the floor is incredibly-weak here and will likely collapse if any more weight is placed on it.

K5 - Horticulture Lab
This long room is empty save for a large mound of compost covered with tiny black mushrooms heaped nearly to the ceiling in the southeast corner. To the north, an old kitchen seems to have been re-purposed into some sort of indoor garden. A workbench cluttered with pottery stills and glass alembics stands below small alcoves filled with vials and beakers. Dozens of clay vessels rest haphazardly on wooden boxes, each sprouting neatly-pruned shrubs or large exotic mushrooms. They appear surprisingly well-tended, given the state of the rest of the building, though the roots of several have burst through their pots.
Knowledge(planes): 1d20 + 9 ⇒ (15) + 9 = 24
There are also four strange puffball-like spore cases, gray and the size of a man's fist. You recognize them as immature cythnigot qlippoths. A fifth, identical, case is empty.

K6 - Room of Moths
This windowless room is lit by a single brass lantern hanging from a rusty nail in the northern wall. Dozens, perhaps hundreds, of moths crawl throughout the ceiling's rotting rafters and on the moldering curtains of boarded windows. Old floorboards have been ripped up in the room's corner, allowing a flight of earthen steps to lead down into the ground.

K7 - Basement Shrine
The walls of this low-ceilinged basement are decorated by curtains made of a mix of thick sheets of webs adorned with countless dead insects. Most of these are large flies and mosquitoes. At the far end of the room sits a low wooden table on which a hideous shape crouches - a human-sized insectile monster made from corn husks, dry branches, rags, and bones. The floor of the room is an uneven layer of moist soil and earth, and three shovels, their blades caked with earth, lean against the stairs.
Knowledge(religion): 1d20 + 9 ⇒ (11) + 9 = 20
It's a homemade statue of Ghlaunder. A faint smell of rot and decay reveals several bodies buried here. The freshest corpse bears a full head of red hair and has been eviscerated.

K8 - Crawl Space
This cramped area contains a fair amount of discarded junk, but you do find one thing of interest. A richly-embroidered quilt depicts mosquito-masked cultists circling a tumor-covered figure caressing a bound prisoner. The victim is smiling pleasantly as his soul leaves his body and accepts the embrace of the cancerous cult leader. Other scenes depict flourishing crops under the gaze of the sacrificed victim's spirit.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris took the time to use fire in the fireplace and destroy the immature Qlippoths, checking three times to be absolutely certain they were dead. Then she ignited the fire again anyway and allowed it to burn out. She sighed a bit as she found the body near the statue of Ghalunder. A redhead... the tax collector, then, with little doubt remaining about his fate. She was disappointed, but not surprised, and took a lock of his hair to give to his relative before giving him (and any other bodies there) funeral rites.

Finally, Iris collected the things of interest, then packed them away and moved out of the house, heading towards the center area to report on what she'd found, advise the citizens on what to do next, and see if any of them wished to travel back to the city with her. Her job was complete, and it seemed like it was time for her to be on her way. She was moving even faster than before now that she'd regained her powers, and the trip back ought to be easy enough unless she had to slow down for others. If none of them came... she'd probably just put in a request at a church and have them send someone out.


1d100 ⇒ 50

The citizens don't react much to your findings. So much has happened already, so more cult news isn't much of a surprise. Maybe after they've had a bit more time to process the information. It's possible that some of the villagers would come with you, but you get the sense that nobody wants to do much for the next few days.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris tilted her head a bit, then nodded, shrugged, and took her leave. She couldn't directly answer prayers yet, and it was best to avoid letting them get too used to her presence. She reviewed everything she'd found one more time, including the items picked up the night before, then nodded and set off for the road. Time to return to the woman who'd asked this task of her and explain what had happen. Her steps seemed lighter than before - more than anything else, she was happy to have been able to bring the light back to a town that had been truly in need of it.

If nothing happens along the way, she'll head back in much the same way she came, searching for decent camping spots and sleeping where she can greet the dawn.


