Way of the Wicked (Inactive)

Game Master Whack-a-Rogue

"Lord's Dalliance" Inn
Aldencross
Watchtower Balentyne


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GM Rolls:
Kargeld: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Marvin: 4d20 + 2 ⇒ (6, 12, 8, 17) + 2 = 45
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Zyxtyvia: 2d20 + 2 ⇒ (20, 4) + 2 = 26
Confirm: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Kargeld roars in fury as Erick grabs him. "You want my ship, do ye? I killed my brother to take her, and I'll kill all of you to keep her!" His powerful muscles flex as he easily breaks free of Erick's grasping arms and reverses the hold. At the same time, the Frosthamar's crew stop what they're doing and unleash a volley of arrows.
Erick: grappled
Marvin: 8pts piercing damage from an arrow
Zyxtyvia: 8pts piercing damage from an arrow + Concentration DC 20 to avoid losing your spell


Female Portrait Elf Witch (Bouda) 4(HP:26/26)(AC:15 (18 MA)/FF:12/T:14/ CMD:14)(F:+2 R:+4 W:+5)(Init:+3)(Perc:+11)

Concentration: 1d20 + 8 ⇒ (12) + 8 = 20


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine clenched her fist, then hurled a bolt of energy through the air and towards one of the archers. They'd unslung their bows impressively quickly, hadn't they? It was a bit of a shame they all had to die - but orders were orders, and they'd have to do a lot more than that to convince her to exercise her discretion.

Destructive Blast (Crew Member): 1d20 + 3 ⇒ (11) + 3 = 14 for Damage: 2d6 ⇒ (6, 4) = 10


Male Human Shifter 4 | HP: 39/39 | AC: 16; T: 10; FF: 15; CMD: 21 (23 Grapple) | Fort: +8; Ref: +6; Will: +6 (+2 vs. sleep or paralysis) | Int: +1; Perc: +14
Limited Use Abilities:
Spell Pool: 8/8
Buffs:
None

The dragon roared in bestial fury and tore into the nearest archers.

Claw 1: 1d20 + 7 ⇒ (9) + 7 = 16, Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Claw 2: 1d20 + 7 ⇒ (4) + 7 = 11, Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Bite: 1d20 + 7 ⇒ (17) + 7 = 24, Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Dark Archive

Human Brawler 4 | HP 44/44 | AC 18;TCH 14; FF 15 | F +7; R +7; W+1 | CMB +9 (+12 Grapple); CMD 22 (25 Grapple) | INIT +5; Perc +7
Consumable:
Martial Flex 4/5 | Arrows 20/20; Bolts: CI 50/50

"Not gonna happen today. Pa was much stronger than ye are. Well, ot anymore but ye get my meaning." Erick's plants his legs and twists the Captain's arm into an awkward angle before swinging his arm around the man's head.

Reverse Grapple: 1d20 + 11 ⇒ (20) + 11 = 31


GM Rolls:
Marvin: 4d20 + 4 ⇒ (17, 4, 6, 13) + 4 = 44 Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15
Erick: 1d20 + 9 + 2 - 2 ⇒ (12) + 9 + 2 - 2 = 21 Damage: 1d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Marvin shreds a crew member, and Celestine seriously injures another. The remaining four men drop their bows, draw swords, and charge the dragon. As Erick strengthens his hold on the captain, he suddenly feels the prick of steel in his ribs. His opponent has a dagger!

Erick: 8pts damage
Marvin: 15pts damage


Male Human Shifter 4 | HP: 39/39 | AC: 16; T: 10; FF: 15; CMD: 21 (23 Grapple) | Fort: +8; Ref: +6; Will: +6 (+2 vs. sleep or paralysis) | Int: +1; Perc: +14
Limited Use Abilities:
Spell Pool: 8/8
Buffs:
None

Marvin's eyes flashed with anger as he thrashed about, heedless of his injuries as he tore the remaining men to pieces.

