The Forgotten God (Table 2) (Inactive)

Game Master Rednal

Sevia, the Raven Queen and Keeper of Souls

Renchurch Abbey
Renchurch Cathedral


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Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Sevia steps out in front of the group when they finally settle in. "Good morning everyone. Firstly, for those of you who may not have heard, I have received an assurance from an associate in Maheto that the guards will no longer be pursuing our group - so long as the killings there end. And I will be very displeased should anyone disobey that directive." Sevia said, letting her tone imply that anyone killing wantonly would be dealt with severely.

"Secondly, I understand that some of you may have...compunctions with these recent changes. Those who do may leave if they so desire, or keep faithful with another more established God." Personally Sevia was no prophet, and she would not stoop to begging or demanding for their faith of others. If they would believe, it would take time, and she would need to show herself as such. "I realize it is much to ask for your faith when I can show only a few small feats of divinity; you hardly know me, and I know less about you. As such...I would like to tell you a very old tale about myself, one which I have not spoken of in a very long time. Please do make yourselves comfortable" Sevia grinned somewhat mischievously, before striking the ground with her staff and conjuring up a Silent Image behind herself, depicting the cosmos as she had first seen it, a field of stars and dust to which she gestured.

Performance Oratory for storytelling, if you don't mind me using my bonus from Perform Dance you can up that by +4

Perform: 1d20 + 5 ⇒ (18) + 5 = 23

"Our story begins in the Time Before Times...when the universe was still young and the Gods were shaping it to their desires." Sevia concentrated and the image changed with her story, showing various avatars of the deities building creation. "It was then, that my sister Sarenrae created the first mortal life...and at the same time, accidentally willed me into being..." Sevia said, holding her arms out as the image changed to that of a two women, one clad in fire, and the other shrouded in darkness; the former surprised at the appearance of the latter. Sevia continued her tale, waving her hand towards her conjured images and speaking somewhat vaguely about what she called 'the end of the beginning' to which her birth had heralded; about how the two sisters had quarreled over the fate of mortal life, her silent image showing their heated clashes. She told them how bitterly they opposed each other, each the antipode of the other, and how at the time they had seemed destined to fight over the fate of mortals. Then how their dispute had been suddenly dwarfed by the coming of Rovagug, which she showed only vaguely to avoid driving her followers insane with his terrifying visage. Seemingly summoned by the creation of life, she talked about the great cosmic struggle, and how in the end how Rovagug had been defeated. Thus began the Age Before Ages, whence the gods constructed their various planes of afterlife for mortals, and she built their gateway - thus ushering in the beginnings of mortal society. Her magic depicting one last scene of herself and her sister watching over Golarion in cooperation.

Finally finishing her story, Sevia dismissed the spell. "And so ends that tale, the story of how I came to be. Many Gods have their own creation myths, but this is mine." Sevia said, taking a moment to silently gauge the reaction among her followers, wondering if anyone might speak up. In truth, retelling that story had put her in a somewhat of a good mood, feeling nostalgic for that bygone time 'Simpler times' she thought ruefully.

Sense Motive for Hunch, Mythic Power: 4/5

Sense Motive: 10 + 10 = 20 VS DC 20


There was no doubting that it was a good performance, and many of the lesser initiates looked quite impressed with the presentation. However, the first to speak up isn't Auguinare or the sharp-tongued lady who was instructing the novices earlier. It was one of the younger members... no, that was wrong, wasn't it? He didn't seem quite human, and something about his gaze was just a little more focused than everyone else's. "You know, if I were a skeptic, I might ask why Sarenrae's followers don't talk about this story from their view all the time." he said. "I mean, Goddess of Redemption getting onto better terms with a formerly opposed deity? That is literally the sort of thing they'd turn into a children's tale to teach moral lessons." Those around the speaker stirred slightly, not quite seeming like they agreed with him - but at the same time, you don't get the feeling that he's outright opposing you. In fact, his tone suggests that he's actually looking for an answer of some kind... and that, in the end, he's the type of person who will only believe after seeing true proof of someone's words. Well, at least he's fair about it.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Sevia smiled somewhat sadly, clearly perturbed by the question, though she should've expected something like it. "Unfortunately I did not leave my Sister on such good terms." Sevia said, thinking back to their last violent encounter. "...I have been known by many names, and among them is a title I long to forget. Dreaded Death. The name of my evil. When I spoke earlier about the Talon's influence driving you to murder, I was not speaking lightly when I said I had no room to judge, and for my mistakes I paid gravely...Three thousand years is a long time to be forgotten. How much faded with time? How much was erased? I am not certain, but it seems clear the memories of me were intentionally unpreserved. That is something Sarenrae will have to answer for." Sevia paused a moment to compose herself, taking a deep breath. That had been...somewhat harder than she imagined, she still did not know precisely how she felt about Sarenrae at the moment. Sevia hoped her followers at least understood her meaning - that she was a fallen God, and that meant there was some reason why such had occurred, even if she did not want to speak of it just yet.

Now seemed like a good time to leave things off.

"Thank you all for your time. I will stay a moment for those who have more questions. Please keep in mind I will not remain with you all much longer, perhaps a week to see things in order before I continue my quest. I encourage you to seek me out in that time for those of you with uncertainties." She paused to let that sink in, looking across her followers. "You are dismissed - Shadows Shield You From Harm" Sevia concluded, with a last prayer in Celestial from ancient times.


As the group filed out, one member of the crowd lingered near the exits... and spoke in the same heavenly tongue before slipping out. <"...and shade you from the harshest light."> With that - and no apparent context - he was gone, leaving the chamber deserted except for you and Auguinare, who looked slightly confused but a little more cheerful than before.

"Well, I think that went fairly well." he said, smiling broadly. "Nothing like a good show to keep people's minds on what they should be thinking. Just another week, eh? I'd like to at least get started on a book of teachings while you're still here..."


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Do I see anything about the person? Race? Gender? Face?

Sevia arched an eyebrow. That was interesting, hey eyes followed the figure as he left, practically boring a into the back of their head. Sevia nodded to Auguinare, that had gone rather nicely, and despite touching on the troubling events on her fall, her mood was only lightly damped from before.

"Yes...well, lead on to a table and some parchment then, I can relate the simpler reverences first." Sevia gestures to the exit, following Auguinare. "Auguinare did you recognize that person who left last by any chance? The one who spoke in Celestial." she asked, hoping he might have been paying attention.


"Oh, him." Auguinare said, grimacing slightly. "Is that what he was doing? Well, I guess it's no surprise - he's an Aasimar." Which explained the speaker's odd appearance, almost (but not quite) human. It was the eyes, mostly - irises the color of molten gold, a common enough trait among the celestial-blooded folk. "Honestly, we nearly killed him on the spot when he first joined us - we weren't exactly a bastion of goodness then - but the Talon insisted we let him in. Never did figure out what's going through his head." The leader of the cult looked a bit disgruntled. Of course, when your mind-controlling magical artifact gave an order, you followed it... usually without question.

Auguinare walked forward, moving towards the common study area where basic writing supplies were stored - and actually got ready to write things himself. Such a task would usually fall to an initiate, but how often did you get to be the person who actually wrote a tome of divine guidance? That alone could put a man's name into history...


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Sevia wondered what an Aasimar would be doing in a cult like this, typically descendants of aligned outsiders followed the alignments of their parents. Though that was only typically, aberrations always existed. And what had the Talon in store for him?

Is is possible to pour through the memories I got from the Talon to remember him?

A matter for another time she supposed, focusing instead on recalling her more ancient teachings. "Let's start with the basics, Prayers and sayings...earlier the words I used were a traditional farewell that translates as..." Sevia explained the more important casual phrases, and their significance, along with the more ritualistic prayers her followers had used for meditation or when taking a life.

"Speaking of which, I should clarify, taking a life should be..." Sevia explained some of the circumstances under which killing was either allowed, forbidden, or mandated. In the past she had been more content to allow her Shadow Dancers to use their own judgement, but she felt that without an established hierarchy to learn from...and considering her own fall to evil in such thinking, a little order would be better served. Specifically, she outlined that killing for personal gain or wealth was a sin of the highest degree - where as likewise any proven worshiper of Urgathoa was a sworn enemy to be slain, in addition to unaffiliated necromancers. Worshipers of Norgorber or Archakek were likewise rivals at best, and no better than Urgathoans at worst. Killing to defend one's self and others was perfectly acceptable, though she left it up to the follower's discretion in such cases. Likewise killing in service to a higher cause, or as part of a mission was also allowed. And of course, undead were fair game.

