
Anselm Basri |

"With the partnership that the Baroness has offered, we could perhaps upgrade the pump house. Perhaps continue to invest in new seed crops. I should very much like to host a festival for artists. Perhaps Count Lotheed would deign to send Lotheedar's artists for a visit."

Mama D |
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Mama D’Souza “Nobility” drops dramatically once the thieving tax men have gone. She pockets the gold from Elen, making a note to do something kind for her soon. Still, her mind is on the recent Unpleasantness.
”Never again. Even if the Count still rules this area come the next year, I want one of us to do the accounting. If Eta comes back this way, I’m not certain I can be as civil as I managed today.” She takes a breath and makes a mental note, “Note to self: learn how to turn the boorish into pigs.”
She takes a turn looking over the plans Anselm has gathered together.
” Oh, quite right, that! Now, I know we need to put things in order for guests too, as we can, but The Market will make a difference for all of Stachys. “
” Yes, My Dear Major, as we can, doing more advanced repairs, both with and without Magic, should also follow. I will continue to work on scrolls in the evenings. And of course, the Iron Lash’s den needs to be found.“
Mama D is on board with all of the plans.

Mallë-o i Otos Elen |

He makes himself available to lead the launch of projects, as needed
”Oh, there is no need for that, we will all pitch in. Who wants to work on what? I’m interested in doing the gardens of Betony, the town and our farm fields. Also I'd like to help out in the Market when it is time.”
"Let's hold a Town Hall meeting at the site where the Market will be, invite everyone in town, and those from Beggarwood. There we may be able to recruit volunteers to start helping fix the roads."
If it sounds like a good plan, Elen will start drawing up bulletins to announce the Town Hall meeting and posting them all over Stachys and BeggarWood (volunteering the house Domovoi for soon they shall be awash in all the Rye they can drink).

Anselm Basri |

Anselm nods. "Of course, we'll all take the lead on our portions. I'm ready wherever I'm needed most. It's an excellent idea to reach out to the folk in Beggarwood! Given that they were on the verge of murdering us last time — well, trying to — perhaps it would be prudent to take it slow with them. A discreet meeting first, say?"
He waves his hand in the air, gesturing to the spirits all around in the house. The smell of sweat masked nearly perfectly by musk wafts out. "The Domovoi, though, will likely keep their activities restricted to our estate. They are hearth fey, after all."

Kamari |

"Good idea!"
Kamari follows Elen's lead in taking out her drawing tools. While not as familiar with the village as she was with Oppara she tries to imagine its brighter future and bring it to life on paper to energize the people.
"Large planter boxes with vines running up trellises. Functional, but unique stalls for sellers wares..."
craft draw: 1d20 + 6 ⇒ (14) + 6 = 20

Major K'Aldrian Kort 1ATD, Ret. |

"Let's hold a Town Hall meeting at the site where the Market will be, invite everyone in town, and those from Beggarwood. There we may be able to recruit volunteers to start helping fix the roads."
Kort nods at that, returning (his)/the office/(library) to retrieve his walking cane.
"Excellent. I do like scouting the terrain, for battle or commerce."
He will offer suggestions and ideas as they come to him.

GMEuan |

The party spends the week at home, making home more, well, homey. As you do so, you make plans for your departure to see Dame Crabbe, and for your vassals to get things started in your absence.
No one leads any particular activity, nor do you need to spend much time working each project beyond some initial organization and providing the funding. Certainly it’s assumed you’re spending some time on the projects yourselves, and some projects can be accomplished more cheaply with party intervention, but for the most part you’re hiring other people to do the work.
As I see it the plan, while you’re away, is to begin Basic Civic Improvements. Repairing potholes in the dirt, leveling the streets, and patching up the worst of the buildings. Also the removal of the collapsed building in the town square. That will take a week and cost 1,000gp.
When you’re done with that, you want the Market - after a town meeting to promote it and gather support (on a date set after your return from tea). By paving the village square, coordinating with local artisans and neighboring farms, and hiring a few messengers, you can establish a weekly market to attract more wealth. This improvement helps Stachys become more self-sufficient, reducing the base cost of all future improvements by 10%. This too will take a week, but costs 2,000gp.
We’ll review again at that time as it is a couple weeks away, but the plans seem to then include improvements to the Basic Farming, Basic Pump House, Betony Estate Gounds, Public House, and Stachys Gardening - all of which can be done simultaneously during the third week - financing permitted.
Next, before we head out to tea, is to approve your hired help. I don’t want to spend a lot of time on this, unless people really want to. It doesn’t impact the campaign much, but there does need to be a staff. So we’ll make it quick.

