| wicked_raygun |
The Band carefully pack away the game and enter the last room.
Room B21
Dust blankets this room. The walls, once brightly painted to depict life in ancient Wati, are now faded. A smaller room or alcove takes up the northeast section of the room; it was once closed off by a wooden door that since has rotted away, leaving only its hinges in the doorframe. A strong, cloying odor of decay pervades the room, similar to the last one.
Buried amid the debris in the room is a large darkwood box.
The Band decides to try their luck with the key Suri found, and sure enough the chest pops open without a fuss.
Inside the Band finds a wedding robe, several pieces of inexpensive jewelry, and a strand of freshwater pearls.
They also find a strange ornamental vial. Spellcraft DC 16
And finally, they find a long scroll tube that holds a rolled-up papyrus painting—a self-portrait of an Osirian woman, accompanied by
a signature in Ancient Osiriani that reads "Ariseti".
| Djehuti |
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Djehuti had lagged behind in the room with the ruined books and scrolls, trying his best to inventory the contents by what was left, and only just now caught up, still scribbling in his notebook. He looks down into the chest and nods. "I wouldn't handle the robe just yet. I have a spell that could make it good as new but don't have it prepared. We may want to simply take the chest itself."
| Izra Kayal |
Appraise Chest: 1d20 + 9 ⇒ (7) + 9 = 16
Appraise Jewelry: 1d20 + 9 ⇒ (14) + 9 = 23
Appraise Pearls: 1d20 + 9 ⇒ (17) + 9 = 26
Appraise Robe: 1d20 + 9 ⇒ (12) + 9 = 21
Appraise Painting: 1d20 + 9 ⇒ (16) + 9 = 25
| wicked_raygun |
Just gonna go ahead and get this out of the way.
Djehuti's Spellcraft DC 16: 1d20 + 12 ⇒ (9) + 12 = 21
Djehuti identifies the ornamental vial as a "Kohl of Uncanny Discernment"
***
KOHL OF UNCANNY DISCERNMENT
Value 1,500 GP
SLOT none
CL 1st
WEIGHT —
The dark cosmetic in this small decorative tube is made from finely ground minerals. Favored by Osirian men and women alike, nonmagical kohl is applied around the eyes and is used to reduce the glare from the desert sun, and cosmetically to cause the whites of the wearer’s eyes to stand out distinctly.
When applied to the eyes, kohl of uncanny discernment grants its wearer low-light vision and a +2 competence bonus on Perception checks. If the wearer already has low-light vision, the kohl doubles the distance the wearer can see. The wearer also gains a +2 resistance bonus on saving throws against gaze attacks, patterns, visual effects, and sight-based attacks. These effects last for 1 hour. Applying the kohl is a full-round action, and it must be applied to both eyes to function. An unopened tube of kohl of uncanny discernment contains 5 applications.
TL;DR: It's magical eye shadow.
| Djehuti |
Djehuti smiles and nods as he examines the vial. He holds it up and explains its use and benefits. "Good for noticing things and seeing further in the dark," he finishes.
| wicked_raygun |
Okay, so let's a put a bow on this dungeon...
The Band of the Blackfire walk out of the House of Pentheru, tired, wounded and eager for more adventure. When they arrive at the Tooth and Hookah, they are greeted warmly by Farhaan and Toothy.
"If you tell me your stories. Drinks are on the house, tonight," Farhaan tells you with an almost fatherly affection.
The little crocodile flops in the well excitedly.
Okay, guys. Time for you to do your shopping and wrap up some extraneous threads. For example, are you guys keeping that ring you found on the body or do you want to seek out Panhet?
You're going to have a month of downtime, so I'll need 4 livelihood checks (profession, craft or performance) from each of you, and you'll gain that value in GP.
I'll also need that craft (drawing) check from Djehuti for the map of the House of Pentheru.