"Speaking of their ilk, on the matter of handling the deceased..." Sevia bluntly informed Auguinare that the subject of undead was an exhaustive topic that could take all day, let alone however many hours they'd already taken. She told him to study Pharasma's Holy Text 'The Bones Land in a Spiral' for a starting point, much of what she'd talk about regarding the mundane aspects of life and death were cataloged there. Though, she did differ significantly on doctrine in that Sevia preferred the deceased cremated. "The best way to prevent undeath." She said as though she were a merchant advertising a service, albeit she recognized the sentimental value of burial - especially in the face of true resurrection magic.

"There's more to cover on that topic, but this should be enough material to start with. What else would you want to discuss later?" Sevia asked while gesturing to the already complete parchment.


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In this case, yes, there is a memory associated with the Aasimar.

Auguinare wiped his forehead, sweating a bit after all the writing he'd done. The text itself, however, was remarkably neat and legible - one thing you learned in a cult, as demonstrated earlier by the forceful lady, was the importance of getting things right. Neat handwriting was practically a prerequisite for anyone who could write in the first place. "Well, they're your teachings... but this is an excellent start." he said. The bits about killing other people were especially important, and likely to come up sooner rather than later...

<I'm rather looking forward to killing some undead...>

...Had his faith a bit grown while taking down all of those teachings?


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Upon hearing his though, Sevia raised a brow, 'Interesting...' she thought, intrigued by his small growth in faith. She probably couldn't count him as a true believer, but he might be further than others. "I'm glad you think so, do share what you have so far with the other disciples. I'll be leaving shortly for Maheto, I shouldn't take too long..." Sevia said before standing up and taking her leave. Returning to her room, she dons her equipment once more before gathering up the equipment she'd gotten earlier from the two guards.

If nothing else occurs, Sevia will head off to Maheto after using Wild Arcana to cast Ant Haul (Mythic Power 4/5) and sell the MW equipment. She'll also canvas the town to Gather Information (Dip check 20 taking a 10)

Hours: 1d4 ⇒ 1

By the way, question for crafting. Do you need to buy Artisans tools for each craft skill? Or does one set work?


One set is all you need - their text notes that they include the tools for pursuing "any" craft, rather than just one.

Gather Information only works for specific topics. What type of information and rumors are you looking for?


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Awesome. I am mostly looking for information regarding the death cult, what's the word on the street about them? How are the guards responding? Any other kinds of troubles?

Also while I'm shopping I'll also sell one of my Wakizashi, and purchase the following items. MW Artisan Tools, Alchemists Lab Portable, a whetstone, Smoked Goggles, Crafting supplies for: a MW Cold Iron Wakizashi; a MW Composite Longbow STR+1; 3 tanglefoot bags; 3 alchemist fire; 3 acid flasks; 1 smelling salts

Just tallying budget-

Sell:
MW Scale, Hammer x2 512gp
Wakizashi 17.5gp

-730gp

Buy:
MW Artisan Tools 55gp
Alchemists Lab Portable 70gp
Whetstone 1gp
Lamp Oil 1gp
Smoked Goggles 10gp
Crafting supplies-
MW Cold Iron Wakizashi 111.5gp
MW Composite Longbow Str+1 166.5gp
3 tanglefoot bags 50gp
3 alchemists fire 25gp
3 acid flasks 10gp
1 smelling salts 3.5gp

-236.5gp


There aren't many rumors to be heard about the cults - they've continued to pop up for a long time, but there hadn't been a major murder in quite some time, and the immediacy of their threat seems to have faded from the public mind. The priest didn't seem to have spread the word about your activities just yet - it's more likely he's simply keeping an eye on things for now. A few people have still expressed worries, but that's well within the range you were expecting - after all, it's not easy to prove people aren't a threat... all you can really do is try your best over time.

However, a few off-hand mentions do crop up during the course of your investigations - it seems like a tomb of some kind has been discovered higher up in the mountains, and it seems to be populated by something... though none of the people you ask are entirely sure what that something may be.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Is it possible to craft more than 1 item at the same time? By the way, are Alchemical Regents allowed?

Sevia made a mental note she should tell Auguinare that the city of Maheto should remain off limits for now just to be sure that the peace would be kept. Hopefully in a few weeks they'd see there wasn't any threat. The 'tomb' if these rumors were to be believed posed an interesting conundrum. If Sevia had to guess, she'd bet it was filled with undead, but she wasn't ready to leap to conclusions just yet. She did want to check it out though, and toyed with the idea of bringing along a few of the more experienced disciples and see what they were made of.

She'd like to get a better gauge of their skills though. And she'd like to finish her new sword too. Maybe in a week these rumors would get more concrete. Who knows? The Dwarf might be able to tell her something as well.

After finishing up the last of her purchases, Sevia heads back down into the forest to return to her sanctum. Waving off any initiates and heading straight to her room. After stripping her gear, she sits down into a meditative pose, thinking back to her memories and trying to recall anything related to that strange Aasimar from earlier.


Alchemical items (tools, remedies, weapons, etc.) are allowed. Items must be crafted one at a time unless there's a good reason otherwise.

As you focus your thoughts, one particular vision rises to the forefront of your mind.

It's an unusually dark night, and even the black-and-white of Darkvision is only proving to be so helpful. Worse, the pouring rain has ensured that it's going to be a miserable night... but that doesn't seem very relevant as the vision moves forward, darting over the rooftops in a city you don't recognize. As the one inside the vision reaches out, you see the Raven's Talon on their finger - this was one of the missions it demanded of its followers. Several agonizing minutes pass as the wearer creeps into a large building in the center of town - owned by someone rather wealthy, by the looks of it, but most wealthy people don't hide trap doors in their back storerooms... and color returns to the vision as torches up ahead light the way to a large cavern. Nearly a dozen men in blood-red robes are moving around the chamber, and one of them lets out a cry as you move forward. That cry is silenced as the Talon sweeps across his throat - and the next few moments are a blur of violence. Though you're unable to feel the injuries, you know that the bearer of your artifact was struck many times before bringing all of the other cultists down. Staggering slightly, they move forward to a tall altar, where a baby has been placed within a blood-drawn magic circle. A large knife is lying nearby, and the one within your vision quickly picks it up and raises it high. At that moment, the child looks straight up towards the Talon, gold-hued eyes shining brightly - and echoes of a command spread out from the Talon. The knife is lowered and the child picked up.

As the bearer hurries out of the chamber, a few things slowly become apparent to you. This act was not something of charity or kindness on the part of the Talon. It simply recognized potential when it saw it - quite frankly, the average Aasimar possesses more innate energies than a mere human. Power that merely rested was meaningless - the fragment of your soul guiding the Talon desired to be used, to fulfill its purpose of bringing death... and to murder a certain god. Unfortunately, it doesn't know which god's actions resulted in its separation from you, its master - but it would be all too happy to kill them all if that's what it takes. This was your power without conscious guide, only seeking to fulfill the meaning of its existence - and had you not come along, the Aasimar boy would have been raised up as the newest in a line of champions that bore the Talon into battle, always seeking an opportunity to destroy your ultimate foe.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

It wasn't hard to guess what she had just witnessed, cultists of Asmodeus performing a ritualistic sacrifice. She could be wrong, but she doubted it. The entire scene had perturbed her, and to be honest she did not know what to make of her Aasimar follower. She wondered how many others were children raised by this cult, what kind of person would that make him? Sevia reasoned she should probably keep an eye on him.

With the day nearly done due to her travels and handling the cult, Sevia was more than content to take to her bed, intent on finding an area to begin shaping out her sword the next day. Drawing on her power to cast Crafter's Fortune to aid in her work.

Sevia uses Wild Arcana to cast crafters fortune before heading to bed. The next morning she adds another charge to the staff before finding an area to work on her sword for 8hrs. Sevia takes a 10 on craft weapons and Epyon uses aid another to give her a check of 27.


