
Moira Monday |

"You might be able to soften it enough to break it at least. Arlo, do you think you have the strength to do so?" Moira helps to scatter the armor pieces, but keeps close to Anzarra in case she has to intervene.

GM Hansj |

A narrative half-round step, so no will save for Anzarra yet
As Sir Lyra distributes the black armor into various containers, shes notice the smaller pieces seem to become mobile. Once they're reduced to beetle size, they slowly move, like worms towards the large pieces. Still, in 2-3 rounds, it would be possible to have the armor sections sealed into a covered punch bowl, a vase and covered jello mold.
Vincent and Chansel are renewing their love just outside the door, Vincent monitoring the situation inside.
Lord Ghent interrupts his cleaning and moves next Anzarra, who is engaged in a mental battle with the sword, has sent fiery energy into the blue/black blade, damaging it, maybe weakening it but hasn't destroyed it. He motions, even whistles for the group's attention.
"The blue sword is problem and a danger to us all. Your comrade is dealing with it heroically. We must help her. My personal workshop is down stair. I might be able to do something to the sword there. What have you found something against this magic in you researches? I'm just beginning to understand it's occult power."

Arlo Brighthammer |

Knowledge (arcana): 1d20 + 6 ⇒ (9) + 6 = 15
"Arzanna, take this", the dwarf handed the elf his shielding crystals. "And hurry."

Lady Lyra Anna Fitzroy |

As she uses her force shield to move the last bits of Armor into bottles, she plugs them. Then stips off her male clothing. Rapping the bottles up in the cloth so they will not break easily. She if left standing in a skin-tight simple silver metallic-like jumpsuit. It shimmers a moment with force of some kind then its holo-projection* kick in and her noblewomen clothing comes into place. She spins checking it then comes over to the others.
*Sleaves of may garments

GM Hansj |

Lord Ghent is going to walk to his workshop (down a hallway and then down some stairs, three round away walking, less running). He encourage Anzarra to follow but if not he'll get tools and return. Anzarra has a second crystal for power (Another will save 18 this round). She can also further damage the sword whether she goes to the workshop or stays here - as might others.

Anzarra |

I don't know Paritosh... maybe hit it really hard with something?
Spellcraft to use burning hands to harm the sword: 1d20 + 12 ⇒ (11) + 12 = 23
^^Let me know if that worked so I know whether to try it again. (Rolled damage was 13.)
I rolled 26 on knowledge arcana when I first studied the sword to figure out how to stop it... did I learn anything from that? I mean, totally rolling again, but if there is a way, it seems like that roll would have shown me something.
Spellcraft: 1d20 + 12 ⇒ (4) + 12 = 16
Anzarra accepts the crystal from Arlo, trying to focus her will on controlling the sword.
Thanks Arlo. Do you still have one of those stunning devices that Imchek gave us? I think you and Moira had one? I wonder if something like that would work. You guys want to try while I hold it for you?
Will Save: 1d20 + 5 ⇒ (5) + 5 = 10
Original Shield: 1/19 Arlo's Shield: 16/16 (I think... unless he used some of it previously?)
Anzarra doesn't follow Lord Ghent, worried that walking will distract her and not allow her to focus on destroying the sword.
If the burning hands spell from earlier harmed the sword, Anzarra tries it again.
Spellcraft with Burning Hands: 1d20 + 12 ⇒ (6) + 12 = 18
Fire Damage: 5d4 ⇒ (1, 3, 4, 4, 3) = 15

Arlo Brighthammer |

Arlo pivots the borrowed sword in his hand and attempts to sunder the black sword.
CMB (sunder): 1d20 + 9 ⇒ (5) + 9 = 14

Paritosh Jumbal |

At Anzarra's recommendation, Paritosh will try whacking the sword with his hammer...
MW Warhammer PA Hit: 1d20 + 9 ⇒ (5) + 9 = 14
MW Warhammer Damage: 1d6 + 6 ⇒ (1) + 6 = 7
MW Warhammer PA Hit: 1d20 + 9 - 5 ⇒ (11) + 9 - 5 = 15
MW Warhammer Damage: 1d6 + 6 ⇒ (6) + 6 = 12

GM Hansj |

Smashing, hammering and burning, the party bends the blue/black sword 'till the 3" blue crystal point breaks off with a crackle and black flash. The blue part falls to ground, seemingly inert. Anzarra can still sort of feel it's psychic power but it's effectively inactivated.
Lord Ghent's guards and servants work to clean and repair the room.
Lord Ghent and another servant reappear with a couple tools for crystal shaping (tools you're now kind of familiar with). With these, the blue tip can be confined to a bottle which either Lord Ghent or one of the party can take.
It takes about 20 minutes of feeverish activity and more prestidigitation but ball room again becomes suitable at about 9:30.
A bit before the guests are to be re-admitted, Lord Ghent says, "my friends, my new investors, I owe you a debt of gratitude and an apology. Still, we have perhaps solved one problem. And let us make plans. Please describe the modifications you propose to the devices as well as other plans or things I should know. This is exciting. We may retire to study for further discussion."
At some point, Chansel and Vincent thank and apologize to Lady Lyra and Moira.

