
Rytara Sumpfkrot |

Rytara looks to the others, still grimacing as her chest gives a last few sizzles and pops as the healing completes its work:
We should take great care, but lets make sure that there is nothing else that we have missed. I would hate for the Cardinal to have hidden some useful items here only to have us miss them by not searching enough.
Are there any other exits from the room? Or any other passages we have not yet searched?
Perception: 1d20 + 11 ⇒ (4) + 11 = 15 <-- still distracted by my wounds I guess
CONGRATS ALL ON 1000 POSTS!!!!!

Irikar Vareth |

Irikar nods, She speaks wisdom. A good thing that I healed her then.
"Similarly, I think it would be wise to also search the exit -- our Lord is not one who rewards overconfidence, or relaxing before the task is complete."
Perception (searching door): 1d20 + 7 ⇒ (17) + 7 = 24
Perception (searching for hidden stuff): 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11

Daimon Pyre |

There were two things of note that we missed (as far as I can tell)
"...nearby room and that a secret door across from the stairs holds the way out"I don't recall us ever finding this secret way out.
"...also mentioned something called a shrieker would detect any light or movement" This was before the room with the drowned zombies. However there was a message about secrecy, yada yada. I don't think that the fact we skipped it was the right call and we shouldn't go looking for it.

Daimon Pyre |

I mistyped what I wrote a bit it was meant to read The fact that we skipped it was the right call.
Just a quick proposal - We attempt to leave the same way we came in. If it's blocked for some reason we go looking for the secret way out

Irikar Vareth |

Irikar completes his fruitless search and offers, "If the only door we have not opened leads to shriekers, then yes, let's backtrack to where we began. Not setting off a trap that you are aware of strikes me as the way to pass that particular challenge.

GM Blood |

You back track and grab Timeon on the way out. Grumblejack is mostly carrying him as he is barely conscious. As you return back up the stairs you came, Adrastus sits in his study seeming almost as he has moved not an inch from where he gave you your orders at dusk, “You’ve returned.” is all he says.
As the pendant is given to him the high priest holds the trinket and pauses as if in deep contemplation. He watches the holy symbol glitter in the light. “A pretty enough thing, eh?” he muses. “This is a holy symbol of Mitra in particular the sort favored by the Knights of the Alerion. Perhaps you already knew that. "
“Remember this symbol. This is the mark of those who destroyed our faith and sought to banish all trace of the worship of our Father from these shores. These, my friends, are your enemies.”
He tosses the holy symbol back to gave it to him. “Keep it. It may aid you in disguising yourself.”
He smiles. “You have done well. Escaping from Branderscar, slaughtering Sir Balin … yes, you are worthy. Now, let us complete your training…”

Daimon Pyre |

Once things have settled down Daimon will cast detect magic on the items found off of Balin and attempt to determine what they are. At the minimum there was a potion found on the body.
Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16
Spellcraft: 1d20 + 6 ⇒ (4) + 6 = 10
Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23
Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14
Also Daimon will send for someone to help appraise some of the more exotic items found:
Items I don't have a value for at the moment
Silver pendant
Balin's Sunburst Medallion
Balin's Cloak (magic or just finely made?)

