
Cuthberwyn Fizzkomingus |

Strange this post didn't stick yesterday.
I have had a TON of trouble with this lately.
Cuthberwyn joins his fren, crossing to the opposite side of the door to let Dori and Dak easy access to whatever foes they may find.

![]() |

This room has been refurbished to be more comfortable, for it is here that the leader of this group of Scarlet Triad members resides--the conjurer Barushak Ik-Varashma. Barushak is a tall Keleshite man with a full beard, currently surrounded by mirror images.
"Meddlesome fools!" He mutters. "Laslunn will reward me greatly for getting rid of you!"
Cabaguil: 1d20 + 14 ⇒ (16) + 14 = 30
Cuthberwyn: 1d20 + 14 ⇒ (2) + 14 = 16
Ðakaþos: 1d20 + 18 ⇒ (15) + 18 = 33
Dori: 1d20 + 14 ⇒ (7) + 14 = 21
Kelvin: 1d20 + 16 ⇒ (10) + 16 = 26
Raspar: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Barushak: 1d20 + 17 ⇒ (9) + 17 = 26
Round 1
Ðakaþos (147/147)
Cabaguil (88/88)
-------------------------------------------------
Barushak
-------------------------------------------------
Kelvin (150/150; Resist Fire 5)
Dori (150/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Cuthberwyn (137/138)
Raspar 136/136; Steel Shield; Resist Piercing 3)

Cabaguil Hobnil |

Round: 1
Equipped: Staff of healing
Conditions: Badge (+2 diplomacy with humans, 1/24h)
Battle Medicine: Cabaguil
Guidance: None
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(0/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(0/1, •>>, heal)
Ring of Lies: (+2 deception)(0/1, •>>, glibness)
Staff of Healing, Greater: (2/5) (+2hp heal spells; stabilize, heal(1,2,3), restoration(2), restore senses(2), remove disease(3))
Wand of Heal: (0/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +17 (T), Spell DC’s 27 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +19 (E), Spell DC’s 29 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (2/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (1/4) Flaming Sphere*, Dispel Magic§, Heal§ (2), See Invisibility, Spiritual Weapon
Third Level: (2/4) Enthrall*, Crisis of Faith§, Dispel Magic§ (3), Heal§ (3), Mending (3), Searing Light
Fourth Level: (0/4) Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Suggestion*§
Fifth Level: (1/4) Breath of Life, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Sending
Cabaguil moves up to see into the room (•>), and then, seeing something he does not like, he casts Dispel Magic (3) (•>>, Counteract Check: 1d20 + 19 ⇒ (11) + 19 = 30) on the Mirror Images surrounding the caster!
”Oh, knock off all that evil!” Cabaguil shouts around the corner as he casts.
I moved on the map, assuming I can see around the door. If I can't, just let me know and I'll move a little into the room as I expect Ðakaþos to move in as well.

![]() |

Hearing trouble Dakapos rushes in with his shield held high. Cabaguil wipes his hand across the air as one by one the mirror images wisp out from existence.
You failed the DC but his mirror image was in fact 2nd level so it still counteracts it!
Barushak sneers as his eyes glow red. A sinister energy crackles across his fingertips as a small portal opens in the ground in front of Raspar.
Dakapos AoO: 1d20 + 20 ⇒ (7) + 20 = 27
Dakapos barely misses as Barushak sidesteps. From the portal's dredges crawls for a a blue hedonistic man with scars covering his body head to toe. Thick chais that have to weigh upwards of 350 pounds are wraps loosely around his body. He smiles down at Raspar. "You look like fun. Do you want to have a little fun?" His yellow eyed gaze boes down into Raspar. Raspar looks up and instead of seeing the face of the blue predator he instead witnesses the face of a loved one that he recently lost.
@Raspar- DC 21 Will Save or Frightened 2
Raspar watches as his loved one reaches out for an embracing hug. What everyone else sees is the blue man reaching out with a barbed chain, one end in either hand. He slowly wraps it around the back of Raspar's neck and back, slowly squeezing it around the halfling.
Chain vs Raspar AC 31: 1d20 + 17 ⇒ (5) + 17 = 22
@All- When any of you end your turn within 30 feet of the blue man, you see the face of a departed loved one in place of the evangelist’s face. DC 21 Will save or become frightened 2.
Round 2
Ðakaþos (147/147)
Cabaguil (88/88)
-------------------------------------------------
Barushak
Evangelist
-------------------------------------------------
Round 1
Kelvin (150/150; Resist Fire 5)
Dori (150/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Cuthberwyn (137/138)
Raspar 136/136; Steel Shield; Resist Piercing 3)

