
Vexas Flamespark |

Spellcraft: 1d20 + 10 ⇒ (7) + 10 = 17
Craft (alchemy), untrained: 1d20 + 3 ⇒ (18) + 3 = 21
Are there other rooms to explore?

Fenna Pender |

Sorry for being snippy. I blame post-holiday mid-winter malaise for my grumpiness.
Fenna hangs around outside not too far away. She does her best to act casual and go unnoticed, but the tiny size of the settlement makes it hard.

Vexas Flamespark |

Sorry for being snippy. I blame post-holiday mid-winter malaise for my grumpiness.
No worries!

Vexas Flamespark |

With seemingly nothing else to take away from the inside of the home, Vexas carefully seeps back through the door. He floats a reasonable distance away from the building, and behind another nearby building and out of sight ends his gaseous form.
Re-appearing he approaches Fenna, relaying what he saw. He motions for her to step away from Nymbleth's home so that they can speak more freely. Even when he starts, he uses low, hushed tones.
So, that's not Nymbleth. It's some... creature with no face. Or at least when we aren't looking. I couldn't identify it otherwise. Just, a featureless crimson blob. It was hard at work, managing various alchemical apparatus. Beakers, flasks, tubes, cauldrons. Blubbling liquids, harsh, sulfuric. It's making lots and lots of alchemist's fire. I searched but could not locate the real Nymbleth. I hope he is still alive.

Fenna Pender |

Fenna moves back with Vexas to hear what he found. Her eyes widen and she frowns when she does. She tries to think of anything that might match the description of the thing he saw inside. It does help that it obviously must be intelligent, but not as much as she'd like...
K Dungeoneering: 1d20 + 8 ⇒ (13) + 8 = 21
I'm guessing no-face creatures are most likely to fall under Dungeoneering. If it' something else, K Arcana is at +10, Local, Planes and Religion are +9, and Nature is +8

GM Aldizog |

Sorry for the delay! I'm going to say that not being able to see the thing directly but only getting a description adds +5 DC, but even so that is enough.
Fenna has heard of such creatures. They are called Faceless Stalkers, and are similar to Doppelgangers. She doesn't know much more about them other than that they can change their appearance.

Vexas Flamespark |

Vexas grimaces at the situation.
Kowal is not going to like this. Nobody in town is. We both have to mount a search for Nymbleth, and defeat this thing. Or maybe one of the local clerics could establish a zone of truth that we could restrain the stalker in. It can clearly communicate.

Fenna Pender |

"From your description of it, the things sounds like a faceless stalker. They're shape shifters."
"We could go in after it hard, maybe surprise it. But, it sounds like there's a whole bunch of 'boom' sitting around in there. We'd have to be careful about any fire inside, and not use any ourselves."
"Otherwise, maybe we could get it to answer the door, which would mean it's in Nymbleth's form. Then we snatch it; maybe Bannart could wrestle it down so we can capture it."

Vexas Flamespark |
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Yes... and this situation is worth buying some good restraints for. I don't want to chance it with simple rope.
None of the others are with us, so we need to return to discuss it with all of them, right?

Brannart Teskerwill |

You go back and regroup with Sosche, Brannart, and Sho.
"I guess I could try to restrain him," says Brannart, "but Fenna is right, there is a good chance of the whole place going up in flames if there is a struggle."

Sosche Pinn |

"I can create water which can help, but what we need is a decent druid with Quench. That would do the trick for sure." He trails off unsure if that's much help.
"Look, we can't let this thing continue though right? I mean, we have to do something."

Vexas Flamespark |

If we could subdue it just long enough for me to cast Sleep, maybe we could extract it from the house. I could be invisible, someone could knock on the door. He does answer it, even if briefly.

Brannart Teskerwill |

Okay, will try to nudge this along.
"Let's do that."
Brannart approaches the shop.
Vexas goes invisible.
Brannart knocks on the door.