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Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

On Death:

In life she is the Raven Queen. In death she is the Keeper of Souls.

As the Goddess of Death, the Raven Queen is (or was) the ultimate arbiter of life and death. Though, despite her dreaded reputation, she is loath to tread on the sanctity of life, which she believes is a sacred gift of her sister Sarenrae's. Both work side by side to ensure the cycle of life and death - one watching each aspect. Taking life is something which she views as sad and regrettable, those who follow her teachings take great care with who are acceptable or not to kill, for Sevia views wanton waste of life most capriciously. Many also forget that Sevia is also the Goddess of Fate, and as such, knows at the moment of birth the destiny of all mortals, and the circumstances of their eventual death. Though, in the Age of Lost Omens, fate is not as certain as it used to be.

Nevertheless, every mortal will eventually die, and their soul will depart their body for the sanctuary that is Avalon, the gates of the afterlife. It is here, that every soul waits to be judged, wherein the Goddess of Death ultimately determines (or determined in her time) the destination of each soul. She weighs the actions of the mortal during their life, and typically sends them to the plane of afterlife most befitting their alignment - it should be noted, that the disposition of the soul matters little at the time of death, and that if a mortal commits great evil, they should not expect entry to a good aligned afterlife without serious acts of good, even if they are good aligned upon death. She is also inclined to send souls to any deity that has claimed that person through their worship or promise of their soul - despite her distaste of deities like Asmodeus, the Keeper of Souls does not play favorites in this regard, tending very seriously to her impartial duty; the only exception of course being Urgathoa.

Burial Rites also play a significant part of her faith, the Raven Queen knows perfectly well the tragedy of death - mortals lament the passing of the loved, and this too is a natural emotion. The Raven Queen commands her faithful to cremate themselves, but allows others to intern the death within the ground to preserve them; albeit she commands bodies be protected in some manner from the possibility of undeath if they do. Her faithful are typically tasked with handling the deceased and administering proper rites without the presence of a cleric of another faith.

For any soul not claimed by a greater power, she will give that mortal a choice - accept the plane they are bound to, or return to the material plane. These souls will be reincarnated as newborns, who may give up who they were to become someone new entirely, these souls will retain only an echo of their former selves, and are free to live life again and try for better. In essence, she allows those souls who lived terrible lives a second chance; she is (was) often fond of guiding those who truly suffered, such as slaves, to good parents who will look after newborns well. As the Goddess of Death, she is also accustomed to dealing with intercessions of those who would seek to bring back to life a soul. The Keeper of Souls may or may not allow such, depending on that person's destiny and whether raising them will play some greater part in history, she typically allows such if the circumstances show the person died prematurely, or did not finish some great quest. This is also the sole case where she allows such petitioners to consult permission from a deity other than herself, that being Sarenrae. Though it is possible to Raise the Dead without permission, it is a grave insult to the Raven Queen.

There is of course one other fate for the dead; those who made enemies of the Keeper of Souls in their life, or greatly displeased her. Behind the Gates of Avalon lay the Boneyard, a place where the souls of the truly damned are buried and never allowed to reach the afterlife. These are the people who defied the Raven Queen; this graveyard is the typical resting place of nercomancers - people who defy the sanctity of life.

Ever since the ascension of Urgathoa and the spawn of undeath, nothing has drawn the absolute hate of Sevia more. Viewing undeath as an abomination desecrating the sanctity of life, the Raven Queen forbids her followers from ever practicing the art, and to seek to destroy or put to rest such creatures when possible. As the Goddess of Disease, it is known that some mortals pray to her in times of sickness to placate her - The Raven Queen frowns upon such practices and typically snuffs out nearby light sources when mortals do this to show her displeasure and discourage the practice.

The Act of Killing:

Here the Raven Queen lays out when and why it is acceptable to kill among her followers.

Forbidden: Killing when it is forbidden is a minor sin though not damning in of itself, she recognizes accidents do happen however.
-Killing an innocent person who has not done wrong by you or anyone else.
To do so is a waste of life, and to abuse the art of death. One should be above wanton killing.
-Killing for wealth, pleasure, or personal gain.
An abuse of power, even Gorum frowns on this. I have no need of selfish followers invoking my name just to further their mortal coil.

Allowable: The Raven Queen makes distinction when it is acceptable to kill, which is inclusive not exclusive; she makes great leeway and trusts followers to use their judgement.
-In service of a higher cause
To kill in the defense of your country, or to make the world safe through some deed is your prerogative. Sometimes death and destruction must occur for new life and change to come to the world. If the cause is just, it may be allowable. But be wary of paving your road to hell with good intentions.
-To defend one's self or others, even if the danger is not immediate.
Far be it from me to prevent someone from protecting themselves against those who would seek harm.
-End someone's suffering
Should someone be dying or crippled, or merely seek an end to their mortal life, it is acceptable to send them to me. I will grant them peace.
-Is a worshiper of Norgorber, Archaekek, or Rovagug
These are distasteful and distrustful individuals. Kill them if you want, you have my blessing. They are little better than Urgathoans.
-Is undead
Pity them, for they are souls who were lost or corrupted by dark magic. You need not destroy them always, for some can be put to rest by consoling their angry souls, for those who cannot be put to rest peacefully, destroy them.

Mandated: The Raven Queen requests that followers make attempts to ensure the demise of these sworn enemies. Refusing to do so brooks the Goddess' disfavor. She does not expect her followers to blindly go to their deaths though if they believe they cannot succeed. It is also acceptable to defer the matter to others, such as a town's guards.
-Worshipers of Urgathoa
I do not suffer my sworn enemy to live, nor her pawns.
-Is a necromancer
Prevent undeath by slaying those who would create them.
-Is a cannibal
Life is sacred. Look to Erastil and Gozreh to sustain your body. Eating sentient beings is a desecration of the dead.
-Is a lich
For those who have sought unlife cleanse them from this earth with rage.

It should also be noted, the Raven Queen will be far more lenient on those who attack others carelessly should they avoid killing. Attacking the innocent is much less severe than killing them.


Working on a weapon can really take it out of a person, though at least you're significantly healthier than the average person would be. Eight hours does seem to be about the limit of both energy and concentration, and once the rest of the cult hears the sounds of forging going away - they were rather audible within the base - a few of them bring you a meal. They ask a few questions about the information you've delivered, though they do seem to be dwelling a bit too much on when they can kill, rather than when they can't... still, they seem satisfied with their answers and eventually head off, leaving the rest of your afternoon and evening open.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Sevia thanked the initiates for bringing her some food and of course answered their question. It bugged her a little they seemed a little too focused on death, but as long as they abided by her decrees she was more than happy to set them loose. Speaking of which, once she finished what work she thought she was capable of, Sevia decided to pay Auguinare a visit and let him know about the situation in Maheto, also making special emphasis that they should kill no one in the city for the foreseeable future. After which, she decides to help him with his writings a bit more, talking more on the nature of death.

"By the way Auguinare, what do you know about the mountains around Maheto? I heard a rumor while I was in town about a tomb someone found recent, but nobody seemed to know much about it." Sevia asked just before they were about to retire, his new writings just having been gathered up. "I was thinking about going up to find out more...might even be worth bringing a few along..."


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

The Raven Queen's Servitors:

Before her fall, The Raven Queen called them her will.

Psychopomps:
Those who came first - Psychopomps came into being some time after the beginning of mortal life, when she offered the first souls of her followers the opportunity to deny existence on the many planar afterlifes and instead stay within Avalon as the agents of her will. Those who accepted were reborn as Psychopomps, the shepherds of the dead, who tend to the River of Souls, and commune with mortals in her stead, as well as fight those who interfere in the cycle of life and death. Dispassionate and stoic, they are often revered among other planar denizens for their neutrality in petty squabbles. Their loyalty is also without question, both to their creator and to their mission, though now that devotion lies with Pharasma.

