Golaripalooza [1e, Rotating GMs]

Game Master dien


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Sorcerer 4 :: HP:24 | AC:19 ; T:14 ; FF:16 ; CMD:16/13 | Fort:+3 ; Ref:+5 ; Will:+8 | Init:+3 ; SM:+3 ; PER:+8 (Darkvision 10’, Low-Light)

At the back of the group, Hawk peeks into the room then shakes his head. "The blood, bones, and debris are bad. But the aesthetic is the real nightmare."

Perception: 1d20 + 8 ⇒ (17) + 8 = 25 Just keeping my eyes open...

Status:
HP: 24 / 24 | AC: 19 / T:14 / FF:16 | CMD:16
2nd Spells (4):
1st Spells (7): x
Dancing Lights (3):
CLW (1):

Effects:
Mage Armor = +4 AC/FF for 4 hrs


Irrica manor

From his current position, Hawk is able to take in the big picture of the hall - nightmarish is probably a fair description - but closer inspection is required to pick out any more details or points of interest.


Female Human Paladin | Alignment: LG | AC: 21 ; FF 21, T 10 | HP 36/36 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: -| Conditions: -

Emma manages to catch the tail end of Roger's attempt to dissuade bursting through the door, but at that point, it's a bit too late. (She does spare Majara a look of surprised respect when she manages to help bring the door crumbling down).

But as the door falls, she almost wishes they hadn't done so. The sight before them is a grim and disturbing one, and causes her stomach to clench slightly.

"Miss Blackford. If anyone's here, they certainly also know that we are. We could announce ourselves, and offer to let anyone here depart in peace if they're willing, and give warning that if not we will be moving through and conducting an eviction. You might be the best at being heard?" Majara says.

Something tells her it's probably a little too late for that, but, never let it be said that the attempt wasn't made. She gives a nod to Majara.

"We're the Saringallow Seekers," Emma calls, sword outstretched, casting a dim glow through the door. "We're here on behalf of the land's rightful owners, the Irrica family, here to conduct an inspection and an eviction if need be. If you leave peacefully, however, we have no quarrel with you. On the other hand, if you attempt to fight us, we will be forced to respond in kind. I strongly advise you take the first option."

Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26


Irrica manor

Emma’s generous offer to the denizens of the house is met only with silence. Then, after about ten seconds, though it feels longer, you hear a high-pitched child-like laugh somewhere away to your right. This is then followed by some quiet, vaguely tuneful humming, and then silence once more.


Gnome Alchemist 4 | HP 34/34 | AC 18/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based)

"Well," says Majara, pithily.

She dons her goggles and pulls one of the incendiary flasks from her bandolier. "Offer made, offer declined. I suggest we find the source of that laughter first. Through those double doors to the right-ish?"


Init: +8 | Per: +8 LL | AC 16 T 12 FF 14 | HP: 48/48| F +6 R +7 W +5 | Active Buffs: | Conditions:

"An I'd just like to say, if ye've any indication she ain't the rightful owner, all ears."


Sorcerer 4 :: HP:24 | AC:19 ; T:14 ; FF:16 ; CMD:16/13 | Fort:+3 ; Ref:+5 ; Will:+8 | Init:+3 ; SM:+3 ; PER:+8 (Darkvision 10’, Low-Light)

The sorcerer regards the pirate, "Are you speaking to 'the giggler'?" He looks impressed, "Very egalitarian of you."

He then advances with the party.


Irrica manor

This set of double doors move more easily when Emma comes to open them. They swing outwards when she pulls, making an unenjoyable squeaking noise. The hinges are clearly in need of oil, suggesting that they have not seen a lot of use in recent times.

Inside is a simple shrine to Asmodeus, though it has been thoroughly vandalised. A wooden table, probably serving as an altar, is devoid of a cloth or any other adornments. Numerous cuts, including some deep gouges have been made in the wood. Above it, a five-pointed star has been rendered on the back wall but paint, feathers and who knows what else have been thrown at it. A tattered rug covers much of the floor. It may once have been scarlet is now filthy and faded. Beyond these meagre items the room is devoid of further iconograph and possessions. As you look into the room, there is another door to your left.