Now would also be a real good time for any side-questy stuff your characters might be interested in, as well. So let me know if there's anything your character wants to follow up on.
| Koshukhep |
Craft: claw carving 1: 1d20 ⇒ 16
Craft: claw carving 2: 1d20 ⇒ 7
Craft: claw carving 3: 1d20 ⇒ 9
Craft: claw carving 4: 1d20 ⇒ 5
Koshu is all for giving the ring back, if they can hunt down Panhet. He'd also like to take the mask of Bastet to his clan's priest. Finally, he will go complain about the efficacy of his charms to the seller in the market. :P
| Torin Ironbeard |
Mug in hand, Torin settles in for some serious drinking, while the other spin their yarns.
Over the next few weeks, he works at adding to his pocket change.
Proff(Gambler): 1d20 + 8 ⇒ (6) + 8 = 14
Proff(Gambler): 1d20 + 8 ⇒ (20) + 8 = 28
Proff(Gambler): 1d20 + 8 ⇒ (18) + 8 = 26
Proff(Gambler): 1d20 + 8 ⇒ (9) + 8 = 17
It might be worth looking for this Panhet. I assumed that they would be long dead, but if not, let's find for them.
Know(local): 1d20 + 6 ⇒ (12) + 6 = 18
| wicked_raygun |
Torin figures that the best thing to do is go to the area of the city known as Midwife. This district is the heart of Wati, cradling most of the city’s temples, markets, and professional artisans. Perhaps someone there could recognize the inscription.
Torin, with your roll you reduced the Gather Information check to a DC 12. Either you or another player can make this check.
| Izra Kayal |
| 1 person marked this as a favorite. |
Add 1 to all of the results if you're the type of GM that lets a player use Guidance on checks like these
Perform:Oratory: 1d20 + 5 ⇒ (9) + 5 = 14
Perform:Oratory: 1d20 + 5 ⇒ (19) + 5 = 24
Perform:Oratory: 1d20 + 5 ⇒ (8) + 5 = 13
Perform:Oratory: 1d20 + 5 ⇒ (12) + 5 = 17
Izra spent a good portion of the down time telling stories. Some at the Tooth and Hookah, for (mostly) appreciative audiences, but also some at the church, at the behest of the Sisters, and some in private booths, or street corners, to "interested parties," willing to pay for information. Some of those "interested parties" received slightly inaccurate, or less complete versions of her stories, depending upon how trustworthy (or competitive) she thought them to be.
She'd be ok with seeking out Panhet. She's not entirely sold on the "give the ring back" plan, but the seeking out, she can get behind.
Finally, he will go complain about the efficacy of his charms to the seller in the market. :P
"Oh, a thousand pardons, good Master, I had thought you were like the tourists! Seeking only charms that would fend off the weak spirits that are irritated by those who would gawk and point at the detritus of their once most noble lives. I had no idea, brave and strong Master, that you were so stout of spirit, so brave of soul, and so strong of limb that you meant to actually enter the tombs! Oh, bravest of Masters, I am a pox upon my ancestors for my stupidity! They surely hang their heads in shame at what I have done! What you need is over here! In this box I keep the most powerful of charms!" Shifty, secretive looks about, voice lowered, as he beckons Koshukhep closer, to avoid prying eyes and ears...
"These charms (blessed by the High Priests of the Ancients, themselves!), these are the only charms that a ma - er... person as brave and puissant as yourself should be wearing into danger! Very rare! Irreplaceable! Of such power are these, that I would not normally even think of parting with them for less than a small fortune in golden coins. Why, if I were to sell them for their true value, I would bankrupt the Prince himself! But for the honor of my ancestors, to repair the disservice I have done to you, Great Master, I will - I insist upon letting you have one of them... for a ruinous price. Only two hun-...er... ONE! One hundred coins of gold, and this platinum *cough*coated*cough* lion pendant, blessed by Grand High-Priest Kazulum himself, in the year before the Great Plague, when Wati was just a small collection of tents around the temple, can be yours. Guaranteed (guaranteed, I say!) to deflect all but the strongest of spirits that may wish to haunt the wearer! I could normally trade this pendant for the entire stock of the herdsmen down the way, but for you, because of the debt I owe you, I could be convinced to part with it (only for you! - Tell no one that I gave you such a deal, I beg you, or it would ruin me!), for... ninety! Ninety golden coins, a pittance! My wife will threaten to divorce me, and my children (the twelve of them!) will eat nothing but gruel for a week, because of the sacrifice I am making to make good my stupidity from before. But I am prepared to make this sacrifice, my good Master, if you will but let me make it up to you in this small way!