Lady Lyra Anna Fitzroy |

Lyra just nods,
"I well forgive you if you allow my newspaper to run the story of your renewed engagement, with interviews"
Then she moves to Lord Ghent offering him her arm.
"Shall we?"
sand heads to the study.

Anzarra |

Much relieved, Anzarra thanks her friends for their help.
She returns Arlo's shield to him, thankfully not having had to use it, but will keep the bottle containing the tip of the sword, and keep the sword itself for further study. After everything is cleaned up, she retires to the study with the others.

Arlo Brighthammer |
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Arlo assists in carrying any of the bottles to the study. On his way, the dwarf nabs a large decanter of expensive wine for himself.

Lady Lyra Anna Fitzroy |
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Once in his office, she outlines in a pitch the idea of a new form of Midea, one that can entertain the masses. While making a lot of money.
"It's simple you own and sell the mains of production. Recording and editing devices. Then you produce and sell content which leads to others wanting a means of distribution. You sell that and move out of content creation because of its and art and costs. The real money is to be made in displaying, the distribution side. That is where you get a rent cost in-display systems and cut if the takings. For a while, you will hold the monopoly. In that time you will make a killing. A tent can be erected, the images sounds, and moods conveyed."

Lady Lyra Anna Fitzroy |

she holds up a roll of designs.
and talks about how the Senso-Roma mass display system will work.
Showing how audiences will see pre-recorded images, sounds, smells, and even tastes. All to elicit moods and feelings in them. Not controlled but built from experiences.
When done she ends with.
"The 1st device was a device that would capture an audience once. But there is no profit in that. But our advancement of the device means they will come back again and again, each time paying to be entertained. With new and better tails and stories. Escapism from the droge of day to day life. The money that can be made from this system will be staggering. And I want my percentage, this is not up for negotiation, the split of all profits is 50% you 50% me. If you agree you're going to be a very rich man Lord Ghent. So what's it to be?"

Anzarra |

Anzarra smiles, listening to the profit discussion, wondering how Lord Ghent will react.

Lady Lyra Anna Fitzroy |
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She pulls a legally binding contract out and places a pen next to it.

GM Hansj |

Lord Ghent leans back and looks at Lyra and the rest of Party.
"An amazing proposal, beyond my expectations, even.
Images and experiences - like a dream made real? I have read of such things. And the danger of the original was that it could allow the minds of many to be manipulated. This seems perhaps better but still with a similar danger, perhaps somewhat muted. Still, we embrace the opportunity despite the danger."
"Years ago, the Arch Duke Hesseltine of Selium showed a select group of notables his prized possession - a magic mirror capable of showing other lands and other worlds. A truly remarkable device. I still remember the thing - framed in gold inlaid with platinum (nothing less would do). And like many of our new devices, something like a magic mirror could be made available to any cobbler or ditch digger. Remarkable" (He's so excited now, he's repeating himself - but still trying to appear calm).
"And danger, yes. The obvious danger is if these dream inspire the people of Ovium to vices or to chasing these dreams rather than to productive labor. I can imagine the council will at least take note. Hmm, Hmm. The challenge then, indeed, will be to produce dreams and images that are uplifting. Yes! But still, we have little time to lose. I will sign your contract - with the stipulation that our venture produces only wholesome and morally uplifting dreams and images. We must begin creating these immediately. "
Lord Ghent takes out a piece of parchment from his desk, writes out his addendum and signs it and Lyra's contract but with a note mentioning the addendum.
He thinks further. "This is a fascinating turn of fate. One further thought. In my understanding of the planes, I believe that one world tends to approach a second when the people of the first world dream consistently of this second world. Hence the priests of Abadar once called upon the people to pray for peace and order, a world where life and death were predictable. Now, Ovium has no set gods and it moves in the direction it chooses. But if we inspire dreams, it would be best to choose those of a heaven rather than a hell. Oh, much to think of. But also stories to produce. Your expertise as editor will be crucial, Lady Lyra Anna. "
The deal can may be agreed on (or add more caveats if you will). The party continues late into the night. With the deal agreed, Lord Ghent releases several extra-fine bottle of wine from his cellar and wanders from room to room charming the guests. Let me know how each of you finish, the same opportunities as before and then some are available.
Everyone makes it back to Ovium safely, Lord Ghent's guards accompanying the party to make sure of this.
Let me know how each of your cover-occupations are going, rolling some appropriate skill checks. I will post new things needing investigation soon. Level up

