
Slumper |

Slumper shrugs at the Mantis before wading in attacking with vigor. this is a human bane rapier which would make it an extra +2 to atattack and an extra 2d6 on hits if applicable
1d20 + 14 + 1 + 1 ⇒ (15) + 14 + 1 + 1 = 31rapier
1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8
1d20 + 14 + 1 + 1 ⇒ (2) + 14 + 1 + 1 = 18rapier
1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9
1d20 + 9 + 1 + 1 ⇒ (4) + 9 + 1 + 1 = 15rapier
1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9
1d20 + 14 + 1 + 1 ⇒ (4) + 14 + 1 + 1 = 20shield
1d4 + 7 + 1 ⇒ (2) + 7 + 1 = 10
1d20 + 9 + 1 + 1 ⇒ (6) + 9 + 1 + 1 = 17shield
1d4 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Ruperta of Hetzau |

Ruperta opens her eyes, somewhat disappointingly... Where was the eternal dream land of Desna? Where was the infinite starry darkness of the other life?
She smiles, when she realizes it was not her time... not yet.
She channels the blessings of the Night's Butterfly to all around her (except for the enemies, of course), in a 30' radius.
Channel Energy Healing: 5d6 ⇒ (4, 1, 4, 3, 1) = 13
New Ruperta's HP: 16/83
She turns towards Slumper, from the ground, and say gently to him:
"Finish them my love..."
Then she concentrates and disappears, reappearing almost immediately 70' away in the direction of Pai and Paxs.
Uses her Dimensional Hop Travel Domain power.
Luckily for her none of the actions cause Attacks of Opportunity.

Our Mysterious Benefactor |

Ruperta channels healing, then teleports out of danger, while Slumper attacks! Only his first strike penetrates the mantis' armor and deals a further 2d6 + 2 ⇒ (2, 3) + 2 = 7 damage!
Round 4:
26 Pai and Corbyn
21 Paxs
13 Assassins
12 Ruperta
8 Slumper
Pai, Corbyn and Paxs are up!

Pai Kromnite |

Pai moves forward and casts a spell against the newly transformed mantis creature.
Cast Boneshatter DC 20 Fort save for half and for fatigued condition, rather than exhausted. If the mantis counts as being made of chitin, it takes half again as much damage, or plus 50%.
Damage 9d6 ⇒ (2, 6, 1, 5, 1, 1, 6, 6, 6) = 34

Paxs |

The Bralani attacks the closest enemy.
I cannot see the map, so i am going to post like it is a full attack just in case
Melee +1 scimitar
1d20 + 15 ⇒ (11) + 15 = 26, 1d6 + 11 ⇒ (1) + 11 = 12
1d20 + 10 ⇒ (11) + 10 = 21, 1d6 + 11 ⇒ (2) + 11 = 13

Corbyn Barrett |

Corbyn takes an invisible 5ft step to flank with Slumper.
Attack 1: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Sneak Attack: 5d6 ⇒ (2, 3, 6, 4, 5) = 20
and 1 point of STR damage
Attack 2: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Sneak Attack: 5d6 ⇒ (4, 6, 2, 1, 1) = 14
and 1 point of STR damage
Attack 3: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Sneak Attack: 5d6 ⇒ (3, 3, 4, 4, 2) = 16
and 1 point of STR damage
Attack 4: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Sneak Attack: 5d6 ⇒ (6, 4, 1, 6, 2) = 19
and 1 point of STR damage
Attack 5: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Sneak Attack: 5d6 ⇒ (1, 4, 1, 1, 1) = 8
and 1 point of STR damage
Critical Confirm: 1d20 + 16 ⇒ (16) + 16 = 32
Additional Damage: 1d6 + 4 ⇒ (1) + 4 = 5
and still invisible.

Our Mysterious Benefactor |

Corbyn's invisible blade manages to find the kinks in the mantis' armor more often than not, and blood and ichor fly, even as Pai's spell causes the chitin to shatter and shake. Sudden the form wavers and the woman is there again, covered in blood and gore, but with a sudden fierce look of peace and calm on her face, as if she has finally found something she sought for so long. She murmurs "Thank you." to Slumper before her body dissolved into a red mist and disappears! Only her armor and weapons and gear remain behind.
The Bralani attacks the remaining red mantis assassin, whose posture has changed from offense to something less confident with the death of his superior. He, too begins to exude a red mist the color of blood and slashes at the Bralani with a fierce fury!
Attack 1: 1d20 + 10 ⇒ (3) + 10 = 13 and Attack 2: 1d20 + 5 ⇒ (7) + 5 = 12 and Attack 1: 1d20 + 10 ⇒ (3) + 10 = 13 and Attack 2: 1d20 + 5 ⇒ (14) + 5 = 19 However, none of his attacks can penetrate the Bralani's defense.
Pai, Ruperta and Paxs, away from the main fray, turn to see the gargoyles abandoning the battlefield with the deaths of the Cinderlander and the lead Red Mantis assassin. Now only the strange red assassins remain and they look to be fighting a losing battle against the fierce Shoanti!
Slumper and Ruperta, then Pai, Corbyn and Paxs are up! Only the single Red Mantis assassin remains in melee!

