Council of Thieves

Game Master Mug

"We did not fail Aroden—he failed us, though we Wiscrani held the faith! We embraced that adversity and replaced his betrayal with strength and order." —Alcini Vitaron of Alcini’s Apothecary

**Combat Map**
*Map of Westcrown*


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Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

Sabinus asks Yako to help him procure an amulet of natural armor +1 and a cloak of resistance +1. That's 3000 GP (2000 for the amulet and 1000 for the cloak), unless Yako can get a better price. He says to her, "Like I was saying before, Yako, in truth I'm a little nervous about the challenges ahead. The things we saw in the Knot were really way beyond what I ever contemplated encountering. I'm fully committed to seeing this through, and take great pleasure at feeling my powers expand -- did I tell you I can fly now? -- but it would make me feel a bit more secure if you could help me acquire a couple simple items of magic -- an amulet to harden my flesh and a cloak to help me resist all manner of hazards. I know some of the shopkeepers in town, but it probably makes sense for you to go to whoever you've been dealing with so far, who I imagine is keeping our transactions quiet.". He also acquires four first level scrolls, to teach to Tycho. I'll name those soon.


Yako smirks when Sabinus notices the small group in the dark corner, and the smirk turns into a full-on smile at his question, "Well, Caladius is a glower-er and he's got a lot of purple on the brain lately. Ava is running herself ragged trying to find her long lost... something, named Leisel. I'm having trouble getting a bead on the girl myself, but Ava's putting much more personal effort into the endeavor than I am. I imagine Enko is just bestowing some companionable wisdom, or perhaps some relationship advice, he seems to be excelling in that area these days." She turns her gaze away from them and back to you, "You're all probably subconsciously anxious to be out do-gooding again. It's what you hero types do, or so I hear."

The curvaceous gnome is glad to help procure the items Sabinus is looking for, but isn't able to get a better deal this shopping effort. She's also appropriately impressed that the witch is able to fly now and insists on a ride at the earliest opportunity.

1d2 ⇒ 21d10 ⇒ 8


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

Sabinus will very happily take Yako on a (necessarily short) flight, whenever and wherever she deems most appropriate. He's pleased to be offering her a (presumably) new experience. Tycho flies along nearby. While he doesn't try anything too dangerous, Sabinus does try to impress Yako with his skill, trying to swoop elegantly through the air, make quick turns, hover over interesting spots, and fly quickly.

fly: 1d20 + 8 ⇒ (17) + 8 = 25


retired

Caladius rises and gives Ava a shove, "I was serous. Let me know if you want help looking for... whoever." With that, the tiefling gives Enko a departing nod, "Enko," before slipping away into the Torchbearer's base.


Yako is delighted by the flight, and it does indeed seem like this is her first one ever. Her face is contorted into equal parts glee and terror, and frequent high-pitched "eeeeeEEEEEP!"s and "yyyyYYYOOOPP!"s can be heard coming from the small gnome. When they've landed a multitude of hair have escaped from their customary well-coiffed positions, but her face is flushed with excitement. She curtsies, pulls the Witch over to kiss Sabinus on the cheeck, and totters off on slightly-unsteady feet, one hand on her head, and the other held out to one side for additional balance.

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

So let's crack this puppy open!


Excellent! I was hoping someone would jump on in, but I suppose I can set the stage a bit.

The days turn into weeks and the business of shopping and a semblance of normal life goes on for our adventurers. Arael and Janiven are seen every night to be examining the Crux, both extremely interested in the item as it could contain clues or a key into Delhaven. One night there's even a bright flash of fire, and a slightly burned and sheepish Arael is healing himself, apparently tired of waiting for the group to open the Crux and attempting it himself -and accidentally springing one of the traps protecting it.

Two days later, the undercover pathfinder agent Ailyn Ghonstavos, returns to the torchbearer hideout. After the initial greetings and pleasantries are exchanged she approaches the group. "Well, the rumors certainly are swirling in the city. Apparently, the mayor was robbed and an several items and riches were taken from his manor. The theft took some time to be discovered as no one in that place is very coherent after one of their parties... but I immediately thought of you. None of you have sought me out yet, so I can assume you haven't opened the Crux? You did find it I presume?" At this point Janiven takes out a small bundle wrapped lightly in a blanket, and uncovers in on a low table in the middle of you all, revealing the Chelish Crux. Ailyn smiles and her eyes shimmer as only the eyes of one who's life work is to seek out interesting places and items can when presented with a long-sought thing. One hand twitches slightly and she looks to you all, "The Crux. May I hold it?" she asks.


The Chelish Crux:

The artifact is a wooden and metal dodecahedron (similar in shape to a d12) that measures about 6 inches in diameter. Each face of the crux is carved with a different rune or image. From questioning Arael, you've noticed that on his attempt to open it, he traced his fingers along the runes on one of the sides. The lone rune started to glow beneath his finger, when suddenly there was a flash of fire and the glowing ceased.