Arlo Brighthammer |

The deal can may be agreed on (or add more caveats if you will). The party continues late into the night. With the deal agreed, Lord Ghent releases several extra-fine bottle of wine from his cellar and wanders from room to room charming the guests. Let me know how each of you finish, the same opportunities as before and then some are available.
When the wine starts flowing, Arlo despite his battleworn costume appearance, the failed paladin walks around the party. He keeps his eye out for interested glances from ladies and whispers of hard narcotics. The dwarf figures the android will keep to her new noble friends, but watches for any flirtation she might send his way.
Perception: 1d20 + 11 ⇒ (2) + 11 = 13Diplomacy: 1d20 + 0 ⇒ (6) + 0 = 6
Sense Motive: 1d20 + 11 ⇒ (18) + 11 = 29
"Everyone makes it back to Ovium safely, Lord Ghent's guards accompanying the party to make sure of this.
Let me know how each of your cover-occupations are going, rolling some appropriate skill checks. I will post new things needing investigation soon. Level up!
Arlo returns to his post as doorman for The Gamera Club. The dwarf still escorts those dancers home whom feel threatened to travel alone, being mindful not to miss any flirtations from the dancers.
Intimidate: 1d20 + 15 ⇒ (3) + 15 = 18Diplomacy: 1d20 + 0 ⇒ (18) + 0 = 18
Sense Motive: 1d20 + 11 ⇒ (7) + 11 = 18

Lady Lyra Anna Fitzroy |
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Once everyone has had input into the contract, the two copies are set.
"That is a good amendment Lord Ghent, it's agreed."
She sits as they talk into the night about ideas of content.
Educational content and cautionary tails.
She goes home with the others and spends her time, Sitting and working at the news paper.
KN Local 10+10+4=24

Paritosh Jumbal |

Paritosh, being more of a book-gnome, and not one for extravagant parties such as this one, is glad when the festivities finally come to an end. He takes his leave of his compatriots and goes back to his shop for some quiet time with the musty pages of his books keeping him company.

Anzarra |

Anzarra returns to her ship, getting some sleep, and then starting again in the morning, gathering rumors from the other captains as they come to trade and inquire about luxury items as well as any financial concerns.
She also talks to her contacts, keeping tabs on the black market, checking to see what is being smuggled (both to see if there is profit to be made, and to alert the group if anything truly dangerous is making the rounds).
Diplomacy: 1d20 + 15 ⇒ (18) + 15 = 33
Bluff: 1d20 + 20 ⇒ (8) + 20 = 28

GM Hansj |

Shortly after everyone rests, you make your reports to Shadow, Aria and the organization (keeping the name of any confidential contacts secret but giving a general overview).
Arlo helps several of the minor nobles home, Notably Delores, a second daughter of a old, unique noble houses of halflings in Ovium. Delores seems taken with Arlo and his costume but with the hour late, she invites him to Tea on the "day of receiving" for their house (six days from then).
The next day, Vincent and Chansel show up at Lady Lyra Anna's paper and give her a detailed account of their reuniting - with Vincent exaggerating his part in the slaying of the Black Knight and Chansel describing a "dark, handsome, sinister tempter" who almost seduced her before Vincent won her heart back (it becomes obvious that these two are together because they are each "drama queens" so to speak).
Capers - the system is each character chooses one caper to investigate. Give me a narrative of how the investigation begins, roll the appropriate skills (suggested below but you can use other if appropriate) and we'll go from there (unless you roll 1, assume some level of success). Feel free to improvise details about how you investigate, some minor qualities of the places described.
1. Unknown Island appearing 10 miles from shore. Anzarra hears an odd rumor indeed. Sea sailing into port from the "central rout", heading straight in from the open ocean, see sometimes a strange island, like a fortress with walls of jade, turquoise and other rare minerals. Some say the Island will vanish suddenly but one sailor, Tom Stoer, is rumored to swum to the Island and looked around. Tom is supposed to frequent one of the rowdy taverns directly dockside.
[Survival & Perception to sail out, Knowledge local and diplomacy/bluff to find Tom Stoer and learn something.]
2. There is word that a strange beggar, mad-man or prophet is walking the streets. He seems normally your average destitute waif but makes sudden speeches that captive all who listen, speaking of right and wrong, dream journeys and other strange things.
[Knowledge Local to find him, sense motive or knowledge arcana/religion/plane to get something from his rants]
3. Rumor has a secret brotherhood is forming (or recruiting new members). There are darker rumors that the brotherhood is threaten or extorting certain workshops and merchants. Failed merchants and disinherited nobles supposedly are being recruited.
[Stealth or knowledge local to learn something, bluff to get them interested in talking]
4. A group of teenage boys is supposedly going between pawnshops, attempting to sell bags filled with bizarre machinery (or magic) that no merchant has ever seen. [Diplomacy to get the kids talking, knowledge planes to figure out their stuff]
5. A strange beast has been seen sniffing around the area of the North Wall gap. It's description fits of a beast described to Lyra Anna a month ago, having briefly appeared and terrorized a village. [survival to track it, dungeoneering to learn something about it]
6. A foreigner is apparently trying to sell a book written in an incomprehensible script. She has gone to several book sellers and these book sellers relayed the rumor to Paritosh.
(Diplomacy or knowledge local to find the person)
Loose ends to finish:
A. Crystal-Movies need to be made! Scripts must be made
B. You may be interested in a proper way to seal the Soul Well permanently.
C. The Coffins still needs to be final disposed of in the first world (Moira has all the information needed to do this now).