Claw 1: 1d20 + 7 ⇒ (15) + 7 = 22, Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Claw 2: 1d20 + 7 ⇒ (9) + 7 = 16, Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Bite: 1d20 + 7 ⇒ (16) + 7 = 23, Damage: 1d8 + 6 ⇒ (5) + 6 = 11

I foresee a barbarian's death in Marvin's future. Big scary dragons are also big scary targets. :D


Female Portrait Elf Witch (Bouda) 4(HP:26/26)(AC:15 (18 MA)/FF:12/T:14/ CMD:14)(F:+2 R:+4 W:+5)(Init:+3)(Perc:+11)

did Zyx's spell go off?


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

I'll see what I can do. XD In the meantime... I'd say you definitely need a higher AC if you're gonna keep rushing things, Marvin.

With the men all bunched up near the dragon, it would be hard for her to lob an accurate blast even at the best of times - and Marvin did look like he was taking a beating. She considered for a moment... then shrugged and snapped her fingers. Ever since she'd obtained Rahmiel, she'd invested power every morning to ensure her servant was available on-demand, and the quiet, almost doll-like spirit shimmered into existence beside her. It would take a few more moments for her to be ready... but she was clearly preparing to go help Marvin.

Conjuration: Summon Rahmiel.


@Zyxtyvia: You passed the concentration check, so your spell's ready to go. I haven't mentioned its effects because you haven't given me a target or attack/damage rolls. XD

Dark Archive

Human Brawler 4 | HP 44/44 | AC 18;TCH 14; FF 15 | F +7; R +7; W+1 | CMB +9 (+12 Grapple); CMD 22 (25 Grapple) | INIT +5; Perc +7
Consumable:
Martial Flex 4/5 | Arrows 20/20; Bolts: CI 50/50

Erick cringes as dagger enters his ribs. "That'll be enough of that." He sweeps his foot behind the Captain and trips the large man to the ground.

Maintain Grapple to Pin: 1d20 + 11 + 5 ⇒ (17) + 11 + 5 = 33

Strangle Damage: 2d6 ⇒ (4, 6) = 10


Female Portrait Elf Witch (Bouda) 4(HP:26/26)(AC:15 (18 MA)/FF:12/T:14/ CMD:14)(F:+2 R:+4 W:+5)(Init:+3)(Perc:+11)

Zyxtyvia aims her stone discus at a sailor not attacking Marvin if there is one, and lets it fly...

Stone Discus Ranged: 1d20 + 4 ⇒ (13) + 4 = 17 if it hits...
DMG: 4d6 ⇒ (5, 6, 1, 4) = 16


Male Human Shifter 4 | HP: 39/39 | AC: 16; T: 10; FF: 15; CMD: 21 (23 Grapple) | Fort: +8; Ref: +6; Will: +6 (+2 vs. sleep or paralysis) | Int: +1; Perc: +14
Limited Use Abilities:
Spell Pool: 8/8
Buffs:
None

Yeah, getting my AC up is going to be a priority. I need to see if there's a way to increase my caster level for the protection sphere, maybe some feats or something? Might pick up Dodge and Toughness as well.


@Marvin: Aside from the APG Magical Knack trait, and a feat chain that buffs your CL when casting ritual magic, I'm not currently aware of any. Perhaps there'll be something in the Protection Sphere expansion whenever it comes out. In the meantime, there are a few nice options for Alteration.
----------------------------------------

GM Rolls:
Break Pin: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Marvin: 3d20 + 4 ⇒ (19, 10, 14) + 4 = 47 Damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12

The captain shakes himself free of Erick's grasp and readies his weapon. Meanwhile, Marvin takes down a pair of sailors before falling under their blades. Zyxtyvia's discus narrowly misses its target [ooc](everyone was in melee with either Marvin or Erick), but reinforcements arrive in the form of Celestine's minion.

Marvin: 12pts damage. I believe this puts you at -5 HP, so I'll need a stabilization roll.

Kargeld: 10pts damage
Crew: three dead, three unhurt

Dark Archive

Human Brawler 4 | HP 44/44 | AC 18;TCH 14; FF 15 | F +7; R +7; W+1 | CMB +9 (+12 Grapple); CMD 22 (25 Grapple) | INIT +5; Perc +7
Consumable:
Martial Flex 4/5 | Arrows 20/20; Bolts: CI 50/50

Erick grows tired of the captain. "Yer a bit better at this than I thought.