Sosche Pinn |

"I don't think we should leave it at that..."
Sosche takes out his crowbar, but gestures to the door in case others can open it more quietly than he.
Strength: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 (crowbar)
Strength: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 (crowbar)
Strength: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 (crowbar)
He starts slow, but builds up quickly!
- - -

Vexas Flamespark |
1 person marked this as a favorite. |

Perhaps Vexas' picks are quieter?
Disable Device: 1d20 + 15 ⇒ (19) + 15 = 34

GM Aldizog |

There's nothing about this encounter, of course; you have gone totally off the rails and I am making it up as I go. No map, no description of the door being barred vs locked...
Sosche indicates for Vexas to move up. The door is locked, not barred, so Vexas is able to get to work.
Perception DC 20: 1d20 + 2 ⇒ (9) + 2 = 11
He hears the lock click, but there is no sound from within - the Faceless Stalker did not hear him. Still, it knows the party is there, so no surprise round.
Brannart moves up and opens the door.
Brannart: 1d20 + 6 ⇒ (14) + 6 = 20
Fenna: 1d20 + 6 ⇒ (17) + 6 = 23
Sho: 1d20 + 3 ⇒ (20) + 3 = 23
Sosche: 1d20 + 1 ⇒ (1) + 1 = 2
Vexas: 1d20 + 8 ⇒ (7) + 8 = 15
Faceless Stalker: 1d20 + 7 ⇒ (17) + 7 = 24
The creature is hunched over in the middle of the shop, seeming in intense concentration as its face is halfway between the featureless red blob that Vexas saw and something resembling Nymbleth.
It shrieks as the door opens and starts knocking over equipment. Braziers, beakers, and alembics crash to the ground. The alchemists' fire ignites, and the air is thick with sulfurous fumes and worse. The creature begins to burn.
Theater of the mind here. The room is about 30' x 20' (15' to where the Faceless Stalker is burning), difficult terrain, and on fire (if you go in, 1d6 damage per round, DC 15 Reflex save or catch on fire, and DC 10 Fort save every round vs smoke). Party is up.
Brannart looks to the group for direction. "Should I go grab him?"

Fenna Pender |

Fenna enhances Brannart with magic and tells him to "Go get it!".
Casting Heroism on Brannart. I'm assuming that the attack roll bonus applies to CMB for grappling correct? That's if Brannart wants to grapple a burning body of course. He can just kill it as far as I'm concerned.

Sosche Pinn |

Weapon Equipped = Ranseur
Conditions = Bless (60r)
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (3/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (4/4): Cure Serious Wounds, Free Swim, Magic Vestment
Sosche casts bless to aid the party, and rushes, er limps, into the room.
"Yes! Grab him and drag him out! Someone call the fire brigaide!"

Vexas Flamespark |

Before anyone moves forward, Vexas will send a washing of color spray over the faceless stalker.
Is anything else in the house (or the house itself) burning yet?
[standard] Cast color spray, DC14 Will

GM Aldizog |

Is anything else in the house (or the house itself) burning yet?Yes. Hand-waving this a little bit instead of doing all the rules about fire spreading.
Theater of the mind here. The room is about 30' x 20' (15' to where the Faceless Stalker is burning), difficult terrain, and on fire (if you go in, 1d6 damage per round, DC 15 Reflex save or catch on fire, and DC 10 Fort save every round vs smoke).
Stalker Will Save vs Color Spray: 1d20 + 6 ⇒ (20) + 6 = 26
Fire Damage: 1d6 ⇒ 2
Stalker Reflex vs Catch on Fire: 1d20 + 4 ⇒ (6) + 4 = 10
Fire Damage: 1d6 ⇒ 1
Stalker Fort vs Smoke: 1d20 + 5 ⇒ (16) + 5 = 21
The Faceless Stalker is not stunned, nor overcome by smoke, but it has caught on fire.

Brannart Teskerwill |

Brannart charges in to grapple the creature.
Fire Damage: 1d6 ⇒ 3
Reflex vs Catch on Fire, Heroism: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Fort vs Smoke, Heroism: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Grapple, Bless, Heroism: 1d20 + 10 + 1 + 2 ⇒ (15) + 10 + 1 + 2 = 28
Stalker AOO: 1d20 + 2 ⇒ (11) + 2 = 13
Despite its attempts to flail at him, he grabs hold of it.

GM Aldizog |

Environmental Fire Damage to Stalker: 1d6 ⇒ 6
Caught on Fire Damage: 1d6 ⇒ 1
Reflex vs Fire, Grappled: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9
Fort vs Smoke: 1d20 + 5 ⇒ (20) + 5 = 25
The Faceless Stalker tries to take control of the grapple. A strange circular mouth like that of a lamprey appears and tries to latch on to Brannart.
Grapple: 1d20 + 11 ⇒ (4) + 11 = 15
Brannart fends it off and remains in control of the grapple.
Party up!