Lady Lyra Anna Fitzroy |

After the interview, Lady Lyra could see they liked to be the center of attention. So she asked.
"I am making a new form of theatrical art. And seeing how your love story is so heart wrenching. I think it would be a great subject for this new art form. Images that move. My Self and Lord Ghent are bankrolling this. I think you would be amazing in such artwork. And just think you will be immortalized forever. The world will know your names. So what do you say, you want to be famous?"
Deplomacy 1d20 + 1d6 + 12 ⇒ (10) + (5) + 12 = 27
Lady Lyra was talking with a troop of players that were passing thought.
Seeking to engage them to act in her 1st Crystal-Movie. When one of the paperboys ran up to her and asked for a word. She went to one side with him and he told her about a group of teenage boys who were supposedly going between pawnshops. They were attempting to sell bags filled with bizarre machinery (or magic) that no merchant has ever seen. The boy showed her a cog. She went back to the players and writing them an introduction note for Lord Ghent.
Deplomacy 1d20 + 1d6 + 12 ⇒ (13) + (1) + 12 = 26
Then Lyra headed off with her lad to find the boys. Coming to them just as they were leaving a porn shop. She smiled,
"Boys would you like to make some gold? Show what your selling and where you found it and I'll pay well. You know me I own the newspaper, and I pay well for a good news story."
Deplomacy 1d20 + 1d6 + 12 ⇒ (13) + (5) + 12 = 30

Arlo Brighthammer |

Knowledge (local): 1d20 + 1 ⇒ (1) + 1 = 2
Arlo has been looking in vain for rumors of a strange beggar who captivates all who listens.
The hard-working dwarf still has his ear to the ground concerning the sealing of the Soul Well. Arlo will make himself available to help more successful members of the team. Finally, as a lark, the tortured crusader found the halfling noble lady interesting enough to want to be there for her 'day of receiving'. Until then, Arlo will look for a presentable suit to wear to meet Delores.

Paritosh Jumbal |

Paritosh decides that he will look into the rumors of the strange beast at the North Wall gap. Given that it is apparently similar to some creature previously described to Lyra, he asks her for everything she knows about the beast before setting out to track it.
Survival: 1d20 + 11 ⇒ (13) + 11 = 24 +2 Urban, +FE Bonus
+2 vs Undead, +4 vs Evil Outsiders.
Looks like at least a 26. Maybe a 28 or 30 if it is a favored enemy.

Anzarra |

Unknown Island appearing 10 miles from shore. Anzarra hears an odd rumor indeed. Sea sailing into port from the "central rout", heading straight in from the open ocean, see sometimes a strange island, like a fortress with walls of jade, turquoise and other rare minerals. Some say the Island will vanish suddenly but one sailor, Tom Stoer, is rumored to swum to the Island and looked around. Tom is supposed to frequent one of the rowdy taverns directly dockside.
[Survival & Perception to sail out, Knowledge local and diplomacy/bluff to find Tom Stoer and learn something.]
Anzarra, hearing a rumor about an unknown island, is quite intrigued. She sets out to find the source of the rumor, Tom Stoer.
Knowledge Local: 1d20 + 8 ⇒ (15) + 8 = 23
She finds him at one of the dockside taverns, and first tries to chat him up, playing it straight and hoping to charm him.
Diplomacy: 1d20 + 16 ⇒ (1) + 16 = 17
However, when that starts to bomb, she quickly decides to change tactics, and weaves him a fascinating story of piracy on the high seas, and a hidden treasure on a mysterious island that she caught a glimpse of once...
Bluff: 1d20 + 20 ⇒ (17) + 20 = 37
In his considerably drunken state, he seems to like this story much better, and seems amenable to talking.
I know I don't have the information from the contact yet, but I'm guessing that Anzarra will want to investigate, so rolling for that other option as well.
Then she decides to sail out and see for herself.
Survival: 1d20 ⇒ 17
Perception: 1d20 + 18 ⇒ (7) + 18 = 25

Arlo Brighthammer |
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In his considerably drunken state, he seems to like this story much better, and seems amenable to talking.
I know I don't have the information from the contact yet, but I'm guessing that Anzarra will want to investigate, so rolling for that other option as well.
Then she decides to sail out and see for herself.
Arlo accompanies the half-elf, who knows a thing or two about naval navigation.
Survival (assist): 1d20 + 7 ⇒ (1) + 7 = 8Perception (assist): 1d20 + 14 ⇒ (11) + 14 = 25