Your journey back is uneventful, as it's clear to you that Ravenmoor rarely gets visitors. Perhaps their fortunes will begin to improve now that Ghlaunder's influence has been eradicated.

5d100 ⇒ (5, 66, 70, 25, 46) = 212

On the third day of your return trip, an almost-forgotten sensation brushes your mind. Somebody is praying to the "goddess of fresh starts and new beginnings."


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

A faint smile crossed Iris' lips as she tried to seek out the source of the prayer. It was always best to try and figure out who might be calling to you and why. All things considered, it was entirely probable that it was from back in Ravenmoor, but sometimes people prayed to deities whose names they didn't know, simply because they wanted to have some hope.


Your divine power is still too weak to identify specific supplicants, but it's a male voice located in or around Ravenmoor. His prayer is a simple one: he asks for wisdom in leading his home to the path of light.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Wisdom is often found within what one already knows, and it just takes the right trigger for them to see the light that was already there. Iris mused thoughtfully. It wasn't a prayer that required action, but it was nice to hear things again. It meant she was making real progress towards regaining the power that she should have had. She continued back towards the town where she'd first appeared with a bit more of a spring in her step, and the miles seemed to melt away with her naturally excellent speed.

Finally, once she arrived, she'd start looking around for the woman who'd sent her out in the first place.


Once you arrive, you head to Judge Pradowca's courthouse. Your guess proves correct as you find the woman hard at work. She looks up as you near. "You're back! Did you find him?"


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Diplomacy (To explain nicely and help reassure the woman so she's not overwhelmed by grief): 1d20 + 13 ⇒ (13) + 13 = 26

"I did." Iris explained gently. "I'm sorry to have to inform you that your brother-in-law did not survive the trip to the town." she said, setting the lock of hair she'd collected on the table. "This seems to have been no fault of his own - from what I saw and heard, it sounded like he performed his job quite admirably. Unfortunately, Ravenmoor was under the influence of a cult dedicated to Ghlaunder, an abyssal demigod, and it appears they decided to offer him as a sacrifice. There was nothing I could do for him, but vengeance has already been delivered, and that cult no longer holds sway over the town." She gave the woman a sad smile. "The townsfolk were quite keen to destroy the infestation of evil once called to do so. In addition..." she set the strongbox onto the table. "Here are the taxes owed, delivered as promised. Elias' mission has been completed, and I can assure you that he may now turn to his afterlife without lingering regrets. Weep not for the fallen, for you will be reunited someday." she paused for a few moments, allowing the woman to digest the information. "I'm sure you need some time to process this, miss, so if you could direct me to the largest church around, I'd be happy to head that way and ask your coworkers to leave you alone for a little while."

Give: Jewelry-filled Strongbox (550 GP)


She thanks you quietly, takes the strongbox, and directs you to the nearest church - a temple of Pharasma.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris nodded as she headed out of the courthouse, stopping briefly to explain the situation to a secretary and ask them to arrange for a bit of compassionate leave for the woman.

On the way to the church, she stopped by the market, intending to unload the things she didn't need...

Intended Transactions, pending approval:

Sell: +1 Sickle = +1153 GP
Sell: Blue Whinnis Poison x8 = +480 GP
Sell: Embroidered Quilt = +50 GP

Total: +1683 GP

Incidentally, she plans to upgrade her staff once she's done discussing things with mortals, using its Upgradable power. 8 hours and 1000 GP to make it a +1 magic weapon.

...and she finally crossed her arms and thought for a bit. She could go walking around and searching for information... or she could just get people to come to her instead. It would be much easier to ask an entire crowd for help, and perhaps she could even find a volunteer cleric or two. She had nothing against Pharasma, but the Goddess of Death wasn't what Ravenmoor needed right now. With that, Iris made her way into the central area of the city and focused on the power within her.

Gods had many ways of doing things. Some preferred force of arms, some liked to show off their intellect, and some skulked about in the shadows and ignored others entirely. Iris, however, was the goddess of the morning, and she preferred a more... delicate approach. Sitting on the edge of a fountain, with the water at her back, she began to sing with the express purpose of gathering attention from mortals and, hopefully, getting them to gather together. As she did so, she drew out a small fragment of her divine essence and infused it into her song, letting the ancient lyrics fill the air. If this didn't gather a crowd, nothing would.