Sosche Pinn |

Weapon Equipped = Ranseur
Conditions = Bless (58r)
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (3/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (4/4): Cure Serious Wounds, Free Swim, Magic Vestment
I envisioned Sosche at the threshold. He’ll back away now that Brannart has the creature. Not sure if you want a smoke roll, but just in case.
Fort: 1d20 + 5 ⇒ (14) + 5 = 19 vs DC 10
Sosche casts Create Water (12 gallons), splashing a bit over Brannart to try and dampen the flames around him.
Everyone remember you are Blessed (+1).

Fenna Pender |

Fenna starts feeling a little panicky watching the situation unfold. It must surely be very painful for Brannart to be tangled up with the burning thing, and who knows what's going to happen with the building's fire spreading. The lamprey mouth is absolutely the last straw for her.
She sidles in close enough to reach the thing with her spear and looks for an opportunity to get in a good stab.
Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
The attack is contingent on it being possible of course. I don't think there are any modifiers for attacking a grappled creature, at least I didn't find anything of that nature on a quick check.

Vexas Flamespark |

Vexas Flamespark wrote:Is anything else in the house (or the house itself) burning yet?Yes. Hand-waving this a little bit instead of doing all the rules about fire spreading.GM Aldizog wrote:Theater of the mind here. The room is about 30' x 20' (15' to where the Faceless Stalker is burning), difficult terrain, and on fire (if you go in, 1d6 damage per round, DC 15 Reflex save or catch on fire, and DC 10 Fort save every round vs smoke).
Got it. I'll just assume the room-only for now until it's updated.
Vexas anxiety heightens as the situation spins out of control. His attempt to incapacitate the creature failed, and now the only option left is attacking. He's hoping they can still keep it alive for questioning... then he's hoping they can put out a spreading fire!
Knowing he doesn't want to run into the fire, he draws his rapier and flings it with arcane strength.
[move] draw weapon
[standard] Cast hand of the apprentice
+1 rapier attack, piercing damage: 1d20 + 8 ⇒ (4) + 8 = 121d4 + 5 ⇒ (4) + 5 = 9

Brannart Teskerwill |

Sosche's conjured water temporarily douses the flames around Brannart and the creature, although the smoke is everywhere.
Fort vs Smoke, Heroism: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Grapple, Maintain, Bless, Heroism: 1d20 + 10 + 5 + 1 + 2 ⇒ (20) + 10 + 5 + 1 + 2 = 38
Brannart easily drags the creature out of the burning building.
Uses the "Move" action from the delightful Grapple rules, moving half his speed; both Brannart and the creature are out of the flames now.

GM Aldizog |

Fenna lands a hit on the Faceless Stalker Grappled imposes a -4 penalty to Dex, which is most cases is -2 AC. Vexas's rapier fails to penetrate the creature's hide.
The creature tries to break free and run back into the flames.
Grapple: 1d20 + 11 ⇒ (13) + 11 = 24
Brannart's grip is too strong.
At this point, the party is able tie the creature up after Brannart pins it.
There are shouts of alarm, and sounds of movement from nearby houses. Likely there will be other residents of the colony here in just moments. What do you do?

Fenna Pender |

It takes Fenna about 0.2 seconds to realize what could happen if what she thinks is going on becomes common knowledge right now. She imagines everyone holed up in their houses afraid to trust anyone they haven't had in their direct sight for days or weeks.
"Alright here's the story. We saw smoke and investigated. We saw this inside. It may have started the fire. We don't know where Nymbleth is. The fire needs to be put out. We're taking this to Ramona. Say nothing more."

Sosche Pinn |

Sosche continues to put water on the worst bits of the fire, trying to keep it damped down as much as possible to slow its advance. Since he has some range on the spell (close) he tries to get areas that would otherwise be hard to reach by a bucket brigade.
While working, he nods to Fenna.