Sorcerer 4 :: HP:24 | AC:19 ; T:14 ; FF:16 ; CMD:16/13 | Fort:+3 ; Ref:+5 ; Will:+8 | Init:+3 ; SM:+3 ; PER:+8 (Darkvision 10’, Low-Light)

"The feathers and paint are an interesting addition. Do they tell us anything or are they just vandalism?"

GM, can we ID the types of feathers? Did someone just shred a feather pillow in here or is it something more?

Hawk carefully uses the end of his staff to probe then push aside the rug... curious to see if there may be a trapdoor beneath it.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26


Gnome Alchemist 4 | HP 34/34 | AC 18/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based)

Majara was not necessarily expecting a desecrated Asmodean shrine but that appears to be the case.

"It's a fair bit of effort to go just for the sake of random destruction," she muses aloud, throwing a glance at Sirio from the corner of her eye. "Asmodeus's worshippers are not always well loved. Any magic in the room? I can't detect such myself."

She looks around herself to see if there's anything of note. Perception: 1d20 + 11 - 2 ⇒ (7) + 11 - 2 = 16 If not, and if the check for magic turns up anything, Majara shrugs and gestures forward to the door that is inside the room.


Sorcerer 4 :: HP:24 | AC:19 ; T:14 ; FF:16 ; CMD:16/13 | Fort:+3 ; Ref:+5 ; Will:+8 | Init:+3 ; SM:+3 ; PER:+8 (Darkvision 10’, Low-Light)

On Detect Magic detail...

As Hawk sweeps the room with eldritch sight, he idly wonders if desecrating an unholy Asmodean shrine would technically make it holy. ;P


Irrica manor

Sirio's eyes widen as he takes in the shrine. "Desecration!" he gasps. "Somebody will pay for this," he snarls. He eyes Hawk suspiciously as the tattoo artist prods at the rug before realising what he is doing and gives a subtle nod.

The rug itself was probably expensive when new, though now is surely worthless. It still has a fairly thick pile and a surprisingly solid base, even if it has been soaked in - well, perhaps better not to know. The dried stains and sticky patches may have stories to tell but not ones that can be easily divined. Rolling it back turns up bare wooden flooring that slopes very gently from all directions down towards the centre of the room in a way that was not discernible when standing on the rug. In the middle is a small built-in hollow about a foot square filled with a thick, dark rusty red-brown liquid. Dried spots and spatters of this substance can be seen surrounding the pool. Otherwise the boards fit neatly together and you can find neither door not mechanism.

Profession alchemist or Heal DC15:
The syrupy liquid is - mostly - congealed blood. Other substances, notably paint and probably other less easily discerned fluids, have been mixed in with the result that however long the blood may have been pooled here, it has never properly solidified.

No magic has been worked in this room for some time and Hawk's spell fails to turn up anything this way either.

Looking more closely at the feathers, there are a mix of sizes, ranging from an inch in length to some perhaps up to nine inches. To the untrained eye this is suggestive of different species but age and discolouration means more precise identification is a challenge.

Knowledge nature DC 25:
The longest feathers can be identified as belonging to corvids, their blunt end shapes suggesting that they are most likely from crows. The mix of smaller downy feathers and rectangular, dull-ended ones lead to the conclusion that the majority of the feathers here are from wood pigeons. Some smaller songbirds have also contributed their feathers as you are able to pull out a number that belong to finches, thrushes and perhaps even some starlings.


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Gnome Alchemist 4 | HP 34/34 | AC 18/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based)

Craft Alchemy: 1d20 + 13 ⇒ (2) + 13 = 15 Ha! well, not a 1.

Majara crouches down to consider the floor and the 'basin' with the thick liquid, lips pursed.

"Blood. Perhaps some other liquids mixed in. It's partially congealed. Interesting. I wonder that it's not wholly congealed, unless it's fairly fresh, or that it hasn't drawn numerous bugs. One moment."