Raspar Soulsage |

Round 1
Action 1: Strike.
Action 2: Strike.
Action 3: Shield.
"Mum? Da? Don't touch it. It's evil," Raspar wishes as he sees an unholy vision.
1d20 + 16 ⇒ (10) + 16 = 26 Will If success, then critical success...and effect for a critical success?
Raspar doesn't take any guff from the blue giant man, offering him a response of his holy starknife in return, then raising his shield.
Melee or Ranged Strike:
Melee: 1d20 + 19 ⇒ (9) + 19 = 28 to hit;
P/S, holy: 2d4 + 6 + 1d6 ⇒ (3, 3) + 6 + (5) = 17 damage
Melee or Ranged Strike:
Melee: 1d20 + 19 - 4 ⇒ (4) + 19 - 4 = 19 to hit;
P/S, holy: 2d4 + 6 + 1d6 ⇒ (4, 2) + 6 + (4) = 16 damage
Note 12 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.
Melee or Ranged Strike:
[ dice=Melee]1d20+19[/dice] to hit;
P/S, holy: 2d4 + 6 + 1d6 ⇒ (4, 4) + 6 + (3) = 17 damage
Critical damage: [ dice]4d4+12+1d6+1d6[/dice]
AC: 31 +2 with shield action. + resist piercing
Fort/Ref/Will: 19/18/16 + 2 vs. spells/reaction
HP: 136/136
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used
Melee Strike:
[ dice=Shield]1d20+17[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
Melee Strike (Halberd):
[ dice=Halberd]1d20+16[/dice] to hit;
[ dice=P/S]1d10+3[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

![]() |

Success and crit success is just you are not frightened at all.

Cuthberwyn Fizzkomingus |

Cuthberwyn begins to recite a tale of slavers who -- foolishly -- didn't know when they were beaten. (Dirge of doom cantrip, 30' emanation, foes in the area are Frightened 1 and cannot reduce their Frightened value below 1 while in the area, then with Lingering Composition: Performance check: 1d20 + 18 ⇒ (12) + 18 = 30)
He draws out his whip and tries to trip the chain wielder.
Athletics check to trip: 1d20 + 14 ⇒ (13) + 14 = 27
Verbal component for dirge of doom, free action to try lingering composition, interact to draw, Athletics check to Trip.

Kelvin Craghorn |

Action 1: Stride
Action 2: Tumble Through
Action 3: Strike or Demoralize
Kelvin rushes to catch up, and with the press of allies tries to tumble through the doorway. But not before he sees the chained one...
Will save: 1d20 + 15 ⇒ (11) + 15 = 26
That's not my Nan, it's not.
With a duck and a roll he tries to get inside.
Acrobatics vs Reflex DC (Blue): 1d20 + 15 ⇒ (10) + 15 = 25
Strike vs Blue (Flat-footed): 1d20 + 20 ⇒ (10) + 20 = 30
Damage (P + Sonic): 2d6 + 9 + 2d6 + 1d6 ⇒ (5, 6) + 9 + (4, 1) + (2) = 27 and Enfeebled 1
Demoralize vs Will DC (Blue): 1d20 + 18 ⇒ (5) + 18 = 23
Also Kelvin would need to be moved out of the room, as I placed him hoping for a success

Ðakaþos |

"Foul magic!" Dak tries his best to banish the image of heretofore forgotten love, "You'll not break my heart!"
"You bloody bastard!" He keeps his focus on Barushak, a deadly focus:
ATK: 1d20 + 21 ⇒ (12) + 21 = 33 for DMG: 2d12 + 7 ⇒ (6, 9) + 7 = 22 and Fire: 1d6 ⇒ 6
"Bloody bastard!"
ATK: 1d20 + 16 ⇒ (13) + 16 = 29 for DMG if hit: 2d12 + 7 ⇒ (8, 4) + 7 = 19 and Fire: 1d6 ⇒ 1
"You'll pay for this!"
ATK: 1d20 + 21 ⇒ (2) + 21 = 23 MISS
Will v. Fear: 1d20 + 15 ⇒ (13) + 15 = 28