GMEuan |

You are now Tribunes of Stachys and entitled to the lucre taxes that flow through it. I doubt we want to wallow in this much, so I’m trying to provide something simple while still offering some context. This is not something you really need to worry about, though you should at least be dimly aware of it (probably about the same with your characters). So feel free to read, agree or modify, and then never think of it again.
As you are likely to be hiring some servants, I thought it would be useful to start by breaking down the local structure. We do not need to play this out much - I plan to hand waive almost all of it. You will need servants, if for no other reason than your station requires it. If you do without servants, most nobles and others will be harder to influence (up to a -2 circumstance penalty).
Note that these titles and structures are somewhat sexist in our parlance, but in Taldor the roles are handled by both women and men and the titles lack the gender connotations that we are more familiar with.
Servant Titles (link)
Generally a household is run by two main servants, sometimes three. The Housekeeper maintains the home, including handling repairs and the like as needed. They typically also handle the household budget, doling it out as required to pay for food and supplies, repairs, and the other servants. Below the Housekeeper are the Head Housemaid, Housemaid, and Laundry Maid respectively. Also any tradespeople that might work full or part time for the estate would report to the Housekeeper.
The Butler, equal in household authority normally, maintains the owners of the estate, as well as any guests. They will ensure the comfort of those residing, or visiting. They also care for the clothing and other personal effects. Under the Butler are the Coachman (Myrna in this case), the First Footman, the Second Footman, etc. and the Hallboy respectively.
There is also the Cook, master of the kitchen. They have some authority over their own budget, sometimes even separate from the Housekeeper. They also have their own herb and vegetable gardens, and may have one or more Gardeners just for those pursuits in a larger household. Below them are the Kitchen Maid, Dairy Maid, and Scullery maid.
I’ll skip the Lady’s Maid and Valet side of things as I don’t expect you’ll spend your money on such frivolity, but let me know if you change your mind. They tend to work directly for the person, rather than the household, and so have completely separate duties, incomes, budgets, etc. Also, none of this is set in stone. Houses often change things up depending on their needs, influences, personal skills, and what have you.
The Betony estate has chambers for two senior staff - likely Cook and Butler. In that scenario, the head housemaid would be under the Butler as well, and would have more autonomy. As such, your breakdown might look like this…
Butler (90sp/month)
• Coachman (Myrna) (30sp/month)
• • Assistant Coachman/Guard (Virigl) (30sp/month)
• Housemaid (30sp/month)
• • Hallboy (a youth who can also act as a runner to ferry messages to Stachys, and even beyond) (15sp/month)
Cook (90sp/month)
• Kitchen Maid (30sp/month)
• Grounds Keeper (30sp/month)
If, for example, you hired all these fine folk, you’d be fully staffed (no penalties). It would cost you ~35gp a month. Supplying yourselves with the finest in foods, linens, supplies, and whatever repairs the domovoi can’t handle will eat up another ~15gp bringing you to a total of 50gp per month in household expenses - living as Ladies and Lords. You can certainly spend less by cutting staff and reducing the quality of your lives, but who would want to do that? You can also increase taxes, though that’s risky for different reasons.
Currently, even in the poor shape it’s in, Stachys generates 10gp in taxes per month to you. Obviously a larger, healthier community will result in more taxes, but there’s honestly not much here to tax just now - it’s been bled dry. As nobles, you can spend that money on whatever you wish, and it’s assumed you’ll spend it on yourselves, at least in part, so we’ll say the taxes go toward your estate, leaving you with a debt of 40gp per month for now.
I’ll take it off the group as needed so we can just hand waive all this. Pretty much I just need to know if this is all OK with each of you, or if you want to make any changes. Then it’ll just fade into the background and we can proceed without worrying about it further.

Anselm Basri |

Anselm is also fine with this. He wouldn't be above trying to poach the family butler in Oppara...
"From my perspective, we should aim to maintain a low tax rate and focus our spending locally, until we finish bringing infrastructure back to an acceptable level. We can let our people know, we do not ask for greater investment in this until it's clear that our efforts have yielded results."

Major K'Aldrian Kort 1ATD, Ret. |

"From my perspective, we should aim to maintain a low tax rate and focus our spending locally, until we finish bringing infrastructure back to an acceptable level. We can let our people know, we do not ask for greater investment in this until it's clear that our efforts have yielded results."
"Indeed. You and I seem to be of a like mind these days, Anselm," Kort nods, again having reached the same conclusion. "This is what we need to do, and hopefully, we can continue to find ways to increase growth within our community. This is good." Kort offers his commentary with less stiffness than usual.

GMEuan |

Thanks all, you are staffed!
Going to Dame Crabbe takes two days and there is no convenient inn near the half way point, so you’ll be camping beside the road the first night. But you should arrive in time for tea, which is 4pm-ish around here. Though it’s shorter to go to the west, the bridge is out and so you must take the slightly longer way around. So you head east to the Oppara Highway, then north through Lotheedar (no your taxidermy isn’t done yet) and onto the North Cassomir Highway.
The roads leading out of Stachys are pretty bad, and they do smooth out once you reach the highways, but even there… well, the roads are not well maintained. But you manage, and Myrna is pretty skillful about avoiding the many potholes when she can.
The village of Moost grew up around the Crabbe estate, largely to serve the family’s needs and tend their extensive cranberry bogs, but it has matured considerably into a thriving little community only partially dependent on the noble family for support. It’s a lovely little town, maybe twice the size of Stachys, but much, much better off.
The Crabbe Estate is similar to yours in size, though it is only one story and so is far more sprawling. It’s a sort of widened ‘V’ with a lovely semi-covered garden that has a bubbling fountain looking out on a very well done lawn, ending in an extremely substantial Hedge Maze.
Seeing you looking at it, Dame Crabbe laughs, ”Oh, the Crabbe Labyrinth! Took absolutely years to build you know. We’ll check it out after tea. I do tours for absolutely everybody.” she laughs lightly and begins to have the tea poured. There are substantial sweets as well, brought out on silver trays by skilled staff. Parthena even had the Moost Conservatory send over a few musicians for your entertainment.
As usual, it’s difficult to get a word in - the Dame does so love to talk, but once she feels you’ve been made properly ’welcomed’, and have had some time to sip tea and relax, she begins to wind down. ”I heard you ran into some trouble with your tax collector. It’s a scam, the way these people work. Why you must get on top of them right away. Remember, always defend your townspeople. If you don’t, who will?”
She smiles and politely awaits a response, or a change in subject. She’s amenable to either.
You have one social round to influence Dame Parthena Crabbe. Her weaknesses and strengths have all been learned. You may also interact with Sepsinia (which does not take a social round), who is here of course though quiet as usual. If you chose to chat with Sepsinia, a diplomacy check will be in order.