She retrieves an empty vial from her pack and will carefully collect some of the blood-and-whatever-else into it. "Perhaps some sort of anti-coagulant was added, but even if so, it must be... relatively fresh, or sheer evaporation would have eventually dried it out. Depth of the basin is currently unknown, ergo total fluid volume is currently unknown, however this would not overly influence evaporative rate given that the surface area exposed to the air is the same whether this pool is an inch deep or a foot. I need a...."

Majara's words, which were only debatably meant for the others versus just her vocalized thought process, trail off into truly inaudible muttering as she retrieves some twine from her pack, twine with interval measuring knots, and a copper coin adhered to one end to provide a weight. She lowers it in-- and then blinks as she finds the bottom rather quickly, all told. (Quicker than she'd expected.)

A few test dips in other areas confirms that the "pool" of blood is only a half-inch deep. Majara clicks her tongue once and pulls out the now-bloody-icky string.

"Hrrrmmnnnn.... about... forty ounces, give or take, or ...two and one half pints.... we've had both high heat and high humidity the last few weeks..."

Majara rocks back on her heels, small face scrunched up in concentration, blodoy string dangling from her fingers.

"It should be evaporating at a rate between one and one point five fluid ounces per hour," she says after a moment's thought. "I cannot be more exact without knowing the environmental conditions here within the house for the time period in question which is of course impossible. But as an estimation. This blood cannot be more than, say, 48 hours old at the most, barring some sort of magical interference or as-yet-unknown alchemical interference. I could analyze the sample fully, as well as determine if it is human or mammalian, if I set up my full lab and...."

Majara possibly notices the glazed-over-eyes or impatience of someone or other in the group.

"..............or I suppose we could continue the immediate exploration," she says with slight grumpy pique. "Master Hawkren, do you know that small spell for cleansing? I'd rather not put my string back in my pack like it is."

Knature?: 1d20 + 11 ⇒ (5) + 11 = 16

Majara flicks an absent look at the feathers as she stands up, but is admittedly much less into birds than blood.


Sorcerer 4 :: HP:24 | AC:19 ; T:14 ; FF:16 ; CMD:16/13 | Fort:+3 ; Ref:+5 ; Will:+8 | Init:+3 ; SM:+3 ; PER:+8 (Darkvision 10’, Low-Light)

With a certain sick fascination, Hawk notes the gnome’s methods and verbalized thought process. He snaps out of it when Majara calls on him.

Majara wrote:
”Master Hawkren, do you know that small spell for cleansing? I'd rather not put my string back in my pack like it is.”

He says with a note of humor, ”Mistress Majara, I do not. My policy is to not dip anything I’m fond of in pools of partially coagulated blood. However, I do have a skin of water, if you’d like to rinse your string off.”

Heal vs DC15: 1d20 + 3 ⇒ (15) + 3 = 18


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Init: +8 | Per: +8 LL | AC 16 T 12 FF 14 | HP: 48/48| F +6 R +7 W +5 | Active Buffs: | Conditions:
Hawkren Hargraves wrote:
The sorcerer regards the pirate, "Are you speaking to 'the giggler'?" He looks impressed, "Very egalitarian of you."

"When you've met a wizard's parrot what became a wizard itself, ye don't sweat the details." Roger nods.

"Well, these feathers ain't a parrot's though." Roger comments on the other feathers.


Gnome Alchemist 4 | HP 34/34 | AC 18/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based)
Hawkren Hargraves wrote:
He says with a note of humor, ”Mistress Majara, I do not. My policy is to not dip anything I’m fond of in pools of partially coagulated blood. However, I do have a skin of water, if you’d like to rinse your string off.”

"Tch. Never mind then," Majara says with a dismissive head shake. She draws the small dagger she carries and cuts off the string just above where it was contaminated, recoiling the clean length of knot and writing off the single copper piece as the cost of science, as it were.

"If there's anything virulent in it water alone might not suffice," she says as she gets back to her feet. "And I don't want to take the time to boil the water just now."

