GM Giuseppe's Price of Immortality (Inactive)

Game Master Giuseppe Capriati

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XP tracking: 18,435/23,000


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Male LG Human (Nirmathi) Monk 6

Calden's next round, if Merephel doesn't escape the grapple:

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Grapple to maintain and pin: 1d20 + 5 + 2 + 5 ⇒ (18) + 5 + 2 + 5 = 30

Intensifying his hold on Merephel, Calden pulls one of her arms behind her back as he works the priestess to the ground, putting his weight on her and keeping her arm in a firm grip. "I'm so sorry...."

There. If that doesn't satisfy them, I don't know what will. I'm not going to hit Merephel unconscious, in any case. Calden sticks a fist in the air to signify his victory, then rolls off Merephel and slowly gets up, resting with his hands on his knees, breathing hard through the iron mask.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

===============
Round 9
===============

Merephel squirms, and tries to get out of Calden's grasp.

Escape Artist: 1d20 + 2 ⇒ (4) + 2 = 6

===============
Round 10
===============
She places her arms on the ground beside her, in a gesture of placation.


Council of Thieves Maps

"Enough!". Krant's voice can be heard echoing through the courtyard. "We don't want you siblings to kill each other, isn't it?". The other cultists, gathered around you, laugh aloud.

Well done, well done…” says Krant with his raucous voice, “This guy here is the winner. What’s you name boy?”. After Calden introduces himself, Krant pats him violently, “Well, Calden, you’ve earned a bottle of fine wine from my private stash. Come, and claim your prize! All hail Razmir!”.

All hail Razmir” answer in a chorus the other cultists.

---

Calden receives a bottle of fine Chelish wine and is excused from transcription duties for the night. Shirzon and Korech are brought back in the barracks and left there to rest: they’re excused from all of the remaining activities of the day. Merephel needs to work as normal.

---

After the combat, the usual routine resumes. When the bells atop the Temple ring seven times, Calden and Merephel are taken in the dining hall by Krant for a dinner made up of a simple vegetable stew with some inexpensive meat tossed in, coarse bread, and ale or wine.

---

After half an hour from dinner, Calden and Merephel must attend the evening prayer. The other half of the congregation attends this session. Evening prayer resembles the afternoon prayer, except that the black-robed priest lead the procession appears to be, at least judging from his voice, the one who originally brought you here in the Temple.

---

When the evening prayer is over, it’s time for transcription. Calden is excused from this duty for today. Merephel spends her final 2 hours of the day copying holy texts by candlelight in the Meeting Chamber. One of the gray-robed priests oversees this process.

Please attempt a DC 10 Linguistics check or a DC 15 Intelligence check (you can take 10 on this check). Remember that you can attempt a Linguistics check only if you have put at least 1 rank in that skill. Otherwise, you must attempt an Intelligence check. If you fail, you are forced to work for 1 additional hour and must attempt the check again. If you fail more than 1 check, you cannot get 8 hours of rest this night, which means that you cannot get rid of the fatigued condition or properly rest for spell preparation. You can still attempt one downtime action though, except for the “Sleep All Night” action.

---

Once you’ve finally completed your copying duties, you’re allowed to reach the barracks, take off your robes and clothes and spend some time with other acolytes or just enjoy some rest and sleep. Today, in the barracks there are the same people as yesterday. Only Calden and Merephel can perform downtime actions for today.

---

DOWNTIME ACTIONS

You can choose a single downtime action among those presented below to perform during the evening.

Befriend a cultist: You can choose to try and befriend a single cultist among those currently present in the room. You need to attempt a Diplomacy check in order to successfully befriend a cultist, shifting his attitude as detailed in the Diplomacy skill rules. A failure can result in that cultist’s attitude towards your character worsening if you fail by 5 or more. You must provide a roleplay scene in which you actually interact with the chosen cultist in order to attempt the check. You’re allowed to cast spells and other uncommon solutions (such as bribing, etc.) to improve your chances to befriend a cultist, but of course they will notice it as normal.

Gather Information: You can choose to gather information about a specific topic as a downtime action. In order to get an information, you must select a single cultist and a precise subject you wish to know more about. Then, you have to attempt a Diplomacy check to determine if the cultist gives you the piece of information you’re looking for. Depending on the type of information you’re asking for, the DC may lower or increase. To select a cultist for the purposes of this check, he must be at least indifferent towards you (see above). You can also take this downtime action without selecting a specific subject: in that case, you would find out something about a random determined subject regarding the temple and his cultists.

Sneak out: You can choose to wait for the right moment and sneak out of the barracks. If you select this option, you must attempt a Stealth check to determine whether your getaway is successful. A failed sneak out action can result in punishment. You must select a single area in the Temple’s lower level to explore if you select this action. If you want to explore areas you don’t have seen yet, you can choose to “unexplored area” as the area you’re exploring, and I will select the most suitable one for you.

Play dice: You can choose to play dice with some of the acolytes. You must attempt a Profession (gambler) check in order to determine whether your game results in a win or a loss. You can attempt a DC 15 Bluff or Sleight of Hands check to gain a +2 circumstance bonus to your Profession (gambler) check. You can attempt both of these supplementary checks in order to gain a +4 circumstance bonus to your Profession (gambler) check. You cannot take 10 at these checks. If you fail the Bluff or Sleight of Hands check, the other players will recognize you’ve been cheating and could react violently. This action can result in a monetary win or loss for your PC.

Sleep all night: You can choose not to perform any action at all and just focus on sleeping. In this case, the next day you wake up so relaxed and well-rested that you gain a +2 circumstance bonus on the first skill check you will attempt the next day during your work.

______________________________________
I’ll be posting again at 07:30 P.M. GMT +1 (11:30 A.M. for Korech, 10:30 A.M. for Shirzon and Merephel).

You gain 200 for having overcome the fight!


Male LG Human (Nirmathi) Monk 6

When it's clear to Calden that the fight is over, Calden pulls Merephel to her feet and then joins Krant. He gives his name, and nods in thanks when he receives the bottle of wine. He tries to look proud in his victory, despite feeling the opposite. Still, he chimes in with the rest. "All hail Razmir!"

The rest of the afternoon goes by in a haze, with Calden alternatively worrying about the absent Korech and Shirzon, and planning on how to approach Ophelia.

Wheb he's excuses after the evening prayer, Calden hurries to their quarters, quickly removes his mask and checks up on his companions. "How are you? Not feeling too bad, I hope? Shirzon, I'm really sorry about that last kick... I'll save you two glasses of wine, if that makes you feel better."

When Ophelia enters and has gaat the time to settle in, Calden approaches her for the third night in a row. "I come bearing gifts," he says in a voice full of pathos, hoping to make her laugh with his self-mocking humor. Back in his own voice, he continues "They made us fight against each other and I won this bottle of wine. Heck, you might have been watching for all I know." He waits a while, trying to see if she had been present.

"Anyway, I don't even drink wine, so I thought you might like some. You'll have to save two glasses, though. I promised those to Shirzon, for the beating I gave her." He hands out the bottle of wine to her. "So, I told you a lot about myself yesterday. Or least, I managed to confirm the things you already seemed to know, somehow. Won't you tell my something about yourself?"

Here goes nothing...

Diplomacy to befriend: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23

...wipes some sweat from his brow.


Council of Thieves Maps

Ofelia smirks mischievously. "Watching I was, my dear." The girl accepts Calden's offer and sips the wine with a critical look on her face. "Mmh...Good enough. I expected it to be much worse than this. How kind of you, Calden. And the strangest thing about this is that you don't even want what every man wants when he offers something valuable to a woman, if you know what I mean..." She blinks mischievously once again and takes another sip from her glass of wine. "You want to know more about me, don't you? Well, I suppose you earned it..." she says lasciviously.

"I come from Kassen." Ofelia pauses intentionally, to enjoy the surprise in Calden's eyes. "I suppose you know my father, Moltus Vargidan" she says with a bitter smile. "A strange man. Enough strange to kick her beloved daughter out of his doorstep because she was lacking those...talent, he was looking for in his offspring" Ofelia seems almost to the point of breaking into tears now...but she suddenly burst in a loud laughter. So loud that it cause Krant to come investigating, shouting at you and threatening of serving the arm of anyone who would dare to speak so loud again.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Intelligence Check: 1d20 ⇒ 16

Whew!

Merephel goes about her day, back in her shell. As expected, her thoughts turn to the fight between her and her allies. In a way, she's actually glad it happened. It forced her to reevaluate why they are here. She was getting accustomed to the day-to-day, and the sheer brutality she had to endure was a welcome wake-up call. After her transcription duties, she recommitted herself to the task at hand.

She went searching for Evlar, determined to win him over.


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Shirzon sleeps off her lumps, lying on her cot and wincing as she tenderly touches her bruises. Once both she and Korech are awake and not in quite as much pain, she slowly sits up and makes her way to get a glass of water. On her way back, she nears Korech's cot and whispers, in Orc, "I found our way out. Secret passage near the prison cells leads to the Ranger's Lament. Just a few more days. Stay strong, friend."

She then returns to her cot to rest, gently massaging her bruises.


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Used to being beaten within an inch of his life, Korech takes a moment to ignore his pain and enjoy his rest as he dozes in his cot. Being a very, very lightly sleeper he opens an eye as Shirzon speaks. His murmured reply is in orcish.

Orcish:

"Krant sleeps with a key ring on his person, which is probably our way to find our gear. Haven't found where they store it yet. Also, the High Priestess left for some reason and things have fallen apart without her. You too, friend."