Vexas Flamespark |

Vexas sheaths his blade and jumps in to help Sosche in putting out the fire, stamping out and smothering the parts he can reach. Mostly, keeping it from reaching any alchemicals that might react to it.
To Fenna's suggestion, he mimes zipping up his mouth and throwing away a key.
Say nothing...
He wonders what curious neighbors will think of the alchemist's fire operation going on here.
Once the fire is under control, he turns to the faceless stalker.
Could we carry it to the local cleric who might be able to establish a Zone of Truth for effective interrogation? We could tell neighbors that we needed to take Nymbleth for healing, and maybe cover up the face(lessness). Maybe you're right, it's probably best to consult with Ramona first he muses, thinking out loud.

GM Aldizog |

Sosche's spells can only do so much against the alchemical reagents burning down the shop, but he slows the fire's progress at least.
As the alarm is raised, Ramona gets to the scene. She directs guards to keep curious onlookers away.
A couple of dozen colonists approach, but they heed the guards and remain far back from the flames. They can see that the party has a figure tied up, but can't make out any details from this distance.
Kurvis Nurpico, the cleric of Abadar, likewise obeys and stays back. Eamon Caranth, the cleric of Erastil, feels that his wisdom is essential and is seen arguing with the guards to let him through.
Kowal Ward is seen animatedly talking to Ramona but he is denied the opportunity to come forth; however, Carver Hastings argues his way into approaching the party.
"Okay," says Ramona, "What's happening here - and what is that?"
"By the gods!" says Carver Hastings, "A faceless stalker! A shapeshifter! Do you know what this means?"
The other colonists are about 100' back. Too far to see or hear.

Fenna Pender |

Fenna death stares Hastings. She knows what it means (at least she thinks she does) even though she couldn't put a name to it.
"Maybe we discuss this when we have some privacy?" she hisses at him. "I have a pretty good idea, and I don't think we want it spreading far and wide willy-nilly."

Sosche Pinn |

Sosche nods at Fenna, "We should take the prisoner away from here so they can tend the fire before it gets out of hand." he says as he waters down nearby buildings to help prevent spreading with his create water cantrip.

GM Aldizog |

Ramona nods to Fenna.
"Yes, let's get to my office."
Brannart picks up the tied Faceless Stalker over his shoulder.
Ramona starts leading the party and Carver Hastings to the Government House, while most of the guards keep the crowd at bay. A few guards break off from the rest to escort her.
Something: 1d20 + 18 ⇒ (4) + 18 = 22
Brannart: 1d20 ⇒ 3
Fenna: 1d20 + 15 ⇒ (18) + 15 = 33
Sho: 1d20 + 1 ⇒ (14) + 1 = 15
Sosche: 1d20 + 4 ⇒ (14) + 4 = 18
Vexas: 1d20 + 7 ⇒ (11) + 7 = 18

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If possible while they walk toward the Governement House, Sho tries to whisper something at Fenna

Fenna Pender |

Oh sorry! I thought I'd already posted for this and we were waiting on something else.
Fenna nods slightly to indicate to Sho that she's hear her. She been thinking the same thing, which is why she wants to get any discussion of what's happened into a private place. If anyone could not be who they are, it would almost certainly panic the whole settlement if it becomes widely known.
Fenna says nothing, not even at a whisper, because of what she's noticed about Carver. For the time being she will watch Carver closely, not giving away that she thinks anything is off with him.

Vexas Flamespark |

And now for a 1e game of Among us :P

GM Aldizog |

Ramona leads you into the Government House. The guards move inside first to check that it is clear (since Brannart is still carrying the tied faceless stalker). Two move upstairs to look around. Upon their signal, Ramona moves in.
Ramona opens the door to her office. "Let's wake it up in here and question it."
The guards faces suddently melt away, as does that of Carver Hastings. They move to attack you!
Fenna is not surprised. The rest of you are, however. I had rolled Sense Motive checks for you against his Bluff; while Sho did voice such a suspicion, she didn't make the check. It's a pretty tricky situation here.
Fenna: 1d20 + 6 ⇒ (10) + 6 = 16
Sho, Favored Terrain: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Sosche: 1d20 + 1 ⇒ (16) + 1 = 17
Vexas: 1d20 + 8 ⇒ (16) + 8 = 24
Faceless Stalkers: 1d20 + 5 ⇒ (9) + 5 = 14
'Carver Hastings': 1d20 + 8 ⇒ (18) + 8 = 26
'Carver Hastings' attacks Brannart!
Slam vs Flat-Footed: 1d20 + 11 ⇒ (8) + 11 = 19
However, even with Brannart unprepared for the attack, the warrior's armor is too strong for the treacherous Faceless Stalker.
The four guards also move to attack (and, unlike 'Carver Hastings', they have weapons out), but Fenna is a fraction of a second faster than they.
Surprise Round
Leader
Vexas - flat-footed
Sosche - flat-footed
Fenna - limited to move or standard action (plus free/swifts as usual)
Faceless Stalkers
Sho - flat-footed
Brannart - flat-footed

