Svetocher

Zamanda's page

1,862 posts. Alias of Zanbabe.


Full Name

Zamanda

Race

Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet

Classes/Levels

| Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Gender

Maps Female CG

Size

Medium Large

Age

Age 25 | Height 5' 6" 10 feet even

Alignment

Chaotic Good

Location

Korvosa

Languages

Common, Celestial, Draconic, Shoanti, Varisian, Elven, Thieves' Cant

Occupation

Storyteller / Singer / Scribe

Strength 20
Dexterity 18
Constitution 13
Intelligence 20
Wisdom 20
Charisma 22

About Zamanda

Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 130/130 | AC 34 / T 27 / FF 30 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 23/23 | Spells 1L 5/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

==== Basics ====

Str 26 +8 [+6 from belt +2 Pale Blue Rhomboid ioun stone, +1 12th level advancement, +2 size change]
Dex 18 +4 [+6 from belt +2 from flawed magenta prism ioun stone, -2 size change, -2 deck of many trade off]
Con 13 +1 [+1 16th level advancement]
Int 20 +5 [+4 headband, +2 scarlet and blue sphere ioun stone]
Wis 20 +5 [+4 headband]
Cha 22 +6 [+2 4th & 8th level advancements +4 Rod of Splendor]

BAB +15/+10 | Speed 60 feet (+30 from deck of many) | Fly Speed 30 feet
HP: Roll or average rounded up, whichever is higher.
CMD/Combat maneuvers +1 from size
5 foot reach

=== Weapons ===
Melee:

Masterwork Cold Iron Morningstar | x2 Critical | B & P
Attack +24/+19
Damage 1d8+5 +1d6 acid (deliquescent gloves)

Ranged:

+5 Adaptive Large Orc Hornbow (Made of singing steel by an Orc Spirit during a reforging event from the Deck of Many to resemble the Orc Hornbow he had in life. It is silver in color... white gold and mithral mix) | x3 Critical (plus 2d10 electricity on a crit from Shocking Burst) | P | Range 160 feet (doubled because of arcane archer Distance enhancement)
Attack +24/+19 [+15/+10 BAB +5 Enchantment +4 Dex +1 Weapon Focus -1 Size] [+2 with inspire courage / +1 with point blank / +4 with bullseye]
Damage 3d6+10/4d6+10 (with Gravity Bow) +1d6 acid (deliquescent gloves) +1d6 electricity damage [can change to flaming/frost/cold enhancement when preparing spells once a day (also 2d10 on a crit)] [+2d6 versus evil (can change once a day after resting between holy and anarchic if needed)] [+1d6 sonic with Discordant Voice] [+2 with inspire courage] [+1 with point blank] [base damage bonus is +5 from enchantment, +5 from strength bonus] (-1 from counting as alchemical silver does not transfer to arrows, and does not count unless the bow is used as a club)

[Within 30 feet +1 Attack and +1 Damage]
[Bullseye Shot: can use a move action to steady your shot for a +4 attack]
[Rapid shot: Additional attack at full bonus on full-round action, all attacks at -2.]
Imbue Arrow: Can add an area spell to an arrow.
Seeker Arrow: 3/day can basically send a guided missile arrow.
Phase Arrow: 2/day phase through walls and barriers
Hail of Arrows 1/day ... attack up to 9 (arcane archer level) enemies at the same time with full attack bonus.
[Bracers of Archery (lesser) give proficiency with weapon]
[Size Adjustment -1 on attacks (factored in)]
[Weapon Focus gives +1 on all attacks (factored in)]
[Enhance Arrow: Add fire, shock, or cold to damage, also double range, elemental burst damage (on critical), and aligned (anarchic or holy). (all factored in)]
[Singing Steel: If the wielder can normally start a bardic performance as a move action, he can do so as a swift action instead. This ability does not function in the area of a silence spell or similar effect. After using the singing steel in this fashion, the steel must be carefully brushed to remove any lingering vibrations, a process that takes 10 minutes. Singing steel has 20 hp per inch of thickness and hardness 10.]