Martial Flex for Power attack.

Setting his feet he swings his fist at the Captain's face.

Unarmed Strike: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Confirm Crit: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13
Damage: 1d3 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Crit Damage: 1d3 + 4 + 2 ⇒ (3) + 4 + 2 = 9


Male Human Shifter 4 | HP: 39/39 | AC: 16; T: 10; FF: 15; CMD: 21 (23 Grapple) | Fort: +8; Ref: +6; Will: +6 (+2 vs. sleep or paralysis) | Int: +1; Perc: +14
Limited Use Abilities:
Spell Pool: 8/8
Buffs:
None

Stabilize (DC 15): 1d20 + 3 ⇒ (2) + 3 = 5

The dragon collapsed under the onslaught and began to bleed out on the deck of the ship.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

For what it's worth, there's always Craft Staff - in Spherecasting, that gives you an Enhancement Bonus to Caster Level for one or more Spheres.

Rahmiel moved forwards as Marvin fell, her hands glimmering with revitalizing light. And... there was quite a lot of restorative energy there. Certainly enough to get him back on his feet.

Cure: 2d8 + 1 ⇒ (8, 7) + 1 = 16

Meanwhile, Celestine moved forward, readying another spell of her own - this time to protect Marvin.

Ready Action: Create a Protection: Barrier the next time the enemies try to attack Marvin (or Rahmiel, if they move around), encompassing them and protecting both. It will have 7 HP, and if it's still around, she'll drop it at the start of her next turn to let Marvin attack without hindrance.


GM Rolls:
Rahmiel: 3d20 + 4 ⇒ (19, 16, 16) + 4 = 55 Damage: 3d6 + 6 ⇒ (5, 4, 5) + 6 = 20
Erick: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 Damage: 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Kargeld absorbs Erick's blow and retaliates with a powerful swipe with his blade. It narrowly misses. Seeing Celestine's companion (presumably) healing the dragon, the remaining sailors surge forward. The first strike is deflected by Celestine's magic, but the other two's weapons cut deep.

Rahmiel: 13pts damage

Kargeld: 19pts damage


Male Human Shifter 4 | HP: 39/39 | AC: 16; T: 10; FF: 15; CMD: 21 (23 Grapple) | Fort: +8; Ref: +6; Will: +6 (+2 vs. sleep or paralysis) | Int: +1; Perc: +14
Limited Use Abilities:
Spell Pool: 8/8
Buffs:
None

Not sure if any rushed past me to get to Rahmiel, but if so...

AoO:
Bite (prone): 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12, Damage: 1d8 + 6 ⇒ (7) + 6 = 13

The red dragon snapped awake with the rush of healing and staggered to his feet before resuming his assault.

Bite: 1d20 + 7 ⇒ (6) + 7 = 13, Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Dark Archive

Human Brawler 4 | HP 44/44 | AC 18;TCH 14; FF 15 | F +7; R +7; W+1 | CMB +9 (+12 Grapple); CMD 22 (25 Grapple) | INIT +5; Perc +7
Consumable:
Martial Flex 4/5 | Arrows 20/20; Bolts: CI 50/50

As the Captain misses with his dagger Erick reaches out and grabs ahold of his arm.

Snapping Turtle Clutch Grapple: 1d20 + 11 ⇒ (17) + 11 = 28

Using his momentum Erick drops the Captain to the ground face first.

Grapple to pin: 1d20 + 11 + 5 ⇒ (15) + 11 + 5 = 31
Strangle Damage: 2d6 ⇒ (5, 2) = 7

"First mistake!"


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine hurled another bolt through the air, this time at one of the men who'd attacked her pet. She was rather... displeased at such individuals, and that manifested in the wearying energy that accompanied her bolt.

Destructive Blast: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13 for Damage: 2d6 ⇒ (1, 3) = 4 +Exhausting Strike, Fort DC 15 vs Fatigued

Meanwhile, Rahmiel sent another burst of healing into Marvin's body - then simply disappeared as Celestine snapped her fingers, no longer at risk of harm and ready to be called later if need be. Though, given that she was out of energy, she probably wasn't going to be... (Dismissal is a Free Action.)