Those with light fingers or who fancy themselves skilled at puzzles think they may have some ideas on how to accomplish the task of opening the Crux.

Basically it'll take a Disable Device or Intelligence Check, DC 35 and 25 respectively. Each check can be retried with a cumulative +1 bonus on the roll up to a +7, and then the bonus resets. A failed check results in a flash of fire and 2hp damage, plus 2hp damage for each failure before that -up to an extra 12hp damage- then the damage bonus resets.


retired

Caladius shrugs at Ailyn's question and points toward Arael, "Do what you want, but he nearly blasted his hand off grabbing at it wrong."

I would have to fail an awful lot, get blasted a bunch, and then roll tremendously high on the disable device check to be able to pull that DC off. Anyone more capable want to give it a whirl?


Ailyn nods and conspicuously keeps her hands behind her back, leaning over the Crux to peer at it this way and that. "Interesting, a different rune on each side. Clearly a puzzle in need of solving." She scans the Torchbearers, her eyes lighting on Ava and lingering on Corneleous and Sabinus, as well as Yako and Tamili. "If Arael was unable to open it then it must be no small thing."

The half elf speaks up, someone abruptly, "I just wanted to give it a try, and it was only a small burn... quickly healed!" He rubs his hands together a bit as he speaks, remembering the painful experience.


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

Mug:
I had indicated Sabinus usually wears his circlet when not adventuring, but that doesn't make any sense, considering that the headband has to be worn 24 hours and considering how much the INT boost suits Sabinus, and that he's been engaging in mostly intellectual activities. So, I previously I wrote in this post: "When Sabinus learns there's a puzzle to be solved, he swipes off his circlet and fetches his headband out of his haversack. When he returns the next day (24 hours later) he marches promptly over to the Crux and takes a look." BUT if you're ok with it, I'd like to assume he has his headband on already, based on the flextime with Ava in the post below.

When Sabinus learns there's a puzzle to be solved, he adjusts his headband and marches over to the Crux and takes a look.

Intelligence: 1d20 + 6 ⇒ (16) + 6 = 22

"Ouch!" he yells out as a flame scorches his arm. -4 HP.

Determined, Sabinus takes off all his layers on top and his equipment, displaying a shockingly thin frame. He turns his attention back to the crux:

Intelligence: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

"Rats!" he yells out as a flame again scorches his arm. "Yow, that one really hurt." -6 HP. Remaining HP: 12/22.

Sabinus winces and looks at his scorched and blistering arms and chest and casts cure light wounds:

CLW: 1d8 + 5 ⇒ (2) + 5 = 7 Remaining HP: 19/22.

"I really want to get this thing open," Sabinus declares as he returns to the task:

Intelligence: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

"Aha! How brilliant the design!" Sabinus points to the opened crux with absolute delight and triumph on his face.


Female Dwarf Rogue/4; Cavalier/1
Stats:
Max hp 43 | Init +3 Per +7 (+9 stone; Darkvision 60ft) | AC 20/ T 13/FF 18 (+2 vs Aberrations) | F +5/R + 6/ W +1 (+2 vs poison, spells, spell-like) | CMB +8 CMD 20 (24 stability)

Edit: Ninja'd

Ava watches carefully as Sabinus puzzles out the box, giving a satisfied nod as he finally figures it out.


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

Flextime with Ava:
One evening, after Sabinus has received the headband from Dellano and Ava is skulking in a corner, Sabinus approaches the dwarf. Holding out the circlet, he says, "Sorry to disturb you, Ava, but I want you to have this. I have my headband now, and such a pretty thing better suits you anyways. And I suspect you can put it to better use, perhaps in gathering information about that person you're looking for. But I may ask to borrow it back if anyone ever forces us on stage again." On reflection, I realized Sabinus wouldn't want to take the headband off at all, so it makes sense to move the circlet over to Ava.


Sabinus:
Good point and that's fine by me! Also, way to go on the Crux!

For your knowledge now that you've figured it out:

Opened properly, the crux unfolds into a 2-foot-square flat sheet of metal and wood. Any objects the crux contains sit upon the center of the sheet. An unfolded crux automatically folds as soon as a character attempts to bend any of the sheet’s four corners as a move-equivalent action. The crux automatically folds up around any objects that sit upon its face at this time—objects that would exceed the crux’s capacity are pushed gently aside by the refolding action. A Chelish crux can hold up to 200 pounds of objects, but the physical size of each object is irrelevant—the sight of a crux folding up around a long polearm, for example, might make one assume the weapon was crushed and destroyed, but when the crux is next opened, the pole arm is unharmed. As an object that creates an extradimensional space, a Chelish crux functions as a bag of holding for determining how long a living creature within can survive, or for what happens when the crux is placed in another extradimensional object like a portable hole.