Cabaguil Hobnil |

Round: 1
Equipped: Staff of healing
Conditions: Badge (+2 diplomacy with humans, 1/24h)
Battle Medicine: Cabaguil
Guidance: None
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(0/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(0/1, •>>, heal)
Ring of Lies: (+2 deception)(0/1, •>>, glibness)
Staff of Healing, Greater: (2/5) (+2hp heal spells; stabilize, heal(1,2,3), restoration(2), restore senses(2), remove disease(3))
Wand of Heal: (0/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +17 (T), Spell DC’s 27 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +19 (E), Spell DC’s 29 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (2/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (1/4) Flaming Sphere*, Dispel Magic§, Heal§ (2), See Invisibility, Spiritual Weapon
Third Level: (1/4) Enthrall*, Crisis of Faith§, Dispel Magic§ (3), Heal§ (3), Mending (3), Searing Light
Fourth Level: (0/4) Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Suggestion*§
Fifth Level: (1/4) Breath of Life, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Sending
For just a moment, he sees his mother's face, which is something because he's never seen it in the flesh - as she died giving birth to him. But he imprinted on the cooling body none the less and would know that face anywhere.
Will save: 1d20 + 17 ⇒ (16) + 17 = 33 vs DC 21 or frightened 2
He manages to break free though, and remind himself she's long dead, and this is an abomination!
Cabaguil grows uneasy as the blue man appears, stepping unconsciously back a step (•>) with unease and fear. He lashes out, casting Searing Light (•>>, 5d6 ⇒ (2, 5, 1, 2, 1) = 11 (good damage) if fiend or undead).
Searing Light: 1d20 + 19 - 1 ⇒ (12) + 19 - 1 = 30 (cover) Damage (Fire): 5d6 + 3 ⇒ (1, 4, 4, 6, 4) + 3 = 22

![]() |

Kelvin tumbles past the chained man and stabs his spear through his calf muscle. Cuthberywn begins to recite a tale frightening the pair as it lingers. Success on Lingering Comp. His whip wraps around a few of the heavier chains, tying the man up as he falls to the ground.
Raspar raises his starknife up into the air and drives it down into the summoned creature's chest over and over again as he cries out for his Mum and Dad.
Dakapos has deadly focus as he slices across Barushak chest and severs his pinkie finger off. Cabaguil shines a searing light through the doorway and into the blue man.
Not having a chance to take cover The blue man screams in pleasure as he is burned. The good energy seems to have quite the effect on him as he seems weak to it. He is indeed a fiend and weakness to Good.
Active buffs and debuffs
Dirge of Doom 3 rounds remaining
Round 2
Ðakaþos (147/147)
Cabaguil (88/88)
-------------------------------------------------
Barushak (-48)
Evangelist (-87; Enfeebled 1 Prone)
-------------------------------------------------
Round 1
Kelvin (150/150; Resist Fire 5)
Dori (150/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Cuthberwyn (137/138)
Raspar 136/136; Steel Shield; Resist Piercing 3)

Botting for... |
Botting Dori...
Action 1: Stride
Action 2: Strike
Action 3: Strike
Dori moves forward, swinging his weapon to lay the creature in the doorway low.
Strike vs Blue: 1d20 + 19 ⇒ (3) + 19 = 22
Damage (S): 2d8 + 6 ⇒ (7, 5) + 6 = 18
Strike vs Blue: 1d20 + 14 ⇒ (4) + 14 = 18
Damage (S): 2d8 + 6 ⇒ (2, 7) + 6 = 15