GM Hansj |

Lady Lyra overawes teenager Kermin, Lafeyat, Lormin and half-elf Danny. They tell her a story of finding remarkable things in cave south of Ovium that's only accessible at low tide - Lafeyat and Kemin were diving and found it under water and then got Lormin and Danny to help move the stuff when the tide was very low. They had to battle a giant crab inside the cave to get the stuff out (Kermin and Lafeyat show healing wounds).
The loot is ... remarkable. Some kind of energy-oven-thing, a broken parawave generator, a pot of woven nano-fibre with several holes carefully bored in it(a difficult task) , and other "junk" that should not be in this plane at all...
Paritosh has been tracking down reports of the creature by North gap. Like big foot or some similar mystery, from nearby migrant camp vary wildly, with beast sometimes talking and sometimes making hideous screaches. Still, Paritosh's intuitive grasp of the movements otherworldly creatures allows him to one morning find a burrow covered in dried leaves. The burrow is half-filled bones, some of them human with pieces of parchment scattered on top of these. The loose parchment pieces seems to consist of pages neatly cut from books as well as old court documents. Paritosh isn't sure when or if the beast will return so leaves the area after waiting a couple hours.
Let me know if you take some or all of the papers. Knowledge local and knowledge history to determine the origin of the paper - or profession librarian
Anzarra tracks down Tom Stoer, first hearing rumors that he's rough and moody, has moodier that first months. Will occasionally stop in the street and shout at invisible figures.
In tavern, he starts out friendly enough, having apparently had plenty to drink even at 8 pm, but soon as Anzarra mentions the island, he clams up, speaking in dull pleasantries and staring menacingly. When Anzarra backs off and casually having found a different mysterious island, he suddenly gets interested and unguarded moment says... "Aye, these Islands are mysterious. Be careful if you go ashore and doubly careful not take a thing, lest some spirit follow. Still, what you can get might be worth it... but having said that, thinks better of it and in a panic run out the back of the tavern, not to be found when Anzarra goes after him.
On this partial information, Anzarra and Arlo sail out the day to the most likely spot. Scanning the area carefully, at first they see nothing but patience and shape eyes eventually allow you to see a barest outline of the mysterious fortress, outline that vanishes when you get closer. knowing this real allows you to start making guesses as to the magic involved.
I'll go over "receiving day" next post

Anzarra |

Knowledge Arcana: 1d20 + 13 ⇒ (19) + 13 = 32
Anzarra looks at Arlo on the deck as the image of the mysterious fortress disappears.
Well, from what I was able to gather from the residual magical energy signature, I believe that timing is the key. An optimal time to return would be in approximately 10 days. Let's return then... and maybe see if anyone else wants to come along when we return. What do you think? The kid I found that had been to one said to not take anything along, but that it would be worth it to go... but then he ran off. I wish we could find out more.
_____
In her downtime, Anzarra starts working on some Crystal-Movie scripts. She loves Science Fiction, so she throws in space battles and lasers and alien creatures that this world may not have seen. She's very prolific, but uncertain about how good they are, since this is the first time she has tried anything like this.
I'm thinking bluff might help with this, since lying is basically creating fiction... so, if that works, here is that roll.
Bluff: 1d20 + 22 ⇒ (10) + 22 = 32

Arlo Brighthammer |

"Sounds fair", Arlo stated. The dwarf then turned the small craft around and back to shore.
Survival: 1d20 + 7 ⇒ (17) + 7 = 24

Moira Monday |

Moira makes preparations with Shadow to arrange for transport of the caskets to the mountains of the Tain in the First World. She does some research in doing so to try to make the process as smooth as possible.
1. Are the Immortals likely to need additional healing to piece themselves back together or should they be able to do that themselves? Note - bring a healer anyway. Worth a quick stop in the positive energy plane?
Kn: Planes: 1d20 + 15 ⇒ (4) + 15 = 19
2. They're being moved to the Tain because it's incredibly remote and forgotten. A primordial realm for primordial beings. Are there likely to be any people or communities that could be endangered by bringing the Immortals there?
Kn: Planes: 1d20 + 15 ⇒ (17) + 15 = 32
3. Are there any predators or other hazards in the region that could be a danger to the Immortals or their recovery?
Kn: Planes: 1d20 + 15 ⇒ (13) + 15 = 28
Diplomacy to gather support and resources, using Honeyed Tongue, roll twice and take the better: 1d20 + 17 ⇒ (9) + 17 = 26
1d20 + 17 ⇒ (11) + 17 = 28

Lady Lyra Anna Fitzroy |

Lady Lyra listens to Kermin, Lafeyat, Lonmin, and half-elf Danny.
Then looks over the items she knows what they were and they should not be here
Something was off.
Seance Motive DC14 1d20 + 12 ⇒ (5) + 12 = 17
Intimidate 1d20 + 1d6 + 14 ⇒ (19) + (2) + 14 = 35
"Now tell me the rest, and who ease has bught items from you"

Paritosh Jumbal |

Paritosh has been tracking down reports of the creature by North gap. Like big foot or some similar mystery, from nearby migrant camp vary wildly, with beast sometimes talking and sometimes making hideous screaches. Still, Paritosh's intuitive grasp of the movements otherworldly creatures allows him to one morning find a burrow covered in dried leaves. The burrow is half-filled bones, some of them human with pieces of parchment scattered on top of these. The loose parchment pieces seems to consist of pages neatly cut from books as well as old court documents. Paritosh isn't sure when or if the beast will return so leaves the area after waiting a couple hours.
Let me know if you take some or all of the papers. Knowledge local and knowledge history to determine the origin of the paper - or profession librarian
Well, obviously P(librarian)...
Profession(librarian): 1d20 + 13 ⇒ (14) + 13 = 27
I'd like to know what I've got before I decide whether to take them or not.