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁
DateWealday, Neth the 26th, 4609 AR
TimeDawn
LocationTamran, The Temple of Razmir
WeatherRainy

▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔

The next morning, you are abruptly awakened by a familiar gray-robed priest: Krant. The rude man gives you five minutes to wear your white robes and put on your masks before taking you in the dining hall for a simple breakfast of bread, water and old fruit.

After the quick breakfast, Krant smiles unpleasantly at you behind his mask and shows you a chest in the Dining Hall. “The heralds say you can keep them. But I don’t trust you. Not yet. I see you” he says in a threatening and rather creeping tone before allowing you to…wear your gear again. Of course, you’re enough smart to know that wearing a clear symbol of the faith in another god wouldn’t be allowed. After you have properly equipped, Krant takes you in the courtyard and assign a task to each of you.

Calden: You’re tasked with splitting timber. You must attempt a DC 13 Strenght check to carry out the work properly.

Korech: You’re tasked with maintining the temple’s weapons. You must attempt a DC 12 Craft (weapons) or Intelligence check to carry out the work properly.

Merephel: You’re tasked with cleaning the stables. You must attempt a DC 12 Strenght check to carry out the work properly.

Shirzon: You’re tasked with unloading deliveries for the kitchen. You must attempt a DC 10 Strenght check to carry out the work properly.

Those of you failing to carry out their work properly, receive a single lash from Krant, dealing 1d4+9 points of nonlethal damage. Please roll this damage in your own post, should your character fail his check.

---

At mid-morning, Krant gathers you in the yard as a black-robed priest discends from the second floor to instruct the acolytes (new and old) in the power and glory of Razmir, telling about his mighty deeds, his generous gifts, and his incredible power.

---

At noon, Krant takes you in the dining hall again to allow you to have your lunch. This is half a loaf of bread, some fatty meat, a thin slice of cheese, and potato stew.

After half an hour, you’re all tasked with cleaning the first floor of the temple, using small brushes, harsh soap, and water.

This is a rather tiring labor and you must make a DC 8 Fortitude save or become fatigued.

---

After completing your cleaning tasks, you join half of the congregation in attending a session of afternoon prayer in the main hall. All acolytes, including you, are present. One of the black-robed priests leads the prayer, which includes a number of rather pompous litanies and psalms to the Living God.

DC 15 Sense Motive check:
Maybe it’s just you, or perhaps are your sense failing you, but you have the clear impression that even the black-robed priest finds all of this rather dull.

A number of acolytes nod off during the prayer, and you must force your eyes open to avoid falling asleep.

Please attempt a DC 5 Charisma check (you cannot take 10 on this check). If you fail, you involuntarily fall asleep during the prayer, and Krant’s quick to punish you afterward. You receive a single lash from Krant, dealing 1d4+9 points of nonlethal damage. Please roll this damage in your own post, should your character fail his check.

---

After a whole hour of prayer, it’s time for you to get back to work. This is training time. And today you won’t be just learning how to walk as a group, keep composure, and not reveal your identity.

A black-robed priest is waiting for you (and Evlar) in the courtyard along with a trio of black-robed priests, and as soon as you reach it, he speaks with a solemn voice. “You will be assisting in today’s sermon to the masses”. He pauses for a bit, almost as he was expecting you exult for the honor of accompanying the higher-ranked priests in their sermon. But you have seen what they really do during the sermons. Not even Evlar rejoices.

The black-robed priest ensues with his deep and rich voice, but this time is tone is far less solemn and much more pragmatic: “Your task is to move through the crowd and extol the virtues of Razmir, according to what you’ve learned during these days’ sermons and prayers. Feel free to use your individual talents to gain the attention of the crowd in any way possible. This will allow our fellow priests to look for potential followers”. Even though clear and maybe perhaps even inspiring to someone who doesn’t know the truth behind it all, you know that this is just a rude. Your true job is to distract the crowd so that the priests can pick their pockets more easily, as you already witnessed before joining the temple.

---

Once outside, the black-robed priest stands atop a small crate to speak to the masses, drawing a large crowd around him. While this is going on, the priests instruct you to work around the edges to keep people interested.

How you interact with the crowd is up to you, and may range from using skills such as Perform and Diplomacy to showing off talent with weapons or magic. To distract the crowd with a skill, a PC must make a DC 15 skill check. To distract them with weapons requires an attack roll versus an AC of 15. If a spell is used, the crowd gets a saving throw to avoid becoming distracted, using the DC of the spell +2. The priests gather 20 gp as a base, plus 10 gp for each PC that succeeds at his check. If you prefer, you can use your talents to make it harder for the priests to steal, drawing attention to them. To do this, the check is the same, but each success reduces the amount of gold gained by 10 gp.

______________________________________
Merephel, Evlar was badly hurt when you tried to speak with him so I supposed you just opted for rest all night instead.

I’ll be posting again at 02:00 P.M. GMT +1 (06:00 A.M. for Korech, 05:00 A.M. for Shirzon and Merephel).


Male LG Human (Nirmathi) Monk 6

Calden indulges Ofelia's double entendres, parrying them in good humour. "Yes, I know what you mean..." Watching her sip the wine, he listens, mouth falling open when he hears the name Vargidan. He's about to comment when the girl bursts into her laughing fit, and he sits on the bed still as a post during Krant's tirade. That seems to be the end of the conversation. He gives Ofelia a knowing and encouraging smile, mouthing a silent "Sleep well".

--

The next day, Calden wakes in a good mood despite some lingering soreness from their fight the day before. It seems we have some common ground with Ofelia at least, and she might be beginning to trust me. Even if she's one of Vargidan's... Being shown to his own gear lifts his mood further, even if there was nothing that he was truely attached to in the small with with his belongings. Who are these heralds? I'll have to ask Ofelia about that...

Splitting timber, Strength: 1d20 + 3 ⇒ (17) + 3 = 20
Clean floor, Fort save: 1d20 + 4 ⇒ (18) + 4 = 22
Sense Motive: 1d20 + 2 ⇒ (15) + 2 = 17
Stay awake, Charisma: 1d20 ⇒ 17

With his mood being what it is, Calden finds that the day flies by. Maybe winning Shirzon in a fair fight did do some good for his confidence. Did I really find this routine so exhausting, only two days ago? With some experience, the afternoon prayer comes easier to him now, and Calden finds that he has some time to look around and take note of who the others react. Why would the faith's leaders find this dull. You'd think they of all people who believe in this stuff, shouldn't they? Or would they know better?

--

Calden's heart sink when the purpose of today's training is revealed. Well, we knew this was coming. We were infiltrating, which meant we would have to get our hands dirty. And I don't think performing poorly 'just because' will do us any favors. Please let us be forgiven, in the hope that we can set this right.

While at the sermon outside, Calden has to take a few steady breaths to calm his nerves and make himself assist in the cult's low thieving routine. To soothe his conscience, he tries to address people that look at least moderately wealthy, hoping that they won't feel the loss of some coin too badly. "You look like a man who knows what goes on in the world, Sir. I'm sure you would appreciate the lessons that Razmir can bring. Ma'am, with a daughter so bright, she could surely learn some valuable life lessons from out faith. Let her hear this and she will benefit her entire life."

Long before the sermon is over, Calden is thoroughly disgusted by the lies coming from his mouth and by the ease with which people seem willing to believe them...

Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Intelligence: 1d20 ⇒ 8
Damage: 1d4 + 9 ⇒ (4) + 9 = 13
Fort: 1d20 + 4 ⇒ (9) + 4 = 13
Charisma: 1d20 - 1 ⇒ (8) - 1 = 7
Attack Roll: 1d20 + 6 ⇒ (6) + 6 = 12

Really RNG? Really?

Battered, bruised, and truly miserable, Korech wakes up the next day hating everything, particularly Razmir, God of being a jerk.

If it's one thing Korech is not, it's a quick learner. It doesn't take long for him to earn a brutal lash as he fumbles attempting to repair a broken crossguard, but with absolutely no idea how it works.

While still smarting from yet another day of lashes, Korech watches the priest drone on and on with open contempt. Thankfully, his mask doesn't affect much.

The lousy soap and half-broken brush doesn't deter Korech, who in the least isn't tired after spending half a day comatose. He manages to get through floor duty without tiring out, and barely, barely sit through the boring, boring sermon.

Korech goes almost completely white - a feat for someone with green skin - at the thought of having to convince people in the crowd. However, when he realizes he can get through it without talking, he calms down a little bit. Weapons, weapons are something he can manage. However, with his nerves absolutely shot, his attempts to spin weapons in an amazing fashion come across as a little clumsy and under-rehearsed. The pain from the lash doesn't help either.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Gonna keep this short; busy day at work.

Strength Check: 1d20 ⇒ 9
Whip Damage: 1d4 + 9 ⇒ (4) + 9 = 13

Merephel works studiously throughout the day, but she feels like she was set up to fail. Some of the items in the stables are just far too heavy for her to lift. The whip hurts, quite badly.

Fortitude Save: 1d20 + 4 ⇒ (1) + 4 = 5
Yikes, Fatigued again!

She tires from the manual labor, and frankly is rather upset with her lot in the temple. She cries a little behind her mask, and misses her family, enough to drain her emotionally as well.

Sense Motive Check: 1d20 + 10 ⇒ (15) + 10 = 25
Made.

Charisma Check: 1d20 + 2 ⇒ (14) + 2 = 16
Made.