GM Blood |

WELCOME TO LEVEL 3
Your characters will be spending the next three months of game time in training.
In addition to your own rooms, luxurious meals, and expensive clothing, you are each offered a slave of your own to do with as you like. They do not speak or do much besides smile happily and obey all that is requested of them. Grumblejack has his own room, however does not train with you to the extent that you four do.
Any of the items found in the Nine Lessons will be sold by Tiadora and any equipment you may wish to purchase will also be done through her.
The next three months you and the White Ravens will are under strict training by Cardinal Thorne and Tiadora.He is not always present however They spend three months working with you, honing you into his perfect weapons. His lessons are focused and never wasteful. He drills you not only individually but also as a team. Tiadora aids him in the training and is revealed again and again as cruel sadist who revels in your failure and suffering.
In addition to leveling up, Cardinal Thorn and Tiadora's training bolster your prowess. You may pick one of the following traits due to their training
“Asmodeus is with you.” Adrastus Thorn indoctrinates you into the deeper mysteries of worshipping the Prince of Hell. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
“Deception is a tool. Master it.” Adrastus Thorn teaches you the subtle arts of deception and how to sense when they are being used against you. You gain a +1 trait bonus to Bluff and Sense Motive.
“Discover what is real and what is illusion.”Adrastus has taught you to see through deceptions and to never lie to yourself. You gain a +2 trait bonus on saving throws against illusions.
“Fear nothing save our dread lord.” Adrastus Thorn has shown you fear and taught you to master it within yourself. You gain a +2 trait bonus on saving throws against fear effects.
“Focus strengthens your will.” Adrastus Thorn drills you on ways to avoid magic that seek to take control of your mind and divert you from your mission. You gain a +2 trait bonus on saving throws against charm and compulsion effects.
“Let us perfect your favorite spell” Adrastus Thorn drills you again and again in the use of one particular spell. Pick one spell. This spell’s effects manifest at +1 caster level.
“Quiet as death” The Cardinal trained in the arts of being silent and stealthy. You gain a +2 trait bonus to Stealth checks.
“Strike first, strike ruthlessly and thus be victorious” Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.
“Wear your armor like a second skin.” You have drilled extensively in wearing armor in combat. When you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0.
“You shall be my angel slayer.” Adrastus thorn spends exhausting amounts of time teaching you about good celestials, their strengths and weaknesses. You gain a +2 trait bonus on Knowledge (planes) checks about good-aligned celestials and receive a +1 trait bonus to any damage roll you make against them.

GM Blood |

One day after an extra day of rest you are summoned to Cardinal Thorne. You are left waiting for a few minutes, but finally the door opens revealing Cardinal Thorne at his desk, and the White Ravens leaving. Elise give you a mocking smirk while Dofstan is close behind her and Trak shoots Daimon a murderous look. Finally Trik the Asmodeus priest comes last seeming happy as can be and giving each of you what seems to be a heart felt goodbye.
You then enter Thorne's study. “Welcome, my children,” he says in a deep resonant voice that has an almost inhuman quality to it. “Training is at an end. You have proven yourself worthy. Now, it is time for you to use that training and take on your first mission."
“Your mission is war, my children. You will bring war to Talingarde."
“You have two objectives. First, you will see a shipment of munitions delivered to a bugbear chieftain named Sakkarot Fire-Axe. He makes his camp on the northern coast of Lake Tarik beyond the Watch Wall. With this shipment, the Fire-Axe will have resources enough to unite the barbarous humanoid tribes of the north and light the fire of war."
“Sitting on the dock as we speak is the longship Frosthamar captained by Kargeld Odenkirk. Tomorrow when the ship is resupplied it will be your transport. The captain is a ruthless mercenary and not to be trusted. He knows nothing of the specifics of our mission and you should keep it that way. He knows he is smuggling cargo to the north beyond the Watch Wall. That is all he need know."
“Once the cargo is safely delivered, he will take you just south across the lake under cover of darkness and land you near the town of Aldencross. There our contract with Captain Odenkirk will be concluded."
“It is shame how greedy he has proven. I had hoped to let the captain serve me again but it seems he is too much of a liability. Kill him. Kill his crew. Burn his ship and leave no survivors. It is crucial that no one suspects our involvement and that loose ends are taken care of. Be sure to reclaim the coin I gave him. Best not to be wasteful."
“That done, you will begin your second task. We will do more still to aid our ally the Fire-axe. The bugbears are mighty warriors but poor siege engineers. You will infiltrate the tower Balentyne, keystone of the Watch Wall, kill its commander and open the gate for Sakkarot’s horde. I even kept alive little Timeon, he has been broken and will be compliant and I am sure will have useful information for you."
“Once the shaggy monstrosities pierce the Watch Wall, the bugbears will pillage and lay waste to the townships of the north and the local garrisons will have no choice but to meet the Fire-Axe in the open field. Sakkarot is the most brilliant, gifted and murderous bugbear of his generation. I expect these battles will go poorly for the knights and yeoman of fair Talingarde."
“Do all of this and then when your task is done, break this clay seal.” He hands them a delicately carved clay seal adorned with a tangled knot of thorns surrounding the holy symbol of Asmodeus. [b]“I will have more instructions then. Succeed and I will see you rewarded handsomely. Fail or betray me and you will pray for the comfort of Hell before I am done with you."
“The mission you start upon today is a holy mission. The people of Talingarde think they have seen the last of the mighty Asmodeus. Soon enough we will remind them that there is no escaping the grasp of Hell. Let us toast our success.”
He pours one glass of deep red wine for each of you and then finally pours one for himself. He raises the glass and offers a toast.
“To war.”