GM Hansj |

In her research on bringing the Immortals to the First World, Moira has indeed selected an area so rife with healing energy that it seem quite likely to bring the immortal brothers the healing and sanity they desperately need.
Being a realm of ever-present energy and activity, the first world brims with various entities nearly everywhere but the area involved has many other entities of similar qualities and power to the brothers and so won't be terribly impacted, indeed the area is something of refuge for immortals.
With this plan in mind, Moira with Shadow load the cart one morning and take it the half-days' journey to the Staging area, the zone where the organization is able to effect planar travel. Here, Bethia has prepared the necessary magics to transport the two of you to your target mountain (Mount WipwipwhipHoooHallow). A short walk, Moira and Shadow are greeted by "Doctor Hoohima", an enormous, rose and ivory colored preying mantis with a human face, who describes the area as a sanitarium. With a kind words and double talk, you "check-in" your "patients" without having to sign the contract or pay the fees the good doctor claims are standard. The doctor himself volunteers to be the one who opens the coffins and with a spray of flesh, the doctors pieces the immortals together and calms them for a full ten minutes before they begin running happily about the area, trolls and bandersnatches following happily in their wake.
And with that, Bethia's spell brings you to the staging area and you walk into town, feeling the sadness that always accompanies a return to mortal worlds.
Paritosh carefully sifts through the papers and considers his knowledge of the various libraries in the town. The pages had to have been cut from either the library of Count Thrantee - all of them involve notes on very ancient events and are vaguely suggestive of extraplanar interactions.
Count Thrantee is from ancient house of Ovium nobility which retained it's title when Selium came to dominate the combined kingdom/duchy. You know of his ancient since he sometimes them to other book sellers to be rebound. He resides in a slate palace at Northern most edge of the wall.
Diplomacy 15 to gain an audience with his majordomo.
Lady Lyra Anna, at first Kermin spins an even wilder tale about a magic lobsters but when Lady Lyra's eyes glow a weird shade, Lonmin hits him, tell him to stop and breaks-down and tells the real story. "We were out late night, spying on the dockside, the way we often do. And we saw this drunk sailor with bag of stuff. He looked nervous and was talking to himself about ghosts. We thought is was funny so I started throwing peddles and Kermin through voice all spooky, saying 'the bag, the bag, let go of the bag or I will follow you forever' and the fool jumped, started running and we ran after him. And even when he let go of the bag, we continued to torment him, telling him the spirits would torment forever. It was wrong but what should we do when drunks are so easily fooled?"
Also, the Crystal movie production continues with Anzarra's script helping.
Anzarra, it may be wise to try to track down Tom Stoer before the return trip to the "palace" (given Lady Lyra fills you in on more of his tale). Several folks may make knowledge local, stealth, bluff and/or intimidate checks and give a narrative how you carefully navigate the dockside areas (they're filled with ruffians and the less successful of the immigrants but it is not deprived or horrible. Ovium is a boom town, workers in short supply and even obvious drunk like Tom can do enough day labor to rent a pallet in a tent in the immigrant camp).
Anzarra can also extend her quick calculations of the palace's return to a more detailed analysis once she returns home.

Lady Lyra Anna Fitzroy |

She relaxes and takes some gold coins out. She gives each of the boys 2 each.
"Now I need you to find this man again for me, if you do that I will pay you 100 gold each. Do you understand me? But tell me before then who ease bought some of the items from the bag? Which Porn shops and I will give you three more coins each."

Anzarra |

Anzarra attempts to learn more about the structures on the disappearing isle.
Knowledge Arcana on the Fortress/Palace: 1d20 + 13 ⇒ (18) + 13 = 31
She searches once again for Tom Stoer, even though he ran off the first time she talked to him.
This time, she uses a spell (adjustable disguise) on herself so he doesn't remember her and run.
After she finds him at one of the bars he usually hangs out at she will use calm emotions and charm person as needed to get him to talk. She hopes she doesn't have to charm him, but if he is inclined to run again, she will.
Here are rolls for the talking parts, but they didn't work last time, so she will rely more on spells to ensure success this time.
Perception (if needed to find him): 1d20 + 18 ⇒ (3) + 18 = 21
Diplomacy: 1d20 + 16 ⇒ (1) + 16 = 17
Bluff: 1d20 + 22 ⇒ (7) + 22 = 29