Kamari |

"You are most right. We defended our townspeople, but I wish we had ended up a bit more on top of that despicable character. I'm afraid we're still learning how to compete in this arena. It's definitely different than the ones I'm used to."
Kamari sips some tea and enjoys a few sweets.
"We've begun the work to improve Stachys and perhaps someday it might be a worthy companion of Moost."
She turns to Sepsinia.
"Tell us a bit more about yourself and your activities. Perhaps it would assist us in finding someone that interests you."
diplomacy: 1d20 + 16 ⇒ (1) + 16 = 17

Mallë-o i Otos Elen |
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After tea as the tiffin tapping party takes to the verdure tangle, Elen laughs in woodwind tones when they finally reach the center.
”Oh, this maze reminds me of the story The Dragon and the Not So Very Titan!”
She breaks into dance around the meadow flower beds at the center of the maze, occasionally leaping for the branches on the surrounding trees.
There was an evil King who slept on a mountain
Therein buried a grand treasure guarded by a Three Headed PyroCapybera
More infamous than the legendary Vorporal Rabbit!
All the while the King’s subjects languished
‘Lo came one Ascaria, Gnome Lord of all verdant verdence, Life!
Beacon of Gold upon his brow, he delved deep into the mountain
Long alas did he come upon the Fire Breathing ROUS
And smote it with words of holiness only the most humble can embrace
Praise be to Ascaria, Lord of Life!
Perform: 1d20 + 12 ⇒ (14) + 12 = 26
She turns to Sepsenia. ”Oh, don’t you wish there were such brave strong souls these days like the Lord of Life?!”
Diplo: 1d20 + 15 ⇒ (18) + 15 = 33

Major K'Aldrian Kort 1ATD, Ret. |

Kort watches, then claps politely for Elen's dance. He had intended to not make a big influential attempts this tea, but all that changes when he learns of the Maze. He's aMAZed by it, to say the least. He hadn't considered something like this could be constructed, and seems inspired by it.
"How long did it take to create? And you must tell me more of why..." Kort asks the Dame, trying to understand the maze's tie to the land & people as an inspirational or entertainment option.
1d20 + 12 ⇒ (15) + 12 = 27 Know (Local)
"Maybe we should create our own local attraction for our estate. Might be good for raising morale or encouraging tourists," Kort wonders.

Anselm Basri |

Anselm greets Dame Crabbe and Sepsenia with affection. "Thank you so for inviting us. What a lovely estate!" He follows along as she gives the grand tour, making the appropriate oos and ahs.
As the group sits for tea, he asks, "Miladies, would you mind if I sketch a little study of you. I should like to capture this moment on canvas once we return to Stachys."
He nods at the Major's suggestion. "I should like to invite some of Taldor's promising young artists to a festival, as well as the County's own craftspeople. A county with such close ties to the Stavians deserves such attention. Don't you think, milady?" He goes on to gossip a bit about this or that painter and poet, he hopes to the enjoyment of everyone present.
Local: 1d20 + 8 ⇒ (15) + 8 = 23