![]() |

Dori's axe misses as too many block the narrow doorway.
Will Save DC 21: 1d20 + 19 ⇒ (8) + 19 = 27
Barushak's eyes continue to glow with a fiery presence as dark magic crackles across his fingers. A portal made of hell flame appears in the air. It quickly caves in on itself as the form of a bearded devil stands beside Dakapos and Kelvin.
The hedonistic man stands and begins to whip his chains around himself. You notice that most are attached right into his flesh as if some sort of deep piercing.
Chain vs Raspar AC 33: 1d20 + 17 ⇒ (9) + 17 = 26
The chain clangs loudly off of Raspar's shield.
@All- When any of you end your turn within 30 feet of the blue man, you see the face of a departed loved one in place of the evangelist’s face. DC 21 Will save or become frightened 2.
Active buffs and debuffs
Dirge of Doom 3 rounds remaining
Round 3
Ðakaþos (147/147)
Cabaguil (88/88)
-------------------------------------------------
Barushak (-48)
Evangelist (-87; Enfeebled 1)
-------------------------------------------------
Round 2
Kelvin (150/150; Resist Fire 5)
Dori (150/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Cuthberwyn (137/138)
Raspar 136/136; Steel Shield; Resist Piercing 3)

Cabaguil Hobnil |

Round: 2
Equipped: Staff of healing
Conditions: Badge (+2 diplomacy with humans, 1/24h)
Battle Medicine: Cabaguil
Guidance: None
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(0/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(0/1, •>>, heal)
Ring of Lies: (+2 deception)(0/1, •>>, glibness)
Staff of Healing, Greater: (2/5) (+2hp heal spells; stabilize, heal(1,2,3), restoration(2), restore senses(2), remove disease(3))
Wand of Heal: (0/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +17 (T), Spell DC’s 27 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +19 (E), Spell DC’s 29 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (2/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (1/4) Flaming Sphere*, Dispel Magic§, Heal§ (2), See Invisibility, Spiritual Weapon
Third Level: (0/4) Enthrall*, Crisis of Faith§, Dispel Magic§ (3), Heal§ (3), Mending (3), Searing Light
Fourth Level: (0/4) Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Suggestion*§
Fifth Level: (1/4) Breath of Life, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Sending
Will save: 1d20 + 17 ⇒ (3) + 17 = 20 vs DC 21 or frightened 2
The face digs deep into his psyche, and leave some damage behind as Cabaguil falters, a moment. He tries to overcome it, at least a little, by casting Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) for himself and his allies, thinking if he’d only done it sooner, it would have helped more…
Still, seeing how successful it was last round, he uses another of his precious spell slots for a followup. He lashes out, casting Searing Light (•>>, 5d6 ⇒ (1, 6, 3, 2, 4) = 16 (good damage) if fiend or undead).
Searing Light: 1d20 + 19 - 2 ⇒ (9) + 19 - 2 = 26 (cover, frightened, inspire) Damage (Fire): 5d6 + 3 + 1 ⇒ (6, 4, 1, 6, 2) + 3 + 1 = 23 (inspire)
He shakes his head as the ray of light doesn't go really where he wants it. He hopes it at least grazes his foe, but holds little hope. At least his inspiration will be of aid and comfort.

Kelvin Craghorn |
1 person marked this as a favorite. |

Damage (P + Sonic): 2d6 + 7 + 2d6 + 1d6 ⇒ (6, 2) + 7 + (1, 3) + (6) = 25
Action 1: Rage (+14 temp hp)
Action 2: Strike
Action 3: Strike
With Dori and Raspar at the doorway, Kelvin turns his attention to Dak's target: Barushak. "RAAAARRRRR!" He shouts, rage bursts forth from the dwarf. Waving Ogogoro's Pride about, Kelvin stabs at the demon-summoning foe.
Strike vs Barushak (flat-footed): 1d20 + 20 ⇒ (15) + 20 = 35
Damage (P + Sonic): 2d6 + 9 + 2d6 + 1d6 ⇒ (1, 6) + 9 + (1, 5) + (1) = 23
Strike vs Barushak (flat-footed): 1d20 + 15 ⇒ (20) + 15 = 35
Damage (P + Sonic): 2d6 + 9 + 2d6 + 1d6 ⇒ (3, 5) + 9 + (6, 3) + (3) = 29
Damage (P + Sonic): 2d6 + 9 + 2d6 + 1d6 ⇒ (6, 1) + 9 + (6, 1) + (2) = 25