Shadows:

The undead spirits of tormented souls who refused the Gates of Avalon. They haunt the Material Plane and the Shadow Plane, always searching for those who wronged them in life. Unlike the Psychopomps, the Raven Queen did not create them, but she saw in them potential to strike against her enemies. So she gifted her mortal followers the divine ability to bind them, and these undead only, promising these wayward souls her favor in exchange for their service to her causes and that of her mortal followers. These followers became the first Shadow Dancers; and used a particular ritual to bind their Shadow companions. Though undead, the Raven Queen tolerated their existence, knowing that they would eventually be destroyed or find peace, and reach her either way. In the mean time, stripped of their ability to create spawn, they proved exceptional at the destruction of corporeal undead and necromancers.

The Kayal - Fetchlings:

Fetchlings are as much the race of the Raven Queen as the Dwarfs are to Torag, the Elves to Calistria, or the Humans to Aroden (though now Iomedae). Compared to these other races though, the Kayal as they call themselves, are relatively new to Golarion. They trace their descendant to the dedicated mortal followers of the Raven Queen, who followed her into the Shadow Plane to crusade against undeath and the blight of Urgathoa. The Shadow Plane did not leave them unscathed, the Raven Queen or her mortal followers, and both were tainted by its negative energy, giving rise to the first Fetchlings. Most stayed within the Shadow Plane after her disappearance, cutting themselves off from the mortals of the Material Plane, others sometimes find their way back - though in no true great numbers, and given their mysterious nature, other races treat them warily. Given her absence though, she can barely continue to call herself their patron - if they even remember her at all. Perhaps the Raven Queen's return will herald a new age of glory for those Fetchlings left behind?


"Hm? Ah..." he thinks for a few moments, linking the ideas in his mind. "Ah, yes! I think we heard about that one before. I'm not sure the initiates are ready, though. We're not a very big cult, and the teachers-"

"I'll go." Another voice said. The gold-eyed boy walked up, seeming surprisingly at ease... and he looks at you, then the Raven's Talon. "I spent all my life training to use that." he said quietly. "I need to know that you're worthy of it - and I'll kill you myself if you're not."

Auguinare rose, an angry expression on his face - but the words died in his throat as he realized that the Aasimar simply didn't care about the authority the leader of the cult held. This was a personal issue - although his statement wasn't as aggressive as it could have been, either. He's expecting a lot from you, but it doesn't seem like he wants you to fail - rather, it almost seems like he'd prefer you succeed and prove your worth, since that would be evidence that following you is something he can tolerate. There's no softness in his position... but he does seem like he plans to judge fairly.

Of course, some gods aren't very fond of the idea of a mere mortal daring to judge them...


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

He triggers my Pride drawback

The nerve of that boy...she could literally end him in the blink of an eye and he had the gall to threaten her to her face? She had to admire his bravery though...or perhaps it was merely stupidity; they were often indistinguishable from each other. "Hmph, if you think you can succeed where a Goddess failed, you'll be sorely disappointed. It would take a lot more than a two bit dagger to end me for good." Sevia said with a dark smile, as if inviting him to further tempt the simmering temper lying just underneath it. Among all the Gods, Sevia was the one who most often dealt with mortals, thus most loathe to suffer those who questioned her judgements - and there were no small number of them.

Intimidate just for kicks

Intimidate: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25

"We leave in five days time, when the sun hangs heavy in the evening" She said standing up, giving a nod to Auguinare before departing back to her room to get some rest for the next day.

Sevia is basically just going to spend the next 4 days to craft and finish her Wakizashi if nothing else happens. With what other time she has left during the evenings she feeds Auguinare a little more to write on and visits in on the teachers to check their progress with the initiates. She casts Crafters Fortune again. On the 5th day Sevia uses craft alchemy to craft a tanglefoot bag and an alchemist fire in the morning.


There's an air of excitement within the complex - word has spread that you're heading out on a mission, and rumors of various kinds are inevitable. Most members of the cult seem quite interested in finding out what the results are - and they've gone all-out, making the best feast they could from their provisions as the mid-day meal. Auguinare in particular looks both excited and somewhat nervous - but it does seem like he'll be able to hold the group together once you're gone. "I'll, ah, see what I can do to begin making copies of your words while you're gone. Be a good chore for the initiates, I think." he said.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Do I know where this place is? And did Auguinare know anything else?

Sevia allowed herself to appreciate the lunch her underlings had set up a bit more than she expected, not quite over the novelty of eating. Though, the part that came after she could do without. She nodded absentmindedly toward her second, "Of course, perhaps they'll find it as...enlightening as you did?" Sevia suggested with a smirk. "I think I'll get going soon, have you seen my golden-eye traveling companion?"


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Darkness:

For the Raven Queen, the domains of Death, Rebirth, and Fate are all inexorably linked. What lives must die, and what dies is reborn as new life - even if on another plane, and all life has a destiny, that which is seen from the past and which one spends mortality treading toward. Darkness is the exception, it is more figuratively linked to this triad than literally. At its core, Darkness merely represents the absence of Light. That is not to say at least contextually Darkness can represent death, after all, it is the Sun which sustains life on Golarion. Regardless, Darkness is merely the manifestation which both the Raven Queen and mortals have given to the concept of Death.

And where her sister Sarenrae is represented by the Day and Light, the Raven Queen is represented by the Night and Dark. Two opposites of the same coin. But the Raven Queen teaches that the Darkness need not be feared, for those born to it or dedicated to it, the Night can be a safe blanket, an immutable shield from the prying eyes of those who seek to hurt you. A calming slate that can remove the burden of vision and focus the other senses, or blind ones enemies from a swift strike of the sword.

Of course, nowhere represents this aspect of the Raven Queen better than the Shadow Plane - a dark mirror of the Material Plane from which the Raven Queen was reborn, along with her most passionate followers. Tainted by raw negative energy, they developed strong supernatural powers.

For all worshipers of the Raven Queen, Darkness is a sacred thing which grants them power, safety, and serenity.

The Role of the Faithful:

To the Raven Queen, there are three kinds of worshipers; The Priesthood, the Free Spirits, and the Shadow Dancers.

A Priest's Role - Priests of the Raven Queen serve the community above all else, before the rise of Pharasma they preformed largely the same tasks. Typically their duties came in assisting with the passing of the dead, ensuring the proper rites and safe burial or cremation. They often assist births as midwifes, although at the time this responsibility was often shared with priests of Sarenrae whom bore greater domain over. They also acted as judges for those seeking to use resurrection magics, communing with the Raven Queen herself for such permission and acting as a bridge between mortals and their god. This Divine aspect is also often called upon by the other branch of her faithful, the Shadow Dancers. Their last duties often lay with prophecy, where they took prophets - especially mad ones - into their care, or often themselves gave prophecy as powerful Oracles.

Adventurers - Called Free Spirits by the faith, the role of a devotee to the Raven Queen does not often appeal to most people. Certainly all mortals venerate the Goddess of Death to some degree, given that she is the only god they are ever likely to meet; yet there are some who place her above the others of the pantheon. Those who seek the aid of the Shadows in their adventures, some who place great stock in destiny and wish to understand their fates - especially when dealing with the mysteries of prophecy, yet others simply wishing that she might take pity on them if their ventures lead to an untimely demise. Of course, her faithful take care to remind others that worshiping the Goddess of Death does not bestow a license to kill.

Shadow Dancers - Ancient warriors endowed by the Raven Queen with supernatural powers, these assassins stood as her divine agents on Golarion with one goal above all others; the eradication of unlife. In many ways, they are mirrors to the Red Mantis Assassins, yet also opposites. The Raven Queen makes no secret her disdain for Archaekek's followers and their methods, always sure to remind her followers to adhere to a higher cause than money or the simple thrill of a kill. Shadow Dancers were organized into a loose hierarchy:

-Novices: New devotees not yet judged to be worth training or who have demonstrated their loyalty to the order.

-Initiates: Those who have taken an oath of loyalty and train under their masters in the arts of fighting, and the knowledge of their enemy. It can take years before an initiate is deemed skilled enough to be called a Shadow Dancer.

-Disciples: True masters of shadow, these full fledged assassins train initiates, act as spies, kill enemies of the order, and cleanse areas of undead. To be called a Disciple, one must have at least one level of the Shadow Dancer PrC. When they can manage to summon a Shadow, they are known as a full fledged Shadow Warrior. Among the disciples there are varying degrees of rank. High Priests of the Raven Queen may also ask them to carry out tasks in lieu of the Grandmaster.