You, Sabinus, can now open the Crux at will, without needing any checks.

To those watching, the method Sabinus is using is strange and unknowable, your mind simply unable to hold onto the pattern or follow the shifting runes on each side. But with each failure, Sabinus gains confidence, and after a few burns unfolds the Crux into a 2' square flat sheet of metal.

Immediately after being opened and as the crux is unfolded, a screaming comes from within. As the Crux is fully folded out, you see a multitude of objects.

- The strangest object in the crux is the severed head of some otherwordly being —a severed head that immediately begins shrieking and screaming obscenely in a grating tongue as soon as the crux is opened.

Infernal:
"&@$%! piece of monkey $%!$! %!#$ and !@%^!#$ and I'll !%#$%! on your *$@%! and then I'll rip out your eyes and !$^@#$ inside your ^@#!@#! head! Then I'll ^@#$$! take a ^!#$!@ stick and %!$$!@..." and so on and so forth.

- Leather Portfolio: This leather-bound portfolio bears a single mark on its cover—an embossed and very stylized letter “D.”

Stylized letter D - Knowledge Local DC20:
You quickly identify this mark as the symbol for the Pathfinder lodge of Delvehaven.

- Scrolls: These three magic scrolls consist of a scroll of heal, a scroll of remove curse, and a scroll of scrying.

- Silver Box: This is a small silver box engraved with dancing skeletons and containing four stubby candles. Ailyn gasps and informs you these are grave candles, items that could help the group communicate with deceased Pathfinders.

- Wands: This is a matched pair of slender oak wands; after some spell-work you're able to determine one is a wand of break enchantment (8 charges), and the other is a wand of death ward (7 charges).


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Kn Local: 1d20 + 5 ⇒ (13) + 5 = 18

Enko looks at the letter, but can't quite recognize it. "Perhaps we can communicate with dead Pathfinders within the Lodge," says Enko. "I can take the healing scroll and the wand of death ward, and the candles besides," he offers. "I have a feeling we will need all of these items before our time in the Lodge is through."


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

"That head is of infernal origins and is extremely angry at someone, presumably whoever put it in the Crux. But I can't imagine what it is doing in there. It doesn't seem to be protecting the contents."

Can Sabinus identify it?

Knowledge (planes): 1d20 + 12 ⇒ (17) + 12 = 29

Looking at the portfolio...
Knowledge (local): 1d20 + 9 ⇒ (4) + 9 = 13

"I don't recognize this 'D', but I haven't been in town long. Does it ring a bell for anybody else?"

"Enko, I'm so relieved that you have undertaken a path that gives you access to healing magic. With the dangers that we face, being the only one with access to those magics has been a heavy weight, and your path will ultimately allow you to do many things that are unknown to witchcraft... I agree you should take those items, and perhaps the Viscount should take the other scrolls to add the spells to his spellbook. The Viscount can also carry the break enchantment wand if he likes, or either of us can use that as well."


Sabinus is able identify the head by the few tell-tale traits there as the severed head of an Erinyes.


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Female Dwarf Rogue/4; Cavalier/1
Stats:
Max hp 43 | Init +3 Per +7 (+9 stone; Darkvision 60ft) | AC 20/ T 13/FF 18 (+2 vs Aberrations) | F +5/R + 6/ W +1 (+2 vs poison, spells, spell-like) | CMB +8 CMD 20 (24 stability)

Knowledge (Local): 1d20 + 4 ⇒ (1) + 4 = 5

"D" stands for "Dinosaurs," which the city of Westcrown is well-known for.


retired

Caladius snatches an apple out of a nearby barrel and stuffs it in the head's mouth. "Shut up." He looks at the others, "So what do we do with this stuff?" He glances at the leather folio as Sabinus displays it, "It looks familiar, but I can't quite place it. Pretty sure I've seen that before though."

Knowledge (local): 1d20 + 9 ⇒ (10) + 9 = 19


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

"The Viscount, or one of you others," waving to the Torchbearers in the room, "must recognize the D on this folio. And, by the way, I think that's the head of an Erinyes. She's much less scary without her bow, but I'm keeping my distance anyways."


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

"The Viscount can also query the Erinyes, and then we can put it out of its misery," says Enko calmly.


The head looks startled about the apple for a few moments, and then continues to shriek, but the sound is mercifully muffled.

Janiven, Arael and Ailyn lean forward, the Pathfinder woman slapping her forehead after staring for a few moments, "That's the symbol for Delvehaven! The lost pathfinder lodge!" She moves to stand at Sabinus shoulder, looking into the portfolio with the witch.


