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Round 1
Ava staggers, the stench of sickness too much for her to bear. She pulls her hammer free from its holster and makes to move forward, but is paralyzed by the nausea gripping her as she raises a hand to her mouth. The Viscount gives his lines, eats and regurgitates his egg, and wipes the vomit from his goatee with a smile.
Flush with confidence from his central part in the group surviving Act IV pretty unscathed, Sabinus consumes the egg with a defiant flourish and then, surprising even himself, manages not to get nauseous when the ooze comes back out. Sabinus uses the misfortune hex against the lemure engaged with Lucon. He then moves back against the wall and draws his sickle as part of the move. Clearly frustrated by the further tricks and dangers appearing on stage, Caladius abandons any pretense of acting and focuses on dispatching these blobby devils as violently as possible. He wades in and swings his sword in a terrible arc, hoping to slice one in half. He nearly accomplishes his task, instead just taking a great chunk of churning flesh out of the surprisingly resilient lemure1. Despite the great damage, it continues to come at the group. "Larazod!" Lucon bellows, only slightly queasily. "St.. Stay behind me!" he says, barreling into the fray. He hammers down at the near lemure, his weapon smaching through shifting bones and flesh, the lemure howling a curse and shriek through it's horribly twisting mouth before it expires. You didn't specify which you wanted to kill, so I killed the weakened Lemure1. Lemure1 perishes under the onslaught of blows. Lemure2 attacks straight ahead at Lucon, the misfortune hex and Lucons defensive abilities shaking off the attack. Lemure3 moves forward and also tries to penetrate Lucons defenses, to no avail. Lemure4 heads directly at Caladius, but likewise finds no success in his attack and howls his fury. Lemure5 - After the other lemures have exhausted their attacks, yet another lemure forms from someone's vomit, looking ready to join it's fellows in the attack. **MAP - Nightshade Theater Stage** 1 more round of nauseated/sickened condition. Please post for Round 2!
**Nightshade Theater - Stage** If anyone collected/identifies the 3 bottles thrown onstage after Act IV. Detect Magic & Spellcraft DC17: This check can be done in flextime during the break before Act V.
The bottles are actually potions of lesser restoration. Now who could be tossing bottles like this onto the stage? Hmmmm.
Act 5: The Birthing Trial HAANDERTHAN
The Bailiff brings out five crimson eggs. DROVALID
LARAZOD
DROVALID
HAANDERTHAN
ILSANDRA
Larazod lifts the Bailiff off the ground by the throat with one
LARAZOD
DENTRIS
TYBAIN
DENTRIS
TYBAIN
The companions eat their eggs and hideous devil children are
ILSANDRA
Calseinica, horrified she's thrown up, and terrified as 1d4 + 1 ⇒ (3) + 1 = 4 lemures appear, runs off stage. Thesing remains in character, but does a stately quick-march off-stage as well. Each of you throws up as well, the stage a mess of smelly vomit. The crowd is appropriately disgusted by the scene, evident by the groans and dry-retching you can hear from amongst them. Suddenly, several lemurs rise up out of some of the piles of vomit, and turn malevolent gazes your way. The crowd reacts in a myriad of different ways as the Lemures appear, from cheering to more than one horrified scream! Auditory Perception DC21, (DC17 Lucon):
You're able to pick out one of the loudest screams from the crowd as from Rebecca, Lucon's spouse. She is clearly aware of the realistic and violent nature of the production, and is vocally worried for her husband. The crimson eggs given to each of you are magical devices—eating one of them causes it to "hatch" inside the PC’s belly, becoming a roiling mass of infernal ooze that the you each vomits up. The ooze pools on stage, at which point lemures rise up from the pools of vomited goo, creating the illusion among the audience that the PCs have "given birth" to malformed, melting children. I need a Fortitude save, DC15, from each of you. Failure means nauseated for 2 rounds, success means you're merely sicked for 2 rounds. Possible conditions:
If you make the Fort save DC15:
Sickened: The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks *for two rounds*. If you fail the Fort save DC15:
Go ahead and post for Round 1!