Raspar Soulsage |

Round 1
Action 1: Strike.
Action 2: Strike.
Action 3: Shield.
1d20 + 16 ⇒ (9) + 16 = 25 Will
Melee or Ranged Strike:
1d20 + 19 + 1 ⇒ (2) + 19 + 1 = 22 to hit;
P/S, holy: 2d4 + 6 + 1d6 ⇒ (3, 2) + 6 + (2) = 13 damage
Raspar takes the AoO and continues to pound on the blue man.
Melee or Ranged Strike:
1d20 + 19 + 1 ⇒ (18) + 19 + 1 = 38 to hit;
P/S, holy: 2d4 + 6 + 1d6 ⇒ (1, 4) + 6 + (6) = 17 damage
Pot Critical damage: 4d4 + 12 + 1d6 + 1d6 ⇒ (4, 1, 1, 2) + 12 + (2) + (5) = 27
Melee or Ranged Strike:
1d20 + 19 - 4 + 1 ⇒ (8) + 19 - 4 + 1 = 24 to hit;
P/S, holy: 2d4 + 6 + 1d6 ⇒ (3, 2) + 6 + (6) = 17 damage
Note 12 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.
Melee or Ranged Strike:
[ dice=Melee]1d20+19[/dice] to hit;
P/S, holy: 2d4 + 6 + 1d6 ⇒ (1, 3) + 6 + (5) = 15 damage
Critical damage: [ dice]4d4+12+1d6+1d6[/dice]
AC: 31 +2 with shield action. + resist piercing
Fort/Ref/Will: 19/18/16 + 2 vs. spells/reaction
HP: 136/136
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used
Melee Strike:
[ dice=Shield]1d20+17[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
Melee Strike (Halberd):
[ dice=Halberd]1d20+16[/dice] to hit;
[ dice=P/S]1d10+3[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]

Ðakaþos |

AoO: 1d20 + 21 ⇒ (20) + 21 = 41 HA! That disrupts the spell! for DOUBLE: 2d12 + 7 ⇒ (8, 10) + 7 = 25 and Double Fire: 1d6 ⇒ 4

![]() |

Dakapos slices Barushak's left hand off at the forearm, completely severing the link to the bearded devil. With the spell broken part way through half of a bearded devil lies shuddering on the ground as the portal split it.
Holding onto his stump Barushak tries to stem the bleeding as he shanks the summoner through the side repeatedly until he falls.
With Barushak defeated his fiends tr to dust as they collapse in on themselves.
There are two valuable objects in this room. One of these is a greater skeleton key. The other is a black metal moderate thurible of revelation inscribed with Infernal text. But Barushak keeps his most valuable object, his arcane focus, on his person; this is a book called The Extraplanar Registry, and it is written in Infernal.
Among the treasure, several pages of notes written in Infernal not only detail Barushak’s plans to besmirch the Nidalese diplomats with propaganda, but also explain how the rakshasas managed to “draw upon the latent traumas of this city” to manifest undead shades of Barzillai. It’s clear that Barushak is impressed with this occult magic, even if he doesn’t quite understand how the rakshasas managed it. These notes, if presented to the Silver Council, will help to ensure that the peace talks with Nidal continue.
You are all now Level 11
Ðakaþos (147/147)
Cabaguil (88/88)
Kelvin (150/150; Resist Fire 5)
Dori (150/170 (Shield Hardness 10, HP 30/48, BT 24); Resist Fire 5, Slashing 3)
Cuthberwyn (137/138)
Raspar 136/136; Steel Shield; Resist Piercing 3)

Cuthberwyn Fizzkomingus |

Well struck! Cuthberwyn exclaims, happily congratulating Kelvin for the killing blow and Dak for disrupting the summons. Another slaver falls!
The tome Barushak carried catches Cuth's eye. Hullo, what's this? He does not know the language, but he determines to learn it.

Cabaguil Hobnil |

Cabaguil laughs, a little strained, "Well done indeed! And nary a scratch!" He checks everyone for injury quickly, and is very pleased at the outcome.
He looks at the tome, "I think that's infernal, or abyssal... I get the two confused. I speak neither, but I do plan for scrolls of comprehend languages if I can find them, so that should help us I think. If no one knows it."
"One last door everyone. Let's check it before we see to the former prisoners."