GMEuan |

"You are most right. We defended our townspeople, but I wish we had ended up a bit more on top of that despicable character. I'm afraid we're still learning how to compete in this arena. It's definitely different than the ones I'm used to."
Kamari sips some tea and enjoys a few sweets.
"We've begun the work to improve Stachys and perhaps someday it might be a worthy companion of Moost.”
”Won’t that be nice!” Dame Crabbe agrees, mentioning how worried she’s been these last several years, with no one to look out for Stachys.
”Why Sotto hasn’t paid their taxes in over a year, from what I hear, and they always seem to have some new excuse. Baroness Voinum’s been stepping in to cover them, as I hear it, but the old girl can’t keep Lotheed’s tax weasels from collecting their due forever.”
She turns to Sepsinia. "Tell us a bit more about yourself and your activities. Perhaps it would assist us in finding someone that interests you."
”Oh, I don’t know…” Sepsinia mumbles, fumbling around a little. She mentions the parlor games you’ll be playing later, but you suspect she’s only mentioning them as it’s what you’re going to do. After a long awkward pause, Dame Crabbe jumps in, ”Oh dear, you know you enjoy a good game of Trucco!” She tries to be encouraging, but Sepsinia only smiles and nods.
”Oh, this maze reminds me of the story The Dragon and the Not So Very Titan!”
She breaks into dance around the meadow flower beds at the center of the maze, occasionally leaping for the branches on the surrounding trees.
Dame Crabbe is delighted by the impromptu performance, and applauds Elen’s light leaps. ”Oh my, how do you leap so high, there must be a trick to it I simply haven’t mastered. We shall have to dance together my dear, there are things I would learn from you!”
Elen has shifted Dame Crabbe one more step toward Helpful.
She turns to Sepsenia. ”Oh, don’t you wish there were such brave strong souls these days like the Lord of Life?!”
She smiles shyly, a surprising amount of color in her cheeks, for embarrassment is clear on her face. However, though she rose to the occasion, it was not so much a distance from the quiet, tepid creature she seems to be. ”Yes, that would be lovely.” she murmurs a bit more loudly than usual before excusing herself to ”…go powder my nose.”
Dame Crabbe sees the change and is heartened by it. Once Sepsinia has left the room, she adds, ”Poor Sepsinia just hasn’t been the same since her beloved Opilio passed last year. Poor girl just won’t let herself move on.”
"How long did it take to create? And you must tell me more of why..." Kort asks the Dame, trying to understand the maze's tie to the land & people as an inspirational or entertainment option.
"Maybe we should create our own local attraction for our estate. Might be good for raising morale or encouraging tourists," Kort wonders.
”Oh my yes, the hedge maze is wonderful. It took decades. It was my fathers dream really. He didn’t see it as a regional wonder, more of a personal challenge. But I finished it for him, and shared it with the world!” she laughs happily. She explains, as per her father’s wishes, the maze is changed in some small way each year. She plans the changes years in advance, a new planting here a new dead end there, whatever she wants really. In fact, she has a book devoted just to all the changes made so far since the maze’s first hedge was placed in the ground.
Major Kort shifts Dame Crabbe one more step - and she trickles into Helpful!
As the group sits for tea, he asks, "Miladies, would you mind if I sketch a little study of you. I should like to capture this moment on canvas once we return to Stachys.”
”Oh my no, we don’t mind do we Sepsinia dear!” Dame Crabbe laughs delightedly.
He nods at the Major's suggestion. "I should like to invite some of Taldor's promising young artists to a festival, as well as the County's own craftspeople. A county with such close ties to the Stavians deserves such attention. Don't you think, milady?" He goes on to gossip a bit about this or that painter and poet, he hopes to the enjoyment of everyone present.
”Oh, a party! I’d be delighted to attend a party!” Dame Crabbe agrees before even Anselm completes his thought. And gossip they do, Dame Crabbe commenting, ”I assume the bridge is still out and you had to come by way of Lotheedar?”
”Apparently Baronet Vort’s gone native with a band of peasants southeast of Baron Telus’s land; even destroyed the Gold Canyon bridge to keep outsiders away. I hear a witch got into his brain and stirred things up a bit. Positively scandalous!”

GMEuan |

You have a delightful cup of tea and, as much to stretch your legs as work up an appetite for dinner, you head down to the hedge maze. (All this happens at the same time as your social rounds so there’s some interweaving.)
The hedge maze behind the Crabbe estate is a local wonder, though the weather of the day works against you. While it was nice enough during the tea, if a bit cloudy, as you descend to the maze a light drizzle begins to fall. Not enough to flee back to the house, but enough to dampen spirits, and cause a cold mist to lay about the hedge. If anything it makes Elen’s dance that much more ephemeral when you do reach the center.
Still, you can see why it’s loved. For one thing, it’s huge! You could spend all day meandering the high hedges, and never find the center. Dead ends are filled with statuary and plants rare to the region to soften your failures. There are several exist to the maze, all of which are relatively easily found as the maze was designed to lead you away from the center.
An hour or two wandering about and Dame Crabbe finds each of you and guides you all to the center. There lies a picturesque gazebo, overgrown with roses in a small courtyard in which Elen dances. ”I used to entertain more here, but it’s so difficult to find the center and guests would get lost and wander off… So distracting!”
Eventually, you all head back to the house, walking up the hill to dinner.
Perhaps Dame Crabbe is running out of money and had to cut back on gardening staff…
- - -
As usual, you have time to dress for dinner before descending to Dame Crabbe’s well appointed dining hall. It’s clear she loves to entertain, and her staff is well skilled for such events. The meal is wonderful, filled with local specialties, and as is a regularity here, a small bowl of cranberries to reflect the regions main export - and very pleasant, sharp taste. Tangy.
After supper you shift to a grand sitting room to play a variety of parlor games and pleasantly while away the evening. Dame Crabbe is fully convinced of your good names, and you are able to firm up her support of you as the new Lords of the Betony Estate.
Feel free to make any dinner or after-dinner conversation as you wish. Tomorrow, I’ll push us on.

Anselm Basri |

"Dame Crabbe, you are the very picture of hospitality. It reminds me of the tales I used to hear of Birdsong, when the Stavians exerted more direct influence. I hope I am not being too bold when I say so, but Count Lotheed has really failed to live up to the county's historic greatness. If only Birdsong's true owners were here to ensure the well being of everyone in the county. Perhaps even Baronet Vort would find reason to be reasonable."
Bluff to infer politely that maybe there's a way to depose the Count: 1d20 + 12 ⇒ (9) + 12 = 21

Major K'Aldrian Kort 1ATD, Ret. |

I like how you broke up the two posts, GM Euan. I can see why, but it also helps me get it all better. +1.
Kort makes a special effort to chat with Dame Crabbe, both out of an abundance of good manners, but out of genuine interest. After all, she had been thriving in this area for a while, and she might be a model for the group if they are to survive.
He listens to Anselm query the Dame, but doesn't intercede on Anselm's behalf. He lets the delicate suggestion go and waits to see what happens.