I was just doing that actually. Some of this stuff has been used, and some possibly spent. If people could let me know what, if anything, has been claimed or used? Sheriffs badge - The badge continues to glow softly Treasurey First floor
Poltergiest Battle (Already distributed?)
Spider Battle
Wardens Safe
The Lopper
Maurader
Stash north of the Maurader
Pyotr
Torture Chamber
Splatter Man
Total currency found w/jewelry:
With some pain, but surprisingly minimal effort the group escapes the great beast. There are some hisses of disapproval, as some in the crowd expected more blood, but those are easily drowned out by the wild cheering for our tough heroes. The curtains close while the applause is loud, and a the strong voice of Aulamaxa rings out with the next aria. To the trained ear, you catch the faintest hint of... disappointment in the large actors sweeping tones. Intermission time. Act V coming soon.
Yes, works a bit slammed at the moment, so the loot search will need to wait till that passes. Anyone with the time feel free to do a search of your own to get the total loot acquired. Andjela I'm fine with you leading someone back to retrieve all the MW armor you found. As for access... that will be limited as this is not a bustling metropolis. So rather than try to make a comprehensive list, everyone please state what you want and I'll check if it's 'in stock'. Thanks.
@Lucon - I'd roll like Caladius did for that particular exit strategy. @Corneleous - Not yet. After this act you'll heal 3 non lethal. In the first few seconds, Ilsandra, Farus, and Moonris are up and out of the acid. Moonris pulling and dropping a rope as 'he' slides past Farus out of the snake. Farus remains, using some impressive gypsy powers to practically levitate himself as he assists the others out of the snake. Larazod, Dentris, and Drovalid attack the wall of the snake powerfully, their initial blows creating small cracks in the thick glass. Only room for 1 in the maw, and Sabinus's extra bonus would require him to stay in the maw, so I moved you out of it and to the ground Ava. Can you roll me a reflex to avoid fall damage please? Enko, what's your action going to be? After Enko goes, it'll basically be round 2, and those who're smashing their way out can continue to do so, or utilize other opportunities. If you want to keep smashing and not deviate, let me know and afer Enko posts I'll move things along that path. Gooooo Team!
Sabinus:
Your levitate assist wouldn't add any more bonuses to the human ladder, based purely on the lack of space to maneuver. You could pull folks up the throat from your perch in the mouth, shoving people past you out of the maw, basically giving them a +5 to their climb checks as you barely need to stabilize yourself. Or you could assist with one persons reflex save (per round) to avoid acid damage, giving them a +10 to their reflex save. I'll let you decide which you'll do. Before you do though, lets see what everyone else does for Round 1. At the end of Round 1 you're in the maw of the snake, and so make not be able to get back down the throat to assist, depending on if someone else tries to climb out after you, blocking the way back down. Calseinica clings desperately to Sabinus as he takes her up and out of the snake. Once he releases her, she falls the 10' painfully to the ground, landing in a heap with a cry of pain. After several seconds (Round 3) she wobbles slowly to her feet, limps over to the transparent belly, and starts pounding uselessly on the glass, cutting and bloodying her hands in a feeble effort to extricate the others.
@Sabinus - It does make sense, but the only place to levitate up to, is up the throat of the snake... which is an excellent use of the levitate ability. You'll have to pull her up or push her out ahead of you, but I'll accept either scenario. I'm also using treating init as first come first serve, so currently you have first dibs on the exit. Also, I think Caladius's abandonment of acting has more to do with his low roll, than a conscious decision not to perform. Would you mind giving me a perform check anyways? Thanks! @Caladius - No crits on the glass, sorry. Also I want to hear from everyone before I resolve your escape method, as what they do could affect you as well.