Using one Mythic Power to activate Display of Charisma, which gives a +20 bonus to a Charisma-based skill or ability check. Doing this kind of thing is the main reason why I took it, actually. XD Figured I should get some use out of it.
Perform (Sing): 1d20 + 8 + 20 ⇒ (16) + 8 + 20 = 44


The indicated purchases are fine. Also, I've only seen a 44 on a Perform check one other time. It required a 6th-level Bard, a 6th-level touch of glory-using Cleric, and an entire party utilizing Aid Other. Also, the Perform table only goes up to DC 30....

To say your performance was exquisite would be doing it a gross injustice. Your song is the stuff of legend: something that happens maybe once a generation. Karcou is known for its fine opera, but any of the performers here would sell their souls for the ability to do what you just did. When you finish singing, dead silence fills the area, as everyone within earshot has ceased whatever they were doing in order to listen to your song. The applause that comes after several long moments is deafening and lasts for almost five minutes.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Mm-hmm. XD Mechanically, it may be a silly thing to put a lot of effort into, but I like building for flavor instead of power. Also, it gives her some talent and identity besides being good at hitting things with a stick.

Iris smiled cheerfully and waited for the applause to die down. That should have sufficed to win the crowd over, and she was an actual divine being (albeit one who was missing a lot of her power). Accepting praise and adulation came naturally.

"Thank you, all of you. I'm glad you enjoyed it." she said, giving a warm welcome to each and every one of them. "I haven't been able to truly sing for... quite a long time, actually, and I'm grateful to you for allowing me the opportunity to perform here. Anyway, are there any among you - or perhaps among those you know - that are clergy of the gods of good, especially those seeking to go out and minster? There is a town not too far from here that is in need of spiritual guidance, and I believe they would happily welcome you."


As it turns out, several priests of Desna, Pharasma, and Urgathoa are in the crowd. Of course, you did specify gods of good, but what clergyman wouldn't want to expand his (or her) flock?


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris blinked a few times as some people actively identified themselves as devotees of evil. To her face. She'd normally have gone for Desna, but... well... events. Deciding to let the mortals handle it themselves (it was important to respect free will, whether or not you agreed with the decision a mortal made - tales of legendary arrogance aside, most deities recognized the problems that would arise if they all actively fought over every little issue, though exceptions were usually permitted for selected champions), Iris scanned the crowd a few more times. "Hmm. I may need to go to a larger city, then." she said, tilting her head slightly. "Thank you anyway, and may the dawn light forever illuminate your path." With that, she gathered up her things and began heading elsewhere, looking for a place where she could avoid interruption as she focused on improving the innate powers of her weapon. It would respond well to her will.

Assuming she's able to do so, she'll go ahead as planned and perform the upgrade ritual. ^^ After which it'll probably be getting late, so she'll be looking for an inn to spend the night at.


Go ahead and do your transactions/crafting now. :-) Also, an inn stay will cost anywhere from 2sp to 32gp per night depending on how fancy you want to go.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

+1 enhancement added - and, incidentally, the only permanent +X enhancement I plan to add, given a later ability she gets. XD Current money: 2184 GP, 8 SP after Inn.

Iris was not a terribly frivolous spender, and took a cheap room where she could still get the sun after the long ritual that permanently infused her staff with magical power. She'd no longer need to worry about running out of magical charges to defeat foes that needed an enchantment to be overcome, a welcome addition... and the first step on her weapon truly regaining its former glory.

She exhaled softly a moment later. All right - it was time to start looking for her real powers in earnest. When she'd been struck down, she'd scattered them for later retrieval - and now she ought to be able to find them once more. It was time to see if the crowds had any leads she could follow up on.