Leather Portfolio:

A quick scan reveals it's full of bit and scraps of paper, to full-sized legal documents, all relating to a small number of pathfinders, or to Delvehaven. At the top of the stack is an interesting letter addressed to Mayor Vheed.

*Interesting Letter*

Ledgers
These sheets of paper serve as accounting ledgers for Delvehaven. All of the ledgers are dated from the years of 4674–4676, the period when Delvehaven was under the control of the House of Thrune. Of particular interest is a passage on the top paper that indicates the strong possibility that the Delvehaven Pathfinders hid a portion of their treasure and clues about how to enter the deepest vaults in an off-site hidden cache somewhere in or near Westcrown, but that no indication of where this cache might be located has yet surfaced. These ledgers are frustratingly vague and written in shorthand. The ledgers cease abruptly at the end with no explanation.

On-site, they grant a +8 bonus on Appraise checks made to determine an object’s value and a +8 bonus on Spellcraft checks made to identify magic items discovered within Delvehaven.

Missing Pathfinder List:
This single piece of parchment lists the names, descriptions, and in many cases final fates of several Pathfinders.

Poem Cipher:
What appears to be a page torn from the back of a book sits in a larger piece of folded parchment. The torn-out page presents a poorly written poem called “Cugny’s Wedding,” about a man who falls in love with a mermaid but drowns when he tries to seduce her. The poem is covered with spidery script, as is the folded parchment that cradles it. A quick study of the parchment indicates that someone believed the poem was a code or cipher that hid the route to a cache of Pathfinder treasures kept outside of Delvehaven (as indicated in the ledger portion of the Delvehaven papers).

As she investigates the portfolio alongside Sabinus, Ailyn becomes more and more excited and intrigued. "All five of these Pathfinders are listed as “missing” by the Decemvirate back in Absalom, and if someone could discover the fate of these five, their names and fates could be etched upon the Wall of Namesin Absalom! Not to mention, bring closure to this awkward chapter of the Society’s history." She looks at the floor, thinking hard, and then looks up at each of you, "For each Pathfinder whose fate the Torchbearers can secure proof of, I am prepared to pay a reward of 1,000 gp."


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

"This is all quite stunning and intriguing, especially this letter and poem. I'm not sure where to begin. Of the 5 Pathfinders listed in the letter, the remains of only two (Bisby and Liriam) are suggested to lie within Delvehaven. Ilnerik is suggested to have fled towards Nidal, Coriana's remains may be with the Sisters of Eiseth (whoever they are), and Ghaelfin's remains may be with the Luccas family. And then there's this cipher, which may lead to treasures outside Delvehaven. Where do we start?"

Do any of these references mean anything to Sabinus?
Knowledge (Local): 1d20 + 9 ⇒ (4) + 9 = 13

After saying this, Sabinus stands looking at the poem, starting to think about how he can unravel its secrets.

Linguistics: 1d20 + 11 ⇒ (18) + 11 = 29

Mug, my rolls got mixed up. As you may have seen, first I posted with just the linguistics roll and then I added a preceding knowledge local roll and the system took the first D20 roll and allocated it to knowledge. Anyhow, I'm fine with it how it is, or if you want to switch it back that's ok too. I just don't want to keep editing and moving things around, which might look dicey (pun not intentional, but it works!).


Let's leave things as is Sabinus.

Ailyn listens as Sabinus attempts to understand the poem, after a minute she gives it a whirl herself.

Ailyn Linguistics: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 That's enough for her and Sabinus to work it out together.

Working together, Ailyn and Sabinus swiftly realize that the poem’s meter and construction are unusual—every twelfth line has an extra syllable in it. These extra syllables, pulled out of the poem and written in order elsewhere, create a second (and much shorter) poem— one called “The Wave Door.” This poem describes how one can activate the secret Pathfinder cache in Cutlass Cove.

Sabinus thinks he might have heard the name Lucca before, but can't quite recall where. The knowledge seems to be on the tip of his brain.

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

Apologies. I posted -dialoging with the erinyes and everything. Somehow I didn't post it last night, and now it's gone.

Don't Erinyes have powers like teleportation and telepathy? I'm sure she understands all of our words right now. Perhaps only her brain is weak and powerless alone. Someone grab me a bucket and two flasks of holy water, and we'll begin the task of questioning her for what she knows.

abyssal:

State your name, soldier of hell! I'm sure it's been scrubbed from every list of note for your abject failure. You'll tell us what you know about Delhaven and the pathfinders, that is for certain. The only variable you can decide is whether it'll be quick and painless, torturous, or being thrown back in that box for 100 years. I'm also debating turning you into a doorbell on my estate. I am an Ornelos- you can trust my word to be true to devils.

Calm yourself and speak now, or we'll begin boiling you in holy water.