-The Grandmaster: Shadowy figures of frightening skill, who have demonstrated both stunning adeptness with a blade, a tenacious ability to survive, and a mind sharp enough to defeat a foe before he even knows it. The Grandmaster's function is to drive its Disciples towards singular goals, keep the order in working condition, and ensure the will of the Raven Queen is being carried out.


"Here." the Aasimar in question said calmly from a spot towards the side of the room. He seems like he's been ready to leave for some time, and is dressed in serviceable armor and good traveling clothes. What he doesn't look like is an assassin - just about anyone would look at him and see a standard adventurer, or a hunter of some kind... which, of course, is the point. People are easily misled by what they want to see...

He's only carrying a few provisions - enough for himself, and mostly for sleeping out in the wilderness, but at least it seems like he's more than able to take care of himself, so you won't have to worry about supporting him.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

"Well, seems like you've been waiting to leave for awhile...if we leave now we should reach our destination around nightfall." Sevia suggested, giving his clothes a once over. Of course, she understood the concept of 'hiding in plain sight' but never placed much stock in it. Personally she more preferred the heavy cloak that hid herself away, preferring instead to avoid detection altogether. It might make her look a little like a bandit when she did want to be seen, but that too could be useful.

Bidding Auguinare a good afternoon, Sevia leaves the sanctum with Aasimar in tow, deliberately traveling at his speed toward the mountains beyond Maheto. Of course, she decided to have Epyon fly up and keep a look out for them as they did so. "So, do you have a name? Or should I just keep calling you 'boy?'" Sevia eventually asked, wondering if she could pry a little information from the mysterious Aasimar.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Relations with other Gods:

Those counted among friends of the Raven Queen

Sheyln - Flighty, vibrant, full of life and love for the world, Sheyln is often seen as a curious companion for such a dour, bleak looking deity such as herself. Yet the Raven Queen finds much to look forward to in a deity who seeks to brighten the lives of those around her - Idealism personified that the Keeper of Souls appreciates in a world often seen as gone mad, or in the depressing responsibility of caring for the domain of Death. Shelyn offers a shoulder to lean the head on, and for one so isolated from everything, that is no small gesture. In particular, she finds great interest in the work of Shelynites - followers of Shelyn are often asked to help design temples to the Raven Queen, so as to help make them more welcoming and hospitable.

Gorum - Truly no friendship could ever be more complex or at odds. It is often said that where Gorum fights, the Raven Queen looms nearby to collect the fallen. Some think the Raven Queen, as the Goddess of Death, reveals in his destruction - but to the religious who understand her distaste for wasteful death, their relationship becomes even more bizarre. In truth, the Raven Queen understands that as destructive as Gorum is, he desires death no more than she does, merely a good fight. That doesn't mean they don't butt heads - Gorum often calls her followers cowardly for striking from the Shadows and never fighting head on, the Raven Queen calls his brutes who swing a sword and call it skill. They agree to disagree. The more conspiratorial minded speculate that they have been or perhaps are lovers, some claiming she has been the only one to know what his true face looks like underneath the foreboding helmet, yet both refuse to speak on the matter. Whether or not they are, it is difficult for any to claim such kinship with him.

Irori - A difficult God to live up to, Irori stresses discipline, self balance, and bodily perfection. All aspects The Raven Queen finds admirable. The two gods have often spent untold time simply sitting still and feeling the world around them without a single word uttered, neither of them needs to. They have often enjoyed sparring matches as well. Despite how at odds she has been with the other ascended, the Raven Queen feels true respect for the one mortal who found immortality through nothing but his own inner strength, and encourages her own followers to look to his example.
TBC


"...Rogziel." he said quietly. He doesn't seem like an especially talkative type - at least, not at the moment - but he isn't completely silent either, occasionally making a note about the journey as you get closer to your destination. His focus seems to be on the place ahead of you - and it seems he spent his time gathering information while you were working on your weapon. It shouldn't be too difficult to find the location in question, and if there's anything besides undead in there, moving in at night may actually be the best choice.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Sevia lets the issue drop, given his apparent desire for silence. She could at least appreciate that as the two kept on. Sevia instead asks Epyon to fly ahead towards their destination and take a peek around for anything, look out for any creatures as well.

Sevia will keep moving with Rogziel. Epyon will stealth when he reaches the area and make perception checks, when Sevia gets close he'll let her know if he finds anything and she needs to approach in stealth. Take 10 stealth, take 20 perception.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Relations with other Gods:

Those named enemies of the Raven Queen

Urgathoa - The Raven Queen's hatred of Urgathoa is well understood by mortal kind, not only has she made it abundantly clear, there is little to explain. Urgathoa represents everything wrong with life, that is -unlife- she desecrates the sanctity of souls by creating twisted caricatures that enthrall the innocent, and spreads diseases where ever possible to ensure mortals suffer slow, painful demises. Tales tell that Urgathoa was the first mortal to ascend to godhood when she escaped the Boneyard and returned to the material plane, bringing into existence pestilence and undeath. The Raven Queen sometimes also speaks of a period of time shrouded in mystery in which her quest to slay Urgathoa led her to a twisted, hateful existence - what that means exactly she refuses to elaborate on.

Norgorber - God of Murder, the Raven Queen has little to say about him. She knew him little, but of all the ascended she liked his the least, and something which none speak of eventually brought them to blows. Seeing the propagation of senseless death at his hands, she names him among her most hated opponents.

The Sister

Sarenrae - At one time a foe, another time a friend, now unknown. Their relationship has always been haphazard. Initially both thought of their ideals as inseparable, but following the fight with Rovagug, the Keeper of Souls was able to convince Sarenrae that in order for new life to flourish, all life had to be finite. Their agreement is perhaps the moment when Sarenrae took on the domain of Redemption, and both agreed to ensure the cycle of life, acting as the protectors of mortals.

Yet, for their professional partnership, both Goddesses were exact opposites, Sarenrae a paragon of kindness, honesty, friendship, and above all a champion of light. Meanwhile the Raven Queen is moody, often duplicitous, reclusive, and a champion of dark. They mostly tolerate each other by spending only a minimal amount of time together, acting as if two children sometimes in their sibling rivalry.

For some reason, the Raven Queen refuses to speak much on their current relationship.

The Successor

Pharasma - Before her fall, Pharasma was a herald of the Raven Queen. Seemingly even more stoic and withdrawn, yet no less dedicated, Pharasma made an excellent right hand with which the Raven Queen could trust vital tasks to and rely upon her to remain above the influential passions of others. Both knowing the other well enough that they need often not speak to each other to convey their intentions and disposition. That said, they have not always seen eye to eye with each other, and perhaps given her fall, Pharasma's subtle criticisms of the Raven Queen's path are validated.


As Epyon returns, a fair bit of information is revealed to you - the tomb is just ahead of you, but a pair of creatures with ranged weapons are hiding up in the trees just south of the entrance, clearly on guard duty.

A map of the area is available at the top of the page for quick reference.

Epyon was unable to identify them, but they seem more like animals than undead, and Rogziel merely nods at the information. "Probably can't get in without provoking them... so, what do you want to do?" he asked. His goal here is actually quite clear - he mainly wants to observe your skills, and you do get the feeling that the more you rely on him, the less he'll respect you... of course, that only matters if you care about his respect in the first place. On the other hand, going out of your way to demonstrate your commitment could help further solidify your status as a deity who cares about rules and is more focused on orderly deaths, as opposed to those that occur because of emotion.

As you mentioned a desire to reach Lawful Good by level 3 or 4, challenging this tomb yourself is an alignment-affecting choice that will move you towards lawful (but will not be enough to actually change your alignment). Asking for your companion's help will not result in any change to your alignment. Either way, Rogziel will defend himself if attacked (and if you do not utilize his help, he will generally trail along behind you and watch).


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Where are both on the map? Same tree? And are the two things in front of the entrance torches?

Two...creatures - animals she corrected herself, with ranged weapons...less information than she would've liked, and she felt a little disappointed her bow wasn't ready for the fight. "Let's circle around from the South, you hang back a little and I'll sneak up on them, see if I can't subdue or kill them without their spotting us." Sevia told him, thinking if they could at least take one alive that would be good. If they were up in the trees that obviously meant they were going to ambush anyone coming close, so she didn't feel too sorry to send them to their graves.