Ruperta of Hetzau |

Ruperta will try to do it twice in an encounter!
She starts to cast against the last enemy:
"Be lost in a dream in which you are unable to move!"
She casts Hold Person on the last Red Mantis, Will DC 16 Save or be paralyzed.

Our Mysterious Benefactor |

Red Mantis Will: 1d20 + 6 ⇒ (16) + 6 = 22
Ruperta tries again to freeze a foe, but this one seems to shrug off the effect!
Slumper, then Pai, Corbyn and Paxs!

Slumper |

Slumpers eyes light up he closes in to end the threat
1d20 + 14 + 1 + 1 + 2 ⇒ (9) + 14 + 1 + 1 + 2 = 27rapier human bane
1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12
2d6 ⇒ (5, 4) = 9
1d20 + 14 + 1 + 1 + 2 ⇒ (8) + 14 + 1 + 1 + 2 = 26rapier human bane
1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12
2d6 ⇒ (2, 4) = 6
1d20 + 9 + 1 + 1 + 2 ⇒ (17) + 9 + 1 + 1 + 2 = 30rapier human bane
1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10
2d6 ⇒ (4, 3) = 7
1d20 + 14 + 1 + 1 ⇒ (6) + 14 + 1 + 1 = 22shield
1d4 + 7 + 1 ⇒ (4) + 7 + 1 = 12
1d20 + 9 + 1 + 1 ⇒ (18) + 9 + 1 + 1 = 29shield
1d4 + 7 + 1 ⇒ (2) + 7 + 1 = 10