Irikar Vareth |

Irikar raises his glass, "For the glory of the First."

Daimon Pyre |

To war! Let us reclaim this land for Asmodeus
Daimon drinks his wine.
Once the cheers have settled.
Can you tell us what weaknesses Balentyne holds?

Rytara Sumpfkrot |

Rytara shows a maligned grin which shows off her slightly discolored teeth.
We shall sow pestilence within Balentyne which shall reveal the weaknesses of the fortress and enable the Fire-Axe the storm across the front bringing this self-absorbed land to its knees.

GM Blood |

Cardinal Thorne bids you farewall, "Go now my Nessian Knot and do not fail me!"
Tiadora leads you out to the docks on the coast of the sea. The Frosthamar is a single-masted knarr with a square sail. It is similar to a Viking longship but wider and with a deeper hull better suited to carrying cargo. And the Frosthamar is obviously loaded with cargo as it is sitting heavy in the water.
The crew consists of a half dozen grim sailors. The captain is a grizzled north-man with a wiry beard, pale blonde hair and countless scars. "Har! I'm Captain Kargeld Odenkirk, who be the leader of your group?"

Daimon Pyre |

Why not
Daimon steps forward and examines the captain and his crew, sizing them up.
A fine ship you have there. I assume we are ready to depart? We have a long way to go.

Irikar Vareth |

Irikar chuckles as Daimon steps forward. As expected.... Well, if he cares to wear the target, he's welcome to it.
He keeps a stern eye on the captain.
Sense Motive: 1d20 + 9 ⇒ (13) + 9 = 22

GM Blood |

The captain turns his gaze to Daimon, “You will guard our boat all the way north, yes? Then I will take you to the cursed north past hope and life.” With Daimon's assent the Captain yells out a number of commands to his crew and motions you aboard.
Rytara scans the ship and not being a sailor doesn't really see anything our of the ordinary. The ship seems fine and well made as far as you can tell.

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Tearyn smirks mildly as Daimon makes his claim to leadership. At least we cannot be held accountable for his brashness. Any fault can be easily laid at his feet now, and any glory claimed by the one deserving.

GM Blood |

The first leg of the journey is placid and peaceful. Everyone has plenty of time to gain their sealegs and get acclimated to shipboard life. The Frosthamar may be a fine ship but it is not a ship that caters to delicate sensibilities. It has no cabins and everyone must sleep under the stars with the rest of the crew. There are no garderobes or chamber pots, the crew simply relieve themselves over the railing. The rations are hardtack and small beer, though Kargeld does stop a couple of times to hunt deer along the wilder part of the coasts.
It takes half a day to sail down the Varnyn River and out into the open ocean. The Frosthamar hugs the coast and from the ship you can see countless farming communities and fishing villages go by. More than a few fishermen wave at the Frosthamar. Kargeld is always sure to wave back. “Wouldn’t want ‘em to get suspicious, eh?” he says with a glower. That is about the most conversation you get out him over the first few days. None of the crew talk to you at all, in fact they do not even know the common tongue.
You find out that it will be about a week before you near the city of Daveryn along the coast. Of course you will not be stopping there. After a two to three more days of sailing you will be crossing past the watch walls to the north. At that point there will be a few more days until reaching your destination so at least two weeks on board
What will you be doing during your time on board?