Ranged Touch (spell)
Attack +18 [+15 BAB +4 Dex -1 Size] [+2 with inspire courage / +1 with point blank]

=== Armor ===
+5 Amulet of Natural Armor
Celestial Armor (+9)
+5 Ring of Splendid Security (deflection bonus)
-1 AC from size change
+2 Natural Armor from deck of many (DM says this stacks with amulet)

AC = 34 [10 +9 armor +4 Dex bonus +7 natural armor +5 deflection -1 size]

Celestial Armor (+9)
[This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.]
--Spell failure not applicable for bards, since it is light armor. ("A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.")

=== Resistances / Vulnerabilities ===
Acid, cold, and electricity resistance 5
+2 on fort saves vs warm or hot weather
+2 on saving throws vs effects with the evil descriptor (angelic blood)
+5 resistance bonus on saving throws (ring of splendid security)
Immunity to fire damage (deck of many)
Immunity to sonic damage (deck of many)
Vulnerability to cold damage (deck of many)
Vulnerability to acid damage (deck of many)
Roll twice on initiative rolls and take whichever one I prefer (deck of many)

=== Traits and Feats ===
Traits:
Deadeye Bowman (religion) [When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.]
Trustworthy (social) [Bluff and Diplomacy +1]
Innocent (race) [People always want to believe me; +5 on bluff if my lie is believable or unlikely]
Vagabond Child (regional) [Gives +1 to Disable Device, Escape Artist, or Sleight of Hand and makes it a class skill]

Famous in Korvosa (granted to us during the story) Queen Ileosa’s recognition of your work also gives you a permanent +2 bonus on all Bluff, Diplomacy, and Intimidate checks against Korvosan citizens.
Protectors of the Cinderlands (granted in story) +1 insight bonus on attack rolls and weapon damage rolls against Red Mantis assassins and their minions.

Feats:
Additional traits [adds two traits]
Angelic Blood [You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.]
Angel Wings [Feathered wings sprout from your back. Benefit: You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.]
Bullseye Shot
Deceitful [+2 Bluff and Disguise. 10 or more ranks: +4.]
Discordant Voice [Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.]
Point-Blank Shot [+1/+1 within 30 feet]
Precise Shot [Bonus feat from Precise Minstrel--No negative for firing into melee.]
Rapid Shot [Additional attack at full bonus on full-round action, all attacks at -2.]
Weapon Focus: Bow [+1 to attacks with this weapon]

Special Abilities:

Arcane Archery [Adds some Sorcerer spells to spells known]
Arrowsong Strike [can use spellstrike (as per the magus class feature) to cast a single-target ranged touch attack spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. She cannot use spellstrike with normal touch attacks or melee attacks.]
Countersong [Can sing to help people defend against sonic or language-dependent magical attacks]
Darkvision 60 feet
Diminished Spellcasting [Trades archery abilities for 1 spell per level less per day]
Enhance Arrows (Su) [At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. At 3rd level, it gains an elemental weapon quality: flaming, frost, or shock. At 5th level, it gains the distance weapon quality. At 7th level, it gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. (This ability replaces the ability gained at 3rd level.) At 9th level, it gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy.]
Hail of Arrows (Su) [In lieu of his regular attacks, once per day an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.]
Imbue Arrow (Su) [At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.]
Inspire Courage [Sing to give +2 to saving throws against charm and fear effects (morale) and +2 on attack and weapon damage rolls (competence), goes up at 11th]
Precise Minstrel [Precise Shot as a Bonus Feat, plus people affected by my bardic performance don't count as soft cover.]
Seeker Arrow (Su) [At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.]