Cure (Marvin): 2d8 + 1 ⇒ (1, 5) + 1 = 7


Female Portrait Elf Witch (Bouda) 4(HP:26/26)(AC:15 (18 MA)/FF:12/T:14/ CMD:14)(F:+2 R:+4 W:+5)(Init:+3)(Perc:+11)

After missing with her spell Zyxtyvia uses her Evil Eye Hex to affect Kargelds attack ability...DC 16 WIL and she moves out of the way of danger...


GM Rolls:
Will: 1d20 + 9 ⇒ (3) + 9 = 12
Fatigue: 1d20 - 1 ⇒ (18) - 1 = 17
Break Pin: 1d20 + 9 + 2 - 2 ⇒ (2) + 9 + 2 - 2 = 11

Caught off-guard by Erick's speed, Kargeld is held fast. A moment later, his muscles sag a bit from the effects of Zyxtyvia's hex.

Kargeld: 26pts damage, evil eye (attacks) 8rds

Dark Archive

Human Brawler 4 | HP 44/44 | AC 18;TCH 14; FF 15 | F +7; R +7; W+1 | CMB +9 (+12 Grapple); CMD 22 (25 Grapple) | INIT +5; Perc +7
Consumable:
Martial Flex 4/5 | Arrows 20/20; Bolts: CI 50/50

Maintain Pin; PA: 1d20 + 11 + 5 - 1 ⇒ (14) + 11 + 5 - 1 = 29
Damage: 1d3 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Strangle: 2d6 ⇒ (5, 6) = 11

Erick does what he can to ensure that the Captain stays down and is not able to organize his crew or they will all surely die.


Just waiting on the rest of the party.


Male Human Shifter 4 | HP: 39/39 | AC: 16; T: 10; FF: 15; CMD: 21 (23 Grapple) | Fort: +8; Ref: +6; Will: +6 (+2 vs. sleep or paralysis) | Int: +1; Perc: +14
Limited Use Abilities:
Spell Pool: 8/8
Buffs:
None

Did the sailors do anything? Are there more tasty morsels to eat?


I completely forgot about the three sailors. Otherwise they'd have attacked the prone, flanked, injured dragon who just got healed. Too bad Erick's already posted, so I'll have to wait until next round. ;-)


Male Human Shifter 4 | HP: 39/39 | AC: 16; T: 10; FF: 15; CMD: 21 (23 Grapple) | Fort: +8; Ref: +6; Will: +6 (+2 vs. sleep or paralysis) | Int: +1; Perc: +14
Limited Use Abilities:
Spell Pool: 8/8
Buffs:
None

Clearly, they were too terrified to do anything other than cower and wait to be eaten. Speaking of which...

Marvin's draconian grin spread wide as the sailors cowered before him, but he did not relent his attack.

Bite: 1d20 + 7 ⇒ (7) + 7 = 14, Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Claw 1: 1d20 + 7 ⇒ (10) + 7 = 17, Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Claw 2: 1d20 + 7 ⇒ (15) + 7 = 22, Damage: 1d6 + 6 ⇒ (6) + 6 = 12


Female Portrait Elf Witch (Bouda) 4(HP:26/26)(AC:15 (18 MA)/FF:12/T:14/ CMD:14)(F:+2 R:+4 W:+5)(Init:+3)(Perc:+11)

On Zyx's next turn she will cast Infernal Healing on Marvin and then cast Misfortune on the grappled captain....


@Zzxyvia: Both of those require a Standard Action. Please clarify what you're doing this round.


Female Portrait Elf Witch (Bouda) 4(HP:26/26)(AC:15 (18 MA)/FF:12/T:14/ CMD:14)(F:+2 R:+4 W:+5)(Init:+3)(Perc:+11)

I meant to say she will cast Infernal on Marvin this turn and then next turn do the misfortune hex so you did not have to wait for my next action but I forgot a few words in there in my haste. apologies.