Daimon Pyre |

Is Tearyn going to let us know that she now can make wonderous items? Tearyn, Daimon and Rytara can afford to pay for the 500g for crafting the cloak out of pocket. Irikar can get the one we got from Big Balin. We would all then have a +1 cloak of resistance.

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I think that sounds about right. As noted it in the discussion threat it will be 550 for Tearyn to make you a Cloak of Resistance +1 - but you can owe her the 50 gp if you like.

Irikar Vareth |

If Irikar's getting Balin's cloak, he can pay the 50gp for Rytara and Daimon.

Daimon Pyre |

I believe it should only be 1 day to make each cloak - unless we hit rough weather or other factors make it more difficult to craft. Apart from crafting I don't see anything 'game mechanic' wise that Daimon should be doing
Daimon will keep alert on deck when he's not sleeping, looking for any trouble out over the water.
10 on Preception? for a total of 15

Irikar Vareth |

Irikar will spend as much time as possible watching the crew -- trying to determine if and where any contraband is being kept.

Rytara Sumpfkrot |

Rytara also watches the crew as well as the water making sure that she knows exactly what is happening each day. She may not know much about sailing, but the sea breeze and nature's movements are things she can relate to. Every day she watches the horizon for signs of unexpected storms and to make sure that the Captain is not attempting to guide the party somewhere other then where they are supposed to be going.
Perception: 1d20 + 14 ⇒ (7) + 14 = 21

Daimon Pyre |

Yo ho yo ho a pirates life for me.
Daimon is anxious to depart. The faster we leave the faster we can teach Talingaurde who really is in charge. Change has come, they just don't know it yet.

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Using her circlet to appear as much older distinguished looking woman during their travels, Tearyn lets Daimon take the lead. When not on deck in the fresh air, she spends time in the cabin communing with the spirit within her poppet, crafting on trinkets and preparing for greater works.
While she is onboard ship, she takes Aboleth's Lung and Track Ship as her two second level cleric spells. Once we are back on land, she will return to the list in her description.

Daimon Pyre |

I believe Aboleth's Lung is only for the Gillman race, unless I am missing something. Also keep an eye on the spell requirements for crafting and your spellcraft check, though you should be fine even without resistance memorized for cloaks of resistance.
GM - Is it one cloak a day while on the boat?

GM Blood |

The first leg of the journey is placid and peaceful. Everyone has plenty of time to gain their sealegs and get acclimated to shipboard life. The Frosthamar may be a fine ship but it is not a ship that caters to delicate sensibilities. It has no cabins and everyone must sleep under the stars with the rest of the crew. There are no garderobes or chamber pots, the crew simply relieve themselves over the railing.
There is really no place to make magic items, but I will retcon that you made these before you left. And I am fine with her taking Abolth's lung even if she isn't gillman.

GM Blood |

[ooc]Perception Tearyn Sesilina[ooc] 1d20 + 6 ⇒ (15) + 6 = 21
[ooc]Perception Daimon Pyre[ooc] 1d20 + 5 ⇒ (1) + 5 = 6
[ooc]Perception Rytara Sumpfkrot[ooc] 1d20 + 14 ⇒ (12) + 14 = 26
[ooc]Perception Irikar Vareth[ooc] 1d20 + 7 ⇒ (10) + 7 = 17
[ooc]Perception Captain[ooc] 1d20 + 6 ⇒ (14) + 6 = 20
Your trip north has been quiet so far, the captain and ship's crew. As you are passing the watch wall on the coast, Rytara sees a ship in the distance. Alerting the captain, Kargeld looks over and says Kargeld grimly pairs down their options, “She’s seen us, sure as damnation. And there is no way the ‘Frosthamar’ will outrun her loaded like this. One look at our cargo and they’ll know us for exactly what we are – weapon smugglers. We need a plan and we have maybe 10 minutes before they get here.”