Personally Sevia wasn't too concerned about earning his respect, maybe once he'd done something impressive with his life she'd give him some consideration; what worried her slightly more was the possibility she might get knocked unconscious and have her throat slit by him - a troubling thought she passed on to Epyon, whatever good he might do in such a situation. That didn't mean she was going to throw him into danger though, at least, not on purpose.

Plan decided, the pair proceeded southward, looping around and approaching the tomb entrance after the sun had finished setting. Finding some brush, both take cover near the entrance and look at the trees nearby to pin point their quarries. Once she sees them, she'll whisper to Rogziel to stay put, quietly moving ahead towards the tree trunks.

Take 20 on perception to find both animals, Sevia will make an appropriate Knowledge Check to figure out what they are (I assume nature and will roll that). After which she'll move forward alone across the ground to stealth up to the base of one of the southern trees - I'm assuming there's at least SOME shrubbery or rock formation within 60ft of the trees.

Knowledge Nature: 1d20 + 10 ⇒ (10) + 10 = 20
Stealth: 1d20 + 12 ⇒ (14) + 12 = 26 -5 if the distance I have to move is more than 30ft


They're in the group of four trees to the south of the entrance. Yes, the red items are torches.

As you creep forward, you eventually get a look at the creatures within the trees - and you realize that they're not true animals, even if they do have the heads - they're Gnolls, hyena-like scavengers known mainly for their tendency to eat or enslave everyone else.

Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Perception: 1d20 + 2 ⇒ (17) + 2 = 19

They're definitely on alert, but they don't seem to have noticed you quite yet - the majority of their attention is focused on the road to the north, though they do peer your way every now and then. Regardless, you are able to get quite close to them after a few long, tense moments of sneaking.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Finally able to better see her prey and realizing their identity, Sevia was quite sure she was going to kill them now, no sense in leaving alive such unsavory enemies. That and she didn't speak Gnollish, so what would the point be? Carefully she moved to the base of the tree which the highest one was perched in, and grabbed onto the tree, slowly and carefully beginning to hoist herself up.

Just going to take a 10 on climb and stealth, for a 15 and 22 respectively which should ensure success

Keeping deathly silent, the woman slipped up the knots and branches of the tree until level with the gnoll. Creeping forward on the branch and drawing her swords until within striking distance, Sevia plunged the blades forward, trying to silently kill the beast. Her first blade going well wide, but the second incredibly deadly a blow.

Stealth: 1d20 + 12 ⇒ (2) + 12 = 14

Attack: 1d20 + 7 ⇒ (1) + 7 = 8 vs FF Damage/SA: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Attack: 1d20 + 6 ⇒ (19) + 6 = 25 vs FF Damage/SA: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Critical Confirm: 1d20 + 6 ⇒ (11) + 6 = 17 vs FF Damage: 1d6 + 6 ⇒ (4) + 6 = 10

She'll let his body fall off to distract the other gnoll, whether or not initiative does get called, she'll acrobatics to leap towards the other Gnoll and attack him as soon as she can. Acrobatics is so high I auto make it. She'll keep attacking until he's dead.

Letting the first gnoll fall to the ground, Sevia leaped towards the branch of the second one, forgoing stealth and aiming to end the fight then and there.

Attack: 1d20 + 7 ⇒ (6) + 7 = 13 vs AC/FF? Damage/SA: 2d6 + 6 ⇒ (3, 1) + 6 = 10


The Gnoll that's still living lets out a loud shout... 1d20 + 2 ⇒ (6) + 2 = 8 as he notices what happens to his companion - then simply drops down through the branches in a practiced maneuver to land on the ground.

Initiative (Enemy): 1d20 + 0 ⇒ (15) + 0 = 15
Initiative (You): 1d20 + 8 ⇒ (19) + 8 = 27

Perhaps more relevantly, however, it's nowhere near fast enough to deal with your lightning-fast reflexes. Sadly, your first strike isn't enough to get through its defenses, and the creature counterattacks with a large battleaxe.

Attack Roll: 1d20 + 3 ⇒ (7) + 3 = 10 for Damage: 1d8 + 2 ⇒ (2) + 2 = 4

You're able to catch the weapon as it descends and easily brush it to the side, leaving him vulnerable for a few moments... and your offensive resumes.

Just roll up a series of attacks with whatever bonus/style you're using and I'll tally things up. ^^


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

It's not even a contest, once again her first blade goes wide but the second skewers the disgusting beast, ending it outright. Pulling the blade back and washing it off with a drench spell, Sevia looks to her newer blade and hefts it around...perhaps the weight had thrown her off?

She calls for Rogziel to come over and Epyon to return to her, bending down to search the gnolls for anything useful.

She'll pocket anything small and leave the weapons with the bodies to grab later.

"If we have time we'll burn the bodies later...for now, let's see about this tomb." Sevia said, walking towards the entrance and giving it a look over, before deciding to open it up if she could...hopefully silently.

Stealth to open the door, you can roll a DD for me if it's locked or something

Stealth: 1d20 + 12 ⇒ (9) + 12 = 21

Assuming the door opens, she'll proceed inside taking 10 on stealth enough to see around the room

Perception: 1d20 + 10 ⇒ (9) + 10 = 19 Sevia
Perception: 1d20 + 15 ⇒ (5) + 15 = 20 Epyon


Despite himself, Rogziel looks rather impressed at the way you handled the creatures. He knows a solid blow when he sees one - and the fact that you landed them in succession on the creatures was rather impressive in its own right. They don't seem to have much in the way of treasure - they were on guard duty, after all - but each of them is carrying leather armor, a heavy wooden shield, a battleaxe... along with a longbow and 20 arrows, which they were using to attack people coming down the road. Nothing truly valuable, but certainly serviceable in their own right.

With that done, however, you now have the opportunity to examine the door...

A magnificent stone structure protrudes from the mountainside. It is decorated with relief sculptures of half-man, half-animal creatures. To the left and right of the doorway are 14-foot statues of men with jackal heads. To your right, you can see a pile of rock and dirt debris. The door itself isn't locked, but as you try to push against it...

Strength: 1d20 + 1 ⇒ (2) + 1 = 3

The doors don't so much as budge. Rogziel tests them for himself and, realizing their weight, begins helping you. With much effort, you manage to force the doors open and find yourself in an ornate hall. The hall is 20 feet long and each wall holds a masterfully constructed mural of inlaid mosaic tiles. The hall opens into a larger room, with two stone doors opposite where you're standing. Before the doors, between a pair of statues, are a pair of gnolls who are obviously on guard duty. They haven't seen you yet, but it doesn't look like there's any normal way to reach them without being seen.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

The Gnolls apparently hadn't noticed her pry the door open, they appeared to be more bored than anything. 'Let's change than shall we?' Sevia smirked, slipping up to the corner of the wall and throwing a Ghost Sound spell towards the hallway on the left, simulating the sounds of running and shouting that echoed into the room.

DC 15 Will save to disbelieve

She waited a moment to see whether they'd take the bait, drawing her bow and getting ready to snipe them.

If both move to the hallway, she shoots right when they get to the corridor, if they don't move, Sevia shoots the one on the left. Stealth to try to remain hidden.

Stealth: 1d20 + 12 - 20 ⇒ (2) + 12 - 20 = -6

Attack Bow: 1d20 + 7 ⇒ (20) + 7 = 27 vs FF Damage: 2d6 + 1 ⇒ (6, 5) + 1 = 12
Crit Confirm: 1d20 + 7 ⇒ (6) + 7 = 13 vs FF which won't hit

Initiative: 1d20 + 8 ⇒ (4) + 8 = 12

The first should be dead, if I beat the other gnoll on Initiative I'll shoot him again, drop my bow, and draw my swords. If he beats me and comes at me, I'll draw my swords on my turn and attack once. Either way I'll move up to him and keep full attacking till he dies.