Raspar Soulsage |

Raspar smiles as the foes are taken down quickly, noting a good slavers death is good. He will move over to slit the throat of the Barushak just in case, and then help sort and organize the room.
When others are ready, he will open the other door.

Kelvin Craghorn |

Kelvin moves up behind Raspar, and nods to let the halfling know it's time.

![]() |

You unlock the remaining door to find five more prisoners. These ones are the worst off as they appear to be recently tortured. Fresh bruises and injuries litter their bodies as they weep when the door opens. Laria comes in behind and begins to comfort them. "It will be alright. They are friends, here to help." One of the recently healed men joins Laria. "They just brought us here from the warehouse. We all have friends and family from around here that have been taken by the Triad." He looks over at the beds solemnly as Laria turns towards you. "They mentioned taking them to The Quarry. It has to be the Summershade Granite Quarry. It sits about 45 miles south of here along the banks of the Yolubilis River. If you could take care of the Scarlet Triad slavers in Ravounel, Kintargo’s leaders will be favorably disposed toward you and would certainly reward you well."

Raspar Soulsage |

”Well good,” Raspar says, putting his hands on his hips, then remembers something.
”Oh wait! There are some slavers and golems downstairs that I need to slay. I’ll be right back,” Raspar remembers. ”We can’t let the slavers get away. You guys could help if you want.”
Raspar will stealth down to gakk some slavers if they are still around.

Kelvin Craghorn |

Satisfied that at least Laria and the others are safe, Kelvin is on board with the idea of murdering some slavers.

Ðakaþos |

"Indeed, I don't need to be convinced to take the journey South. Raspar is right, there are some downstairs who need to face the Judgment of Pharasma." If Raspar moves silently down, Dak will pull the hood of his cloak up, vanish, and follow.

![]() |
3 people marked this as a favorite. |

With the help of Cabaguil's healing the slavers seem eager to take out a few slavers. With your overwhelming numbers Raspar and Dakapos stealth back downstairs, putting themselves into an advantageous position. The poisoners turn in surprise as Laria stands at the stairwell behind and cracks her knuckles. "Time for a little payback." The slaves grin as they cheer and pile into the room, beating the slavers into submission.
The door to the east begins to crack as the golems bash at it. The door holds strong as it seems they will not make it through. The slaves, with a few extra bruises after the brawl, stripe the poisoners of their equipment cheer and congratulate each other on their victory, no matter ow small.

Raspar Soulsage |

Raspar pats his fellow ex-slaves on the back, cheering them for the bleeding deaths in the name of Desna. He celebrates every oncoming scar, every never-truly-healing wound as a badge of honor and glory for Desna.
"Brothers! Today was a good day, but a hard day! And it was ever good that you fought to break the chains of those who enslaved you! I know some of you are wounded and hurt, and some of you wish to fight on. If you need solace and recovery, please see me about venturing to the most holy Rainbow DreamCastle Citadel where you can recuperate and be ready to help others fleeing oppression," Raspar smiles triumphantly, though with full awareness of the scars covering his own back.
"Let us go celebrate our freedom and exalt Desna for the gifts she has offered us! These are our dreams, this is our fortune!" Raspar smiles and heals any who need it.
"Caba! Thank you for caring so much about the unfree! This is why we bleed!"
"Cuth! You have always been a true friend to the downtrodden and dispossessed."
"Dak! Your scorn makes us all realize we must be strong..often together and working as one! Thank you!"
"Kelvin! You make us see what we would be like without friends to lift us up! You are a beacon to those who are alone! Thank you!"
"Dori! You may not be nice, but I like all the people you travel with!"
Raspar smiles earnestly and happily at all. Today was a good day.

Kelvin Craghorn |

"You mean the Rainbow Citadel, right Raspar? We agreed on that name as a group, after all."
To Laria and company he says, "And yes, the offer is genuine. You're welcome to come visit us. It's not close though, as it's near Breachill in Isger."