Diplomacy (Gather Information - Searching for things that sound like bits of her soul): 1d20 + 13 ⇒ (17) + 13 = 30


Well, you already knew of the rumors surrounding Dark Folk and the shard of pure sunlight. Of course, locating and retrieving something like that would doubtless be incredibly dangerous and difficult. Darkness, poison, and cramped tunnels were only some of the hurdles you could expect to face.

While you're asking around town, a messenger boy from Judge Pradowca's courthouse finds you and hands you a parcel. Inside is a bag of gold coins (250gp), a note, and a season pass to the Karcau Opera House.

Note:
"Thank you for all your help. While I'm grieved that Elias is no longer with us, I'm grateful that you were able to put the question of his whereabouts to rest. Here's your promised reward. I've added a small bonus because of the news about the cult. The city council is pleased that it was discovered and taken care of so quickly.

On another note, the Judge and I wanted to give you something to personally thank you for what you've done for us. As you seem to be a lover of music, we've given you free admission to the Opera for the entire season. The artists are very talented, and the upcoming performance is supposed to be their best yet. We hope you enjoy it."

Information about the Opera:
The Karcau Opera House is actually quite well known for their quality performances. It's probably the third-best Opera in Golarion - behind only the playhouses in Westcrown and Oppara. This evening, they will be debuting a new play: "Among the Living" which promises to be extremely entertaining. You also hear an urban legend about the Karcau Opera's success being due to its location. Supposedly the site where it was built lies atop blessed ground that elevates the worthy to greatness. Pure rubbish, of course, but the legend does lure countless hopeful stars to the site. The Opera's strict casting requirements ensure that only the best remain - bringing credence to the legend.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Transactions:

-Sell: MW Alchemy Lab = +100 GP
--Subtotal: 2534 GP, 8 SP

-Buy: (If Available) Bag of Holding Type I = -2500 GP

End Result: 34 GP, 8 SP, and now she can carry things properly. XD

After going through a few minor transactions, Iris nodded slightly and spent the day enjoying the sights of the town before heading towards the opera house in the evening, holding out the ticket for examination. Truth be told, she was actually rather interested in what kinds of performances mortals were showing - art could be an excellent reflection of their beliefs, and it was usually worth paying attention to how and why they did things.

"Is there a preferred seating area for these tickets?" she inquired as she waited to be allowed in.


The attendant checks your ticket and indicates the red border. "This means you may sit anywhere on the ground floor. Please take the Red entrance."

Theatre

Give me a general idea of where you want to sit.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

After moving in, Iris idly glanced around the opera house, then took a seat towards the back. She was, to put it kindly, someone who tended to stick out in crowds - and if she was ahead of others, they might not be able to pay as much attention to the show.

(Some might have called this arrogance, but you weren't arrogant if it was true. There was no sin or wrongdoing in recognizing reality and calling things what they were.)

With that, Iris took a seat, carefully aligning her staff so that it wouldn't stick up and block anyone's view... but was there for her to grab if necessary. She wasn't expecting any trouble, but... well, it was practically a part of her (in a literal sense, given how it had been made), and the idea of leaving it behind didn't even cross her mind. Besides, it doubled as a walking stick.

Back-right should do, I think.


Iris Perform: 1d20 + 8 ⇒ (15) + 8 = 23

According to your playbill, Among the Living is an epic tale of an Ulfen warrior named Victory who sails to the ends of Golarion, crashes off the edge of the world, and finds himself in a gothic paradise where he falls in love with the undead queen of a jungle kingdom. Unfortunately, the music, vocals, and dancing are amateurish at best. In fact, the actor playing the Ulfen warrior appears to be receiving his lines from someone in the wings. The rest of the audience can tell, too - and they're not happy.

As yet another twirling dancer in a brown costume festooned with bright pink, flowing silk scarves spins across the jungle set at the front of the stage, the orchestra reaches a screeching (and slightly off-key) crescendo that crashes the entire opera to a halt. The dancers stand quietly for a moment, breathing heavily, as the audience begins to boo. Suddenly a sound like a thousand gongs shakes the very foundations of the building as the actors and orchestra rush offstage and disappear behind the curtain.