When it comes time to speak to the masses, Merephel gets on stage, and decides to give her all. She recites several homilies, and tells several tales she learned in Shelyn's service, and just changes the names and genders of the characters as appropriate. It comes rather naturally to her, and she knows she is fairly succesfful, if not wildly so. After it is done, however, she feels dirty, like she betrayed her Goddess.

If I can take 20, I will. Otherwise, here is a roll:
Diplomacy Check: 1d20 + 10 ⇒ (3) + 10 = 13


Council of Thieves Maps

When the bells atop the Temple ring seven times, you are taken back into the temple. Before you can reach the dining hall for the dinner, the black-robed priest that has taken you outside approaches you and gives each of you 1 golden piece. “Good work out there” says the man with a rich voice, “Next time though try to be more convincing, so that the people of Tamran can be generous in their donations. From now on, you’re allowed to roam the temple’s first floor without restrictions during your spare time.”. You’re then takes in the dining hall by Krant for a dinner made up of a simple vegetable stew with some inexpensive meat tossed in, coarse bread, and ale or wine.

DC 20 Perception check:
While you’re eating, you overhear some gray-robed cultists talking about a “private meeting” in the “chamber of delights” that is going to occur this night. The priests are clearly excited, and one of them whispers “I just hope that they don’t toss the whores in the snake pit again

---

After half an hour from dinner, you must attend the evening prayer. The other half of the congregation attends this session. Evening prayer resembles the afternoon prayer, except that the black-robed priest lead the procession appears to be, at least judging from his voice, the one who originally brought you here in the Temple.

---

When the evening prayer is over, it’s time for transcription. You spend your final 2 hours of the day copying holy texts by candlelight in the Meeting Chamber. One of the gray-robed priests oversees this process.

Please attempt a DC 10 Linguistics check or a DC 15 Intelligence check (you can take 10 on this check). If you fail, you are forced to work for 1 additional hour and must attempt the check again. If you fail more than 1 check, you cannot get 8 hours of rest this night, which means that you cannot get rid of the fatigued condition or properly rest for spell preparation. You can still attempt one downtime action though, except for the “Sleep All Night” action.

---

Once you’ve finally completed your copying duties, you’re allowed to reach the barracks, take off your robes and clothes and spend some time with other acolytes or just enjoy some rest and sleep. Today, in the barracks there are the same people as yesterday, plus two gray-robed priests playing dice.

---

DOWNTIME ACTIONS

You can choose a single downtime action among those presented below to perform during the evening.

Befriend a cultist: You can choose to try and befriend a single cultist among those currently present in the room. You need to attempt a Diplomacy check in order to successfully befriend a cultist, shifting his attitude as detailed in the Diplomacy skill rules. A failure can result in that cultist’s attitude towards your character worsening if you fail by 5 or more. You must provide a roleplay scene in which you actually interact with the chosen cultist in order to attempt the check. You’re allowed to cast spells and other uncommon solutions (such as bribing, etc.) to improve your chances to befriend a cultist, but of course they will notice it as normal.

Gather Information: You can choose to gather information about a specific topic as a downtime action. In order to get an information, you must select a single cultist and a precise subject you wish to know more about. Then, you have to attempt a Diplomacy check to determine if the cultist gives you the piece of information you’re looking for. Depending on the type of information you’re asking for, the DC may lower or increase. To select a cultist for the purposes of this check, he must be at least indifferent towards you (see above). You can also take this downtime action without selecting a specific subject: in that case, you would find out something about a random determined subject regarding the temple and his cultists.

Sneak out: You can choose to wait for the right moment and sneak out of the barracks. If you select this option, you must attempt a Stealth check to determine whether your getaway is successful. A failed sneak out action can result in punishment. You must select a single area in the Temple’s lower level to explore if you select this action. If you want to explore areas you don’t have seen yet, you can choose to “unexplored area” as the area you’re exploring, and I will select the most suitable one for you.

Play dice: You can choose to play dice with some of the acolytes. You must attempt a Profession (gambler) check in order to determine whether your game results in a win or a loss. You can attempt a DC 15 Bluff or Sleight of Hands check to gain a +2 circumstance bonus to your Profession (gambler) check. You can attempt both of these supplementary checks in order to gain a +4 circumstance bonus to your Profession (gambler) check. You cannot take 10 at these checks. If you fail the Bluff or Sleight of Hands check, the other players will recognize you’ve been cheating and could react violently. This action can result in a monetary win or loss for your PC.

Sleep all night: You can choose not to perform any action at all and just focus on sleeping. In this case, the next day you wake up so relaxed and well-rested that you gain a +2 circumstance bonus on the first skill check you will attempt the next day during your work.
______________________________________
I’ll be posting again at 07:00 P.M. GMT +1 (11:00 A.M. for Korech, 10:00 A.M. for Shirzon and Merephel).

GM Rolls:

--- Shirzon’s checks ---

Unloading deliveries (take 10): 10 + 1 = 11

Cleaning task: 1d20 + 3 ⇒ (18) + 3 = 21

Stay awake during the prayer: 1d20 - 1 ⇒ (6) - 1 = 5


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Linguistics: 1d20 ⇒ 4

Korech numbly goes from working the crowd to prayer, to transcription, the one activity he dreads more than any other. The pain from yesterday's beating and today's lash means his attempts at mimicry at far worse, and it takes him an extremely long time to finish his transcriptions.

The poor half-orc stumbles into the barracks far later than the others, ripping off his mask and tumbling into a fitful sleep.

Stealth: 1d20 + 10 ⇒ (15) + 10 = 25

However, thanks to his habit of sleeping extremely lightly, Korech once more gets up, and slips out of the barracks. Using his darkvision he keeps to the shadows as he continues to explore.


Male LG Human (Nirmathi) Monk 6

"Thank you, Sir" says Calden while pocketing the gold, making a mental note to give back to the poor of Tamran when this whole ordeal is over. He's about to be bold and ask a question of the priest in the black robe, but finds that the moment is over before he can speak further.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Calden then eats his dinner in silence, silently praying forgiveness for his part in the afternoon's theft.

--

Intelligence: 1d20 ⇒ 19

After the second prayer of the day, Calden makes his way to the Meeting Room with the others. He works at the transcription with diligence, trying to plan for the evening. We have to make haste with figuring out what's going on here. The longer we stay here, the more of these shake-outs we have to participate in. Or even worse...

--

After transcription, Calden hurries over to the barracks. He's unpleasantly surprised to find two priests in gray in their barracks. Have they been sent to check up on us? Until now, it's only just been us acolytes in white. Despite considering that any talk of Kassen will be taboo, Calden seeks out Ofelia again, engaging her in whispered conversation. "So, we've been here for a couple of days now. I think despite the masks, I can distinguish between some different people, and I was wondering about the church leadership, those in the black robes. Are they always the same or do they rotate, with new priests leaving for Razmir and others coming to take their place? Anything else you can tell me about them?" If there's a coordinated effort to get the amulets, the priests in black ought to know of it. And maybe lead the group by themselves. Things are run so tight here, they have to be behind it.

Diplomacy: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Merepel takes the offered gold piece, though reluctantly. She plans to donate it later, once she is out of this Gods-forsaken temple. When mealtime comes, she mulls over her food, and hardly eats. She forces the food down, only because she knows she needs to energy.

Perception: 1d20 + 4 ⇒ (3) + 4 = 7

---

Later, when the time comes for her to perform her transcriptions, she struggles through it. Her mind is tired, she is physically fatigued, and finds that even the simple pleasure of writing is gone.

Intelligence Check: 1d20 ⇒ 7
That's the first time Merephel failed this check.!
Intelligence Check: 1d20 ⇒ 11
And that's the second. She really is tired.

Merephel needs to take her mind off things. She is listless, and depressed. She decides the thing to cure her mood is to commune with her Goddess. She can't just pull out a holy symbol, so she decides to honor Shelyn's luck aspect...by rolling some dice.

She makes her way over to the priests playing dice.

"What's the rules of the game, gents?"

Can I make this Profession: Gambler check untrained? If so, here is a roll:

Profession: Gambler: 1d20 + 4 ⇒ (18) + 4 = 22

Sounds like Beginner's Luck for Merephel!


Council of Thieves Maps

Ofelia smiles at Calden, pointing her finger towards him to allow him to whisper through her spell so no one can hear them. "The black-robed priest...yeah. We call them heralds. They're the highest-ranking members of the temple, and they do not rotate. When one is promoted to that rank, he almost never gets retroceded". Ofelia moves beneath her sheets and ensues: "I can't tell you much more about them. I only know that there are currently four heralds in the temple. One of them is Egarthis, and he's the one in charge since the high-priestess left along with two more heralds. But none of them can cast divine spells...I could swear I saw Egarthis cast an arcane spell once, but I'm not completely sure it was him or another herald".

---

In his nocturnal exploration, Korech manages to find out the same chamber Shirzon has told him about, the one leading to the Ranger's Lament through the cells. With that chamber, every single chamber of the lower floor has been explored, apart from the one behind the locked door, that Korech isn't able to open withouth making a terrible noise.

---

After failing in her trascription duties for two consecutive times, Merephel gets harshly punished. She must don the mask of shame until the next morning. The mask allows her to breath, but makes her unable to speak, hear or see. As a consequence, she cannot attempt to play dice as she wanted to at night, and she must go straight to bed instead. The mask is locked to her head (Disable Device DC 25).