Yeah I can go back and look it up. I didn't strictly follow the module as far as loots concerned. I did somewhat, but had deviations. If you're unconcerned with what spells remain then I'll say the value of the remaining spellbook is 825gp. Also the silver flute is worth 300gp, the hammer and axe are now completely plain; a light hammer and handaxe. Kendra sheds several tears for the memory of Pyotr, "That poor man, and all for my father. I don't even know if he had any family..." and trails off in mourning. Kimgald seems similarly affected, but his dark glasses hide much of his grief.
Act IV—Trial in the Belly of the Beast DENTRIS
LARAZOD
DENTRIS
DROVALID
DENTRIS
DROVALID
DENTRIS
DROVALID
TYBAIN
LARAZOD
TYBAIN
LARAZOD
HAANDERTHAN
ILSANDRA
HAANDERTHAN
Ilsandra joins the companions, and embraces Larazod with a
ILSANDRA
Enter the Beast. LARAZOD
DROVALID
DENTRIS
TYBAIN
The Beast devours them. They struggle to fight their way free from his gizzard. A huge and curious sculpture of iron, polished wood, and green glass is wheeled onto the stage from behind the back curtain. The sculpture is that of a vast serpent, it’s mouth large enough for a human size-creature to slip inside, its belly made of transparent but very thick glass. The “Beast’s” tail is raised high and its head kept low so that a person on the stage can climb in easily. The glass tail is filled with acid in a thin (and quickly eroding) container—the actors all clamber into the Beast’s maw and slide down into its transparent belly, one per round. Once all seven actors are in the belly, stagehands dressed as lemures lumber out and tug on the sculpture’s head and tail, which wheel about on a set of rollers around the transparent belly so that the tail hangs low and the head rears high. By the time this is done, the acid eats its way through it's container and half-fills the belly where the group stands. Now, the group within must climb up the beast’s throat and out of its upraised maw before the acid kills them. You can speak and coordinate without being overly concerned about Rounds, but keep it minimal/hurried. No speechifying while being scalded by acid. Lots of rolls here, so please label things appropriately. I will use movement/action to monitor the Round. Read both spoilers below as they contain important survival information and Act mechanics. Lastly don't forget the obligatory performance checks for Act IV. Calseinica's eyes grow round as the acid beings to eat through it's container and scald your feet, screaming shrilly and pawing at Cornelous's shoulder, "What are they doing!! They... They're using real acid! HELP ME!!" and proceeds to go into full screaming hysterics as the rising acid burns her beautiful skin. Thesing's acting is superb as he chuckles and cackles hatefully as you all scramble desperately for your lives in the now knee-deep fluid. The crowd is whipped into a frenzy by Calseinica's screams and cheers and applauds with blood-thirsty abandon. Some, in their excitement, even throw coins and jewelry, a impulsive action by a frenzied mind. Acid Damage: Round 1 starts as soon as the first escape post is made.
Notes:
Round 1: 1d6 ⇒ 1
Exit Options: One PC at a time fits in the throat, and one PC fits into the maw of the snake sculpture. The drop from the maw to the ground 10 feet below delivers 1d6 points of falling damage, but DC 15 Acrobatics check negates.
#1 Climber - The throat is smooth and impossible to climb, save for a series of tiny hooks that hang from the sides—these allow a Climb check (DC 20) to escape). Failure by less than 5 indicates that the climber makes noprogress—failure by 5 or more indicates the climber takes 1d6 points of slashing damage from the razor-sharp spike handholds. A character at either end (perched in the Beast’s mouth or still within its belly) can aid another character climbing in the throat by making DC 10 Climb checks. There’s only room for one person in the Beast’s mouth at a time, though, and as a character clambers up into the mouth, anyone already there must either slide down into the throat. #2 Human Tower - A PC may also balance on another PC’s shoulders to reach the maw. To form such a tower, both members of the tower must make an Acrobatics check (DC 15); the failure of any check results in that character falling, taking anyone above him down as well, but not the one below. PCs can lift up to twice their maximum load (a character with 10 Str can therefore lift 200 pounds); however, a Strength check (DC 10) is required to keep hold in the sweaty and damp acidic conditions. #3 Bust Out - The cramped space, slippery and acidic footing, and apparent hardness of the very thick glass make this an extremely difficult option. This requires attack rolls, but you don't know how effective the damage will be, much less how long it'll take to break the glass. Perception DC 16:
At a glance you see there's several hundred gold pieces worth of jewelry tossed to the state, and sitting out of place, three small flasks, the contents of which are unknown. Several lemure-costumed stagehands have already sidled over and past some jewelry as you struggle to get out of the snake, the jewelry disappearing at their passing.