Our Mysterious Benefactor |

The Red Mantis is a master of death, but Slumper is a master of punching holes in people. With a muffled gasp and gurgling sound, he too dissolves into red mist and disappears, leaving only his gear behind.
With the Gargoyles fleeing, and their leader dead, the Red Mantis nonetheless remain to the end. They manage to wound many Shoanti, but they're killed by skill and numbers.
After the dust clears, Krojun leads his warriors over to you. Six Shoanti warriors were killed, but the number of enemy dead is higher. Krojun pauses next to you, then lets out a triumphant whoop! "Tonight we celebrate this victory and the lives of our dead!" He cries out as he drags you off to the great fire and a dance.
The night is somewhat of a blur, but tomorrow when the Sun Shaman arrives with the Chief, you manage to shrug off sleep and greet him. He is bemused by the violence that has occurred, but he tells you that he has heard you were responsible for the death of the Cinderlander and the leader of the Red Mantis assassins which broke the siege, for which he is very grateful.
He gathers you into his personal tent, around his fire and stations a warrior at the door to keep away listeners. The Sun Shaman is one of the few Shoanti who retains knowledge of the secrets held before Cheliax invaded their homelands along the coast of Conqueror’s Bay. His predecessor passed the knowledge of these times down to him, just as he plans to do for the shaman who will follow him, and as he plans to now do for the PCs.
The Sun Shaman’s tale is relatively short. He tells of how, hundreds of years ago, one of his own ancestors was called to join a righteous cause. A man named Mandraivus, a hero from a distant nation, was gathering a small group of warriors to aid in a fight against a despotic dragon named Kazavon, and the Sun Shaman’s ancestor joined this crusade. He was gone for months, and when he finally returned he was not the same man—his hands shook, his eyes carried a haunted stare, and he cried out in fear at night. He spoke little of what he saw while serving Mandraivus, but did say that they were successful in defeating Kazavon, and that the fortress of Scarwall was now under Mandraivus’s control. He was convinced it would remain impotent as long as the hero managed to maintain a hold on it.
While Kazavon had been defeated, his will to live was so immense that even the remains of his body twitched. The cabal had attempted to destroy the remains, but many fragments of the dragon’s skeleton resisted even their most destructive spells. Mandraivus tasked seven of his surviving followers (which the Sun Shaman’s ancestor counted himself among) each with claiming one of the bony relics of Kazavon’s body and ordered them taken from Scarwall. None of the seven would communicate where they were going to the others or to Mandraivus, and they were to ensure that their chosen relics would remain hidden and guarded for all time in order to prevent the dragon from returning to life.
The Sun Shaman’s ancestor told this story to his fellow shamans, and revealed that his chosen relic was the dragon’s fangs. The Shoanti took to calling them the Midnight Fangs, and they chose the ancient pyramid on the shores of Conquerer’s Bay as their reliquary. After hiding the fangs in a secret room deep inside the pyramid, they took to the task of ensuring that the fangs remained safe. For generations, they maintained their task—until Cheliax invaded and slaughtered the Shoanti. Those few who survived and knew the secret of the fangs were forced to flee with their kin into the Cinderlands. For the next three centuries the knowledge was passed from Sun Shaman to Sun Shaman, and they watched with fearful eyes as the city of Korvosa grew around their ancient reliquary.
That Queen Ileosa has discovered the Midnight Fangs and somehow tapped into their latent power troubles the Sun Shaman greatly, for he knows something of the Fangs’ power. During the time they were guarded, Shoanti shamans studied the fangs and communed with the spirit world about them. They discovered that a fragment of Kazavon’s soul remained lodged within the fangs. While this fragment alone wasn’t enough to work ill upon the world, it could certainly invade the dreams of those who touched them. The Sun Shamans were stubborn and willful, more than a match for the fangs’ temptations and promises, but a weaker mind—say, that of a petty young queen—would have no such defense.
The Sun Shaman goes on to explain that the fragments of Kazavon’s soul are like a plant—once they find suitable soil in which to grow, they can bloom into a mighty tree. This appears to be the case with Ileosa—her own cruelty and strength have been enhanced greatly by the fangs. Worse, she now possesses two souls—her own, and one grown from the fragment of Kazavon’s. Two souls in one body, the Sun Shaman muses, would grant her incredible power over her own mortality. If the PCs describe to him the events of the failed assassination during “Escape from Old Korvosa,” he merely nods grimly.
At this point, the Sun Shaman suggests the PCs take part in a ritual called the Blessing of the Ancestors. This is a rare ritual the Shoanti use only in times of great change—it calls upon a soul from the spirit world to seek guidance and advice on how to proceed. Typically, the Blessing of the Ancestors is used before making the decision to go to war on another tribe, or to abandon a long-held campsite in hopes of finding a better home, but this situation warrants the ritual as well. The PCs face a time of great potential here, but returning to Korvosa to confront an immortal enemy would only result in their deaths. Clearly, advice is needed. The Sun Shaman asks the PCs if there is a particular spirit or ancestor with whom they have a particularly strong link—the stronger the link, the more exacting the advice granted by the Blessing of the Ancestors becomes.
With these words, the Harrow deck in Slumper's pack suddenly seem to come to life and Slumper knows that the spirit of Zellara, the woman who brought them all together, is an excellent choice for this ritual.
"I understand if you choose not to undertake this task; it is a grim burden. Know this: your deeds have already won the hearts of the Sklar-Quah. We will not make war upon Korvosa. If you choose to walk away, you will walk away heroes."
2 +1 sawtooth sabers
2 masterwork sawtooth sabers
potion of cure serious wounds
potion of haste
wand of hold person (19 charges)
large scorpion venom (4 doses)
+2 studded leather armor
ring of protection +1
2 mantis mask
2 potions of invisibility
+1 leather armor
cloak of resistance +2
belt of physical might +2 (Dex and Con)
Headband of charisma +2
potion of haste
wand of cure moderate wounds (22 charges)
+2 mithral shirt
Vindicator (+1 human bane repeating heavy crossbow) with 18 screaming bolts in four pre-loaded clips of five
2masterwork handaxes
Belt of physical perfection +2
pouch of 80 pp

Pai Kromnite |

Wow...we've got quite a haul there! None of it really screams out that Pai should take it, except maybe the wand of hold person, but if Paxs can use that, go ahead.
"Of course we are willing to take on the task. We've come this far, and we are going to save our city! "

Paxs |

Feel free to take the wand, only stuff that i am interested in (and no need for just interest) are the +2 mithril shirt, belt of physical perfection +2 (for thrak) I am very gear independent, so pcs before thrak