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁
DateOathday, Neth the 27th, 4609 AR
TimeDawn
LocationTamran, The Temple of Razmir
WeatherRainy

▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔

The next day is the same as the previous one, except that there’s no unusual task to perform. As usual, you are abruptly awakened by Krant. The rude man gives you five minutes to wear your white robes and put on your masks before taking you in the dining hall for a simple breakfast of bread, water and old fruit.

After the quick breakfast, Krant takes you in the courtyard and assign a task to each of you.

Calden: You’re tasked with cleaning up the stables. You must attempt a DC 12 Strenght check to carry out the work properly.

Korech: You’re tasked with splitting timber. You must attempt a DC 13 Strenght check to carry out the work properly.

Merephel: You’re tasked with unloading deliveries for the kitchen. You must attempt a DC 10 Strenght check to carry out the work properly. Remember: you get a +2 bonus to your check due to the fact that you’ve chosen to spend all of the last night sleeping.

Shirzon: You’re tasked with maintaining the temple’s weapons. You must attempt a DC 12 Craft (weapons) or Intelligence check to carry out the work properly. Remember: you get a +2 bonus to your check due to the fact that you’ve chosen to spend all of the last night sleeping.

Those of you failing to carry out their work properly, receive a single lash from Krant, dealing 1d4+9 points of nonlethal damage. Please roll this damage in your own post, should your character fail his check.

---

At mid-morning, Krant gather you in the yard as a black-robed priest discends from the second floor to instruct the acolytes (new and old) in the power and glory of Razmir, telling about his mighty deeds, his generous gifts, and his incredible power.

---

At noon, Krant takes you in the dining hall again to allow you to have your lunch. This is half a loaf of bread, some fatty meat, a thin slice of cheese, and potato stew.

After half an hour, you’re all tasked with cleaning the first floor of the temple, using small brushes, harsh soap, and water. This is rather tiring labor and you must make a DC 6 Fortitude save or become fatigued. This reveals you a new area, The Meeting Chamber (T4.

---

After completing your cleaning tasks, you join half of the congregation in attending a session of afternoon prayer in the main hall. All acolytes, including you, are present. One of the black-robed priests leads the prayer, which includes a number of rather pompous litanies and psalms to the Living God.

DC 15 Sense Motive check:
Maybe it’s just you, or perhaps are your sense failing you, but you have the clear impression that even the black-robed priest finds all of this rather dull.

A number of acolytes nod off during the prayer, and you must force your eyes open to avoid falling asleep.

Please attempt a DC 5 Charisma check (you cannot take 10 on this check). If you fail, you involuntarily fall asleep during the prayer, and Krant’s quick to punish you afterward. You receive a single lash from Krant, dealing 1d4+9 points of nonlethal damage. Please roll this damage in your own post, should your character fail his check.

---

After a whole hour of prayer, it’s time for you to get back to work. This is training time. The new acolytes (which consists of you and Evlar) are taken out into the yard and trained how to interact with the public. This starts out as simple ways to walk as a group, keep composure, and not reveal one’s identity. Krant’s not the only one to overlook your training. Many gray-robed priests strictly follow your training, ready to see if you have learned the lesson.

Please attempt a DC 5 Intelligence, Wisdom or Charisma check (you cannot take 10 on this check). If you fail, you make so many mistakes in your training that one of the gray-robed teachers brands you with a fire brand, dealing you 1d4 points of fire damage and leaving you a nasty scar. Please roll this damage in your own post, should your character fail his check.

---

After two hours and a half spent training in the courtyard, when the bells atop the Temple ring seven times, you are taken back in the dining hall by Krant for a dinner made up of a simple vegetable stew with some inexpensive meat tossed in, coarse bread, and ale or wine.

---

After half an hour from dinner, you must attend the evening prayer. The other half of the congregation attends this session. Evening prayer resembles the afternoon prayer, except that the black-robed priest lead the procession appears to be, at least judging from his voice, the one who originally brought you here in the Temple.

---

When the evening prayer is over, it’s time for transcription. Transcription. You spend your final 2 hours of the day copying holy texts by candlelight in the Meeting Chamber. One of the gray-robed priests oversees this process.

Please attempt a DC 10 Linguistics check or a DC 15 Intelligence check (you can take 10 on this check). If you fail, you are forced to work for 1 additional hour and must attempt the check again. If you fail more than 1 check, you cannot get 8 hours of rest this night, which means that you cannot get rid of the fatigued condition or properly rest for spell preparation. You can still attempt one downtime action though, except for the “Sleep All Night” action.

---

Once you’ve finally completed your copying duties, you’re allowed to reach the barracks, take off your robes and clothes and spend some time with other acolytes or just enjoy some rest and sleep. Today, in the barracks there are the same people as yesterday.

---

DOWNTIME ACTIONS

You can choose a single downtime action among those presented below to perform during the evening.

Befriend a cultist: You can choose to try and befriend a single cultist among those currently present in the room. You need to attempt a Diplomacy check in order to successfully befriend a cultist, shifting his attitude as detailed in the Diplomacy skill rules. A failure can result in that cultist’s attitude towards your character worsening if you fail by 5 or more. You must provide a roleplay scene in which you actually interact with the chosen cultist in order to attempt the check. You’re allowed to cast spells and other uncommon solutions (such as bribing, etc.) to improve your chances to befriend a cultist, but of course they will notice it as normal.

Gather Information: You can choose to gather information about a specific topic as a downtime action. In order to get an information, you must select a single cultist and a precise subject you wish to know more about. Then, you have to attempt a Diplomacy check to determine if the cultist gives you the piece of information you’re looking for. Depending on the type of information you’re asking for, the DC may lower or increase. To select a cultist for the purposes of this check, he must be at least indifferent towards you (see above). You can also take this downtime action without selecting a specific subject: in that case, you would find out something about a random determined subject regarding the temple and his cultists.

Sneak out: You can choose to wait for the right moment and sneak out of the barracks. If you select this option, you must attempt a Stealth check to determine whether your getaway is successful. A failed sneak out action can result in punishment. You must select a single area in the Temple’s lower level to explore if you select this action. If you want to explore areas you don’t have seen yet, you can choose to “unexplored area” as the area you’re exploring, and I will select the most suitable one for you.

Play dice: You can choose to play dice with some of the acolytes. You must attempt a Profession (gambler) check in order to determine whether your game results in a win or a loss. You can attempt a DC 15 Bluff or Sleight of Hands check to gain a +2 circumstance bonus to your Profession (gambler) check. You can attempt both of these supplementary checks in order to gain a +4 circumstance bonus to your Profession (gambler) check. You cannot take 10 at these checks. If you fail the Bluff or Sleight of Hands check, the other players will recognize you’ve been cheating and could react violently. This action can result in a monetary win or loss for your PC.

Sleep all night: You can choose not to perform any action at all and just focus on sleeping. In this case, the next day you wake up so relaxed and well-rested that you gain a +2 circumstance bonus on the first skill check you will attempt the next day during your work.
______________________________________
I’ll be posting again at 02:00 P.M. GMT +1 (06:00 A.M. for Korech, 05:00 A.M. for Shirzon and Merephel).


Male LG Human (Nirmathi) Monk 6

Before sleeping, Calden tries to think on what he's learned so far. Heralds... There are currently four. And that high-priestess left with two more. That's three, for three amulets? It's quite unlikely that they would have sent just the grey-robes. So, it's quite probable that the high-priestess is involved. Which gives us a further lead. Now we 'just' have to learn about the concerns of these heralds. That doesn't sound easy.

--

Calden wakes early the next morning, as usual. He seems to have settled in a rhythm. As dreary as their daily schedule is, at least it's predictable.

Splitting timber, Strength: 1d20 + 3 ⇒ (20) + 3 = 23
cleaning the floor, Fort save: 1d20 + 4 ⇒ (1) + 4 = 5

Calden feels fine with splitting timber and gets the work done quickly. Only when he's scrubbing the floor, does he notice that he's asked too much of himself. Still, he manages to whisper some encouragements to Merephel. "Hang in there, Meph. We're getting there." He also shuffles closer to Shirzon during the cleaning. "Three of the priests in black have left, I heard, including the high-priestess. I wonder where they went..."

--

Afternoon prayer, Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21
Training, Wisdom: 1d20 + 2 ⇒ (11) + 2 = 13

The rest of the afternoon passes without incident. Calden again notices that the herald's prayers aren't really heartfelt. Is that because the high-priestess is gone? Has she left the 'junior' heralds in charge?

Transcription, Intelligence: 1d20 ⇒ 11
Transcription, Intelligence: 1d20 ⇒ 12

The exertion from earlier in the day finally catches up to Calden. His arms feel numb and twitch, preventing him from writing more than half a page without errors. He gives his best effort, but his body just fails him. Berating himself for having wasted his energy in the morning, Calden silently accepts the mask of shame. He plops down to bed right away, hoping that some sleep with help him feel better in the morning.

Sadly, it won't...


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Timber: 1d20 + 3 ⇒ (2) + 3 = 5 Lash: 1d4 + 9 ⇒ (3) + 9 = 12
Fort: 1d20 + 4 ⇒ (2) + 4 = 6
Wis vs Training: 1d20 + 2 ⇒ (18) + 2 = 20
Sense Motive: 1d20 + 7 ⇒ (13) + 7 = 20
Linguistics: 1d20 ⇒ 2

Korech returns from his stealthy night out to think over his next steps.

Well I found the same way out Shirzon did; we're doing the same work as each other. Where can we meet quietly? I bet they know far more than I do. They've been talking to folk and stuff.