You're done from my standpoint, unless you want to do something else and if so you can do it in Flex Time. Does someone have a list of the loot? Coming down the winding hill from Harrowstone, Ravengro spreads out below you, a few stray drops of rain glittering in the strong sunlight hitting the town. The rain-damped earth brings the fresh smell of renewal and life to your dusty nostrils. There is no sense of oppression or malice at your back as you leave Harrowstone behind you. Making your way back to town and passing a few people coming out into open after the rain that fell heavily most of the morning. Most of them acknowledge you with a wave or a smile, and a small few not at all. They all give you a wide berth, probably due to the dirty and disheveled state some among you are in. Armor and weapons looted from the prison jut off your packs and persons, further drawing interest to your appearance. Through her front window, you can see Kendra conversing with someone in the sitting room. She spots you through the glass and opens the door just as you arrive, enthusiastically hugging each of you as you enter her home. Stepping out of the sitting room is a much healthier looking Kimgald, his pick/can prodding the way before him. After a tearful (for Kendra) few minutes of checking you over and reassuring herself you're all in one piece, she goes to draw baths and prepare a meal. Kimgald returns Teddy to Kimberly's care and explains that a short time ago he awoke as if from a coma, shaking off a horrific nightmare in which the entire group was killed over and over again it gruesome deaths, some of those deaths at his own hand. But when he finally awoke, he felt much relieved and has been improving in health ever since. The voices have ceased speaking to him, he admits, and he has no clue if they will return or not. He seems to take this development in stride, and says Kendra has agreed to let him stay here for a little while to recover. "I'm sorry, but I do not think I will be joining you on the journey to Lepidstadt. Is it still your intention to deliver the professors books?" About that time Kendra comes in and announces that food is ready and baths should be ready not long after eating - for those who want them. She joins you at the table, not eating, but instead probing for information and asking questions about the experience in Ravengro. After a time she interjects, stating she needs to ready the baths, and also wants to go speak with the councilman about your return. Assuming no one objects, she leaves to finish the baths and find one of the councilman. After a while (long enough to eat, bath and get dressed) Kendra returns with Coucilman Hearthmount and the Sheriff in tow. Both men shake hands all around, and thank you on behalf of the citizens of Ravengro for what you've done for Ravengro. There is a slight hesitation in the councilmans voice, as if he cannot believe the terror has truly come to an end, but he does not refute your claims in any degree. "Things got worse after you left, and we feared the worst. By your leave I'd like to present your award tomorrow. This will serve us doubly, one to allow you to rest, and two it will allow the night to come and go, confirming the truth of Harrowstone's cleansing. Agreed?" He clearly means no ill-will, but is a man with frayed nerves and little hope after the horrors his town has faced for the last weeks and longer. To save time...
In flex time, go ahead and run errands, sell things, heal, etc... anything that requires a roll and/or leaving the Lorrimor home. @Kimberly - I had you guys at 8300 before returning to Ravengro, and with the completion of the quest with the Councilman (and traps, and other misc bonuses), it's boosted another 700 bringing you to 9000 and Level 4! Please level up as well.