GM Rolls:
Break Grapple: 1d20 + 9 + 2 - 2 ⇒ (16) + 9 + 2 - 2 = 25
Sailors: 2d20 + 4 ⇒ (12, 6) + 4 = 22 Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10

With a roar, Kargeld once again breaks free of Erick's iron grip. Even through he's freed himself, the captain looks extremely battered. It won't take much more to bring him down. Meanwhile, from his prone position (don't forget about the -4 penalty), Marvin continues to strike at his assailants. They're clearly terrified, but the fact that this is a life-or-death struggle keeps them fighting. Seeing Zyxtyvia moving forward, one of them slashes wildly at her.

@Zyxtyvia: 7pts slashing damage

Your Turns
Kargeld: 44pts damage, Evil Eye (attacks) 7rds
Sailors: one at full HP, two severely injured

Dark Archive

Human Brawler 4 | HP 44/44 | AC 18;TCH 14; FF 15 | F +7; R +7; W+1 | CMB +9 (+12 Grapple); CMD 22 (25 Grapple) | INIT +5; Perc +7
Consumable:
Martial Flex 4/5 | Arrows 20/20; Bolts: CI 50/50

Erick does what he can and ends up just headbutting the captain square in his nose.

Unarmed Strike; PA: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14
Damage: 1d3 + 4 + 2 ⇒ (2) + 4 + 2 = 8


Male Human Shifter 4 | HP: 39/39 | AC: 16; T: 10; FF: 15; CMD: 21 (23 Grapple) | Fort: +8; Ref: +6; Will: +6 (+2 vs. sleep or paralysis) | Int: +1; Perc: +14
Limited Use Abilities:
Spell Pool: 8/8
Buffs:
None

Earlier post:
Marvin the Red wrote:

Not sure if any rushed past me to get to Rahmiel, but if so...

** spoiler omitted **

The red dragon snapped awake with the rush of healing and staggered to his feet before resuming his assault.

[dice=Bite]1d20+7, [dice=Damage]1d8+6

I actually stood up earlier after getting healed, in the post above.


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine clenched her fist, ready to conjure another Barrier in case the sailors lasted long enough to continue attacking Marvin. She wasn't going to push her luck with further bolts into that melee, not when they were almost dead already and her aim, to be honest, was absolutely terrible in situations like that. Better to do something she was sure would be useful.

Ready Action: Conjure Barrier if Marvin is attacked.


Female Portrait Elf Witch (Bouda) 4(HP:26/26)(AC:15 (18 MA)/FF:12/T:14/ CMD:14)(F:+2 R:+4 W:+5)(Init:+3)(Perc:+11)

Zyxtyvia winces as she is struck and takes a step backwards. After she is safe she casts her misfortune hex on Kargeld


Male Human Shifter 4 | HP: 39/39 | AC: 16; T: 10; FF: 15; CMD: 21 (23 Grapple) | Fort: +8; Ref: +6; Will: +6 (+2 vs. sleep or paralysis) | Int: +1; Perc: +14
Limited Use Abilities:
Spell Pool: 8/8
Buffs:
None

The bloodied red dragon advanced on the remaining sailors.

Bite: 1d20 + 7 ⇒ (7) + 7 = 14, Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Claw 1: 1d20 + 7 ⇒ (19) + 7 = 26, Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Claw 2: 1d20 + 7 ⇒ (9) + 7 = 16, Damage: 1d6 + 6 ⇒ (2) + 6 = 8


Marvin finishes off the two wounded sailors, and the mopping-up is over quickly. (one injured Kargeld + one sailor vs the entire party would just be wasting your time to play out)

Loot
Hide armor
Studded leather armor x6
Buckler x6
MW greataxe
Dagger
Shortsword x6
Shortbow x6
Arrows x120
Silver mermaid statue (sells for 50gp)
Fine whiskey x6 (sells for 10gp each)
6000gp (the Cardinal's payment)
Assorted coins worth a total of 115gp


Male Human Shifter 4 | HP: 39/39 | AC: 16; T: 10; FF: 15; CMD: 21 (23 Grapple) | Fort: +8; Ref: +6; Will: +6 (+2 vs. sleep or paralysis) | Int: +1; Perc: +14
Limited Use Abilities:
Spell Pool: 8/8
Buffs:
None

After taking the time to recover the crew's belongings, and carefully searching the ship for any hidden compartments or other secrets, Marvin suggested the others head to shore before he set the ship aflame, deck by deck. Once the ship was blazing beneath him, he climbed the mast and glided over the water to the shore.