At breakfast, Korech remains muted and upset, eating his lousy food and wondering how he can burn the lousy place to the ground.

Where can we meet? Well, Shirzon is quiet, maybe start with her.

After yet another day Korech is at his wit's end. He messes up chopping the wood, an activity he's gone through so many times it should be routine at this point. The lash almost bring him to his knees, but he manages to keep upright.

I swear I'm going to kill Krast, that fat bloody oaf.

Scrubbing the floors doesn't go that well either, as Korech almost passes out mid-scrub. While at prayers he keeps an eye on the priest, once again noting how boring the priest finds the entire exercise.

SOmething has happened here that made it worse than it was. But... was it ever good?

Training goes well for Korech, although he winces as he sees somebody brutally scarred by the fire brand. His ability to not draw attention to himself pays off, and it goes well.

Korech finishes off the evening with his transcriptions, having learned his lesson from the day before.

-----

That night, Korech curses as he sees Calden arrive wearing the mask of shame. His mind racing, he resolves to investigate further in an attempt to find their gear before he meets with the others.

Stealth: 1d20 + 10 ⇒ (13) + 10 = 23

Korech will explore some more.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Merephel awakens in her mask of shame, and Strength Check: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d4 + 9 ⇒ (2) + 9 = 11

Merephel, overworked and stressed, can't complete the kitchen's deliveries in a timely enough manner, and gets another lash of the whip for it. This time something is different. She is renewed in her commitment to take down the Razmirans.

'I need to start communicating with my companions. This day-to-day is killing me. We need to start coordinating.'

--

Fortitude Save: 1d20 + 4 ⇒ (10) + 4 = 14

Later, she finds renewed vigor in the monotonous scrubbing, and gets to work with a fervor. Calden's words of encouragement help her feel a bit better.

She whispers to Calden. "We need to speak later. We should start reporting back to one another."

--

When it comes time to learn to move in crowds, Merephel excels again. his part comes naturally to her, and she feels as if she has learned all she can from her teachers.

She auto-succeeds on DC 5 Wisdom Checks.

--

Intelligence Check: 1d20 ⇒ 3
Intelligence Check: 1d20 ⇒ 5
When it comes time to transcribe the Litanies of Razmir, however, she struggles once more. After failing to complete the transcription, she dons the mask of shame again, and see Calden similarly equipped. She weeps for her friend. Unfortunately, she works late enough that she falls into bed, and is asleep almost instantly.


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

========
Transcriptions
=========

Int: 1d20 ⇒ 19

Korech miraculously manages to complete his transcriptions without issue, his hand shaking the entire time.

========
That evening...
========

Having explored all that he can, Korech resolves to get some sleep. He looks sadly upon Merephel and Calden as they show up in the masks of shame, and examines them closely to determine if they can be broken.

Later that night, Korech sneaks over to Shirzon, and shakes her, keeping a hand over her mouth before whispering to her in orcish.

Orcish:

"We have equipment, way out. We need to meet and see if we have all for mission. Can you remove the masks?"


Council of Thieves Maps

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DateFireday, Neth the 28th, 4609 AR
TimeDawn to afternoon
LocationTamran, The Temple of Razmir
WeatherRainy

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The next morning, when you are abruptly awakened by Krant, you immediately notice that something is amiss: Shirzon is not there, in her bed. As the rude man gives you the usual five minutes to wear your white robes and put on your masks, your head is filled with concerned thoughts about your missing friend. Your best hope is to simply find her eating in the dining hall, but when Krant takes you there for the usual breakfast of bread, water and old fruit, Shirzon is not even there. You begin looking around nervously, but you’re not allowed to talk too much. Asking some acolytes around as you have your breakfast, it’s immediately clear to you that them don’t know anything about where Shirzon could currently be as well. Someone speculates that she might have been caught while sneaking out of the barracks and harshly punished; someone goes so far as to suggest that your friend might have been abducted and used a sex slave before being killed. Everyone knows that a few acolytes completely vanished during the course of the last few years, and although no one dares to ask the heralds about their fate, everyone is pretty sure that they’re no more among the living. Ofelia, using her whispering spell, informs Calden that she actually knows about an acolyte called Othallan that has gone inexplicably missing a few weeks before your arrival.

After the quick and mournful breakfast, Krant takes you in the courtyard and assign a task to each of you.

---

Important note: From now on, we will be largely ignoring the daily routine. Your character has now grown used to the menial tasks and have learned how to carry them out properly, including learning some tricks to stay awake during the prayers. As a consequence, I don’t need you to roll any check for your daily duties from now on. Also, I won’t be copying/pasting the routine description anymore, because I think that you’ve largely familiarized with it that it’s useless for me to repeat it once again. So suppose you’re your characters spend their remaining days in the temple performing their usual activities, without having to bother to roll for their checks. Of course, as will happen just below, sometimes something will happen that disrupts the usual daily routine, and in that case I will describe the scene and ask you to react you to it as you see fit.

---

It’s early afternoon, and right after the afternoon prayer you and Evlar are gathered by a Krant in the courtyard. This would have been the time of the day usually spent on training, but it seems Krant has something different to task you with. Until now, you’ve not managed to acquire any new information about Shirzon.

The large and brute cultist inspects you with a mocking attitude, laughing at your equipment and making jokes about your posture. “Look at me!” he calls out to the gathering crowd of acolytes and priests, with a mocking feminine tone in his voice and gestures, pointing to Korech “I’m a big, strong half-orc but I can’t keep my shoulders straight!”. The crowd laughs out loudly.

Then Krant continues his inspection tour, stopping in front of Calden. “Oooh, what we’ve got here? A pretty lil’ lad from…wait, what? Oh, right, nobody cares about it! Keep your feet and shoulders straight and parallel, you lil’ pancy!” The crows laughs again, even more loudly.

Then Krant moves to stand in front of Merephel. He goes around the Kassenite girl, hoping to find something harsh to say, but Merephel’s posture is perfect. Krant grunts approvingly and while he’s still behind Merephel, he slaps her ass. The girl can feel Krant’s obscene, knuckly hands touching her butts, hanging there for too long. “Look at her, you sewer rats! This girl knows how to keep a decent posture. Can you see her? She’s so stiff and shaking, but still she keeps her shoulders straight. And her ass is so tight! Tell me, lil’ girl, how did you manage to keep your ass so tight? What? Please speak louder, I can’t hear you! Oh! I see! You’ve been practicing very hard to keep your butts that way. That’s why you’re always walking as though you had a stick right in your ass!” The gathering congregation laughs out loudly. Evlar is shaking, he knows he will be next. Or maybe there’s something else. He keeps his teeth and fists clenched tightly. Suddenly, the half-elf speaks aloud, muting the laughs instantly. “Shut up!” he shouts at Krant. The crowd suddenly turns silent. Krant stands at the half-elf without saying anything for a few second. Then, he hits him right in his face with a punch, knocking several Evlar’s teeth out of his mouth. The half-elf screams in pain as Krant orders one of the priest to separate Evlar from the group. He forces the half-elf to kneel before him and then starts to hit him with fists and kicks in the face and abdomen, almost to the point of killing him. When Elvar is unconscious and badly bleeding, Krant gestures to one of the priest to take care of him. You can clearly see the priest pouring a green potion in the half-elf opened mouth and taking him away with the help of two acolytes.

ANYONE ELSE WANTS TO PLAY THE BRAVE HERO?” shouts out Krant furiously. No one dares to speak. Krant laughs nervously, his eyes gazing at the attending crowd. “You! he says pointing to another acolyte, “You will go with them to replace that moron”. The acolyte nods and quickly comes to your side.

Well, it’s time for you to know what you’re going to do today!” Krant laughs nervously again, but his voice is still altered by the rage, “There’s this baker, Welton Grompus, who’s late paying his protection money to the temple. You must enter the bakery and retrieve the missing money at all costs. I heard you’ve done pretty well two days ago while accompanying the herald. But I want to see your true colors myself. Gather your things and then we go.

---

As you gather your things and prepare to depart with Krant, your new, unexpected companion whispers in your heads. “Don’t worry”. Calden immediately recognizes her voice. “I’m Ofelia. You can trust me, fellow Kassenites” she whispers before interrupting any further mental communication.

---

The bakery, called the Harvest Hearth, is located just three blocks away from the temple and its oven supplies fresh bread and rolls to most of the inns and taverns in the area. Krant escorts you and Ofelia to the temple, along with a pair of additional acolytes. Once there, he waits outside, turning away any new customers until the place is empty, aside from Welton. Once this is done, he sends you inside to retrieve 100 gp in missing payments. He also informs you that you should wreck the place to teach Welton a lesson. Krant and his two acolytes wait outside to make sure no one interferes.

---

You’re now inside the bakery. In front of you, behind a bar, there’s the baker, Welton Grompus, a corpulent middle-aged man with a well-tended mustache wearing a powdery smock. Welton greets you as soon as you they enter. “Well met, friends!

Identify the skeletons ⇒ DC 5 Sense Motive check:
Although the man is trying his best to conceal it behind a warm welcome, he despises members of the cult of Razmir, as revelad by the look in his eyes.

Welton quickly gathers up a basket of fresh bread and offers it to you, saying with a nervous voice as he hands you the basket, “Y-you will get you payment next week”.

______________________________________
Though encounter this one!

New Roll20 map (the bakery) available in a few minutes!

I’ll be posting again as soon as possible after you, as to give a “back-and-forth” feel to this roleplaying encounter!