Ruperta of Hetzau |

"We thank you for sparing the poor people of Korvosa from a war. And we thank you for any guidance we can get in our trials ahead."
About the loot, I propose most of it go to our front men, Corbyn and Slumper, taking their pick from:
2 +1 sawtooth sabers
2 masterwork handaxes
Potion of cure serious wounds
2 potion of haste
2 potions of invisibility
+2 mithral shirt
+2 studded leather armor
+1 leather armor
Ring of protection +1
Cloak of resistance +2
Belt of physical perfection +2
Belt of physical might +2 (Dex and Con)
Whatever they leave behind, Ruperta maybe can use...
As for Pai and Paxs, take:
Vindicator (+1 human bane repeating heavy crossbow) with 18 screaming bolts in four pre-loaded clips of five
Wand of cure moderate wounds (22 charges) (In case Ruperta goes down again)
Headband of charisma +2 (if it helps them)
Wand of hold person (19 charges)
For Ruperta:
Large scorpion venom (4 doses) (She has a thing for Venoms)
And cash in:
2 masterwork sawtooth sabers
2 mantis mask
pouch of 80 pp
What do you think?

Corbyn Barrett |

Here are the things on the list that would help Corbyn:
+2 mithril shirt (or +2 studded leather)
2 potions of invisibility
cloak of resistance +2
belt of physical perfection +2 (or belt of physical might +2)

Slumper |

I don't need any of it with the exception of the cure potion. I already have a belt, cloak, and rings that are as good or better and the three armors are less AC than what I have.The belts are great but I'll keep my +4 con besides thrak and Corbyn can use both belts well.

Ruperta of Hetzau |

So, as I see it:
Corbyn
+2 Mithral shirt
2 Potions of invisibility
Cloak of resistance +2
Belt of physical perfection +2
Pai
Wand of hold person (19 charges)
Paxs
Belt of physical might +2 (Dex and Con)
+2 Studded leather armor
Wand of cure moderate wounds (22 charges)
Ruperta
Large scorpion venom (4 doses)
+1 Sawtooth saber
Ring of protection +1
Vindicator (+1 human bane repeating heavy crossbow)
4 clips of five
18 screaming bolts
Slumper
Potion of cure serious wounds
Sell
Headband of charisma +2
+1 Sawtooth saber
2 Masterwork sawtooth sabers
2 Potion of haste
2 Mantis mask
+1 Leather armor
2 Masterwork handaxes
Pouch of 80 pp
Morningstar (Ruperta)
Light Crossbow (Ruperta)
What else would you "drop" so other can use?
For Ruperta is a Morningstar amd a Light Crossbow(

Slumper |

we had this from the fight with the tentacles
The three assassins who were killed and did not fall into the pool have identical equipment: +1 leather armor, 2 masterwork sawtooth sabres, 4 daggers, mask of the mantis, cloak of resistance +1

Our Mysterious Benefactor |

While you're doing bookkeeping, go ahead and level up. We've finished Book 4 and are ready to start Book 5! Hooray!

Ruperta of Hetzau |

It could, but she already has a +2 Wisdom headband.
I am mistaken, Ruperta can't use the saber or the repeating crossbow as she is not proficient, and the Large scorpion venom is not very good.
So the "Sell pile" has:
Headband of charisma +2
2 +1 Sawtooth saber
8 Masterwork sawtooth sabers
12 Daggers
2 Potion of haste
5 Mantis mask
+2 Studded leather armor
4 +1 Leather armor
3 Cloak of resistance +1
2 Masterwork handaxes
Large scorpion venom (4 doses)
Vindicator (+1 human bane repeating heavy crossbow)
4 clips of five
18 screaming bolts
Pouch of 80 pp.
My sum say it is 2,000,004 gp, but I am not sure is it ok.
Can we split that money, DM?
Also, can we buy whatever we want, are there limits?
Can we improve our magic items?
How long does Ruperta has to make new scrolls?

Ruperta of Hetzau |

I am seriously thinking in creating a new Ruperta "configuration". Grab the Repeating Crossbow, get the feat to use it, change to light armor, get some spells to make her better with it and pass from a front line tank to a ranged dps. What do you think?

Ruperta of Hetzau |

Then Ruperta will grab from the "Sell" pile:
+2 Studded leather armor
Vindicator (+1 human bane repeating heavy crossbow)
4 clips of five
18 screaming bolts
And the "Sell pile" has:
Headband of charisma +2
2 +1 Sawtooth saber
8 Masterwork sawtooth sabers
12 Daggers
2 Potion of haste
5 Mantis mask
4 +1 Leather armor
1 Ring of Protection +1
3 Cloak of resistance +1
2 Masterwork handaxes
Large scorpion venom (4 doses)
Pouch of 80 pp.

Slumper |

I come up with 10,317 for the sell price(taking half) on the equipment and the 80 pp counting fully, with the exclusion of the 2 potions of haste, the 5 mantis masks, and the 4 does of scorpion venom, I didn't find the price on those... that would be 2,063.4 gp a piece