GMEuan |

”Oh,” Dame Crabbe replies to Anselm, ”The Lotheed’s have been here for generations, and are well established. Every noble has their blind-spots, and the current Count certainly has those! But he means well.” she adds a little uncertainly. She doesn’t seem to be interested in a change necessarily, she’s just happy to be gossiping about the failures. She’s no revolutionary.
Elen: 1d20 + 2 ⇒ (12) + 2 = 14
Kamari: 1d20 + 11 ⇒ (11) + 11 = 22
Major Kort: 1d20 + 13 ⇒ (13) + 13 = 26 (+2 for secret doors, disguises, or vs stealth)
Mamma D: 1d20 + 5 ⇒ (12) + 5 = 17
That night, as you sleep, you dream… uneasily. No actual nightmares just a general unease. You’ve had a long day of travel and socialization, so you should be well tired and sleep easily but sleep takes some time to arrive, and flits away elusively as the hours crawl to morning.
At one point, nearly at midnight, Anselm and Major Kort hear the clatter of the doors to the garden behind the house. Looking out your windows, which face the garden naturally, you see Sepsinia in her nightclothes, staggering slowly toward the hedge maze. In a moment, she disappears into the night - hidden from sight by the heavy clouds covering the moon.

Anselm Basri |

"Well that's odd." Anselm rather hurriedly throws on a tunic and his mail shirt and gathers his hunting outfit. With a quick gesture in honor of Shelyn, he is immediately dressed and presentable.
Thinking the situation curious but not altogether worrisome, he nonetheless thinks to bring a friend along, for propriety's sake. He wraps on Elen's door. "Milady, it's Anselm. If it please you, I've rather immediate need for a chaperone or four in the maze."

Anselm Basri |

Anselm moves on to Kamari's chamber, rapping at the door. He does not wait overlong, feeling some urgency to investigate the mystery.

Major K'Aldrian Kort 1ATD, Ret. |

"Well that's odd." Anselm rather hurriedly throws on a tunic and his mail shirt and gathers his hunting outfit.
"Yeah, that's weird. Let me come with you," Kort can be a surprisingly quick dresser (from his army training) and is ready by the time Anselm is. "We should wake the others." And he does so.
He will explain quickly, the follow Anselm and Kamari out.

Mallë-o i Otos Elen |

Know Local: 1d20 + 8 ⇒ (17) + 8 = 25 Opilio? His cause of death? Rumors?
~~
Gardener: 1d20 + 10 ⇒ (12) + 10 = 22
Elen does the final spin of her Under Acclaimed ballet near the picturesque gazebo, and pauses a moment to look up at its host of roses and frowns.
Sleight of Hand: 1d20 + 4 ⇒ (16) + 4 = 20
Elen discretely pulls out a pair of pruning shears and snips off one of the more unruly rose vines before joining the others and preparing for dinner.
When awoken that evening for an impromptu tour of the maze, she arms herself appropriately (also with pruning shears) and grumbles.
”Just as well. Don’t you hate when you’re dreaming you’re close to accomplishing something, like packing for a trip -- only to discover that you’re missing a key item -- like suddenly realizing that shortly before disembarking you can’t find any of the luggage you just packed?”
Sighing she hoists her glaive over her shoulder, and heads out into the maze with the others, bearing forth her pruning shears as if it were a holy symbol.
"I do not understand -- putting together an amazing maze such as this, only to let it go," she whispers. "I wonder if Dame Crabbe is having financial troubles, and has had to prune her gardening staff..."

GMEuan |

- - -
The party takes a moment to gather weapons and in some cases even armor, before descending into the night. Let me know what light sources are being used.
The rain has stopped, but the ground is wet with it and a low mist hangs in the air - especially as you reach the hedge maze. Perhaps it’s just the darkness, but the maze feels more depressing and dim, even under carried light, than it did during the day.
It’s clear from the fresh, wet, bare footprints on the grass of the hill heading down that Sepsinia has entered the maze, but tracking her from there is troublesome due to the gravel path. You must find your way to the center of the maze.
Though you’re each making different rolls (see below), you’re traveling as a group, each contributing as you go, searching for the center. You’ve been to the center before, so you have a sense of where it is, so I’ve reduced the DCs to reflect that. Obviously feel free to suggest other creative solutions as well.
Finding the labyrinth’s center requires five successful checks using any combination of the following: combat maneuver (DC 13), Climb (DC 18), Knowledge (engineering; DC 16), Knowledge (nature; DC 18), Perception (DC 16), Spellcraft (DC 20), Survival (DC 16), or a Will saving throw (DC 13). You will each pick one option from this list, and go ahead and roll. You may not duplicate options. Everyone must succeed to find the center.

Major K'Aldrian Kort 1ATD, Ret. |

”You may not duplicate options.”!! Wow. Okay...
”There is a design pattern that suggests this is the right way to go...” Kort points down a path, offering his opinion.
1d20 + 9 ⇒ (15) + 9 = 24 Know (Engineering)

Anselm Basri |

Given the lack of twilight, Anselm lights up his relic of a ring as he heads into the maze. He takes comfort in the light — and what remains of the maze's extraordinary artistry — to stave off its gloom.
Will: 1d20 + 10 ⇒ (7) + 10 = 17

Mallë-o i Otos Elen |
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Elen tries to climb over the hedge, but is thwarted by its unnatural and outwardly reaching flimsy habit.
"Well, this is ridiculous. I'd love to take a machete to this."
Instead, she grapples its unruly herbaceousness.
Combat Maneuver Grapple: 1d20 + 7 ⇒ (6) + 7 = 13
"We should observe if we can, from a dark, quiet safe distance. Rumor has it Opilio was smitten with Sepsinia, but she rejected his advances. Something happened between them here in the gardens of this estate. Within a a day, Opilio killed himself, and Sepenia 'lost her interest in painting'. If the rumors are to be believed, something is not quite what it appears around here."
Feel free to read Elen's spoiler above.
Elen pauses a second in her ambush of the overgrown bushes. "Come to think of it, doesn't it seem... darker than it should be? Should we be using some sort of protection from ... evil or something?"