Male LG Human (Nirmathi) Monk 6

Calden is relieved the next morning, that he'll be allowed to remove the mask of shame. Unfortunately, he has little time to appreciate this feeling, when Shirzon is found missing. The things that has hears over breakfast only confirm his worst fears, but he tries to calm himself. They're my worst fears, so they could just be the other's fears as well. Maybe Shirzon went exploring at night, and couldn't get back in time. Or she found a way out, and escaped. No, she'd never do that without us... Still, if she'd have been caught, they would have told us to set an example. Clinging to that thought, Calden gets through the morning chores and afternoon prayer.

--

Calden stiffens at Krant's insult of his posture, and he's ready to come to blows with the priest when he assaults Merephel. That's it! This has gone on long enough! Realizing what this could mean for their mission, Calden hesitates and in that instant Evlar has already confronted Krant. The only thing Calden can do is stand aside when Evlar is beaten by Krant, trying not to register the violence too much.

Bad tidings continue when Evlar is taken away and Krant explain's their training mission for the day. See? I knew it couldn't be done with simple pick-pocketing. We'll have to participate in every scheme this cult has going. Bah! The only point of light is that Ofelia is assigned to complete their team. Maybe that gives us some leeway to get this done without resorting to the worst....

--

Sense Motive, Take 10: 10 + 2 = 12

Wielding his quarterstaff, and not much else, Calden enters the bakery. He takes the basket from Welton, but quickly puts it down by the side. "Well met." This isn't good. There's no way we could get away with a delay in payment... Calden tries to put up a stern voice, with some (well-meant) compassion. "We've been told that your payment was due already. It will be very hard to convince them to accept a delay. Tell us about the money you owe, and why you don't have it yet." 100 gold pieces? That would be a fortune to a humble baker... And they want us to demolish his source of income as well? Maybe we can convince the cult that it wasn't necessary, because Welton paid promptly and was already suitable cowed?


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

I still see the same roll20 map - upstairs, the scene where we had to fight each other. Also, do we have our gear at this very moment? Or just the robes/masks?

Shirzon's absence throws Korech into a blind panic and thanks to the masks of shame he's unable to talk to his friends. He barely sleeps throughout the night and is an even more miserable wreck by the next day. Mechanically, he goes through his chores without too much issue, furiously trying to listen in on conversations, or sneak glances where possible.

After leaving afternoon prayer Korech's stomach falls as he sees the circle of acolytes and Krant. Although normally very vulnerable to verbal abuse, his complete contempt for Krant has him just sneer at the fat man through his mask, unmoving. However, once Krant starts attacking Calden and Merephel his hands involuntarily clench into fists.

The sudden burst of violence against Evlar astonishes even Korech, and memories of the brutality of the orc tribe he was raised in come flooding back. Every punch feels like it's landing on Korech, and despite his distaste for Evlar he can't help but feel incredible sympathy.

Korech numbly takes on the mission for protection money, although secretly delights at the clear orders to break the law. Ofelia's message to him sends waves of fear through the half-orc, but also are some comfort.

Ofelia knows who we are... I have my weapons and armour... we could just leave.

Knowing he's rubbish at talking to anyone, Korech simply places a hand on Merephel's shoulder and leans in, whispering very quietly.

"We done mission, have what need... I think. Just have to find Shirzon."

Once inside the bakery, Korech just looks tall and threatening, staring at the baker from behind mask, letting someone else take the lead on how to talk through this.

SEnse Motive: 1d20 + 7 ⇒ (6) + 7 = 13


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Merephel auto-succeeds at the Sense Motive.

When she awakens to find her companion missing, Merephel can't help but worry. She runs through the various possible outcomes in her mind, and decides that Shirzon is more than capable of taking care of herself. Trusting in her friend, although reluctantly. She proceeds about the day, trying in vain to forget about Shirzon.

'Surely she just left to get the Pathfinders. Or maybe she got stuck trying to escape, and will be back for us tonight?' She wonders to herself.

--

When it comes time to meet in the courtyard, she is punctual.
When Krant insults her friends, she ignores him, hoping he will pass her over.
When Krant gets to Merephel, it seems she gets her wish. There are several moments of silence.
When he grabs her, however, all her mental peace is shattered. She has memories of Grimscar, and all his lewd advances. Something in her breaks, and she struggles to stay upright.

She is brought back to herself by Evlar's heroic defense, and then promptly crushed when he is beaten. If she wasn't trying so hard to complete her mission, she would have aided him. It pains her to watch him suffer for protecting her.

--

At the bakery, feeling a little revived from Korech's encouragement, she boldly strides into the bakery. She is projecting confidence, and keeps reminding herself that they will be benefiting this man by bringing down the cult.


Council of Thieves Maps

"Please, I don't have the money!" begs desperately the baker. "I...I just don't have that money...Please, have mercy! I'll pay next week, I promise!" hesitantly says the man, with beads of sweat covering his forehead.


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Shirzon wakes up tired after the lumps that Calden gave her, but the return of her equipment is a pleasant surprise. We’re gaining their trust. Fools. Krant’s going to regret that sooner rather than later. As she’s unloading deliveries, she double checks her Pathfinder Pouch to make sure it hasn’t been discovered. She sighs with relief as she discovers the secret dimension inside of it still contains her hidden items, before carrying on with her duties for the day. Going out with the priests so they can “liberate donations” is frustrating, but Shirzon plays along, figuring that pickpocketing is one of the least concerning activities carried out by the so called church. She would honestly rather gather the coin herself, but she settles for putting on a martial display. She manages to put on a pretty good show, imagining striking Krant’s stupid face with every swing of her blade and mace.

At dinner, she drinks. Although the wine is cheap, it’s still wine, and she drinks heavily as the cult’s routine starts to wear her down. After a couple of bottles, she staggers back to her bunk and collapses. Her usual dreams of escape are distorted by her swimming head, and she has to get up to stumble to the latrine. She voids her stomach, getting some splashes of red wine on her white robes. Going back to her bunk, she falls into a deep sleep.

On Oathday, she wakes up with her head pounding. She trudges through the day, doing her best to just meet the requirements of the routine without faltering and getting punished. Under the gaze of the grey-robed priests, her aching body sweats and her parched mouth can barely form the words she needs to go through the training exercises, but she manages to reach the end of the day. She tries to drink as much water as she can at dinner, and she nods at Korech’s suggestion to meet up. But her past two days have been pretty rough, and she falls asleep before she can carry out any clandestine plans. Drifting off, her head less painful than in the morning, Shirzon makes plans and schemes to meet up with her Kassenite allies. The next morning, though, she is nowhere to be seen . . .


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Korech boldly comes to the man, grabs him by the shoulder, and leans in, whispering in an intent, low growl, taking a huge risk based on his read of the man's emotional state.

Baker:

"We need wreck shop for show, play along, cult go away. We only break what you say not to break, not hurt shop too much. We do opposite of what you say. Now look scared."

Korech shoves the baker back. He walks over, and knocks a bag of flour over.

"We not happy! Razmir want keep you safe, why you do this? You want me break things?!"


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Merephel walks over to the spilled flour, and rubs it around with her foot. It makes a mess, but doesn't cause any damage to the shop. She crosses her arms and tries to look intimidating.


Male LG Human (Nirmathi) Monk 6

Hmm, Korech is being pretty hard on him. That's probably what he expected as well. Let's see if we can work on him from both angles.

Calden walks up to Korech and puts a hand on his shoulder. "Relax. I'm sure we can find a suitable solution." Turning to the baker, he keeps his voice soft and emphatic. "We don't want to break things here." Isn't that the truth... "But the church will be upset if we don't bring the money. Tell me why you don't have it you. How much do you have?"

Is there any way we could pay for him? Or get him to pay, if he knows he'll get it back somehow? ow could we pull it off, without giving ourselves away?


Council of Thieves Maps

The baker takes a long, skeptical look at Korech and sighs when the half-orc stops speaking: he shrugs and nods eventually. "A baker doesn't have all that money..." says hexitantly the man to Calden.


Male LG Human (Nirmathi) Monk 6

Calden keeps talking to the Baker, hoping to sound reasonable. Maybe he'll let slip something that can help. "I understand that, but we've been told that you owe 100 crowns gold. And it's probably not the first time that you've had to pay. Why do you not have the money now? How much do you have? If you don't pay, we'd be forced to make a statement, and that will only leave you further behind..." This is going to sound ridiculous, but I have to try. "We have to come to a reasonable solution, yes?"

-Posted with Wayfinder


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Korech steps back, watching Calden and the baker carefully.


Council of Thieves Maps

"Listen, I've not got those money. And even if I did, I won't be giving them to you!" replies the baker in a suddenly harsh tone, turning to his rolling pin and wielding it as a club. "Now go away and make whatever statement you want! I'll pay next week". The light in his eyes is desperate, revealing that the man had open not to come to this.

Ofelia laughs behind her mask and her face turns towards Calden, eagerly waiting to see his reaction.

---

DC 15 Sense Motive check:
The way the baker has mentioned him not giving you the coins even if he had them makes you think that he likely has the requested sum, maybe hidden somewhere in his bakery.

---

DC 20 Sense Motive check:
It's somehow strange how the previously terrified baker has suddenly turned violent. Maybe he's read the hesitation in your eyes and thought that you must be new recruits, thus feeling confident to scare you off with his display of martial prowess with his rolling pin.