Skills:

[177 skill points (Bard: 6 base +5 Int +1 favored class = 12/level = 96) (Arcane Archer: 4 base +5 Int = 9/level = 81)]

+Acrobatics +15 |+4 Dex +10 rank +3 class skill -2 armor check (default)
+Appraise +10 |+5 Int +2 rank +3 class skill
+Bluff +41/+43 if Korvosan |+6 Cha +17 rank +3 class skill +1 Trustworthy trait +4 Deceitful feat +5 highwayman's cape (that side is default) +5 Innocent trait if lie is believable or unlikely (default) [+2 if Korvosan]
+Climb +18 |+8 Str +9 rank +3 class skill -2 armor check (default)
+Craft Arrows +10 |+5 Int +2 rank +3 class skill
+Diplomacy +29/+31 |+6 Cha +17 rank +3 class skill +2 race +1 Trustworthy trait [+2 if Korvosan]
+Disable Device* +23 |+4 Dex +17 rank +3 class skill +1 Vagabond Child -2 armor check (default)
+Disguise +12 |+6 Cha +1 rank +3 class skill +2 Deceitful feat
+Escape Artist +6 |+4 Dex +1 rank +3 class skill -2 armor check (default)
+Fly +10 |+4 Dex +7 rank +3 class skill -2 size -2 armor check (default)
Handle Animal* +7 |+6 Cha +1 rank
+Heal +10 |+5 Wis +2 rank +3 class skill
+Intimidate +10/+12 |+6 Cha +1 rank +3 class skill [+2 if Korvosan]
+Knowledge: Arcana* +10 |+5 Int +2 rank +3 class skill
+Knowledge: Dungeoneering* +10 |+5 Int +2 rank +3 class skill
+Knowledge: Engineering* +10 |+5 Int +2 rank +3 class skill
+Knowledge: Geography* +10 |+5 Int +2 rank +3 class skill
+Knowledge: History* +10 |+5 Int +2 rank +3 class skill
+Knowledge: Local* +10 |+5 Int +2 rank +3 class skill
+Knowledge: Nature* +10 |+5 Int +2 rank +3 class skill
+Knowledge: Nobility* +10 |+5 Int +2 rank +3 class skill
+Knowledge: Planes* +10 |+5 Int +2 rank +3 class skill
+Knowledge: Religion* +10 |+5 Int +2 rank +3 class skill
+Linguistics* +10 |+5 Int +2 rank +3 class skill
+Perception +32 |+5 Wis +17 rank +3 class skill +2 race +5 Lens of Detection
+Perform: Sing/Oratory +20 |+6 Cha +11 rank +3 class skill
+Perform: String Instruments +10 |+6 Cha +1 rank +3 class skill
+Profession: Writer (story/songwriter, but is a Scribe on the side when things are tight) +10 |+5 Wis +2 rank +3 class skill
+Ride +6 |+4 Dex +1 rank +3 class skill -2 armor check (default)
+Sense Motive +10 |+5 Wis +2 rank +3 class skill
+Sleight of Hand* +8/+10 |+4 Dex +3 rank +3 class skill -2 armor check (default) [+2 to conceal thieves' ring]
+Spellcraft* +20 |+5 Int +12 rank +3 class skill
+Stealth +15/+20 |+4 Dex +14 rank +3 class skill -4 size -2 armor check (default) [+5 highwayman's cape (if changed to that side as a move action)] [+5 to hide after using the bow]
+Survival +11/+16 |+5 Wis +1 rank +3 class skill +2 Child of Nature trait (+5 on tracking from Lens of Detection)
Swim +13 |+8 Str +5 rank
+Use Magic Device* +10 |+6 Cha +1 rank +3 class skill

Spells:

Caster Level 14 | Concentration +20 (Caster level + ability mod)
Spells known: 6/6/6/5/5/3 (plus bonus spells from Arcane Archery)

=== Zero Level === (DC 16)
Detect Magic
Light
Mage Hand
Mending
Open/Close
Prestidigitation [Useful for cleaning and dyeing hair, etc.]
Ray of Frost [Arcane Archery]

First Level (DC 17)
Spells per day: 5 [Diminished Spellcasting -1 and Bonus Spell +1]

Burning Hands [Arcane Archery]
Cure Light Wounds
Feather Fall
Gravity Bow [Arcane Archery]
Hideous Laughter
Magic Missile [Arcane Archery]
Summon Minor Monster
Timely Inspiration (adds +1 competence bonus per 5 caster levels to any attack roll or skill check, after the fact)
Unseen Servant