Roger's words earn Majara taking a second look at the feathers. After a pause, she says, "I agree. No parrot plumage present. I suggest we move forward," she says, allowing either Emma or Roger to proceed towards the room's other door.


Irrica manor

Emma opens the door into what was presumably a library. Floor to ceiling shelves line the wall to the right and immediately on your left, though anybody looking for something to read would appear to be out of luck. Charred remains of books and piles of soot are scattered about the shelves and the floor. Numerous blackened marks decorate the room, signs that the whole place has been put to the torch. A smaller cabinet has been overturned and smashed and the skeleton of an armchair lies propped up against the wall to your left. Just past that is a door and straight ahead of you the room opens directly into another room of similar size, probably an office or study judging from what you can currently see.


Sorcerer 4 :: HP:24 | AC:19 ; T:14 ; FF:16 ; CMD:16/13 | Fort:+3 ; Ref:+5 ; Will:+8 | Init:+3 ; SM:+3 ; PER:+8 (Darkvision 10’, Low-Light)

Hawk can’t stop the outraged ”OH!” from escaping his mouth at the sight of a torched library. This is a desecration. In the faint hope that some text survived, he (too swiftly) searches through the ruins, even scanning for magical texts.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Using Detect Magic again


Init: +8 | Per: +8 LL | AC 16 T 12 FF 14 | HP: 48/48| F +6 R +7 W +5 | Active Buffs: | Conditions:

"A familiar sight- lotta folks put anything they thought might touched by devils to the torch." Roger's not jolly about it, but he's not surprised either as he follows close after Emma and takes a lookabout.


Irrica manor

Sirio shoots Roger a look. "Those who follow the Dark Prince value knowledge and information that could be put to good use. Only a half-wit would be so superstitious." He casts his eyes around the wreck of the library. "I suspect more likely the goblin invaders did it but perhaps it's because I prefer to believe more civilised beings could not be so foolish."

He is cut off, however, as you pick up some quiet voices beginning to whisper, though without an obvious source. Both Emma and Roger receive seductive messages, giving instructions. "Leave this place and return to your homes. Before you go, remove the interlopers on the other side of the house."

As the magic-enhanced words end, two tiny creatures are revealed, one to each side of you, perched on high shelves that are devoid of books. Standing about eighteen inches in height, their red skin and furled, bat-like wings make them look like miniature versions of folk depictions of devils. Their heads are topped with horns and a whip-like tail, ending in a wicked barb, curls around each creature's legs.

Roger and Emma please each make a DC 15 Will save to avoid acting on the very reasonable suggestion you have been presented with.

Spellcraft DC 18:
You recognise the whispering words as a suggestion spell.

Knowledge planes DC 12:
The pocket-sized creatures are imps, tiny devils known for causing havoc and making a nuisance of themselves. Pick a number of these pieces of information from the following options depending on how much you exceed the check by (one at DC 12, two at DC 17 etc.): their tail barbs are poisonous; fire and poison cannot harm them and acid and cold do are less effective than you would expect; good or silver weapons are needed to affect them properly; they have magical abilities including invisibility and shape changing.

Stealth: 1d20 + 20 ⇒ (20) + 20 = 40

Perception
Majara: 1d20 + 9 ⇒ (5) + 9 = 14
Emma: 1d20 + 0 ⇒ (15) + 0 = 15
Roger: 1d20 + 8 ⇒ (5) + 8 = 13
Sirio: 1d20 + 11 ⇒ (16) + 11 = 27
Hawk: 1d20 + 8 ⇒ (5) + 8 = 13

Initiative
Majara: 1d20 + 3 ⇒ (1) + 3 = 4
Emma: 1d20 + 0 ⇒ (19) + 0 = 19
Roger: 1d20 + 8 ⇒ (12) + 8 = 20
Sirio: 1d20 + 4 ⇒ (17) + 4 = 21
Hawk: 1d20 + 3 ⇒ (4) + 3 = 7
Imps: 1d20 + 3 ⇒ (7) + 3 = 10

Surprise round
Imps only (casting spells on Emma and Roger)

Initiative
Sirio
Roger
Emma
Imps
Hawk
Majara

Sirio, Roger and Emma are up. Actions for the latter dependent on saves above.