______________________
I'll be posting again at 06:45 P.M. GMT +1 (10:45 A.M. for Korech, 9:45 A.M. for Shirzon and Merephel), botting everyone who's not acted yet.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Sense Motive: 1d20 + 10 ⇒ (2) + 10 = 12

Well, Merephel is no help today, apparently.

Merephel eyes the situation with apprehension, but only because she hopes the poor baker doesn't get hurt. She knows Calden and Korech can take care of themselves.


Male LG Human (Nirmathi) Monk 6

Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9

Stubborn man. Goat! We're the best group he could have wished for, and he chooses to make a stand now?! Calden looks to his fellows, but it seems like there's no help coming. He sighs, and makes one last plea of the baker to avoid hostilities.

"Look, I know this may sounds hard to believe, but we're not hear to beat you up. If there's any way that we can resolve this without violence, we'll take it. But you have to do better than the promise to pay next week. We will need something tangible to show..." Please don't by too stubborn. Or proud...

Diplomacy: 1d20 + 5 ⇒ (8) + 5 = 13

Too bad you didn't Take 10 on the Sense Motive, Meph. :(


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Yeah, I even thought about it. But I imagined the situation makes her uncomfortable, so I didn't think taking ten would have been appropriate, you know?

Merephel pleads with the baker with her eyes.

She (through auto-succeeding) assists Calden's Diplomacy roll.


Council of Thieves Maps

"Look, I can give you no more than 50 crowns. That's all I have, you monster. Here, take it " says the man as he opens a secret locker behind his bar. "And now go away. You must be proud of this... " says the man shaking his head in disdain while still keeping a tight grip on his rolling pin.

Of course, you all know far too well that Krant isn't going to be accepting only half of the original debt. Ofelia remarks your inner awareness by shaking her head.


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Korech grunts. Awkward, and not used to dealing with people, particularly with this sort of facade, he just brusquely brushes off the baker.

"Razmir accept 50 for now. But you not pay enough, we teach lesson!"

Turning his back to the baker, Korech looks at Calden and pats his own coin purse before he starts trashing the place, knocking over crocks, and smashing anything that looks replaceable and not too valuable. Of course, not really have much concept of value, Korech isn't very good at choosing what to smash.

Korech will add 50 of his own to the fee and try to silently communicate this to his pals.


Council of Thieves Maps

The baker widens his eyes as he hears Korech’s proposal. “Wha…” he tries to say, incredulous. “Why are you doing this for me?” he asks, his expression somewhere between surprised and skeptic.

Ofelia reacts to Korech’s plan by simply smirking behind her mask. “Well, let’s wreck this place now” she says before starting smashing noisy objects without too much value. Following Korech’s plan, you do the same, and you’re able to produce quite a noise without destroying anything too valuable for the baker.

The man stands astonished at you as you destroy his things. He lays his rolling pin on the wooden bar and swallows hard, tense. Then, when you’re done destroying the most noisy objects of his store, he steps forward. “I don’t know who you are and why you’re doing this for me, but…Thank you

---

Once outside, Krant asks Ofelia for a report…And the girl lies blatantly. “We have taken the money from him. He has suffered, my master. He won’t cross us again and will pay consistently in the future, I can guarantee. And we destroyed his bakery to make him pay”. The girl is extraordinarily good at lying. Krant nods, pleased. “Well done. Well done! No transcriptions for you today. Now gimme the money”. The large cultist counts every single coin in the pouch you hand him, and when he’s done he nods, satisfied. “Good. Let’s head back to the temple now” he says before leading you back to your not-so-gilded prison. As you walk through the streets of Tamran in order to reach the Temple, Krant grunts something. “I suppose you’re worried for your missing sister, you big boy…” he says referring to Korech, “Well, she’s been caught while she was trying to sneak away in the night. You’ve got a naughty sister, don’t you? We’ve taken her into the cells…” You don’t know why Krant is sharing this information with you, but it seems like his mood has improved since you’ve wrecked the bakery, as though he just started to trust you.

---

Once you return to the temple, you’re assigned to your usual task. Today, though, your mind is a little bit distracted, because today is the seventh day of your stay in the Temple: tonight you’re to meet back with Reginar at the Forest Bounty. But in order to do that, you have to find a way out of this place. Fortunately, Shirzon and Korech have both discovered a secret passageway leading to the Ranger’s Lament and from there onto the streets. You were also given your equipment back, so there’s nothing to really worry about: you have your gear, you know how to sneak away…but you have to free Shirzon from the cells, of course. Korech, who has seen the secret passageway before, knows that the cells are on the way to the secret passageway, so you will be probably able to free Shirzon in the process.

---

At night, you all wake up (some of you didn’t sleep at all, perhaps) and make your way to the secret passageway following Korech’s lead. You move as silently as you can, walking though the lower level’s corridors with stealthy steps and heightened caution. Thankfully, there’s no one around.

You reach the cells, undisturbed. Here, you manage to free Shirzon from her cell. Once you reach the secret door and open it, you find that Shirzon’s equipment is piled on the table. It’s easy for the half-orc to claim it once again.

Once everyone is ready to go, you walk the tunnel leading to the Ranger’s Lament, but as you move forward you begin hearing some strange and unpleasant noises, like those of a thousands of spiders crawling on the tunnel’s walls. And that’s precisely what is happening. Merephel’s magic light enable those of you who cannot see in the dark to spot thousands of tiny spiders swarming in the tunnel and quickly moving towards you. An awful, scuttling mass of legs and mandibles scrambles forward out of the darkness, coming from a drainage hole in front of you.

---

Identify the swarm’s abilities and weaknesses ⇒ DC 11 Knowledge (nature) check:
The sight of a carpet of swarming spiders is unsettling indeed—particularly when the swarm is made up of spiders each the size of a gold coin and possessing blade-like mandibles capable of lacerating flesh with sickening ease. A swarm of spiders is a colonial mass of arachnids that relies on overwhelming much larger prey with sheer numbers rather than catching smaller snacks. While spider swarms spin webs, these webs are incapable of catching larger prey and typically serve the swarm as a lair rather than a method of capturing dinner.

Defensive abilities: As with all swarms, a spider swarm has the swarms traits and is immune to mind-affecting effects and weapon damage.

Identify the swarm’s abilities and weaknesses ⇒ DC 16 Knowledge (nature) check:

Weaknesses: As with all swarms, a spider swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Special abilities: The spiders making up a spider swarm inject a dose of poison which, combined with those of the thousands of other members of the swarm, is enough to affect a humanoid, dealing 1d2 points of Strenght damage.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Calden
Shirzon
Spider swarm
Merephel
Korech
______________________________________
Okay guys, the party is now together again, and we’re just getting into the core of the module. From now on, you’re going to face a number of threats and fights, after a very long period of roleplaying encounter allowing you to further develop your character’s psychology. Now it’s time to fight once again. As such, your posts are going to be shorter for sure, so I’m going to ask you to post at least 2 times/day (3/day would be optimal, if you can manage to).

You’ve gained 300 XP for the way you’ve dealt with the baker.

New Roll20 map available, check it out!

I’ll be posting again at 07:00 P.M. GMT +1 (11:00 A.M. for Korech, 10:00 A.M. for Shirzon and Merephel).

GM Rolls:

Ofelia Bluff check: 1d20 + 9 ⇒ (8) + 9 = 17

---

----- INITIATIVE -----

Calden: 1d20 + 2 ⇒ (11) + 2 = 13
Korech: 1d20 + 3 ⇒ (1) + 3 = 4
Merephel: 1d20 + 1 ⇒ (7) + 1 = 8
Shirzon: 1d20 + 4 ⇒ (8) + 4 = 12

Spider swarm: 1d20 + 3 ⇒ (5) + 3 = 8


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Korech breathes a sigh of relief as Ofelia, who he does not trust from all the smirking, covers for them. Krant's delight with their apparent brutality and theft makes Korech sick to his stomach, and once more he manages to not punch the tubby priest in the face.

"Thank you master, glad I do good. Sister learn lesson."

-----

That night, Korech, always a light sleeper, is up instantly and quickly moves with the others for the cell. He wraps Shirzon in a hug as he lets her out.

"We go now. They no hurt us anymore."

Skulking along, Korech steps back as he sees the awful swarm of spiders. He looks to the group.

KNowledge Nature: 1d20 + 6 ⇒ (18) + 6 = 24

"Bad spiders! No hurt with weapon, this kind spider use poison - make you weak!"

Korech starts fumbling for his alchemist fires.


Male LG Human (Nirmathi) Monk 6

At the bakery, Calden freezes up when he has finally convinced the baker to give over half the owed gold. He is very grateful to watch Korech take the initiative, and half-heartedly joins in. His gratitude hold, when Ofelia later spins the tale of their extortion of the baker. Thank you, Ofelia. Maybe the Vargidan's aren't all bad. Or maybe they are, since they kicked her out...

Calden keeps his head down the rest of the day. He heads to bed early, telling Ofelia a warm "Thank you" for everything.

He follows Korech's lead down the secret tunnel, relieved to see Shirzon once again. He relies on the half-orcs' vision in the tunnel, until the spiders appear. "Oh, bogger!"

========
Round 1
========

Finding himself without any alchemical weapons, Calden takes a torch from his backpack and spends some time lighting it.

-Posted with Wayfinder


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

At the bakery, after everything has finally calmed down, Merephel feels a little faint from the stress. She trys to keep out of the way for the rest of the day, and to keep herself optimistic about escaping.

When the group is finally escaping, she allows herself to truly hope, for the first time in several days. Maybe for the first time since they entered this prison temple. It seems like they have been here for years, and Merephel is worried that the experience may have permanently changed her in a fundamental way.