Rytara Sumpfkrot |

Rytara looks at her companions:
Telling tales is not my strong point. However, I think that we should attempt to talk our way out of this. If we cannot, I will call on the Dark Lord's blessing to summon a fire creature on the other ship. Lighting their sails on fire will give the crew something to think about other than dealing with us.
We have to remember that our mission is not to fight Talingardian naval vessels, it is to see that this shipment is delivered.

Daimon Pyre |

By the time you can summon such a creature on the deck of the other ship it will be too late and upon us.
30' cast range, not that summoning is a bad idea, but I doubt it would stop us from being boarded.
No, we must prepare to lie or fight.
With that Daimon chants a quick spell, giving himself Mage Armor.

Rytara Sumpfkrot |

Rytara looks to Daimon. I realize that. My thoughts are to summon the elemental if the subterfuge appears to not be going well. If there is a fire on their ship, then that will take a chunk of their manpower to fight the blaze, meaning that there will be far fewer for us to fight.

Irikar Vareth |

Irikar suggests, "Perhaps it would be worth using the sunburst and impersonating an officer -- it would explain the weapons... or, at least, give us a chance to get their guard down long enough to bring them into range."

Daimon Pyre |

Daimon nods at Rytara.
"Then let me offer one more thing in case things go sideways. My magic will protect you better than that suit you call armor" Daimon casts Mage Armor on Rytara.
Which should give you an additional point of AC
For the first time Daimon activates his Iron Circlet, attempting to turn himself into what appears to be a soldier of Talingaurde.
We only looking to get the surprise attack on them or send them on there way?

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Is it a sail boat or powered by oars? While we know it will eventually catch us, how much faster is it going? If we're going 20' per round and they are going 30' that is three rounds of actions as they close. I'm guessing we would have a couple of rounds with summoned creatures on board before they closed with us, and I could be burning sails from as far out as 120' with Produce Flame and more within 30' We burn out the sails maybe she can't catch us?
"Captain, if we choose to fight and can light their ship aflame from a distance... say 120' or 30' away - would that allow us to escape?"
Another idea... if we could get under the ship we could use the "window" from our magic cloth in its hull and sink it.

Rytara Sumpfkrot |

I think we should attempt to bluff them. If that goes south, I can call several fire Elementals to light them aflame. If we use flame, we fight because they will eventually put the fire out and then we will have multiple ships after us in all likelihood.
We are heading north to trade with fishermen and seal hunters in the north. That is our story. We use the circlets to appear as traders/guards. If inspected we can show the spears and arrows that hunters would use.

Irikar Vareth |

Irikar suggests, "I think it wiser to have the attack as a fallback - with the bluff as our primary goal... But still, if we can set up an opportunity to do better, I think we should take it. The First does favour the bold, after all.... For example, maybe we can lead their officers below deck for an 'inspection' ... and have them meet with an accident at that time .. who knows? We might even be able to take her as a prize."

Rytara Sumpfkrot |

Rytara looks back at Tearyn:
They are a military ship. We are a merchant ship. While the Captain undoubtedly is well armed and equipped, as will be his men, they are not the trained navy. Our orders from the Cardinal are to get the weapons delivered to Fire-Eye. Unless you have a power that will guaranty that cutter and all its crew will end up on the bottom of the sea, we need to use the wile and deceptive skills that the Dark Lord has granted us. Trust me, I would like nothing more than to see that ship rotting on the bottom of the sea, but I do not believe this is the time to attempt to test our archery skills against an unknown enemy.

Irikar Vareth |

Irikar nods at Rytara's statement, "I agree -- as I said, if we can create an opportunity, we should take it, but our mission is to deliver the gear -- not to sink the ship... as gratifying as it might be."

Rytara Sumpfkrot |

There will be more than enough ships to sink in the future when Talingarde begins to foolishly resist the creeping doom which shall overcome them as the First's will is done.