=== Second Level === (DC 18)
Spells per day: 5 [Diminished Spellcasting -1 and Bonus Spell +1]

Alter Self
Hidden Presence
Invisibility
Scorching Ray [Arcane Archery]
Silence
Suggestion
Summon Swarm

=== Third Level === (DC 19)
Spells per day: 4+1 (fly) [Diminished Spellcasting -1 and Bonus Spell +1]

Blink
Conjure Carriage
Fireball [Arcane Archery]
Fly (bonus from armor: 1/day)
Haste
Raven's Flight
See Invisibility

=== Fourth Level === (DC 20)
Spells per day: 4 [Diminished Spellcasting -1 and Bonus Spell +1]

Dimension Door
Ghostbane Dirge, Mass
Greater Invisibility
Song of Healing
Unbearable Brightness [Arcane Archery]

=== Fifth Level === (DC 21)
Spells per day: 2 [Diminished Spellcasting -1 and Bonus Spell +1]

Bard's Escape
Compelling Rant
Deafening Song Bolt

Equipment:

+5 Amulet of Natural Armor
+4 Headband of Mental Prowess: Wisdom/Intelligence
+3 Ring of Protection
+4 Belt of Physical Might [Dex/Strength]
Backpack [2 gold]
Bandolier (2) [1 gold]
Bedroll [1 silver]
Belt Pouch [1 gold]
Blanket (4) [1 gold/2 and picked up the other two for zero cost.]
Boots of Levitation [7,500 gold]
Bracers of Archery (lesser) [5,000 gold]
Canteen [2 gold]
Cursed Ring of Eloquence (Chatter Ring) (not worn): Chatter Ring’s four languages are Common, Orc, Undercommon, and Aklo.
Deliquescent Gloves
Elixir of Love (2) [300 gold]
Explorer's Outfit [free starting outfit] [8 pounds]
Flawed magenta ioun stone (+2 to one ability score, can change it four times only (max once daily)) [Using for Dex--So far no adjustments]
Grooming Kit [1 gold]
Hat of Disguise
Highwayman's Cape [32,500 gold]
Hot Weather clothing (+2 to fort saves v warm or hot weather)
Ink [18 gold]
Inkpen [1 silver]
Ioun Torch [75 gold]
Journal [10 gold]
Lens of Detection [3,500 gold]
Masterwork Cold Iron Morningstar [316 gold] [6 pounds]
Mess Kit [2 silver]
Necklace of Adaptation [Normal cost 9,000 gold] (not worn, but carried in pocket in case of need)
Pale Blue Rhomboid ioun stone [8,000 gold (+2 to strength)]
Portable Hole [20,000 gold]
Quiver with 60 regular arrows [3 gold] [9 pounds]
Quiver with 60 blunt arrows [6 gold] [9 pounds]
Quiver with 60 silver arrows [123 gold] [9 pounds]
Quiver with 60 adamantine arrows [3,603 gold] [9 pounds]
Ring of Invisibility
Ring of Splendid Security
Rod of Splendor [worth 25,000 gold, from Scarwall -- +4 to Cha, and dresses you in exquisite finery... 10,000 gold outfits. Once a week it can create a giant tent with furnishings and an amazing feast for up to 100 people.]
Scarlet and blue sphere ioun stone with wayfinder [adds +2 to Int, and resonant power adds to will save]
Silk rope (100 feet) [20 gold] [10 pounds]
Sleeves of Many Garments [200 gold]
Spell component pouch [5 gold]
Thieves' Ring [300 gold]
Traveler's Any Tool [250 gold] [2 pounds]
Waterproof bags (2) [1 gold]

Bottle of Air (normal cost 7,000 something)
Potion of Remove Disease
Masterwork Manacles
Decanter of Endless Water
Sustaining Spoon
Lyre of Building

Deathhead Vault Master Key

Current Wealth: 4,706.16 gold

Starting Wealth: 3,000 gold
Total Starting Equipment: 2,914.2 gold

Background:

=== Connection to Korvosa ===

Born here and grew up here. Don't always like it, but it's home.