| Koshukhep |
"Oh, a thousand pardons, good Master, I had thought you were like the tourists! Seeking only charms that would fend off the weak spirits that are irritated by those who would gawk and point at the detritus of their once most noble lives. I had no idea, brave and strong Master, that you were so stout of spirit, so brave of soul, and so strong of limb that you meant to actually enter the tombs! Oh, bravest of Masters, I am a pox upon my ancestors for my stupidity! They surely hang their heads in shame at what I have done! What you need is over here! In this box I keep the most powerful of charms!" Shifty, secretive looks about, voice lowered, as he beckons Koshukhep closer, to avoid prying eyes and ears...
"These charms (blessed by the High Priests of the Ancients, themselves!), these are the only charms that a ma - er... person as brave and puissant as yourself should be wearing into danger! Very rare! Irreplaceable! Of such power are these, that I would not normally even think of parting with them for less than a small fortune in golden coins. Why, if I were to sell them for their true value, I would bankrupt the Prince himself! But for the honor of my ancestors, to repair the disservice I have done to you, Great Master, I will - I insist upon letting you have one of them... for a ruinous price. Only two hun-...er... ONE! One hundred coins of gold, and this platinum *cough*coated*cough* lion pendant, blessed by Grand High-Priest Kazulum himself, in the year before the Great Plague, when Wati was just a small collection of tents around the temple, can be yours. Guaranteed (guaranteed, I say!) to deflect all but the strongest of spirits that may wish to haunt the wearer! I could normally trade this pendant for the entire stock of the herdsmen down the way, but for you, because of the debt I owe you, I could be convinced to part with it (only for you! - Tell no one that I gave you such a deal, I beg you, or it would ruin me!), for... ninety! Ninety golden coins, a pittance! My wife will threaten to divorce me, and my children (the twelve of them!) will eat nothing but gruel for a week, because of the sacrifice I am making to make good my stupidity from before. But I am prepared to make this sacrifice, my good Master, if you will but let me make it up to you in this small way!
Haha! Awesome market scene! You rock, Izra.
Diplomacy: 1d20 ⇒ 1
Duly mollified by the charm-seller's apologies, and dazzled by his promises and the shiny new charms, Koshukhep barely haggled at all before plunking down more gold than the charm-seller had likely ever seen. "This time I will be invulnerable to the evil spirits!" he rumbled, looking pleased at how they glinted against his fur. Much better than the painted stones! He shook a finger at the seller. "But if they do not work, you will be hearing from me again, even if I have to haunt you!"
LOL. He's going to pay the charm-seller more than he makes in his downtime (I'll mark it as 150gp for his weak attempt at haggling). Poor, superstitious Koshu.
| Djehuti |
Craft:Drawing for notes: 1d20 + 8 ⇒ (4) + 8 = 12
Craft:Alchemy for downtime: 1d20 + 10 ⇒ (13) + 10 = 23
Craft:Alchemy for downtime: 1d20 + 10 ⇒ (16) + 10 = 26
Craft:Alchemy for downtime: 1d20 + 10 ⇒ (2) + 10 = 12
Craft:Alchemy for downtime: 1d20 + 10 ⇒ (1) + 10 = 11
If we've got money and time, Djehuti can make alchemical or wondrous items for the group or scrolls for himself. Since we don't have a lot of extra coins laying around he should probably focus on alchemical items for now. His Take 10 result is 26, so he can reliably make anything under a DC of 25- that's alchemist's fire/ice, sunrods, fire/frost ward gel, vermin repellent (!), most of the weapon blanches, antiplague/toxin, smoke pellets, tanglefoot bags, thunderstones, and a bunch of other stuff. Any requests?