Cabaguil Hobnil |

Equipped: Staff of healing
Conditions: Badge (+2 diplomacy with humans, 1/24h)
Battle Medicine: Cabaguil
Guidance: None
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(0/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(0/1, •>>, heal)
Ring of Lies: (+2 deception)(0/1, •>>, glibness)
Staff of Healing, Greater: (2/5) (+2hp heal spells; stabilize, heal(1,2,3), restoration(2), restore senses(2), remove disease(3))
Wand of Heal: (0/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +18 (T), Spell DC’s 28 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Mirror Image
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +20 (E), Spell DC’s 30 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (2/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (1/4) Flaming Sphere*, Dispel Magic§, Heal§ (2), See Invisibility, Spiritual Weapon
Third Level: (0/4) Enthrall*, Crisis of Faith§, Dispel Magic§ (3), Heal§ (3), Mending (3), Searing Light
Fourth Level: (0/4) Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Suggestion*§
Fifth Level: (1/4) Breath of Life, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Sending
Sixth Level: (2/3) Blade Barrier§, Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Spirit Blast, True Seeing*
Sorry for the delay…
Cabaguil would have cast Heal (6) on the new prisoners (and any party members still injured) to prepare them for battle… or at least getting out of bed.
Heal: 6d8 + 2 ⇒ (3, 2, 1, 6, 2, 1) + 2 = 17 (•>>>, all in 30’ radius, staff bonus)
He’ll then throw one or two of his tiny fireballs into the mix during the battle by way of support. He listens to Raspar’s little speech and smiles, He is a vocal one.
Scarlet Triad slavers in Ravounel He thinks and tries to remember where Ravounel is, how far away it might be, and really anything else useful about it.
Arcana/Nature/Occult/Religion/Society: 1d20 + 17 ⇒ (13) + 17 = 30

Ðakaþos |

"Aye, I think the Rainbow Citadel is a good idea."
He looks around, "Have we done it? Are we done here? I know we've got the next leg coming soon, but providing succor is worth slowing down."

Raspar Soulsage |

"You mean the Rainbow Citadel, right Raspar? We agreed on that name as a group, after all."
"Yes, of course, that is its name," Raspar smiles at Kelvin. "It is agreed that it is its short name. Like you are known as Kelvin, or Kelvin Craghorn. And sometimes you go by your full name, Kelvin Melvin Craghorn. Yes, it is okay to have many names, long and short."
Raspar smiles and, after looting the tower for anything of interest, is ready to return home.

Kelvin Craghorn |

"Except that's not my middle name. My middle name is from my great grandfather, but I don't think I've ever mentioned him," Kelvin says, shaking his head. His irritation shows when he says, "You know, being flippant with names when it suits you is fine. But if you are going to insist, then I suppose I can start telling everyone and their mother that the place is really called 'Citadel Altaerein, former stronghold of the Order of the Nail. Because, as far as I remember it, you sure were adamant that it not keep the name it already had."

Raspar Soulsage |

Raspar looks really confused at Kelvin.
"You mean your name isn't Kelvin Melvin Craghorn? Really?" Raspar looks seriously confused. "But it rhymes! How could it not be? I mean, I'm Raspar Caspar Soulsage because that just makes sense, I thought. How is your middle name not Melvin?"

Kelvin Craghorn |

"Have you never asked anyone their middle name before? Did you always assume their names were like yours?"

![]() |

You are currently in the Nation of Ravounel
After much discussion on dwarven names with halfling rhymes Laria suggests, "We should head to the Schoolhouse. We will be safe there and you can get a little bit of rest."
The night goes on with a it more merriment as the ex-slaves seem ery happy to be free once more.
The next morning, you set out for Whiterock with Lady Docour herself. Whiterock is 40 miles south of Kintargo along the Yolubilis River, easily reached by riverboat. The region south of Kintargo along the Yolubilis River quickly becomes sparsely populated and rustic. Lush vegetation runs riot over rolling hills dotted with farms and ranches.
Whiterock is the only settlement of any consequence on the Silver Road south of Kintargo. The town is small, with a population of only about 1,500 people, and the town’s center boasts little more than a general store, a farrier, a newly renovated shrine to Desna, a small civic building, and two taverns.
Anyone in town can point the way to the Jhaltero residence, a sprawling manor resembling an opulent hunting lodge on the northwest side of town. Baron Canton Jhaltero is working on minor repairs to the building as you approach. "Ah, good day to you, Lady Docur! What brings you all the way out to Whiterock?" he asks.
"Allow me to explain..." Mialari begins...
***
Canton is alarmed that slavers might be using his quarry. Though it has not been used in years, a few guards watch over the site in shifts of several months’ duration. He worries most for the guards he had stationed there, and the fact they haven’t reported on the activity at the quarry bodes ill. He can explain how to get to the quarry and answers any questions about the route.
"To reach Summershade Quarry, you must follow the Yolubilis River upstream from Whiterock for another 50 miles. At that point, the Katharevousa River and the Yolubilis River come together in a wide confluence. Here, you should follow the Katharevousa upriver along trails used by stonecutters for generations for an additional 70 miles before reaching the quarry. Please, try to ensure that my workers are safe! And take down those bloody slavers!"