Fenna Pender |

With almost no time to think, Fenna acts on her first impulse. She casts a spell to cover the ground under Carver and one other of the creatures with the slippery substance she can conjure.
As soon as the spell's words are out of her mouth she shouts "They're right among us! Carver! The guards!"
Casting Grease as shown by the yellow square on the map. Reflex DC 15.

GM Aldizog |

Teal Stalker Ref: 1d20 + 2 ⇒ (10) + 2 = 12
Leader Ref: 1d20 + 8 ⇒ (17) + 8 = 25
One Faceless Stalker falls prone, though the leader does not.
The prone one stands and tries to move out of the Grease.
DC 10 Acrobatics: 1d20 + 1 ⇒ (6) + 1 = 7
Reflex DC 15: 1d20 + 2 ⇒ (5) + 2 = 7
It falls prone again.
The one by Vexas and Sosche stabs at the oracle and then lashes out with its free arm.
Longsword: 1d20 + 5 ⇒ (4) + 5 = 9
Slam: 1d20 ⇒ 5
It entirely fails to injure Sosche.
The two on the balcony pull out flasks of Alchemists' Fire and smash them on the ground, then step towards the stairs.
The leader continues to attack Brannart.
Slam: 1d20 + 11 ⇒ (2) + 11 = 13
Slam: 1d20 + 11 ⇒ (9) + 11 = 20
And the warrior's armor saves him again.
Not a great round for the bad guys - Vexas, Sosche, and Fenna are up!
Round 1
Leader
Vexas
Sosche
Fenna
Faceless Stalkers
Sho
Brannart

Sosche Pinn |

Weapon Equipped = Ranseur
Conditions = Bless (60r)
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (2/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (4/4): Cure Serious Wounds, Free Swim, Magic Vestment
Sosche, unable to maneuver properly, takes out his ranseur in the hopes of an opening. He’ll also cast Bless (+1 att/saves vs fear (morale)), defensively, to aid the party!
Defensive Casting: 1d20 + 11 ⇒ (10) + 11 = 21 vs DC 17

Fenna Pender |

Fenna works her way out of the crowd and begins a performance to hearten her allies.
Inspire Courage: +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.

Vexas Flamespark |

Vexas sighs. Part of him knew that the supporting cast in town might just start to unravel as imposters, but he'd hoped against it.
He steps in front of Fenna...
[5ft Step] East
draws his rapier...
[move] draw weapon
and with a quick gesticulation his form begins to blur and split into multiple copies.
concentration to cast defensively, DC19: 1d20 + 6 ⇒ (17) + 6 = 23
[standard] cast mirror image
Mirror images: 1d4 + 1 ⇒ (3) + 1 = 4

GM Aldizog |

The two Faceless Stalkers that had been upstairs move to join the fray.
The prone one stands again and tries to move out of the Grease.
Acrobatics DC 10: 1d20 + 1 ⇒ (5) + 1 = 6
Reflex DC 15: 1d20 + 2 ⇒ (12) + 2 = 14
So close...
It falls again.
The last one attacks Sosche again.
Longsword: 1d20 + 5 ⇒ (11) + 5 = 16
Slam: 1d20 ⇒ 4
Fire #1 spread: 1d20 ⇒ 8
Fire #2 spread: 1d20 ⇒ 12
Burning Alchemists' Fire drips down to the first floor and ignites it.
Ramona Initiative - forgot about her!: 1d20 + 2 ⇒ (20) + 2 = 22
Round 1
Leader
Vexas
Ramona
Sosche
Fenna
Faceless Stalkers
Sho
Brannart
Ramona casts Vanish on Brannart.