I'll give you a minute to react to the performance thus far.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris blinked slightly, then tilted her head slightly. From what she'd heard and seen, this was a place known for quality performances. This... well... drivel didn't sound like their normal fare. A high-quality team could do great work even on minimal notice, but it didn't look like any of the staff were up to par here.

Feeling a bit disappointed, she picked up her staff, stood up, and started moving towards the exit.


You're not alone, as quite a few patrons are fed up with the pathetic performance. Before anyone can reach the exits, however, all the doors burst open, and a horde of Zombies rushes in! Immediately, the audience starts to panic, as the undead are even flooding in from backstage.

This should be interesting....


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

"Don't panic!" Iris called out, darting to go protect the most vulnerable. High speed truly did help at times like this, and she didn't hesitate to bring her weapon down in a heavy overhead blow. "Focus on working together, protecting the vulnerable, and avoiding their blows as you move towards the exits!"

Enhancing her staff with Arcane Pool.
Perception (How many zombies, and is anyone in particular danger? Women are prioritized over men, and children over both.): 1d20 + 11 ⇒ (3) + 11 = 14
Two-Handed Melee: 1d20 + 9 ⇒ (5) + 9 = 14 for Damage: 1d6 + 11 ⇒ (1) + 11 = 12

Weapon Enhanced: 1/10.

Daily Abilities:

Agile Feet: 9/9
Arcane Pool +1: 5/6
Bonded Holy Symbol: 1/1
Channel Positive Energy: 8/8
Divine Vessel: 9/9
Legendary Power: 2/2
Mythic Power: 7/7
Sword of Station: 3/3


Zombie: 1d20 + 4 ⇒ (3) + 4 = 7

There are at least 15 Zombies inside the auditorium - including at least two Bugbears. You smack the first undead that comes within reach as you scan for anyone in need of immediate assistance. Unfortunately, in the chaos and panic, you're unable to determine this at the moment.

Zombie: 7pts damage

For now, assume you're constantly in difficult terrain due to the mass of panicking theater patrons.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris brought her staff down as hard as she could, bashing through the undead's skull with a not-so-small amount of righteous determination.

Two-Handed: 1d20 + 9 ⇒ (20) + 9 = 29 for Damage: 1d6 + 11 ⇒ (3) + 11 = 14
Crit Confirm: 1d20 + 9 ⇒ (9) + 9 = 18 for Damage: 1d6 + 11 ⇒ (4) + 11 = 15

As soon as that was done, she darted through the crowd and towards the most powerful-looking foe, dancing through the crowd like it wasn't even there. A crowd wouldn't hold back a goddess with a domain of travel that easily, and she had no intention of leaving the larger creatures around to do more damage.

Free Action: Activate Agile Feet to treat difficult terrain as normal. Weapon Enhanced: 2/10.

Daily Abilities:

Agile Feet: 8/9
Arcane Pool +1: 5/6
Bonded Holy Symbol: 1/1
Channel Positive Energy: 8/8
Divine Vessel: 9/9
Legendary Power: 2/2
Mythic Power: 7/7
Sword of Station: 3/3


With a powerful blow, you return the abomination to its eternal rest. You then begin to run across the tops of the theater seats toward one of the Bugbear Zombies, your innate power granting you perfect balance. From your elevated position, you notice two things of interest. First, several of the Zombies have a sickly green tint to their skin. As you watch, one of those gets hit over the head by an audience member's walking stick. It promptly explodes, showering everyone in the immediate vicinity with some kind of spores. The second noteworthy thing is a thin human in the top-left quadrant of the auditorium. Unlike most of the people around, his demeanor is calm and focused. A pair of Zombies stand nearby and appear to be defending him from one of the explosive undead. As you watch, the man points at it, and a yellow slime begins to cover the undead's body.