Take 20 to search the ship for 32. We've got the time, so might as well be thorough and not sink valuables.

Dark Archive

Human Brawler 4 | HP 44/44 | AC 18;TCH 14; FF 15 | F +7; R +7; W+1 | CMB +9 (+12 Grapple); CMD 22 (25 Grapple) | INIT +5; Perc +7
Consumable:
Martial Flex 4/5 | Arrows 20/20; Bolts: CI 50/50

"Good job!" Erick looks impressed at Marvin. "Ye took a helluva beating!"

Often forgetting his purpose when all of this fun is around he asks the obvious question. "So what do we do after we sink this?"


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

Celestine watched approvingly as Marvin searched the boat, though her attention was focused a bit more on the Cardinal's recovered payment as she stored it safely in her otherworldly space. She wouldn't hesitate to use it if it was required for the mission - conserving assets to the point of failing was not something her lord tended to approve of - but failing that, she intended to properly return it down to the last coin.


There's nothing else of interest on the Frosthamar. If I handwave encounters, I'll always list all available loot to save time. XD By the way, with the conclusion of the ship stuff, you're now Level Four.


I'm ready to move on whenever you are. :-) Before you get to Aldencross, though, I'll need to know what you look like. Thorn gave you the iron circlets for a reason, after all. ;-) Also, I'll strongly encourage you to start strategizing in Discussion. Balentyne's well-protected, and a frontal assault will almost-certainly quickly result in a TPK. Information-gathering, planning, and strategy will increase your odds of success. That's why you have an entire month in-game to execute the mission. :-)


It's a quiet, pleasant walk to the town of Aldencross.

Aldencross


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

The lack of walls was useful, but might be a problem if they simply tried to sneak into the town. Celestine had observed for a time, looking at others who passed by the area and understanding what kinds of clothes they wore. The best way to avoid trouble was to simply not be noticed in the first place.


Female Portrait Elf Witch (Bouda) 4(HP:26/26)(AC:15 (18 MA)/FF:12/T:14/ CMD:14)(F:+2 R:+4 W:+5)(Init:+3)(Perc:+11)

Zyxtyvia follows Celestines lead and disguises herself as a poor peasant girl dressed in common local clothes.

Dark Archive

Human Brawler 4 | HP 44/44 | AC 18;TCH 14; FF 15 | F +7; R +7; W+1 | CMB +9 (+12 Grapple); CMD 22 (25 Grapple) | INIT +5; Perc +7
Consumable:
Martial Flex 4/5 | Arrows 20/20; Bolts: CI 50/50

Erick looks to the Fort, then to the others, then back to the fort and shrugs.

"Any ideas? Or shall we just stroll in?" He smiles eager for the ensuing slaughter.


As evidenced by the lack of walls, Aldencross is a rather peaceful town. There are no gates, and the citizens bustle around on their various errands. Nobody pays you any mind. In the town itself, the most prominent structure is the Lord's Dalliance tavern, and you also notice a blacksmith, general store, and apothecary.

You're in an urban sandbox unless you feel like staging a frontal assault on Balentyne. XD


Incanter 4 | HP: 22/22 | AC: 12 [16]; T: 12 [13]; FF: 10 [14]; CMD: 13; MSD: 15 | Fort: 2; Ref: 3; Will: 4 | Int: +8; Perc: +4 | Drawbacks: Somatic x2
Daily Abilities:
Sphere Points: 10/12 (Celestine always pays 2 SP for Rahmiel in the morning)

"Don't hurt anyone without our permission." Celestine told Erick as they closed with the town. For now, it would probably be a good idea to review their objectives, gather information, and formulate the best plan they could. She had no intention of wasting any time - but she didn't plan to rush so much they overlooked anything important, either.


Female Portrait Elf Witch (Bouda) 4(HP:26/26)(AC:15 (18 MA)/FF:12/T:14/ CMD:14)(F:+2 R:+4 W:+5)(Init:+3)(Perc:+11)

Zyxtyvia maintains the disguise of a peasant girl and spends time watching the guards at the towns front gate first, then the guards at the entrance to the castle.

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