He would also want to go out and copy 2nd level spells to his spellbook.
| Ahmed Kharim |
Ahmed Craft: 1d20 + 1 ⇒ (20) + 1 = 21
Suri Assist: 1d20 - 2 ⇒ (6) - 2 = 4
Ahmed Craft: 1d20 + 1 ⇒ (14) + 1 = 15
Suri Assist: 1d20 - 2 ⇒ (8) - 2 = 6
Ahmed Craft: 1d20 + 1 ⇒ (15) + 1 = 16
Suri Assist: 1d20 - 2 ⇒ (4) - 2 = 2
Ahmed Craft: 1d20 + 1 ⇒ (14) + 1 = 15
Suri Assist: 1d20 - 2 ⇒ (9) - 2 = 7
21+15+16+15. Total of 67gp. THANKS FOR NOTHING, SURI.
Though they still haven't mastered the art of working together, Suri and Ahmed manage to create and sell a few sculptures that commemorate their adventure: two marids made of glass, a vargouille made of sand, and a doru made of sand.
| Izra Kayal |
Izra manages to track down a jeweler who recalls the young couple.
"So sad. Panhat has been beside herself with grief since she lost her beloved."
The jeweler gives you directions to her family's home.
Izra informed the rest of the group of her discovery, and, resigned to the reality that giving the ring back is "the right thing to do," asks if anyone wants to come along.
Once those who were going were ready, they headed out to find Panhat.
| Koshukhep |
Koshu agreed to come along as well, thinking that his skill at tracking humans might be of use - until Izra mentioned that she knew where Panhat's home was.
"It will be good to return what was lost to the grieving," he grunted, angling his body so that the sunlight glinted on his new charms. "Too many would have taken what was not theirs to keep."
| Djehuti |
I forgot about Crafter's Fortune, so Djehuti's downtime Craft checks should be
Drawing: 17
Alchemy 1: 28
Alchemy 2: 31
Alchemy 3: 17
Alchemy 4: 16
Separate Craft: Alchemy checks for crafting items for self/team:
Week 1 items: 1d20 + 15 ⇒ (3) + 15 = 18 Acid, SP price= 100, DC 15, 2 items this week = 6.66 gp
Week 2 items: 1d20 + 15 ⇒ (13) + 15 = 28 Alchemist's Fire, SP price= 200, DC 20, 2 items = 12.32 gp
Week 3 items: 1d20 + 15 ⇒ (13) + 15 = 28 Alchemist's Ice, SP price= 400, DC 20, 1 item = 12.32 gp
Week 4 items: 1d20 + 15 ⇒ (16) + 15 = 31 Vermin Repellent, SP price= 50, DC 20, 12 items = 20 gp
Total crafting cost= 51.3 gp, leaving him with 57.7 downtime gp after crafting. Then he goes out and finds Command Undead to copy from someone (Take 10, auto success vs copying Spellcraft DC 17) for 60 gp.
He'll distribute 2 Vermin Repellents to each PC.
| wicked_raygun |
Djehuti puts the finishing touches on his map of the House of Pentheru and includes his own personal accounts of its exploration. The Grand Mausoleum are thrilled by his efforts and reward the Band of the Black Fire an extra 200gp for their diligence.
***
Meanwhile, Ahmed, Izra, Koshukhep, and Suri find themselves at a modest home in the Outer Farms district. The door opens to find a middle-aged man with a black and white oiled beard and modest clothes.
"Yes, may I help you?"
| Izra Kayal |
Pretty calm and collected for a dude who just opened the door to see a woman with glowing eyes, a giant, walks-on-two-legs lion, and the pair that is Ahmed and Suri... ;-) Actually...