Ok, two things to straighten out in my brain before we continue. Sabinus offered healing between Acts II and III. So far I only see him having used that healing - during that II/III break. I'm fine with you rolling your own 'intermission' CLW healing, as Sabinus requested, as long as you state which break you're using it, and keep your stats updated where I can see them. So far everyone but Caladius has taken the 2 Con damage and everyone took the 3hp damage (with Ava's rolls still coming). Correct me if I'm wrong and roll your heals when you want them.
Waiting on the Act II intermission healing from Sabinus, just roll those in a Flex Time post if you're going to. Be sure to specify which roll goes to which teammate. Act III: Trial by Pleasure
Perception DC18:
You see Millech wave the stagehand with the knives over to his side, bending over them and applying some sort of paste to the blade of each one. He notices your attention and gives a wink and a small gesture of encouragement as he goes back to his position on the catwalk above the stage. Enter the bailiff bearing six vials and six curved flensing knives. He hands one of each to Dentris, Tybain, Larazod, Moonris, Farus, and Drovalid. HAANDERTHAN
ILSANDRA
DROVALID
LARAZOD
DROVALID
ILSANDRA[b]
LARAZOD
DENTRIS
DENTRIS
TYBAIN
TYBAIN
DENTRIS
TYBAIN
LARAZOD
TYBAIN
HAANDERTHAN
In this act, each of the Torchbearer actors are subjected to the trial of pleasure—the “Flukes of Asmodeus” are fictitious creations of the playwright, but the rot grubs who play their roles are very real. When each grub is applied, it is the actor’s duty to act as if in the throes of unbridled passion while the rot grub burrows through his flesh before cutting the rot grub out with the offered knife. The knives bear minor magical enhancements that make them particularly efficient at cutting out rot grubs—this magic only persists for the length of this act, but while it does, any Heal check made to cut out a rot grub with one of these knives gains a +8 circumstance bonus. To complete the scene I need a performance check, to see how well you can sell being in "ecstacy", followed by a heal check (DC20 and takes 1 round) to cut the grub out. For damage you take 2 points of Con damage each rouch the grub is embedded in your flesh, which you can overcome with a DC17 Fort save. Also, This time, there are groans and winces as the grubs burrow into your flesh. Some other are sitting in rapt, disturbing attention, taking in the grisly details as each of you squirm. Damage Breakdown by Round/Attempt: Round 1: 1d6 ⇒ 3 and 2 Con damage.
Round 2: 1d6 ⇒ 6 and 2 Con damage. Round 3: 1d6 ⇒ 6 and 2 Con damage. Round 4: 1d6 ⇒ 2 and 2 Con damage. Round 5: 1d6 ⇒ 4 and 2 Con damage. Just rolled 5 rounds in case anyone fails their DC20 heal check that many times. Add each rounds damage up to get your total. This is lethal damage.
Caladius:
You recognize Arael near the front row, but no other familiar faces catch your eye when you peek out.
@Anna - yes you can. You can do anything else you'd like here in Flex Time. As you leave the building, the damp weather has cleared up, and the sun shines through large gaps in the clouds. The feelings of oppression and darkness which smothered the area seems to have been washed away by the earlier rain, and there is a freshness in the air. Survival DC 22 (assistable):
The heavy rain has done a good job of washing away any tracks, but you do manage to find a set of tracks leading away from Harrowstone, in the opposite direction of Ravengro. They are medium-sized booted feet, with faint pulling at the ground behind and to the sides of each track as if the owner of the tracks also wore a long cloak or cape. After about 100' the tracks hit some rocky ground and are too obscured to follow further.