Mama D |
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Spellcraft: 1d20 + 12 ⇒ (3) + 12 = 15
This reminds me of a ritual I heard about as a child ... only it was done at noon, in sand dunes. Come to think of it, not much like it at all. Are we going left?
using a hero point to reroll
Spellcraft: 1d20 + 12 ⇒ (10) + 12 = 22
“Oh now I remember! It was a spell!”

GMEuan |

You wend your way here and there, suffering few false leads. Eventually, though it seems to take forever, you reach the center where there’s a soft glow of very dim light - perhaps candle light.
There you see a ghastly parody of a romantic picnic, as the scuttling undead remnant of Opilio offers Sepsinia cold tea and moldering biscuits, surrounded and served by the bodies of gardeners who tried to clean out the darker corners of the hedge maze. But Opilio is no longer human and the gardeners are no longer alive.
Eight legs of shattered bone emerge from a sickly, pulsating heart, holding it aloft like a spider. Blood oozes from the glistening organ, and dribbles into the tea it serves to the entranced Sepsinia - clearly heavily affected by illusions or, more likely, enchantment spells.
Your lights give you away, and the creature is ready!
- - -
- - -
New map up! The ring of stones are low to the ground (for sitting) and do not provide cover or movement penalties. Try and imagine a couple short steps leading up to a pergola within the ring (this is the best map I could find), and Opilio and Sepsinia are having tea around a table in the center.
- Round 1 -
Elen - 23
Anselm - 20+
Kamari - 20-
Good Folks - 12
Major Kort - 9
Mamma D - 5
Elen: 1d20 + 4 ⇒ (19) + 4 = 23
Kamari: 1d20 + 6 ⇒ (14) + 6 = 20
Major Kort: 1d20 + 2 ⇒ (7) + 2 = 9
Mamma D: 1d20 + 1 ⇒ (4) + 1 = 5
Good Folk: 1d20 + 8 ⇒ (4) + 8 = 12
Elen, Anselm, and Kamari are up in round one! This is not a surprise round, so full round actions.

GMEuan |

Cynic’s Bite (Su) A lovelorn’s bite curses its victim with apathy unless the victim succeeds at a DC 15 Will save. The victim is constantly fatigued and cannot benefit from morale bonuses. In addition to the normal methods of removing curses, this curse can be removed with the spell calm emotions or by consuming an elixir of love. This is a mind-affecting emotion curse effect.
Gloom (Su) A lovelorn’s presence causes unnatural, thorny vines to grow. After 5 days, an area claimed by a lovelorn grows cold, dark, and stale. This acts as a constant mirage arcana (DC 18) with a caster level equal to the lovelorn’s Hit Dice. Lovelorns typically use this ability to conceal entrances to their lairs, but also to make their domains appear depressing and grim. A lovelorn can maintain only one gloom at a time, and while within an area of gloom, the lovelorn’s spell-like ability save DCs increase by 1.
Jagged Maw (Su) A lovelorn’s bite threatens a critical hit on a roll of 19–20. If a lovelorn confirms a critical hit with its bite, it also inflicts a negative level. This negative level can be removed with a successful DC 15 Fortitude save.
- - -

Kamari |

AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +2 Dex, +2 dodge)
hp 37 (5 HD; 1d8+4d10+5)
Fort +1, Ref +8, Will +5 (+1 vs. mind-affecting effects); +2 vs. enchantments
Defensive Abilities aristocratic discipline +1, nimble +1; Immune sleep
Speed 30 ft.
Melee dagger +4 (1d4/19-20+4 Precision) or
koriana's blade +9 (1d6+4/18-20+4 Precision) or
mwk rapier +8 (1d6/18-20+4 Precision) or
sap +4 (1d6 nonlethal)
Special Attacks deeds (derring-do, hidden blade, kip-up, precise strike, quick draw, social panache, swashbuckler initiative), hidden strike +1d8/+1d4, panache (5)
Armor & Weapons
+1 MIthral chain shirt
+1 Ring of Protection
Rapier +9, 1d6+4+4 (BAB, Dex for Str from feat, WF & Precision), 17-20x2 (anatomist)(Quick draw, Weapon Finesse, & Weapon Focus for rapier only)
Masterwork Dagger +4, 1d4, 18-20x2 (anatomist) - Always hidden. Take 10 Hidden Blade is DC 23 to spot.
Sap +4, 1d6 nonlethal, x2
Never one much for religion, Kamari boldly--blindly--dashes up and stabs at the first undead thing (red zombie).
rapier: 1d20 + 9 ⇒ (3) + 9 = 12
not slashing damage: 1d6 + 4 + 4 ⇒ (4) + 4 + 4 = 12 4 is precise if it matters
hidden strike if flatfooted: 1d4 ⇒ 4