Though she was dressed in her 'local civilian' robes, Izra also took the precaution of using her ability to disguise her features. Not everyone was as used to the myriad of races and peoples that she was. Thus, as she knocked on the door, the blue-green glow faded from her eyes, revealing human-looking (if very lovely) pale-blue irises. Her hair went black, and her skin took on the brown tones of one who has seen time in the harsh Osirian sun.
"Good day, good sir," Izra greeted the man, "My name is Izra, and these are my companions," she introduced each of them appropriately, "I apologize, but we come on a mission of some sadness. Is Panhat at home, by chance?"
I wasn't sure how everyone likes to be introduced, so handwaved that bit, sorry.
| Izra Kayal |
Izra set her tea cup down and stood, politely.
"I am sorry, Panhat, but perhaps it is we who can offer you some small help. That of closure, and certainty, at least. But first, can you tell us, when you last saw your beloved, where was he planning to go?"
er... Was it a male body we recovered the ring from? If not, make that "she."
| wicked_raygun |
Yep, male.
Panhet looks stricken for a moment.
"Akar? Well, three months ago. He went missing in the city. He worked there. I had held out hope that he was still alive, but his family declared him dead earlier this month."
Suddenly she looks hopeful.
"By the gods, have you found him? Is he still alive?"
| Izra Kayal |
Izra gave the woman a sad look, and merely held out her hand, palm up, with the ring upon it.
"I am sorry, Panhet, but we found his body in the Necropolis."
| Kwin Longclaw |
Kwin's first priority upon exiting the House of Pentheru is to do something about the infernal itching.
The initial phase of which is to take advantage of Farhaan's kind offer and get drunk at the Tooth and Hookah.
Fortitude Save (Day 1): 1d20 + 1 ⇒ (2) + 1 = 3 Yeah, he definitely needs a doctor.
... after a hearty breakfast he sets off to find assistance. Asking around, he eventually tracks down an Inquisitor who, despite asking entirely too many questions, seems up to the task. The man asks for a deposit and instructs Kwin to come back the next day after the spell has been prepared.
A day later...
Fortitude Save (Day 2): 1d20 + 1 ⇒ (11) + 1 = 12 Sheesh, glad I didn't risk it!
... Kwin returns to the Inquisitor, pays the balance of the 150 GP owed (darned deductables and co-pays), and the spell is cast.
Caster Level Check (CL5 required to cast SL3): 1d20 + 5 ⇒ (17) + 5 = 22 Yay!
Kwin seems much more at ease when the group gathers for dinner in the evening.
Perform (Wind): 1d20 + 3 ⇒ (19) + 3 = 22
... and manages to turn in a great performance, once again impressing the bandleader, who invites him back the next night. Over the coming weeks, Kwin earns a bit of coin from patrons who enjoy his music -- not only in the tavern at night, but as a street performer.
Too, he impresses occasionally by dancing, a skill developing from the turns, parries, dodges, spins, and thrusts of his near-incessant rapier and sword practice. While he has no interest in being a dancer, he appreciates the synergy with swordplay, and certainly isn't one to turn down money when it's handed to him!
Perform (Dance): 1d20 + 7 ⇒ (19) + 7 = 26
Perform (Wind): 1d20 + 3 ⇒ (14) + 3 = 17
Perform (Dance): 1d20 + 7 ⇒ (4) + 7 = 11
Kwin declines Izra's invitation, feeling he would be out of place in what will surely be a somber discussion. And other than an occasional spin through the shops, he spends most of his days practicing new swordplay techniques and improving his skill with the thrown dagger.
Most of his nights are, of course, spent carousing.
| Izra Kayal |
Izra had a quiet word with Panhet's father, away from the grieving widow.
"I'm not entirely sure that you want the body returned," She said, softly. "He did not die in a particularly pleasant fashion, and his head is... missing."
Sorry, posting from my phone. I am under the impression that Akar died by becoming one of the floaty heads. If that's not correct, then skip this, as Izra wouldn't need to have this conversation.
| wicked_raygun |
Yep, he was kissed by the vargouille. His head was one of the ones you fought.