Cabaguil Hobnil |

You are currently in the Nation of Ravounel
Ahhh yes. Hrm. OK then. :)
"To reach Summershade Quarry, you must follow the Yolubilis River upstream from Whiterock for another 50 miles. At that point, the Katharevousa River and the Yolubilis River come together in a wide confluence. Here, you should follow the Katharevousa upriver along trails used by stonecutters for generations for an additional 70 miles before reaching the quarry. Please, try to ensure that my workers are safe! And take down those bloody slavers!"
”We’ll certainly do what we are able to end this threat to you. Can you lend us a boatman and boat for the journey? For while the description of the route seems simple enough, I’d hate to founder on the banks of the river due to some error of ours. We’ve not any sailors among us.” he glances around to be sure.
He knows it’s probably easy enough to manage a simple barge, but he checks none the less.
Diplomacy: 1d20 + 22 ⇒ (10) + 22 = 32

Raspar Soulsage |

"Have you never asked anyone their middle name before? Did you always assume their names were like yours?"
Raspar squints his eyes and looks at Kelvin Melvin.
"Are you saying that Cabaguil's middle name isn't 'Piggysqueal'?" Raspar asks, quite serious.
Raspar shrugs, having learnt something.

![]() |

Canton scratches his head. "I don't have a whole lot myself, definitely no crew, but I can lend you my old fishing boat." He pulls a cloth covering off of a large wooden fishing boat that you can use. He tosses a couple of oars into the boat.
"You be careful there. We closed that quarry cause the quarriers found some ancient chambers. They seemed to be haunted."

Cuthberwyn Fizzkomingus |

Fair enough, Cuthberwyn says. Much appreciated. Perhaps we can hire someone willing to act as a pilot.

Raspar Soulsage |

Raspar still seems confused about some people's middle names, even embarrassed that he might have misunderstood.
He gets into the boat, wondering how he could be useful while on board. He has never been at sea before, or on a real boat, so this is new to him.

Ðakaþos |

Dak, while not specifically trained in rivercraft, feels reasonably comfortable piloting the boat through calm waters. "Let us make haste. Each stop brings us closer to decapitating these foul slavers. I long for a good night's rest in the Rainbow Citadel." He emphasizes the name in solidarity with Kelvin.

![]() |

You flop the small fishing boat into the water as you begin making your way towards the quarry. The journey is quite precarious at first. Not so much because of any raw dangers, but more so based on your own inexperience. Raspar keeps rocking the boat to look at the area while Dori clings to the edges as if he were hanging on the side of a mountain, cursing the halfling the entire trip.
Around the shoulder of the looming Summershade Mountain, the path widens in a final, steep ascent. At the top of this rise, five armored figures stand tall. To the west of the path, a cave mouth pierces the hill.

Ðakaþos |

Ðakaþos stares with gimlet eyes, trying to identify the knights. Perception: 1d20 + 17 ⇒ (15) + 17 = 32

Raspar Soulsage |

Raspar smiles, wondering who needs help or a lift getting up the slope.
”Does anyone have anything that needs to be carried up? I can do this, if you want. Otherwise, we should get up there.”
Raspar begins to march up.

Cabaguil Hobnil |

Cabaguil marches up with the others. When he sees the knights he wonders if they're friendly. He'll call out, "Ho there! We're recently from Kintargo. I'm Cabaguil. Who might you be?"
He leans on his staff as he makes the climb toward the armored folk, declining Raspar's fine offer of carrying.