==== NPC Friend ====

Zamanda's parents still live in town and her father is a minor arbiter. She also has school chums, and contacts at the thieves' guild, although she would rather not get mixed back up in that.

=== Non-Campaign Trait Goal ===

Want to make a difference in the world... make up for the wrong that she's done, help others to be happy and do the right thing. That's what helps her feel good about herself, even if the rest of the world seems corrupt.

=== Non-Human Fit ===

As an Aasimar born to human parents, Zamanda has no idea why it happened, and it definitely isn't something that she would have chosen. It seemed always to cause a distance between her and other people that shouldn't be there. Especially since there are very few signs that she is Aasimar. She always seems clean, even when should should be dirty, and she doesn't seem to sweat. If she is standing in moonlight, it's a little bit more apparent, because her hair turns silver... but that could just be a trick of the light, right? Very few people know for sure, and she likes it that way. She doesn't want people expecting things of her. When they do, she always wants to rebel against it and do something bad just to prove she isn't what they think.

At times, she has given in to that urge, and reacted against her unusual nature and made some bad choices. She's trying to make up for that now, but it is sometimes hard if she is around her old friends. She's good on the inside, she thinks, but has a hard time showing it on the outside. She's better at controlling the rebellious urge now, but it is still there.

=== Overall Background ===

Zamanda often felt like an outsider when she was little, not only because of the Aasimar thing, but because everyone seemed so strict about things, and she wanted to have fun. (A little too chaotic in a lawful environment.)

She soon found that lying would often make things better. Assuring people that she was just like they were helped her not be picked on. Typically in stories this is a build up to how she once got caught and burned, but... she didn't. She was just that good, and something about her made people think that she was trustworthy and innocent, so they wanted to believe whatever she had to say. Lying was her superpower, and she used it often.

Trying to fit in did have some repercussions for her own sense of right and wrong though. When she was still young (around 16), she found herself somehow recruited into the local thieves' guild, just because she talked her way into going for bow training with a tiefling friend, so she could seem just as tough. The training ended up being a recruitment meeting that she sensed it would be a bad idea to walk away from.

At first, she appreciated the training, and it didn't seem bad, backing up her friends by talking their way into parties, and even sitting on top of roofs with her bow, being a lookout. The people her friends were stealing from were rich, and it didn't seem all that bad... plus it was sort of exciting to have this big secret thing in her life, and she knew she could talk her way out of it if her parents found out. ... Except they didn't find out, and as a couple of years passed like this, she became more and more uncomfortable with what she was being asked to do.

Finally, one night she had talked their way into a party and was up on the roof as usual, when some latecomers to the party showed up just at the wrong moment. Her friends started to scatter, and she was providing cover fire to help them get away, when she noticed that the latecomers were her own parents, and she was shooting at them... just cover fire, but ... what if?

It wasn't anything dramatic. They weren't hurt, and she didn't get caught, and life should have gone on as normal, but she realized that it couldn't. Not because someone else was forcing her, but because she was turning into something she didn't want to be.

She talked her way out of the guild, which she had thought was almost impossible, but she told them that her father had found out she was mixed up in something (her father was a minor arbiter which could have caused them minor inconvenience), and that they knew she was loyal and would never betray them (helps that she looks so innocent), and that she would come back to work for them after she graduated and her father wasn't keeping tabs on her anymore. (From what school or training program she neglected to say, but it seemed enough for her contact, who said she'd be put on inactive status for now.) Maybe she wasn't important enough for them to object any more than that, or maybe she was just good enough to talk them into it, she wasn't sure. She just hoped that she would never have to deal with them again.

A few years later now, and lying is still her superpower, but she has found a positive way to channel the power--into fiction. In story and song, she can take people away from their lives and their troubles, and convince them that they are in a different place, and bring them joy for a while. It's the way that she has found to fit in, and she's good at it. If she was presented with an opportunity to do more good, she would probably take it, but for now, she is happy, having found her niche.