Anselm Basri |

Religion: 1d20 + 6 ⇒ (4) + 6 = 10
Religion: 1d20 + 6 ⇒ (15) + 6 = 21
What else is interesting?
Anselm presses forward, placing himself between the zombies and Lady Lotheed. He calls to Shelyn for aid, and she sends another of her celestial host. This time, a leopard appears and pounces on the thing that was Olirio.
Smite evil
Bite: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Damage + grab: 1d6 + 5 + 3 ⇒ (2) + 5 + 3 = 10
Grapple: 1d20 + 11 ⇒ (3) + 11 = 14
Claw: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Damage: 1d3 + 5 + 3 ⇒ (3) + 5 + 3 = 11
Claw: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Damage: 1d3 + 5 + 3 ⇒ (1) + 5 + 3 = 9
Confirm Claw: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Damage: 1d3 + 5 + 3 ⇒ (2) + 5 + 3 = 10
Confirm Claw: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Damage: 1d3 + 5 + 3 ⇒ (2) + 5 + 3 = 10
Leopard invested with Precise Strike teamwork feat.

Mallë-o i Otos Elen |

”Nooo, Sepsinia!!! Stop! This isn’t right! Opilio?!!! -- is gone from our world!”
It’s Opilio, right? The rumor seems a bit off… like any other rumor.
Elen leaps into the setting around the gazebo next to Sepsinia (putting red in flank with Kamari) and strikes at what is left of Opillo.
Glaive: 1d20 + 10 ⇒ (11) + 10 = 21
for damage: 1d8 + 3 ⇒ (7) + 3 = 10 +Elen
Hits: 32/32
AC: 22 Mage Armor
AoO: 1d20 + 10 ⇒ (14) + 10 = 24
for Damage: 1d8 + 3 ⇒ (7) + 3 = 10

GMEuan |
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Elen moves into the middle of the opponents and lashes out at Opilio scoring a deep hit! Anselm summons a great cat to rake poor Opilio with a pair of hits, though not crits. What a scratching! Kamari moves into position to work over a zombie, connects thanks to Elen’s flank, and destroys the creature, dropping it to the ground a dead gardener once again.
”Nooo, Sepsinia!!! Stop! This isn’t right! Opilio?!!! -- is gone from our world!”
Sepsinia looks dimly at Elen, and it’s clear from the glaze in her eyes that something is preventing her from seeing what’s going on around her. She gestures to the table as if to invite you to tea, and offers a blood-soaked scone for your enjoyment - much like the one she’s been eating.
Opilio sort of screams, but it’s a blood-foamy gurgle without form from the heart. It 5’ skitters away from Elen’s long reach, and the great cat, and casts a spell!
- - -
A cone of despair and sadness emanates from the scurrying heart and washes over Elen, Kamari, and the leopard. Please make a DC 16 Will save, or suffer a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for the combat’s duration.
The zombies, reacting to the attacks, close or attack their opponents (zombies are ‘staggered’ by their nature, so only one action per round for me!).
Blue zombie on Elen: 1d20 + 4 ⇒ (19) + 4 = 23 damage: 1d6 + 4 ⇒ (5) + 4 = 9
The blue zombie steps over, and gets a lucky strike on Elen, punching her with its rather strong fist.
The green zombie closes with Elen, provoking an AoO as it does so. It takes 10hp from that AoO.
- Round 1 -
Major Kort - 9
Mamma D - 5
- Round 2 -
Elen - 23 (-9hp)
Anselm - 20+
Kamari - 20-
Opilio - 12 (-30hp)
Zombie, red - 12 (destroyed)
Zombie, green - 12 (-10hp)
Zombie, blue - 12
Everyone is up!

Anselm Basri |

Leopard Will save: 1d20 + 2 ⇒ (3) + 2 = 5
Anselm chants a prayer to Shelyn.
"May inspiration fill our hearts! May fancy win out over despair! Let our blades strike as true as our brushes!" He then makes his way up to the nearest zombie, dagger in hand.
Cast BLESS
His prayer somewhat counters the poor kitty's ennui, and it presses its attack.
Bite: 1d20 + 7 - 2 + 1 ⇒ (2) + 7 - 2 + 1 = 8
Damage + Grab: 1d6 + 5 + 3 - 2 ⇒ (6) + 5 + 3 - 2 = 12
Claw: 1d20 + 7 - 2 + 1 ⇒ (1) + 7 - 2 + 1 = 7
Damage: 1d3 + 5 + 3 - 2 ⇒ (1) + 5 + 3 - 2 = 7
Claw: 1d20 + 7 - 2 + 1 ⇒ (7) + 7 - 2 + 1 = 13
Damage: 1d3 + 5 + 3 - 2 ⇒ (3) + 5 + 3 - 2 = 9
HP 30/30
AC 17 / 15 ff / 12 touch
Active effects: Inspire courage
Teamwork feat: Scion of the Lost Empire
1st level spells: 4/5
2nd level spells: 3/3
Summon monster: 6/7
CLW wand: 36
Lesser Restore wand: 48
HP 25/25
AC 15 (13 if pouncing)
Duration 5 min