Act 2: Trial by Torture At the start of the act, 'the device' is brought on stage to a chorus of impressed “oohs” and “ahhs” from the audience. Once it’s been thoroughly and dramatically displayed, Larazod (Corneleous) is stripped down to a loincloth (making him unable to use equipment in this act as a result) and strapped into the device. Drovalid (Lucon) stands ready to strike at one of the five actors with a whip. Thesing, playing Haanderthan, seems to quite relish as every lash of the whip rains down. The crowd gasping and cheering in equal parts as each blow lands. 'The Device' is a torturous implement referred to in the play as “the device.” This is a combination rack and wheel, meant to stretch the victim’s limbs and twist his body into increasingly painful positions. Enter DROVALID. HAANDERTHAN
DROVALID
HAANDERTHAN
Enter the Device and other implements of torture. Drovalid begins
DENTRIS
DROVALID
LARAZOD
More bone-crunching, skin-flensing torment. DROVALID
LARAZOD
More torture. LARAZOD
TYBAIN
ILSANDRA
DROVALID
LARAZOD
Drovalid ends torment and casts down his whip. DROVALID
HAANDERTHAN
DROVALID
HAANDERTHAN
DROVALID
HAANDERTHAN
The curtain falls once more to wild applause, Millech (standing on a 15' high catwalk above the stage) directs the small army of stagehands. Corneleous is carefully removed from the device by wide-eyed stagehands, clearly the violence a first for many of them. On the other side of the curtain, Aulamaxa begins another lovely sounding aria, and the next scene begins to take shape. Lucon will be making some attack rolls against your FF AC, and rolling the nonlethal damage. Basically, your all just taking the beating Lucon is dishing out, and Corneleous is getting extra twisted on the device. Feel free to add some flavor posts, in this and every act, just to make things fun. I don't mind some fun creativity in them as long as it doesn't affect the overall flow of the Act. We'll move ahead after the rolls from Lucon and Corneleous are in, and everyone has given me another performance roll for Act 2. Lucon: Drovalid makes a total of 12 whip attacks on the five prisoners, 4 on Larazod and two each for Tybain, Dentris, Farus and Moonris, laying about after each spoken line until the play indicates the torment ends. You must make an attack roll against the chosen target’s flat-footed AC (1d3 of nonlethal damage per hit); you can attempt to miss on purpose, but each time you misses a stroke, you must succeed on a DC20 Bluff check or face unknown consequences. Corneleous:
Each time Drovalid strikes Larazod with his whip, the device twists and turns, inflicting 1 point of nonlethal damage on you. If you take nonlethal damage while staggered or unconscious you instead take lethal damage. Each time you take this point of damage (and are still concious), you can attempt a DC 15 Fortitude save to negate it. So give me 4 Fort Saves, just in case Lucon hits you all four times.
Act 1: Condemnation A high-backed obsidian bench stands upcenter. As the curtain rises, HAANDERTHAN himself perches there, an awesome figure of power looming above the shackled forms of LARAZOD, TYBAIN, DENTRIS, MOONRIS and FARUS. The other members of the COUNCIL, including the sultry ILSANDRA, flank out stage right and left of HAANDERTHAN’S tribunal bench. The hulking bearded devil BAILIFF stands over them, spiked truncheon in his scabrous red, leather-like hands. BAILIFF
HAANDERTHAN
You hereby stand accused, Larazod, along with your illseeming
DENTRIS
TYBAIN
LARAZOD
There is much commotion among the council. ILSANDRA
HAANDERTHAN
TYBAIN
HAANDERTHAN
LARAZOD
HAANDERTHAN
ILSANDRA
DENTRIS
HAANDERTHAN
LARAZOD
HAANDERTHAN
DENTRIS
HAANDERTHAN
Councillors mutter and call “Aye.” ILSANDRA
HAANDERTHAN
ILSANDRA
DENTRIS
HAANDERTHAN
ILSANDRA
HAANDERTHAN
ILSANDRA
HAANDERTHAN
TYBAIN
HAANDERTHAN
TYBAIN
DENTRIS
HAANDERTHAN
DENTRIS
HAANDERTHAN
DENTRIS
HAANDERTHAN
With that the curtains fall to a thunderous roar of applause. Millech and a small army of stagehands scramble ferociously to get the next act ready while the curtain is down. You can hear Aulamaxa start into a beautiful aria to entertain the crowd while the set is changed. Everyone, except Lucon, make a Performance (act) Check for Act 1 please. In between each act will be a 5 minute break for you, so use that time wisely. Act 2 coming as soon as I have the Act 1 performance checks.