=== Random side question: Does Zamanda have a last name? ===

I'm sure she does. I just am not sure what it is as a player. Her father is a minor arbiter in the city, so I left it open for GM use, as needed for flavor. I'm not even sure offhand where my father is on the good<-->evil spectrum. He kind of has to be lawful, and I hope he is at least neutral, but Zamanda just knows him as a father, so if the arbiters (or some of them) end up being bad guys or bad guy puppets in the story, her background is flexible enough for that. I imagine they are relatively well-off and fairly well known, but Zamanda wouldn't be announcing/revealing their name to anyone... she has her life and they have theirs, and that's okay with both. That way she can't mess up their reputation, and they can't burden her with their expectations. She still has a key to their place and goes to see them at least once a week--usually more. They love each other and tolerate their vast differences. They are pretty traditional, so Zamanda likes to bring strange people with her when she goes over for dinner sometimes, just to see how they will react. Her mother is mostly past shock by now, but there is always more to try.

(From prologue: parents are Garrick and Melissa Cador. Live in Five Corners.)

(confession, later, in case her father heard about it when Cressida announced it to everyone)
Zamanda knocks on her parents' door, since it is still locked and chained as it was earlier in the day. Otto comes to the door, and tells her that her parents are out at a party. She says she knows. He lets her in. She asks if she can stay in her old room tonight. He says of course, that it is always kept ready for her. She cries and thanks him, and he hugs her, not knowing what is wrong, but loving her enough not to try to dig it out of her right now.

She sleeps. In the morning, she eats breakfast with her parents, and just tells them everything. Well, maybe not *everything* but a lot. She starts out by telling them how she had "accidentally" joined the thieves guild when she was 16, and how she helped rob people, and how it bothered her, and had started bothering her more and more, and how she talked her way out of it, and assures them that she has been out for a while and that is part of the past. But... and then she tells them about yesterday, and how she was in the wrong place (not blaming it on her father's request), and got brought in for questioning, and how she was "recruited" by Cressida Croft, and was now working for her. ... Then she starts crying because she can't help it, and tells them about Devargo and how they were torturing him, and that she wanted so badly to do something about it and help him, but she couldn't, and how awful she feels... worse than working for the Thieves Guild in some ways, partly because of the hypocrisy (also I'm sure because she didn't have to personally interact with the victims, but she's not really there yet. Still mostly feeling sorry for herself that she has to even do this). Isn't Cressida Croft supposed to be good? How could they be okay with torture like that?

She pulls herself together.

In any case... she apologizes for getting off track... the problem is that when I was brought in, someone told them who my father was, and I'm sorry. I know that we've always had this sort of unwritten arrangement that as long as I don't drag your name through the mud that you won't interfere in my life... and I screwed that up, and I've screwed up a lot of other things, and I'm so, so sorry. I think it will be okay for you. If I work for her, I won't be arrested, and I can still ask around (in better places) about any plots against the arbiters. Maybe... maybe I can even stop them from hurting someone. I don't know.

[old thieves guild contact is Zade, and his daughter is Brienna]

From Cressida:
I have heard your parents reached Palin's Cove and have been helping Korvosa's refugees there" the woman seems hesitant for a second but when Zamanda inquiries she finally makes it out "Otto was here a week ago, your father sent him to prepare his return and he looked for me to know what was the situation. I told him plainly things were very dangerous. But I do not know if that will keep him far from the city for long, or if he decided to keep going with his idea and has returned. In any case, he and your mother were well just a few days ago.

Latest Boons from Sun Shaman seance:

Infused Weapon and Armor: The spirit world infuses one weapon, suit of armor, or shield owned by each PC (PC’s choice, and the item in question need not be present at the blessing). If the PC chooses a weapon, it gains the undead-bane weapon special ability. If the PC chooses armor or a shield, the item gains the ghost touch armor special ability. This effect functions only in Scarwall.

Infused Soul: The next time the PC fails a saving throw against a death effect, the effect is negated but the PC is stunned for 1 round as the spiritual energies in her soul burn away. This protection can save each PC from a death effect only once, but can do so anywhere in the world (this boon is not limited to functioning only in Scarwall).