Major K'Aldrian Kort 1ATD, Ret. |

Round 1
1d20 + 12 ⇒ (10) + 12 = 22 Spellcraft
Finally clearing his head enough to act, Kort moves forward to protect Mama D drawing Dignity's Barb as he goes.
Kort casts Calm Emotions (Will DC 15, but not sure it's needed), thinking that he can hit Elen, the leopard, & Sepsinia & Opilio.
hp: 34/34
AC: 15/13/12
Saves: F2/R6/W7 +3 vs. enchantment, +1 vs. illusions +2 vs. poison
Lowlight. PBS.
Aroden's Verve: 0/5 used
Adhere to the Law: 0/1 used
Extend PotionRadiation: 0/4 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
0: (create water, detect magic/poison, light, stabilize,read magic)
1: 0/9 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 1/5 used (Inv*0,RE*0,*CE*1)
Cane:
[ dice]1d20+2[/dice] to hit;
[ dice]1d6-1[/dice] damage.
Dignity's Barb:
[ dice]1d20+6+1[/dice] to hit; (+PBS)
1d8 + 1 ⇒ (7) + 1 = 8 magic cold iron damage;
Bolts: 50/50 cold iron

Mallë-o i Otos Elen |

Round 2, Init 23
WillDC16: 1d20 + 3 ⇒ (19) + 3 = 22
Acro: 1d20 + 12 ⇒ (6) + 12 = 18
Elen flips over the picnic table to slash at what's left of Opilio.
”OH, NO YOU DON’T.” Challenge
Glaive: 1d20 + 10 ⇒ (12) + 10 = 22
for damage: 1d8 + 8 ⇒ (5) + 8 = 13 +Elen, +Challenge
Hits: 23/32
AC: 22 Mage Armor
AoO: 1d20 + 10 ⇒ (12) + 10 = 22
for Damage: 1d8 + 3 ⇒ (1) + 3 = 4
AoO: 1d20 + 10 ⇒ (3) + 10 = 13
for Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Kamari |

C 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +2 Dex, +2 dodge)
hp 37 (5 HD; 1d8+4d10+5)
Fort +1, Ref +8, Will +5 (+1 vs. mind-affecting effects); +2 vs. enchantments
Defensive Abilities aristocratic discipline +1, nimble +1; Immune sleep
Speed 30 ft.
Melee dagger +4 (1d4/19-20+4 Precision) or
koriana's blade +9 (1d6+4/18-20+4 Precision) or
mwk rapier +8 (1d6/18-20+4 Precision) or
sap +4 (1d6 nonlethal)
Special Attacks deeds (derring-do, hidden blade, kip-up, precise strike, quick draw, social panache, swashbuckler initiative), hidden strike +1d8/+1d4, panache (5)
Armor & Weapons
+1 MIthral chain shirt
+1 Ring of Protection
Rapier +9, 1d6+4+4 (BAB, Dex for Str from feat, WF & Precision), 17-20x2 (anatomist)(Quick draw, Weapon Finesse, & Weapon Focus for rapier only)
Masterwork Dagger +4, 1d4, 18-20x2 (anatomist) - Always hidden. Take 10 Hidden Blade is DC 23 to spot.
Sap +4, 1d6 nonlethal, x2
will save: 1d20 + 5 ⇒ (9) + 5 = 14
+1 vs mind-affecting, +2 vs enchantments, +3 for both? ;)
Kamari isn't sure how she feels about the scurrying heart's despair, but fights on either way. She takes an indirect route to the flank with the leopard to avoid provoking the heart. Then she tries to spit it on her rapier like a roast.
rapier+bless+flank: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
damage: 1d6 + 4 + 4 ⇒ (5) + 4 + 4 = 13
4 is precise if it matters
hidden strike with flank: 1d4 ⇒ 1

GMEuan |

Major Kort tries to calm the scene a bit, and perhaps heal some of Sepsinia’s problems. Per discussion, he targets the leopard, Opilio, and Sepsinia. Mama D nails the zombie wounded by Elen, and just drops it! Elen closes in with Opilio and with only one zombie to dodge, does so as she smashes down on the creature. Anselm casts bless though its not enough for the leopard to hit. Kamari gains both benefits and so makes the save, which enables her to smash Opilio - ending the lovelorn threat!
Leopard Will: 1d20 + 2 ⇒ (15) + 2 = 17 vs DC 15
Opilio Will: 1d20 + 6 ⇒ (18) + 6 = 24 vs DC 15
Sepsinia Will: 1d20 + 3 ⇒ (9) + 3 = 12 vs DC 15
The leopard and Opilio overcome the spells pull, but Sepsinia does not. Her eyes widen at the undead creatures surrounding her, and she begins to shriek - the most noise you’ve ever heard her make! She withdraws south, behind Mama D.
All that’s left is one lone gardener, who makes a last punch at Anselm.
Blue zombie on Anselm: 1d20 + 4 ⇒ (3) + 4 = 7 damage: 1d6 + 4 ⇒ (2) + 4 = 6
…before being dispatched handily enough by the party (DMPC). Great job defeating the nasty spell caster before he could bring more to bear!
Sepsinia is sobbing now, clutching to Mama D, ”I thought it was just a dream… a bad, bad dream!” she shrills. Her mind is clear of the curse, but it is going to take days, weeks, to recover, and the mental scars will remain for years.
You can hear in the after battle quiet, some sounds coming from the house.
Major Kort - 9
Mamma D - 5
Elen - 23 (-9hp)
Anselm - 20+
Kamari - 20-
Opilio - 12 (destroyed)
Zombie, red - 12 (destroyed)
Zombie, green - 12 (destroyed)
Zombie, blue - 12 (destroyed)
We are out of initiative.