Attack Bow: 1d20 + 7 ⇒ (16) + 7 = 23 vs FF Damage: 2d6 + 1 ⇒ (3, 1) + 1 = 5

Attack Sword: 1d20 + 8 ⇒ (15) + 8 = 23 vs AC Damage: 1d6 + 6 ⇒ (4) + 6 = 10

round 2
Attack: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22 Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Attack: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11 Damage: 1d6 + 6 ⇒ (2) + 6 = 8
round 3
Attack: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22 Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Attack: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 Damage: 1d6 + 6 ⇒ (5) + 6 = 11

just in case this doesn't cover them dying, just copy/paste round 2 until they're dead


Will Save: 1d20 ⇒ 7
Will Save: 1d20 ⇒ 10

Gnolls were not known for their powerful minds, and they twitched upright as they heard the sounds - but didn't run to go investigate it. The first gnoll does drop dead - and after a moment, the other starts to move.

Initiative: 1d20 ⇒ 12

He reacts almost as quickly as you do, and your arrow sinks into its flesh. The Gnoll simply lowers his spear a moment later and charges forward, aiming to skewer you on the end of the weapon!

Attack Roll (Charge): 1d20 + 5 ⇒ (15) + 5 = 20 for Damage: 1d8 + 3 ⇒ (7) + 3 = 10

His aim, however, is just a bit off... and the spear goes just to your side as you move out of its way. The counterattack with your sword easily lops the creature's head off, leaving the room clear.

You've earned 400 XP for defeating the gnolls inside and outside of this room.

After defeating the guards, you're able to examine your surroundings in greater detail. In the northeast corner is a large pile of crates and bags. Hallways with more doors head north and south, and there are carved stone double doors on the west wall. The doors are emblazoned with a man and a jackal facing each other, one on each door. Flanking the door are two statues, each depicting another canine-human hybrid creature holding a large falchion. There are several columns near the doors, each engraved with a repeating pictogram pattern.

As you look around, Rogziel checks the bodies of the gnolls, and eventually pulls out a lapis lazuli carved into the shape of an eye, which he tosses to you. "Only thing of interest on their bodies." he said... though he is frowning slightly in thought.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Sevia sheaths her swords and retrieves her bow, rubbing the spot on her hip where the Gnoll's spear almost went through her. Looking around though there were certainly some worthwhile things of note. She wondered what might be in the creates, mundane supplies she guessed. What was more interesting were the statues and the hieroglyphics, which she spent a minute observing.

Nature to identify the statues, Linguistics to decipher the pictograms, if possible.

Knowledge Nature: 1d20 + 10 ⇒ (16) + 10 = 26
Linguistics: 1d20 + 8 ⇒ (2) + 8 = 10

Turning to Rogziel, she reached out and caught the item, curiously turning it over with her hands. She...wasn't sure what it was, maybe a trinket? "You know what it is?" Sevia asked, casting a simple Detect Magic spell over it, checking if it might be magic, and sweeping the room as well.

Wisdom check on the lapis, is there some signifigance? Knowledge check maybe?

Wisdom: 1d20 + 3 ⇒ (6) + 3 = 9

The only thing left to do was check the crates, spending only long enough to briefly check a few items just to get a general sense of the lot.

Sevia pondered their next course. The stone doors looked important, the left corridor held a hallway the curved off, the right dead ended into a trio of rooms. The logic course of action seemed to be to check there, narrow down any paths if possible.

Sevia proceeds down the hallway and checks each room (in order of closest to furthest). Stealth checks to open each door silently. If she finds anyone sleeping there she'll move up and coup de grace them with her wakizashi before moving on.

Stealth: 1d20 + 12 ⇒ (5) + 12 = 17
Stealth: 1d20 + 12 ⇒ (8) + 12 = 20
Stealth: 1d20 + 12 ⇒ (6) + 12 = 18

Coup: 3d6 + 13 ⇒ (6, 2, 3) + 13 = 24

DC Fort save of 14+DMG to avoid simply dying. Just copypaste the Coup for all enemies. If anyone is actually awake, she'll full attack them

edit:
Sevia retries her Linguistics at least once before searching the rooms

Linguistics: 1d20 + 8 ⇒ (20) + 8 = 28


On one wall, the mural depicts scenes of running jackals leaping through tall grass, hunting prey, and then gorging on their catch. The opposite wall depicts several progressive scenes: a group of jackals gathered around a fire on the night of a full moon; a group of what appear to be half-man, half-jackal hybrids dancing around the fire; and finally a group of men. The men are dressed simply, in white robes cinched with gold rope. They are all thin with long heads and torsos. Most are depicted as dark complexioned, though one or two have lighter skin. Each sports a goatee.

The gemstone in question doesn't seem to have any magical properties... but after a few moments, Rogziel indicates the statue on the left, which seems to be missing an eye. "There were some of these statues on the outside, too... but if they wanted to steal the gems, why only take one?" he inquired.

The crates and bags contain a number of trade goods, including some mundane adventuring gear, old weapons, and a few pieces of armor. None of them seem better or more complete than what you already have.

The first room you enter (Room 5) has a stone door, but no lock - and you have no difficulty opening it very quietly. As you enter the room, you stir up a thin cloud of dust. The feeble light spilling through the open door reveals a spartan bedroom, furnished with a cupboard on your immediate left, and a chest in the near right corner. Ahead is a large double bed, and just to the left, you can see a chair pulled up against a table. A thick gold necklace hangs from the wall above the bed.

However, there doesn't seem to be anybody in the room, and you're able to move up to the next one and quietly open the door just a fraction. Inside, you can see three gnolls playing dice at a table - but they can see the door from where they are, and you will alert them to your presence if you open the door any further.

Quietly checking the last room, you can't see the entire thing from the entrance - but there does seem to be one gnoll on the far right bed, quietly muttering to himself. He, too, will almost certainly see you once you actually enter the room.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Looking into each room, Sevia took stock of her enemies. Easy enough on their own, be she'd like to kill them quickly and quietly if possible. It didn't seem like she could sneak up and stab them in the back though...and she couldn't use her bow to deal with them fast enough...but perhaps with throwing daggers...

Sevia returned to the main room and rummaged around in their crates to procure an extra dagger or two. She figured she should craft a set if she was going to keep trying this, but the thought was absolutely delicious given she could throw faster than shoot.

Figuring she should take out the lone gnoll first, she went back to the door, easing it open just enough to take a step into the room and surprise the thing with a dagger from each hand.

Attack: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 vs FF
Attack: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 vs FF Damage: 1d4 + 1d6 + 7 ⇒ (4) + (5) + 7 = 16
Critical Confirm: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7

Fail to confirm but he should be very dead

The first clinked off the wall behind him, but the second went straight into his forehead with a sickening thunk a moment later. Sevia walked into the room and retrieved the daggers before heading back to the makeshift barracks. Those gnolls would be able to see her open the door from the center of the room though, so the same trick wouldn't work twice. Luckily she had a little help. "On three, I want you to open that door for me." Sevia whispered to Rogziel, standing right in front of the entrance. Holding both daggers at the ready, she held three fingers out and began folding them in to count.

On the last digit, Sevia steps into the room as Rogziel opens the door and lets loose a flurry of daggers; sending two into the closest pair, then stepping forwards while drawing a second set and chucking them at her surviving targets.

I'm assuming that the gnolls are within 2 range increments, so somewhere in the center of the room

Attack: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16 vs FF Damage: 1d4 + 1d6 + 7 ⇒ (1) + (2) + 7 = 10 vs gnoll 1
Attack: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16 vs FF Damage: 1d4 + 1d6 + 7 ⇒ (1) + (5) + 7 = 13 vs gnoll 2

Initiative: 1d20 + 8 ⇒ (16) + 8 = 24

They can't possibly beat my initiative, so I'll attack again. Swift action to retrieve my second set of daggers from my wrist sheaths and 5ft step closer into 1 range increment. Gnoll 1 should survive the attacks by the skin of his teeth but 2 and 3 are dead.

Attack: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24 vs FF Damage: 1d4 + 1d6 + 7 ⇒ (4) + (3) + 7 = 14 vs gnoll 3
Critical Confirm: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Attack: 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8 vs FF vs gnoll 1

On round 2 Sevia draws her Wakizashi and finishes him off

Attack: 1d20 + 8 ⇒ (18) + 8 = 26 Damage: 1d6 + 6 ⇒ (1) + 6 = 7

No need to confirm since he's dead anyway. Just incase there's anything else assume I keep attacking until everything is dead. Sevia then retrieves her daggers and searches all three rooms, and uses detect magic on them. She'll pocket anything small, such as that necklace from the first room. Afterwards she'll check the three rooms at the southern corridor, closest first.