The man looked stricken but pressed on.
"Regardless, we would prepare the body as best we could that the Lady of Graves ushers him properly. Please, I knew that boy since he was a child. He was like a son to me before the wedding."
| Torin Ironbeard |
Torin will refuse the man's money,
"No thank you. If we had been in need of coin, we would have taken the ring to the market. We simply wanted to see it returned to its rightful owner. As for the remains, we can see that they are returned to you, at no cost. We have no need to profit from your loss"
I hope everyone is ok with that. 150gp isn't really that big of a deal and Torin is feeling generous now that his coin purse is full.
| Koshukhep |
Cool with me.
Koshukhep stood and placed a warm paw on Torin's shoulder, whiskers bristling with approval. To Panhet's father, he said, "Know that we do this because it is the right thing."
Then, very carefully, he set the teacup down.
| Izra Kayal |
Izra nodded. In agreement with Torin and Koshu, but also in acquiescence to the wishes of Akar's kin.
It will be done, I swear it.
That should raise some eyebrows from the other group members. Izra is *very* careful about explicitly committing herself to things, and almost never actually swears or makes promises. In fact, in the entire time they've known her, it would be tough for any one PC to remember more than 2 or 3 times where she's done so. (The promise to help find, and then to help free Ahmed would be 2 of those times.)
| wicked_raygun |
The man is touched and says, “Thank you. A thousand blessings on your house. And know that from this day until the end of my life, you have a servant in Sabul Kintargo.”
The Band of the Black Fire leaves the Kintargo home.
And then the very next day the entire band returns to the House of Pentheru. They quickly retrieve the body of Akar, and wrap him carefully in a blanket. They carry his body and when they arrive at the gates of the Necropolis they find a gathering of people waiting for them. It is Akar’s family and friends. They march down the streets in a makeshift funeral procession. Some sing hymnals to Pharasma, while others pray for his ease into the afterlife.
Eventually the band arrives at the home Panhet shared with Akar. A priestess of Pharasma begins the funerary rites. The family thanks the Band over and over again.
Okay, moving along. Any other down-time business?
| Izra Kayal |
Reserving a shopping trip (no time to figure out exactly what she needs today, I have my kids). It'll be modest, but don't want to hold up the game for it. Should have it done before Monday though.
| wicked_raygun |
After nearly a month of exploring, archiving, map-making, and outfitting, the band of the Black Fire receive a message from the Grand Mausoleum to report the next day for their next exploration site.
The Band is received by a Pharasmin Priestess. She greets you, thanks you for your diligent work and then shows you to a room with a large map of the necropolis. She points to a spot on the map.
"Pharasma has chosen you for this site. It is an ancient temple to the god of magic, Nethys. There is little else we can tell you other than our records list it at as the 'Sanctum of the Erudite Eye'."
You remember that one of the adventuring groups you met after you explored Akhentepi's Tomb was called the Scorched Hand and they were seeking this very site.
| Djehuti |
Int check: 1d20 + 5 ⇒ (15) + 5 = 20
Djehuti nods absently as he takes in the large map, clearly enthralled by the detailed drawing. "Excellent, excellent." It's not clear whether he's talking about the assignment or the map.
| Torin Ironbeard |
Int: 1d20 + 1 ⇒ (15) + 1 = 16
"Hey, wasn't there already another team looking for this place? I guess that we just got lucky. Must be all kinds of goodies in there if outsiders have heard of it before."
| wicked_raygun |
"What other teams want is irrelevant," the priestess answers bluntly.
"This site was assigned to you by a random draw, so that only the Goddess of Fate may intervene. Rest assured, if you were given this site, it is because Pharasma herself has deemed it so. And if this other group was not, it is also the goddess' will."
| Djehuti |
Djehuti nods, though he doesn't take his eyes off the map. "The Scorched Hand. I would hope they have the sense not to assault us the way (what was that guy's name?) did."