Knowledge local 1d20 + 9 ⇒ (5) + 9 = 14 for the sisters
Knowledge local 1d20 + 9 ⇒ (12) + 9 = 21 for Luccas
Knowledge local 1d20 + 9 ⇒ (18) + 9 = 27 for the cove


The erinyes apparently still had a strong bite, managing to contract her jaws enough to crush the apple. Bit and pieces of the fruit sputtered and flew in all directions as her ceaseless tirade of shrieking nonsense continued in that strange tongue. When Corneleous begins speaking to her, the creatures eyes fly to his face, her expression one of loathing and pure malice. She starts directing her foul words at the Viscount, when suddenly something he says makes it pause, eyes wide and focused. She remains silent while Corneleous finishes the last of his sentence, then responds to him in a subdued, almost contrite tone.

Corneleous/Abyssal:

As soon as she realizes your words, she starts in on you, "Curse you and your whore of a mother! I will eat my way through your throat and into your gullet, emerging through your stomach like a voracious--" and it is at that moment of her tirade that you threaten her with being thrown back in the box. Her expression changes quickly and radically, eyes wide and much less crazed than the moment before, "Ahem, pardon me, evil Master, for my rudeness. It is sometimes... very difficult to focus. I just HATE HIM SO MUCH!!!! ALL OF TH-- ahem, excuse me. You were mentioning Delvehaven I believe. I have... lived there for a time with my last master, Dargentu... May he ROT IN THE SEVENTH CIRCLE OF THE !@#%!@ HOLE INSIDE THE !$%!@# INNARDS OF A !%!@#$..." She continues this litany of curses towards her last master until forcibly interrupted. Calming herself slightly, she admits that her memories “aren’t quite clear,” about the place, but if someone were to bring her to the site and show her around the rooms within, she’s sure she’d be able to give them some advice on how to handle some of the wards and guardians, assuming they haven’t changed since the last time she was there.

The Luccas family:
Corneleous remembers some interesting things about the name Luccas. The family is a relatively insignificant one whose fall from the grace and glory of pre-Thrune Westcrown is its main distinguishing feature. Once, they were among the most elite of the city, but today, Rance Luccy is all that remains. This Knowledge check reveals the fact that he runs a semi-legal fighting ring called the Devildrome located in the southwest corner of Rego Cader.

The Poem Cypher:
Regarding the Poem and it's references to the Cove, Sabinus' and Ailyns' progress sparks recognition in Corneleous' mind. He realizes this poem describes how one can activate the secret Pathfinder cache in Cutlass Cove!

About the Sisters of Eiseth, Corneleous is able to recall nothing more than that the name does ring a bell, distantly.


Female Dwarf Rogue/4; Cavalier/1
Stats:
Max hp 43 | Init +3 Per +7 (+9 stone; Darkvision 60ft) | AC 20/ T 13/FF 18 (+2 vs Aberrations) | F +5/R + 6/ W +1 (+2 vs poison, spells, spell-like) | CMB +8 CMD 20 (24 stability)

Ava carefully looks over the ledgers, some small excitement growing in the pit of her stomach at the prospect of treasure. This venture would be a welcome change of pace from the frustrating and fruitless chase for Liesel.

"We can start with gathering some information." She nods at Cornelius, as he begins to interrogate the severed head. "That's a start. We can see about those pathfinders afterwards. Ailyn said something about the candles being useful there."


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

While keeping some distance back from the erinyes, Sabinus listens in on the interrogation, incredibly impressed by the Viscount's calm command in dealing with the devil.

Knowledge check re: Dargentu:
Knowledge (local): 1d20 + 9 ⇒ (2) + 9 = 11

Afterwards the interrogation, Sabinus speaks quietly to the Viscount: "The idea of bringing the erinyes along -- even keeping her around -- makes me incredibly nervous. But I'm willing to defer to you on the issue, as long as you take responsibility over her. Now, I don't know how the others will react..."

To the group: "We need to identify all these people and places mentioned in all of these documents, and then we need to figure out where to go first. I guess I suggest we focus on the Pathfinder cache first, in case there is useful information or items to be found there."

Flextime:
Sabinus did purchase scrolls for four first level spells (harm person, remove sickness, enlarge person, and reduce person) and he taught them to Tycho the bat.


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

Sabinus also scans all the items from the crux with detect magic.


retired

"Sounds like a lot of reading, Sabinus. Do we need to shoot or hit things? I'm better at that; don't like books much." The remarks are offered from his typical posture, leaning against a wall with his burly arms crossed over his chest, one foot on the floor and the other on the wall.


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

"I'd go get gather up your stuff for shooting and hitting. While it may take some time to research all the things mentioned in here, I don't see why we can't make our way to the secret cache in Cutlass Cove right away, and who knows what we'll encounter there."


Ava Wavesdotter wrote:
"We can start with gathering some information." She nods at Cornelius, as he begins to interrogate the severed head. "That's a start. We can see about those pathfinders afterwards. Ailyn said something about the candles being useful there."