A few minutes before 4:00 P.M. Robahl comes into the office, white-faced and pale. He moves to the refreshment table, without acknowledging anyone, and takes a long pull straight from a wine bottle. Calseinica approaches him, placing a hand lightly on his shoulder, and he jumps with a shout, but relaxes slightly when he see's it's her. When questioned, all he says is, "You’ll do fine… you’ll do fine… hit your marks and remember your lines, and you’ll do fine…" --------------- As 4:00 rolls around, the sound of bells in a nearby tower pealing out the hour, the growing rush and din in the auditorium calms. Robahl takes a deep breath, then steps onstage to greet the audience. "Welcome, ladies and gentlemen, to the premiere event at this wondrous new theater! Let me begin by extending my humblest thanks to the Church for providing the—how shall I say?—punch in tonight’s spectacle. And also my sincere gratitude and thanks to our illustrious and benevolent lordmayor, Aberian Arvanxi." With that, Robahl bows and returns backstage as the crowd applauds him out. The lights go down, the seven-piece orchestra plays a short introduction, and then Visbaronetness Aulamaxa takes the stage and sings for a few minutes to introduce the play. She finishes to a round of tremendous applause, the orchestra falls silent, and with a strangely uncharacteristic whisper of encouragement, "I know you can do it. Break a leg!" and the play begins.
As the final lines are said and the curtain drawn, the audience cheers wildly with approval. Robahl has no words of encouragement —he merely tells all of you to "Go home and get some rest, for the big day is tomorrow! Meet here by eleven, for we march in procession at noon!" and then takes his own leave. That evening, after the play, Arael and Janiven come to visit you, risking the darkness whether you're at the hideout or at your homes. They wish to bestow good luck and encouragement. Arael speaks up, "You've done a wonderful job thus far. I know there've been challenges but all of the trouble has been for tomorrow. I've full confidence the mayor will invite you all to the party and there we will find the means to liberate Westcrown from it's night-time tyrants." He became quite passionate and takes a moment to compose himself, continuing, "We have been working to get me into the Nightshade theater for the performance, and if I successfully infiltrate I will lend what assistance I can. But it could be some time before you're able to escape the Mayors home, so prepare accordingly. Good luck." He holds out his forearm for you to grasp and then he and the lovely Janiven take their leave, the latter giving you a wink and a smile on the way out. Go ahead and put anything you'd like to do before the day of the show in flextime. The Big Day Inside the Limehouse, Robahl and the others are waiting at eleven, and once you arrive you're hurriedly dressed in partial costume and makeup, to put the final touches on at the Nightshade. Precisely at noon the Robahl leads the troupe outside and on a procession from the Limehouse to the Nightshade intended to show off the actors in their costumes as they wind their way through the streets to the west, board a large barge, sail across the river, debark on Rego Aerum, and then proceed to the imposing facade of the Nightshade itself. Once you arrive Robahl bundles you all through a side entrance, giving you only a brief glimpse of the rest of the theater. From outside, the Nightshade looks like nothing less than an iron and stone cathedral to some nameless evil god—inside, the building is all soft lighting, thick red carpets, and devilish decor. Carvings and murals of leering faces and tormented souls decorate the walls, while the ceilings hang with iron chandeliers. The main theater can seat approximately 250 individuals, all facing a relatively spacious stage. He sequesters you all in a large room (stage right) called the Green Room, pointing out the food and drink waiting for you. There's enough to keep you all happy until the play begins. Aulamaxa moves happily to the tables and begins to delicately stuff her face. Millech and the rest of the costume team enters and puts on the final touches, leaving you all seemingly looking at a bunch of strangers as you see all the full costumes together in one place and time. "Break a leg, and watch your durned backs!" and then shambles out of the room, taking the bulk of his crew with him. In the entire backstage, evidence of the Nightshade’s recent construction is apparent; crates of tools and equipment, unfinished walls, and bare wooden floors testify to the fact that only the parts of the building that the public sees are fully finished. The experienced actors are mostly relaxed and poised, each in their own little world getting into character, saying complex sentences to loosen up their mouths, and working out their voices.