=============
Round One
=============

Merephel gasps at the sight of the spiders, and immediately casts Shield of Faith on herself.

Her AC is now 20.


Council of Thieves Maps

As Calden tries to light his torch, Shirzon draws her alchemist’s fire and throws it at the patch of spiders on the ground before they can reach the party. The flask explodes in a burst of fire, killing several spiders in the process. Then Shirzon steps back, as to avoid that the spiders can swarm on her.

A few seconds after, thousands of spiders swarms on you. You can feel them entering your mouth, hears, crawling beneath your clothes…and biting you!*

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Calden
Shirzon
Spider swarm
Merephel
Korech
______________________________________
* Each of you, except for Shirzon, takes 2 points of damage and must attempt a DC 11 Fortitude save to resist poison.

Merephel: Since the swarm of spiders acts before you, you need to attempt a DC 11 concentration check to successfully cast your spell.

Shirzon: Please remove one of your alchemist's fire from your gear.

Roll20 map updated!

I’ll be posting again at 11:30 P.M. GMT +1 (03:30 P.M. for Korech, 02:30 P.M. for Shirzon and Merephel).

GM Rolls:

Shirzon ranged touch attack: 1d20 + 6 ⇒ (10) + 6 = 16

Shirzon alchemist’s fire damage: 1d6 + 2 ⇒ (4) + 2 = 6

Swarm damage: 1d6 ⇒ 2


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Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

================
Round 2
================

Merephel gags as the spiders swarm her, her eyes wild with fear. She struggles to cast a defensive spell, thankfully successful. She backs up several feet, trying to stay back from the majority of the swarm. She tries to throw off another spell, hoping to aid her allies.

Concentration Check: 1d20 + 7 ⇒ (10) + 7 = 17
Fortitude Save: 1d20 + 4 ⇒ (5) + 4 = 9
Merephel is poisoned!

She casts Bless on the group. I will add on another concentration check here, in case it is needed. That way the group can add the modifier if she is successful.

Concentration Check: 1d20 + 7 ⇒ (9) + 7 = 16

Success! Merephel has Blessed the party.


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

=========
Round 1
=========

Fort Save: 1d20 + 4 ⇒ (19) + 4 = 23

Korech pulls out an alchemist's fire, stepping back and hurling it to the side of the spiders away from Calden as he swats the little bastards off of him.

Alchemist fire+PBS: 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Korech throws his fire on the right edge of the spiders in an attempt to not include Calden. If he has to splash Calden, he will.


Male LG Human (Nirmathi) Monk 6

=======
Round 2
=======

Fort save: 1d20 + 4 ⇒ (3) + 4 = 7
Calden is poisoned.

Calden steps away from the swarm, trying to step on them in an effort to stop them, even if he should know better. He wisely decides not to try talking, instead clamping his lips tight together. He drags his torch over the floor in front of him in a vain effort to stop more of the spiders from crawling over him.

As far as I can tell, attacking with a torch against a swarm is an improvised weapon attack that does 1 point of fire damage. Please correct if that's wrong. I'm before Merephel in the initiative order, so I didn't include Bless yet.

Attack: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10
Damage: 1 = 1


Council of Thieves Maps

Hitting a swarm with a torch proves far more difficult than Calden had expected, and the Kassenite boy is unable to deal significant damage to the swarm, apart from burning a couple of tiny spiders. Much better suited for this combat, Shirzon draws another flask of alchemist’s fire and throws it at the swarm. Unfortunately, this time the explosion is much less violent and doesn’t kill but a hundred of spiders.

The spider swarm moves, swarming over Merephel and Shirzon. They bite and crawl on the girls, injecting small doses of their poison with each bite*.

Merephel casts her aiding spell although the spider makes this task particularly difficult. Korech is the last to act: the half-orc throws another alchemist’s fire flask at the spiders. The resulting burst of flame is enough to kill all the remaining spiders and drive away the few survivors. Unfortunately, Shirzon and Merephel are partially hit as well**.

Combat is over!

Once the swarm of spiders is gone, you have to deal with the aftereffects of their poison. As you walk through the tunnel leading to the Ranger’s Lament, both Merephel and Calden starts feeling weaker. Fortunately, Calden recovers soon; Merephel needs a few seconds more instead, but eventually her organism manages to wash off the effects of the poison***.

---

The tunnel ends with a ladder leading upstairs. Shirzon explains that there’s a trapdoor above leading right into the Ranger’s Lament, but there’s a heavy crate place on it to avoid that someone could discover the trapdoor upon casual inspection. With a bit of teamwork, however, you easily manage to overcome this difficulty, moving the crate away and climbing your way up into the tavern.

You’re currently in the Ranger’s Lament storeroom. This room contains more of the various items used by the tavern, such as flour for bread, spare ale casks, empty bottles, and other foods. A partially ajar door leads to a simple kitchen containing a hearth, a few tables, barrels, and provisions for the tavern. A few knives in here could be used as daggers, and a pan could be used as a club, but the room provides little else of value. There’s a window to the south, and it’s precisely through that window that you make your escape and hit Tamran’s road once again, this time without Krant’s eyes on you.

---

You hurry to reach the Forest Bounty in time for the meeting with Reginar. Walking the city streets of Tamran by night is not a very pleasant experience. You’re forced to witness things you would have rather never known, but in the end you reach your destination. Since it’s late night, the Forest Bounty is completely empty, except for a familiar-looking man sitting at the same table where you’ve met him last week: Reginar.

As soon as he spots you, Reginar takes a deep breath of relief. “Old Deadeye be blessed, you’ve done it!” he claims out, standing up and shaking hands with each of you enthusiastically, giving strong pats on your shoulders and complimenting with each member of the party. “Good work! I suppose you’ve had to experience something terrible therein…I’m terribly sorry for that. I would have done it personally if they didn’t know my face already. But you’re here now, and this is all that matters. Please, have a sit!” says the weathered ranger as he sits along with you and gestures Loran to serve something warm for you.

Well, I spent the last few hours cursing myself for tasking you with such a hard and risky endeavor, and now you’re here, safe and sound, right in front of me, and the joy of seeing that you’re alright has almost made forget about our goal, our mission. So, tell me, have you found something noteworthy? Any proofs? Tell me everything about this week, please”.
______________________________________
* Shirzon and Merephel take 6 points of damage each!

** Shirzon and Merephel take 1 point of fire damage each!

*** Calden takes 2 points Strenght damage, while Merephel takes 3 points of Strenght damage from the spiders’ poison.

Shirzon: Please remove another flask of alchemist’s fire from your equipment.

You gain 100 XP for having defeated the spider swarm.

I’ll be posting again at 13:00 A.M. GMT +1 (05:00 A.M. for Korech, 04:00 A.M. for Shirzon and Merephel).

GM Rolls:

Shirzon ranged touch attack: 1d20 + 6 ⇒ (11) + 6 = 17
Shirzon alchemist’s fire damage: 1d6 ⇒ 1

Spider Swarm Damage: 1d6 ⇒ 6

Poison Strengh Damage (Calden): 1d2 ⇒ 2
Poison Strengh Damage (Merephel): 1d2 ⇒ 1

Fortitude Save vs Poison (Calden): 1d20 + 7 ⇒ (13) + 7 = 20
Fortitude Save vs Poison (Merephel): 1d20 + 4 ⇒ (2) + 4 = 6
Fortitude Save vs Poison (Shirzon): 1d20 + 4 ⇒ (11) + 4 = 15

Poison Strengh Damage (Merephel): 1d2 ⇒ 2
Fortitude Save vs Poison (Merephel): 1d20 + 4 ⇒ (14) + 4 = 18


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

When the other Kassenites discover Shirzon in her cell, she's lying on her back with her hands behind her head and one leg crossed over the other and swinging as she hums a quiet tune. She stops in the middle of the chorus of her favorite of Jocyn's songs (still the one about thrashing bandits, despite the fact that the man wrote one about her own exploits) and sits up to receive her visitors. Her face initially bears a deep scowl in expectation of Krant, but immediately lights up in a grin when she sees her friends. She embraces all of them with tight hugs before playfully tossing in a "What took you so long?" Despite the jokes, she's genuinely glad to see them, and turns away to wipe away the start of some tears.

---

As Shirzon and Korech make short work of the spiders, she comes out of it a little burnt but feeling better; a good fight and being out of the cell has immediately lifted her spirits, despite her wounds. "You all should really be better prepared for this sort of thing. Guess I'll need to make some more acid. . ."

---

Glad to be back in a proper tavern, Shirzon orders a drink and starts to tell Reginar all about the Cult of Razmir. She goes over the kidnapping, the forced labor, the lashings, the pickpocketing of the crowds. "Their methods are cruel and wearying. They talk a lot about personal power and wealth and stuff through Razmir, but it seems they're more like a thieves' guild with a cult in it. I found that they had a guard schedule, but I'm not sure what that proves, if anything. I got thrown in a cell for snooping around at night--which this lot just rescued me from, actually. A communal bed time is one thing, but a curfew is weird. The fact that we had to sneak out rather than just leaving says a lot, in my opinion. What about you all? Anything else I'm missing?" she asks her companions, her eyes tired but glad to be back here.

After they answer, she turns her attention back to Reginar. "Is that enough info? Tell me we're going back in there as Pathfinders, rather than spies. I want to crack some heads. One particular head especially," she growls, looking to the others for support in what surely must be a shared vendetta against Krant.

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