The pathfinder nods enthusiastically, "If we can find the bodies of some of the deceased, we can use the candles to question their spirits directly!"

Sabinus notes the wands, scrolls, and candles all have a magic aura shining around them. But he recalls nothing about the name Dargentu.


**Updated Map of Westcrown with current locations of interest**

FYI, you're still missing the location of the Sisters of Eiseth to possibly track down a pathfinder from the list there.


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

The map is super helpful.

What do we know about Cutlass Cove? How hard is it to get there? I assume we need to rent a boat? Are there likely to be other people out there? Do we need to sneak out there?

knowledge local: 1d20 + 9 ⇒ (19) + 9 = 28

Apparently Sabinus got some exposure to Cutlass Cove in his time with his coven! He'll also ask some of the other Torchbearers about it.


Sabinus recalls quite a bit about the Cove and relays the information to the others, with some of the local Torchbearers -especially Janiven- adding additional insights:

Cutlass Cove is located at the tip of the small peninsula east of Westcrown, about a quarter mile from Delvehaven and Rego Sacero’s eastern shoreline. A few small buildings dot the coast here, but for the most part Cutlass Cove is uninhabited, a site long used by smugglers, pirates, and others who need a convenient nearby but relatively isolated cove in which to conduct their illicit business. The rise of the House of Thrune and the strength of the Chelish navy in recent decades has seen such use of Cutlass Cove drop drastically, in part due to the fact that, at the behest of the city government, Ilnerik Sivanshen sent some of his shadowy monsters to this cove to haunt it after dark and to keep smugglers from utilizing the cove as a staging point for crimes. That this also forced smugglers to operate closer to the city was a bonus.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Enko listens to the lore of Westcrown being relayed from several sources, realizing that his own knowledge of his former/new hometown, while somewhat decent, pales in comparison.

"Cutlass Cove sounds a good place to start as any," he says, looking around the table, "And I would suggest that if we are going to encounter dark beasts, we should invest in some items that give off strong light. I plan to buy an Ioun Torch, myself, and I suggest that we ensure that everyone who cannot see in the dark get one, but I am wondering if we should invest in a wand that can generate daylight."

I'm just sayin'.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Enko glances over at the tome of Drowned Jabe and considers the information before the group. "Mayor Vheed was not a compassionate man," he says thoughtfully. "He presumably had his predecessor, Doskivari, slain, and placed fragments of his soul in that book yonder. This letter shows that he had Delvehaven routed, leading to its sealing and abandonment. And yet---it was this Pathfinder, Ilnerik, who sent shadow monsters to Cutlass Cove? Interesting. Not very black and white, this history. I truly wonder what we will find in these locations."

Mug:

Do we know Vheed's first name?


Enko:
You do not. You could try a K: Nobility or K: Local DC20, to recall his first name. Or see if someone else amongst the Torchbearers knows maybe.


Magnificent bull-rushing train of justice and smack-downs | Init +1 Per +2 | AC 25/12/23 or AC 21/12/19| HP 45/45 | F +6/R + 2/ W +3| +3 bravery, +1 trait bonus vs. devils CMB +8 CMD 19 | Conditions: None
Attacks:
pick one-handed power attack w/shield +8 (1d6+9) | pick two-handed power attack +10 (1d6+13/x4) | pick one handed w/shield +10 (1d6+5/x4) or two handed +12 (1d6+7/x4) | bardiche +10 (1d10+13/19-20; reach, brace) |

Downtime:
Some, after the luxuries of the mayor's lavish feasts, might have trouble returning to Lucon's humble existence. But to the carpenter the events of the past few weeks are little more than a frightening dream. Lucon stores his newfound wealth lies dusty and forgotten under the floorboards of his dockside home. No shopping for me. I want to save to have some gloves of dueling crafted to make up for my lack of weapon focus/spec.

Lucon buries himself in his work, ready to answer the call once more.

Lucon scratches his beard thoughtfully as he tries to take in everything that is said. As the others pour over the papers and tomes for information, Lucon breaks his long-silence. "Oh! Sorry, terribly sorry. Let me help with that. What exactly am I looking for...?"

Lucon looks as if he has something to say, before biting his tongue. Turning to Ailyn, he finally speaks up. "Is there anything you can tell us about the shadow-beasts, Mister Ailyn?"


The lovely female Pathfinder smirks at Lucon, giving him a long look, before shrugging and attempting to answer the large carpenter, "Not yet there isn't. Personally, I think this lead we're following will give us some answers. But other than they're shadowy, nasty, and a plague upon this city, I can't say."

Having said her piece she turns to Yako with an arched eyebrow and mouths the word 'Mister!?' to the irreverent gnome. Yako smiles evilly and gives carpenter a sinister look of promised revenge.