You can reach either a Bugbear Zombie or the thin human with a single move action. Or you can continue smacking any undead within reach. :-)


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris narrowed her eyes slightly. It wasn't impossible that someone else here had powers and was using them to at least protect themselves - she could not immediately conclude he was evil and attack. It was, of course, possible that he was involved and she was wrong - she wasn't omniscient at the moment - but she wasn't going to second-guess herself or blame herself for decisions made when she had no way of possessing all kinds of information. That was both silly and stupid.

Instead, she arrived by one of the bugbears - noting that they, too, were undead - and swung out as hard as she could.

Two-Handed: 1d20 + 9 ⇒ (15) + 9 = 24 for Damage: 1d6 + 11 ⇒ (4) + 11 = 15

Knowledge (Arcana?) - Identify Slime: 1d20 + 9 ⇒ (16) + 9 = 25

Weapon Enhanced: 2/10.

Daily Abilities:

Agile Feet: 8/9
Arcane Pool +1: 5/6
Bonded Holy Symbol: 1/1
Channel Positive Energy: 8/8
Divine Vessel: 9/9
Legendary Power: 2/2
Mythic Power: 7/7
Sword of Station: 3/3


Actually, it would be a Spellcraft check. I'll use your roll.

Not being Nethys, you're not familiar with whatever's going on with the slime. However, after another moment of observation, you're able to deduce that it's some kind of magical creation of a necromantic nature. It shows no interest in anything around it, is decaying rapidly, and appears to be eating the Zombie. Necrophage from the 3PP 1001 Spells.

Ignoring the spellcaster for now, you land a solid blow on the nearest Bugbear Zombie. It doesn't seem particularly fazed as it attempts to return the favor...

Slam: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

... and hits you pretty hard.

1d100 ⇒ 62

[With the exception of the necromancer, the audience is busily attempting to barricade the doors to prevent more undead from entering.

You're in melee with a Bugbear Zombie. The necromancer is a double move away. There's around 10ish Zombies left in the auditorium.


Female Adv. Aasimar Cons 7/Inc. 8/Mgk 8/Tier 3 | HP: 167/167 | AC: 25 [+2 vs Evil] / T: 17 / FF: 20 / SR: 13 (vs. Evil Sp/Out) | Fort: +16, Ref: +17, Will: +18 [+Stalwart] | M. Touch: +12, R. Touch: +13 | CMB: +12, CMD: 29 | Init: +10 [Hope: +14], Perception: +16

Iris let out a grunt of pain, but she was tough, and it would take a bit more than that to seriously inconvenience her. The aura that protected her pulsed slightly as she

Two-Handed: 1d20 + 9 ⇒ (15) + 9 = 24 for Damage: 1d6 + 11 ⇒ (4) + 11 = 15

...She was also fairly good at being consistent.

Weapon Enhanced: 3/10.

Overall Plan: She'll focus on taking down the bugbears with two-handed strikes, then the weaker zombies, aiming mainly to protect others. The Necromancer is left alone unless he starts harming innocents, in which case be becomes top priority. As-needed to move between foes, Iris will use Agile Feet, and here's a few more rounds of attacks to help speed things up. XD

More Fighting!:

Round 4:
Two-Handed: 1d20 + 9 ⇒ (17) + 9 = 26 for Damage: 1d6 + 11 ⇒ (2) + 11 = 13
Round 5:
Two-Handed: 1d20 + 9 ⇒ (16) + 9 = 25 for Damage: 1d6 + 11 ⇒ (4) + 11 = 15
Round 6:
Two-Handed: 1d20 + 9 ⇒ (11) + 9 = 20 for Damage: 1d6 + 11 ⇒ (6) + 11 = 17
Round 7:
Two-Handed: 1d20 + 9 ⇒ (6) + 9 = 15 for Damage: 1d6 + 11 ⇒ (1) + 11 = 12
Round 9:
Two-Handed: 1d20 + 9 ⇒ (19) + 9 = 28 for Damage: 1d6 + 11 ⇒ (2) + 11 = 13
Round 9:
Two-Handed: 1d20 + 9 ⇒ (12) + 9 = 21 for Damage: 1d6 + 11 ⇒ (5) + 11 = 16

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