GM Hansj |

Anzarra researches the palace while trying to track down Tom Stoer, discovering the information above and finally hears that Tom has been hiding in a backroom of Moe Biditany's Tavern. It only takes offer of more whiskey to get him talking freely. He describes going to the palace. He was part of a crew returning from the Dabney Islands (mostly uninhibited sand-isles to the West). They had stopped and the palace - only he dared row to the structure. It appeared as indeed crystal palace coming straight out of the sea. When he arrive, there was no dock, just waves lapping at a small courtyard. He hooked his rowboat to a railing, grabbed a large sack he'd brought and went in. It was eerie, ugly, strange things were scattered around. He started picking up things at random because he didn't what any of it was. At points he saw bodies of humanoids or stranger creatures, dead and decomposed - possibly having starved to death. At one point a spirit or illusion suddenly appeared and started speaking in an unknown language. Tom wasn't sure what to do so he panicked and ran, carrying the bag.
He'd kept the bag since then, figuring it was valuable. But he felt haunted by the experience and fell to drinking hard even before leaving the ship. A couple later, as he walking the dock area muttering to himself, suddenly a strange voice began tormenting him, demanding the bag. Even once he dropped the bag and ran, it continued to torment him. He's been a wreck ever since.
Lady Lyra. the boys only managed to sell two pieces, for two dimes each and you are easily able to retrieve these for three dimes total. They spend a couple days trying to find their man but fail, claiming they heard he left town. But after you and Anzarra compare notes, it is clear the man is Tom Stoer and "palace" is the source of the bag - it's clear the palace has something to interest the entire party.
Paritosh: you are able to meet with Arath, Majordomo of Count Thrantee. He gives you a formal, frosty reception, carefully asking your background and purpose. When the subject of the library comes up, his eyes narrow further.
Expedition to the Palace: Once ten day pass, the entire party sets sail toward the Palace's point of appearance, in Anzarra's Trader, a smallish merchant ship. You have ten crew and the five of you. Once you approach, at a distance of nine and half miles, you can see the "palace" - it is made of some multicolored translucent material. To Lady Lyra, it appears similar to decorative synthetic rock. The building is not luxurious but merely large - indeed with a small court yard facing you.
Moreover, you notice a smaller ship or large boat ahead of you - it had been moving towards the palace but it swung around to face you. You notice several unusual deep burns on it's sides, the hull reduced nearly to charcoal in places (strange even that it's not sinking with those). The crew has a strange look about them too - and when get within 200 yards, it's clear they are a undead of sort competent enough to sail a ship (more dangerous than ordinary zombies). Several have crossbow out, ready to fire. There are 6, 3 with crossbow.
Anzarra commands the boat and can attempt to evade if she wishes. (Roll a 12 profession sailor or rely on your mate with 6 ranks). If the undead close, three could board at a time. Anzarra's crew are 10 3rd level commoners - they may panic if they realize what they're up against. You have at least two rounds to act.

Lady Lyra Anna Fitzroy |

She talks with Anzarra and they compear notes while on the items she got back from the pron shops and buys are laid out on the captains table.
"So we were looking for the same man. Interestingly, This Palace sounds like a craft of some time. A craft that should not be here.
She points at the items.
"That is some of the energy-heating devices, I know the principles but never seen this type before. That was a broken para-wave generator. Part of a communications device, I fixed it but its been dead from then on. The reserving end I think. This here is a pot of woven nano-fibre. No one in this world can make such a thing. Not in this time. And there is more, it has several holes carefully bored in it, a most difficult task, you need a powerful molecular deconstructor. The rest seem to be parts of other devices. My point here is this is all high-level technology and should not be here."
She thinks a moment
"I am sorry, Facts and logic say this is a craft in distress. Would you be willing to take me there?"
As they get close Lady Lyra looks thought the scope of her rifle.
At the Palace and the ship with its undead crew.
Perception 1d20 + 18 ⇒ (11) + 18 = 29 and 1d20 + 18 ⇒ (1) + 18 = 19
Kn eng 10+10+4 =24

Arlo Brighthammer |
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Just a reminder, Delores's Day of Receiving is 4 days before The Expedition to The Palace.

Anzarra |

After comparing notes with Lyra and before they leave to find the palace, Anzarra goes back and finds Tom again and tells him that she took care of the thing that was haunting him, using calm emotions and bluff liberally if needed.
(Just want to make sure he has the chance to go back to a semi-normal life rather than living in fear because of those stupid boys.)
In the interest of time, Anzarra instructs her first mate to evade the Zombie ship, but tells her crew
If we can't evade, don't worry. Just get behind something and we'll take them out. This is the team I've put together for raids. They are very competent.
If they get to within 400 feet (the max distance she can shoot with range penalties), she starts singing to inspire the courage of the crew and casts Gravity Bow, then casts True Strike, steadies her shot, and takes a potshot from 400 feet out at whatever zombie looks like the leader.
Attack: 1d20 + 10 + 20 + 4 + 2 - 10 ⇒ (3) + 10 + 20 + 4 + 2 - 10 = 29 (true strike, bullseye shot, inspire courage, -10 in range penalties)
Damage: 3d6 + 2 + 2 ⇒ (4, 1, 1) + 2 + 2 = 10 (gravity bow, inspire courage)

Paritosh Jumbal |

Sense Motive: 1d20 + 2 ⇒ (3) + 2 = 5 +FE Bonus
Paritosh apparently, completely misreads Arath's facial expressions as being somehow accusatory and angry, so he does exactly that, in an effort to talk his way out of the place. He hands over the papers and says, "well, here you are. If I learn more, I'll let you know."
Diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22
Paritosh skedaddles!

Arlo Brighthammer |

Arlo, along with Anzarra, is waiting for a closer target, but readies his crossbow just the same.