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

"Do the shadow beasts have some connection to Nidal, well known for its evil shadow magics? Nidal is, after all, beholden to the House of Thrune. Have agents or representatives of Nidal been spotted in Westcrown? For how long has the city been plagued by these beasts?"

Also, when the erinyes is out of earshot, Sabinus says to the group: "While Lucon appears to be too shy to speak up about it, he asked me whether I thought the erinyes might be the key or might know a password. I think it is an interesting idea, and something the group should consider. At least the Viscount might want to try to find out WHY the erinyes was left in there. Just to torture her, or for knowledge or secrets she possesses? In any event, the Viscount is right that she may be helpful."


Ailyn can only shake her head to most of Sabinus' questions, but Arael answers the one about the shadow beasts length of time, "It's hard to say exactly, their appearance was a gradual thing, first rumors and eventually as regular as the sunset." He purses his lips, exchanging a look with Janiven for confirmation, "Years and years."

Ailyn finally peals herself away from the documents long enough to explain some history and some suspicions. She begins, "Here's what I know..."

"In late 4605 ar, a Pathfinder named Donatalus Bisby returned to Westcrown from a mission to the Mwangi Expanse—a mission previously believed to have been lost. Bisby’s unexpected return brought much celebration, despite the fact that of the dozens who traveled with him to the southern jungles, only he and his chronicler had returned. Word soon spread that Bisby’s journals would revolutionize what was known about certain lost tribes of the Mwangi, and that he brought back with him a potent artifact. Yet before his journals could be published, Aroden died.

"Upon Aroden’s death, panic seized Cheliax. Details of what happened in Delvehaven are sparse, but it seems that the majority of the Pathfinders stationed in Westcrown—Bisby included— perished in the riots and mayhem. Worse, his journal and all of Delvehaven’s artifacts were cut off from the Society for over thirty years. In 4674 ar, many years after the House of Thrune seized control of Cheliax, they made a great show of reopening Delvehaven and inviting a select few Pathfinders back to run the lodge—but those choices were not the Grand Lodge’s to make. The House of Thrune only agreed to Delvehaven’s reopening if Chelish Pathfinders of their choosing were to manage the site, and the Society reluctantly agreed to the conditions. Securing an accurate list of what had and hadn’t survived in Delvehaven’s vaults was a political nightmare—the House of Thrune and their pet Pathfinders reported that nothing of value remained, but they were resistant to letting anyone from outside make their own inventory and exploration of the ruins. To the public, the lodge seemed to be run by the Society, but in truth we have very little idea exactly what was going on in Delvehaven during those years. The whole situation seemed to be coming to a head, with a full-on clash between the House of Thrune and the Society imminent, but as things worked out, Delvehaven didn’t remain active under Thrune’s control for long.

"In 4676 ar, something happened in Delvehaven that caused the deaths of all the Thrune Pathfinders and its subsequent sealing by the government itself. The House of Thrune has to this date refused to open Delvehaven or allow the Society access to the lodge, and various conflicts with the Aspis Consortium and the House of Thrune in other parts of Cheliax since then have effectively distracted us from Delvehaven’s legacy. General consensus in the Society today is that Thrune looted Delvehaven to the root and that nothing of value remains within.

"But I’m not so sure. Over the past several months, I’ve grown more and more intrigued by the unexplained mysteries of exactly what happened in Delvehaven. Of perhaps more interest to you as Westcrown natives, I’ve learned a bit about the artifact Bisby returned with, an artifact that was in Delvehaven at the time of Aroden’s death and that hasn’t been seen since. Notes on this artifact are vague, alas, but from an initial report sent from Delvehaven just before Aroden’s death, it would appear that the artifact had ties to a dualistic religion of light and shadow. The fact that it was only a few weeks after the House of Thrune closed up Delvehaven that the shadow beasts first appeared in Westcrown can’t be a coincidence. I suspect that they found this artifact in Delvehaven, but in so doing triggered the lodge’s defenses and caused something. I’m not saying that the source of the shadow beasts is hidden in Delvehaven, or even that the artifact is involved—but in my experience, there are no coincidences."

She holds up the portolio and ledgers, shaking them slightly, "These documents prove some of my theories, and if we can locate their remains, we can ask for confirmation from their spirits! Don't you see!?" she asks excitedly.