In general I'm in favor of prestige classes and letting players run their characters. Honestly, until something happens to show me how a class or player or whatever can interfere with the flow of the game... I usually won't catch it. With that said I do want to at least look over the Magaambyan Arcanist, but the link takes me to a Collegiate Arcanist. Is that the same thing?
I apologize for my misuse of the term 'Aid Another'. Everyone except Corneleous has 7 performance checks, DC10. It's not an actual Aid Another as I originally stated. If you make the DC10, it functions similarly in that you boost Corneleous's performance by +2. So Ava's rolls are fine and Enko sorry to mislead. If this affects anyone elses scores let me know. Doing a tally now. EDIT: And the numbers match up exactly with Lucon's. Thanks for doing that. Act 2 - Fail: 1d20 ⇒ 18
Act 3 - Fail: 1d20 ⇒ 17
Act 6 - Fail: 1d20 ⇒ 5
Enko:
Aulamaxa smiles sweetly as you refill her glass, portions of her face plumping as squishing oddly at the motion. She tosses back the entire glass and her head wobbles a bit on it's neck. Looking over at you, and focusing with difficulty, she holds up her glass and shakes it slightly, indicating her desire for a refill. "Won'tchu drink too muffin facshe?" she slurs.
lol
Some nice rolls so far!
Corneleous - go ahead and post your Day 6 in FlexTime. ---------------------- Day 7
Go ahead and do anything in the morning you'd like. The Limehouse fills quickly as the time for the dress rehearsal draws near—by 4:00, the theater is packed with over a hundred excited, noisy theater patrons eager to see flubbed lines, missed cues, and not-quite-special effects. The din of the crowd is slightly intimidating—this is not an audience interested in remaining quiet and respectful during a performance. You think you even see animals in the aisles Just before the dress rehearsal begins, Robahl offers some last advice: "Do your job. Ignore the rabble. If they throw something, take it and move on. Anything less than them actually starting a fire is not cause to stop the performance. There won't be any actual battles today, those portions are still going to be an exciting reveal on the day " He gives a nervous laugh at the end and gives you each a final nod, before taking his leave. Corneleous (Larazod) - you must make seven Performance (act) checks DC21. Everyone else is basically making Performance (act) assist checks (DC10). To save time, everyone roll seven performance checks, and highlight the rolls you make the DC. Good luck!
Andjela detects no evil on the item or in the room. In fact, the lack of evil she senses is almost shocking, given how evil surrounded and infused everything around you all since approaching this place. Putting the badge on her has no visible or noticeable effect on the beautiful Paladin. @Tolvan - That's what I was thinking, a library or other learned assistance of some kind or another could probably get you there.
The ghostly woman gasps in relief and happiness as the badge is revealed. She reaches out and takes it, a full smile replacing the emotionless despair which was previously ever-present. "With this I can clean Harrowstone entirely, and need not remain any longer. Thank you and may your steps ever find the light." She is smiling and laughing, the tears no longer a reflection of her sadness, instead a manifestation of a peaceful joy. Her entire form starts to fade from view, and your skin tingles as some change hums in the very air you breath and the stones beneath your feet. As she fades, the badge remains and floats slowly to the ground, glowing a faint blue color. Her voice gives one last and faint, "Thank you." and then is no more. Another 1150xp awarded to each of you for killing all five evil spirits, bringing the badge to Vesorianna, and thus allowing her to cleanse Harrowstone of evil.
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