GM Hansj |

PRIOR to the group setting out for the "Palace"...
Arlo arrives at the house of the Finnians, Delores' family on Receiving Day. It is a smallish, high gabbled, dark stone house also in the noble North district. Inside, you notice much varnished wood, the architecture being a halfling take on traditional Ovium architecture - only the front room is built on the scale of big people with the other rooms sized to accommodate dwarves, halflings and gnomes.
The event is friendly, somewhat formal and involves the consumption of vast quantities of excellent food and drink. Arlo and Delores are given little time along and it gradually becomes evident that the family is extremely protective of their younger members.
Despite this, through a clever ruse, sneaking into the tea storage room, late in the evening, Delores is able to get ten minutes to speak with Arlo alone. Quickly, she tells her story. "My sister vanished six months ago. My family has given up of finding her but I am having dreams of her being held captive in a tower overlooking a strange landscape. My family stifles me and I can seldom get out. But another ten days, I believe I will have an opportunity. Tell where we should meet - I need someone bold and wise in interpreting dreams. Can you be that person or find that person." (I'll assume at the least a location is set at this point).
Paritosh: will likely be contacted by the count sometime after the expedition to the Palace.
BACK to the party now facing off with small craft.
At range limit, Anzarra shoots and drops one of crossbow men while her mate turns the boat around and heads toward the palace. The craft circles and become evident that despite the mate's superior sailing and the ship's speed, the party's ship can't get to the palace without the zombie boat cutting it off at some point. In the process of maneuver, the Zombie comes within 200 feet though Anzarra's mate informs her that he can keep them at whatever distance she wishes. During this time also, another zombie has picked up the dropped crossbow but the undead still haven't fired, seeming intent on capturing the ship(making 3 with crossbows, one with a grappling hook and one at the tiller).
Party's action.

Anzarra |

Anzarra tells the crew
Okay, so they are going to catch up to us, but as I said, we're going to be fine. One down, five to go. Just keep yourselves safe.
Diplomacy: 1d20 + 16 ⇒ (3) + 16 = 19
She continues to sing, casts true strike again, steadies her shot and shoots at another crossbowman. (At 200 feet out.)
Attack: 1d20 + 10 + 20 + 4 + 2 - 4 ⇒ (6) + 10 + 20 + 4 + 2 - 4 = 38 (true strike, bullseye shot, inspire courage, -4 in range penalties)
Damage: 3d6 + 2 + 2 ⇒ (4, 3, 6) + 2 + 2 = 17 (gravity bow, inspire courage)
She tells her first mate to move in to 160 feet and try to maintain that distance because she might be able to hit more easily and more often a little bit closer.

Lady Lyra Anna Fitzroy |

Still, at some range Lyra lays down on the deck and takes her time. Anzrra's shot was good,
Her songs have no effect on Lyra unfortunately.
Done as they close Taking 2 mins to target, zeros in the wing. Then as Anzrra cast True Strike and shoots so does Lyra.
Perseption 1d20 + 16 ⇒ (1) + 16 = 17 She looks for two crossing, trying get a twin kill shot EDIT Nope
RTA 1d20 + 11 + 4 - 3 ⇒ (16) + 11 + 4 - 3 = 28 Her scope cuts the range down by one. DMG 1d10 + 3d6 + 1 + 4 + 20 ⇒ (7) + (5, 6, 1) + 1 + 4 + 20 = 44 Timed Strike 20 rounds
The shot rings out and closes the distance to the target.
When the round hits it the cavitational effect of the round
liquifies the body of the target, it explodes like a water balloon.
She cocks the rifle again. The spent shell case shoots out from the side of her gun and hits the deck with a tinkling sound.

GM Hansj |

Anzarra and Lady Lyra each pick off one of the undead crew.
At this point, the remaining three pick up sticks and axes and you hear a crack - they smash holes in their boat, causing it to sink within a round. A few rags are all that's left on the surface.
Now, the ship is able to sail to the palace - feeling with a pole, the crew discovers the water is deep enough for the ship even directly next to courtyard. Attaching ropes to the railing and a cubic iron statue, the ship is stable enough - but rolling away could be a worry.
Those who wish can follow the ropes to the courtyard and from there go into the front door. It seems the courtyard once had an odd luxuriousness to it, with stonework, plant in pots and a reflecting pool. Now. it is dirty and decayed, though some plants remain alive and the pool has some rainwater in it.
The door to the rest of building is glass - once it slid by magic or technology it seems - but now it is to the side and off kilter.
Inside, past the glass doors, there is a chaotic scene. There's a wide of assortment of items in various states of breakage, many open suit cases, valises and other stranger luggage, there are a variety of couches at regular intervals around the room, there's a long counter on side of the room, the kind of thing bureaucrats or other authorities stand behind to see people. The wall are white and somewhat like a palace but somehow more plebeian and impersonal.
There are a pair of automatic doors on one side of the room and two ordinary doors in other parts of the room.
It's clearly extra-planar but discovering from exactly what sort of plane it hails, what function it served, etc is a challenge. Also figuring what part are "original" to the room and which got transported here is a challenge. knowledge planes and/or knowledge engineering everyone. (I'll take the highest and other aid).
Also, let me know others things you might have done before going through the glass doors.
Will post map soooon. The description is sketchy because you're just stepping into the room too.