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

"This is all so intriguing! I'd be on board to unravel these mysteries even if I didn't think that we could help Westcrown in the process. I'll have to reflect on all you say, but I want to tie together one piece of all this based on what we have learned so far. You say that the chronicler Ilnerik Sivanshin was one of the two Pathfinders to return from the Mwagni Expanse with this artifact, possibly connected to this religion of light and dark. And this letter we found in the Crux says that Sivanshin may have fled to Nidal with an artifact, which must be this artifact from the Mwagni Expanse. Finally, before I met up with all of you, some members of my coven -- now long gone -- told of how they used to perform rituals needing space and seclusion in Cutlass Cove. But they stopped after shadow monsters appeared there. The way it was told to me, Ilnerik Sivanshen sent the monsters to this cove at the behest of the city government. Not being a Westcrown native, it didn't mean much to me at the time. But it all does seem to suggest that Sivanshen may be behind all the shadow monsters, with the involvement of the government, who may view the monsters as a way to keep the Westcrani in line. And Sivanshen may have been taking his shadow magic TO Nidal -- where he would logically find refuge -- rather than the dark shadow magic coming FROM Nidal. What am I missing? What do we know about Sivanshen? Of course, I recognize that not of this speculating should stop us from getting out to Cutlass Cove to see what we can discover there..."


Male Human Witch/5
Stats:
(HP 22/22; Init +5; Perception +9; AC with mage armor: 19/14/16; AC without mage armor: 14/14/11; F+1, R+4, W+4; CMB +1, CMD: 15

Ailyn:
At some later moment, Sabinus speaks to Ailyn in private: "Can you tell me more about the Pathfinder Society? All your stories have really piqued my imagination. How did you become a member? I too agree on the importance of recording history and discoveries, and I've been working on developing a code to record some notes about our own discoveries and adventures, which started fairly mundane but have lately been taking a more dramatic turn. From what you say, it seems like the Society would look favorably to those who uncover the secrets of Delvehaven, unofficially at least?"


Female Dwarf Rogue/4; Cavalier/1
Stats:
Max hp 43 | Init +3 Per +7 (+9 stone; Darkvision 60ft) | AC 20/ T 13/FF 18 (+2 vs Aberrations) | F +5/R + 6/ W +1 (+2 vs poison, spells, spell-like) | CMB +8 CMD 20 (24 stability)

Ava remains quiet, trying to her best to absorb the information despite her thoughts laying elsewhere.

No. It's time to focus on the matter at hand.

She beats back her thoughts, and listens to Sabinus' theory.

"I think you're on to something." She says with a nod. "Delvehaven itself probably holds the answers we need, but we're in no hurry. The lodge isn't going anywhere. I, for one, am itching to see what's been stashed away in Cutlass Cove all this time - Not to mention seeing it cleared could be... beneficial for those in my line of business in the future. And lets not forget about those Pathfinders - Knowledge is power after all. And the coin isn't bad either."

She shoots Ailyn a half-smile.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

"I agree with Ava," says Enko. "The possibilities are numerous as to how these shadow beasts arose, and what exactly the story of the Thrunian Pathfinders are. First-hand investigation will be best. ...along with at least an Oil of Daylight."

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

Clearly all of our stars have aligned on Delvehaven. Still, the cove may prepare us for whatever we face. We shall use the erinyes as our guide and canary.

In abyssal to the devil:

You've not told us the name you go by. Do not think me so simple that you aren't following and understanding all that we say in common. You may speak to me directly in abyssal if you wish to remain aloof, but your journey will be much less harsh should you cooperate now. How did you end up in that box? Tell us before we stuff you back in.

Do we have access to large (head sized) lanterns? The viscount would like to find something to carry the devil head in safely- and he would add vials of holy water as a 'break in case of emergency' failsafe.


Magnificent bull-rushing train of justice and smack-downs | Init +1 Per +2 | AC 25/12/23 or AC 21/12/19| HP 45/45 | F +6/R + 2/ W +3| +3 bravery, +1 trait bonus vs. devils CMB +8 CMD 19 | Conditions: None
Attacks:
pick one-handed power attack w/shield +8 (1d6+9) | pick two-handed power attack +10 (1d6+13/x4) | pick one handed w/shield +10 (1d6+5/x4) or two handed +12 (1d6+7/x4) | bardiche +10 (1d10+13/19-20; reach, brace) |

Lucon frowns. "How do we fight them if we don't know a thing about them?" he says, uneasily, recalling the shadows that attacked them in the Knot. "I don't know about no magic or demons or nothing, but if we mean to fight them, I know for sure I'll rest easier with no monsters prowling Westcrown's streets..." he says, plucking up his courage. "If we really can take the fight to them, what can we do to prepare? Milord Viscount. Can you... read the future, like them Varisian folks do? See them in one of those... great glass balls?" Lucon ventures, falling silent once again to not betray his ignorance on the subject. "Sorry. Forget I said anything..."


retired

Caladius listens quietly and intently as discussion surges over the documents and the groups' next steps, the whole while maintaining his familiar posture leaning against the wall with his arms crossed before him. Eventually he nods, "I'm good with heading to the Cove first." He then looks up at Sabinus and remarks, "That was clever thinking, Sabinus. Good work."

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