Stealth: 1d20 + 12 ⇒ (13) + 12 = 25
Stealth: 1d20 + 12 ⇒ (3) + 12 = 15
Stealth: 1d20 + 12 ⇒ (1) + 12 = 13


Attack Roll: 1d20 + 3 ⇒ (9) + 3 = 12

The first of the trio of gnolls swings a battleaxe, but misses, allowing you to quickly finish him off. However, as you grab the necklace, there's a clicking sound from beneath you... and the bed simply opens up under you!

Reflex: 1d20 + 14 ⇒ (10) + 14 = 24

You start to push backward, but this particular trap was designed unusually well - it seems that the necklace on the wall was an instant trigger designed to catch the unwary!

Spikes: 1d4 ⇒ 1
Attack Roll (FF): 1d20 + 5 ⇒ (17) + 5 = 22 for Damage: 1d4 ⇒ 1

One of the spikes nicks you, drawing a bit of blood... but more importantly, you've found yourself face-to-face with a dog-like creature whose eyes are quite literally glowing red.

Initiative (Enemy): 1d20 + 7 ⇒ (10) + 7 = 17
Initiative (You): 1d20 + 8 ⇒ (2) + 8 = 10

With no hesitation at all, the beast leaps forward, snapping out with its jaws.

Attack Roll (FF): 1d20 + 7 ⇒ (14) + 7 = 21 for Damage: 1d8 + 4 ⇒ (1) + 4 = 5

And just as worryingly, you hear the sound of clashing weapons up above...


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

In hindsight, the trap should have been obvious. Why leave a valuable trinket out in a clearly abandoned bedroom? She barely heard the clink before she leaped back, but she wasn't quick enough. Tumbling down she barely had time to orient herself before being set upon by some mangy beast - one which she did not recognize unfortunately. The damned thing got a good bite into her arm too.

Stepping back, Sevia decided to unleash a blast of Color Spray at the beast, hoping to end this there and then. It did sound like something was fighting Rogziel. As she drew her swords, she called out to Epyon to see if he could give her an impression of what was going on.

DC 16 Will save. If the hound makes his save, Sevia will spent a Ki point to use her Vanishing trick to turn invisible (If the hound has scent he can attack my square but suffers 50% miss chance) on her next turn she will step up and full attack him.

Attack: 1d20 + 8 + 2 - 2 ⇒ (11) + 8 + 2 - 2 = 19 vs FF Damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16
Attack: 1d20 + 7 + 2 - 2 ⇒ (2) + 7 + 2 - 2 = 9 vs FF /miss


A burst of concern comes through your link with Epyon, though not all of the details are terribly clear. It doesn't seem like your companion is in danger, but Epyon is able to send a sense of anger to you.

Will Save: 1d20 + 3 ⇒ (6) + 3 = 9
Duration: 1d4 ⇒ 2

The creature staggers slightly, struck by the colors and not quite able to muster the energy necessary to resist the mental infliction. Your attack is quite capable of striking the creature - at least the first time around, though it's not enough to bring the creature down entirely.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

So stunned and blinded for 2 rounds, then stunned for one. I'll roll two more rounds of attacks until he's not stunned. My previous attack wouldn't have the +2 modifier from invisibility

Though she had prepared to call upon her shadowy powers to disappear from the creature's sight, she was pleasantly surprised to see the beast stagger back. Lunging forward she let loose attack after attack at the stunned thing while she had the chance, until landing a particularly savage blow against it.

round2
Attack: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9 vs FF-2 /miss?
Attack: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7 vs FF-2 /miss

round3
Attack: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16 vs AC-2 Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Attack: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24 vs AC-2 Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Crit Confirm: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17 vs AC-2 Damage: 1d6 + 6 ⇒ (5) + 6 = 11

I'm assuming it dies after taking another 30 points of damage, but I'll continue to full attack it if it isn't. I'll take 10 on Climb for a 15 to shimmy myself up the pit. Perception - what's going on?

Perception: 1d20 + 12 ⇒ (1) + 12 = 13


The hound eventually topples over, unable to avoid all of the blows after the stunning and blindness that had inflicted it... and as you climb out of the pit, you see Rogziel standing there, one weapon out and the blood of a gnoll covering his hand. The creature on the ground looks... rather familiar, actually.

"You didn't kill the one in the north room." Rogziel said flatly, clearly a bit upset. "It was playing dead as you left, and about to follow you in there and trap you in that pit before you could get out. If you're styling yourself as a goddess of death, would you mind checking to be sure that things are actually dead instead of just assuming they are?"

Sense Motive (DC 12):
He isn't upset about the danger - the creature was wounded and easily finished off. He's far more irritated as a matter of professional pride, and thinks that you should have verified the death of your first target before proceeding to the next group.

On the bright side, 400 XP for killing the hound!


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Sense Motive: 1d20 + 8 ⇒ (6) + 8 = 14 I'm assuming you rolled a bluff check against me in secret? Also, current HP: 34

Sevia could clearly see what was upsetting him, and as much as she wanted to spit back a retort she also knew he was perfectly right. Oh, she didn't actually think the little gnoll was actually a threat, but he could've been. It bruised her pride a little. "I'll admit I underestimated it, that was quite a bluff. It won't work twice though." Sevia said, clearly a little bit displeased with her own performance as well. That gnoll should not have been able to fool her, and she should not have fallen for that trap.

Sevia once again uses detect magic while she makes a quick sweep of the three rooms for anything valuable - perception take a 10. Afterwards she'll check the three rooms to the south like she was going to for any monsters.


I only post rolls without definition when I'm trying to make you nervous. XD Yes, secret checks do occasionally happen.

Rogziel nods slightly, seeming mollified. Your willingness to admit to imperfection seems to have satisfied him, and he helps you search the room without further complaint, though nothing especially magical can be found. The gold necklace itself is the most valuable item, worth 70 GP, but you eventually uncover a few more things. Looking through the drawers reveals 137 cp, and far more usefully, you're able to retrieve three flasks of Holy Water from inside the pit. Last and arguably least, there's a bottle of wine for the taking, and it seems like it's still good.

Once that's finished, though, Rogziel glances into the pit and gives a visual once-over of the creature. "Hell Hound." he said, identifying it for you. "Nasty-looking thing, probably hasn't been fed in awhile. Not sure if that was intentional or not."

The first door you come to in the southern corridor is stuck - you'd need to force it open (Strength DC 23) to get through it, but you are able to avoid alerting anything inside to your presence. The next door down is made of stone... and also stuck, if a bit looser than the previous door (Strength DC 20).

The last door, however, is the real issue - this heavy stone door is made from a single piece of marble. It shows obvious signs of the gnolls' forced attempt at entry. A complex series of delicately carved glyphs once adorned the center of the door, but has now been destroyed by the gnolls' actions, and it has been rendered illegible. (Strength DC 25, Break DC 30, hardness 8, hp 108) Your Detect Magic spell has almost run out, but you are able to note an aura of moderate conjuration on the door and walls of this room.


Female Fetchling Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |
Spoiler:
Spells: Heroism

Sevia was pleased to find the Holy Water, that'd be useful against any undead. The wine was more interesting, maybe worth drinking or selling? Moving down to the southern end of the corridor, she was a bit frustrated by the apparent sturdiness of the doors. If she had to guess this meant the gnolls hadn't gotten in, at least for sure for the southern door - which meant the rooms likely did not have more gnolls...

While the heaviest stone door was beyond her abilities, the other two weren't, though she'd have to make quite the exertion. After initially trying to push the doors open, Sevia realized she'd need help - and that if anything were inside...it would hear them. "Here, help me with these doors...they're quite difficult. And be on guard for anything inside..." Sevia warned, moving to the first door.

Sevia takes a 20 on strength to open it in the most unstealthy manner possible, with aid another from Rogziel for a 23 check. She immediately draws her swords upon doing so. If the room is empty they'll search it before repeating the ordeal with the door to the second room.

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