Init: +8 | Per: +8 LL | AC 16 T 12 FF 14 | HP: 48/48| F +6 R +7 W +5 | Active Buffs: | Conditions:

Technically my friends wouldn't know if I passed or not.:
Will Save: 1d20 + 5 ⇒ (13) + 5 = 18


Female Human Paladin | Alignment: LG | AC: 21 ; FF 21, T 10 | HP 36/36 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: -| Conditions: -

Responding To Various Posts, Hidden For Sake of Relevance/Space:
"An I'd just like to say, if ye've any indication she ain't the rightful owner, all ears."

Emma snorts lightly. She can't bring herself to disagree with Roger's statement.

***

"Desecration!" he gasps. "Somebody will pay for this," he snarls. He eyes Hawk suspiciously.

"Easy Sirio," Emma cautions in a quiet voice. "We don't know the whole of what's going on here just yet."

****

"It should be evaporating at a rate between one and one point five fluid ounces per hour," she says after a moment's thought. "I cannot be more exact without knowing the environmental conditions here within the house for the time period in question which is of course impossible. But as an estimation. This blood cannot be more than, say, 48 hours old at the most, barring some sort of magical interference or as-yet-unknown alchemical interference. I could analyze the sample fully, as well as determine if it is human or mammalian, if I set up my full lab and..."

Emma blinks after the barrage of information, some of which she had followed, most of which she had not. "I know the meaning of most of those words separately," she mutters to herself. "Not sure I'd be much help in this scenario, short of poking at the blood with my sword."

"...or I suppose we could continue the immediate exploration," Majara continues with slight grumpy pique.

***

"When you've met a wizard's parrot what became a wizard itself, ye don't sweat the details." Roger nods.

"And I hope you'll be telling us that story after all of this," Emma tells the pirate. "Because I have many questions based solely on that one line alone."

Good point, Roger - hidden since it wouldn't exactly be outwardly apparent one way or the other.:
Will Save: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15

Holy Iomedae, lol. Right on the nose. Thank Iomedae for that +1 against evil outsiders.

Emma feels a sudden sensation of magic washing over her and Roger - and the source quickly becomes apparent. She hears the compulsion - feels a momentary surge of agreement.

She even takes a half step back, ready to leave. Then, she pauses, and refocuses her mind, and stiffens at the suggestions. She turns, and there it is - a disgusting creature indeed. Unmistakably an evil creature as well.

"I think not," she growls, before tightening her grip on her shield and swinging her softly glowing sword at the foul creature.

Longsword Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Crit Confirmation: 1d20 + 9 ⇒ (18) + 9 = 27
Booyah.
Longsword Damage Doubled + 1 Elec: 2d8 + 8 + 1 ⇒ (8, 2) + 8 + 1 = 19

Knowledge Planes: 1d20 ⇒ 7


Init: +8 | Per: +8 LL | AC 16 T 12 FF 14 | HP: 48/48| F +6 R +7 W +5 | Active Buffs: | Conditions:

"Thinking ye could sway one of Iomedae's? Balls as brass as a ship's bell, but I'm afraid they've steered ye wrong." Roger shakes his head, before striking in turn. It seems the sorcery had no effect on him either.

Freebooter's Bane then attack the one Emma attacked if it's still up, the other if not.

Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d4 + 8 ⇒ (4, 3) + 8 = 15

Oh Hey is that a crit?: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 2d4 + 8 ⇒ (2, 1) + 8 = 11


Irrica manor

The imps' magical powers of persuasion are not insidious to weave their way unknown into either Roger or Emma's minds, the two warriors shrewd enough to shrug it off. Retribution is swift and takes the form of two mighty swings, Roger savages the small red-skinned creature, sweeping it from its perch to the floor with the strength of the blow. Emma's slash is almost as strong, practically taking a wing off but the creature remains on the shelf, dazed but still at least clinging to consciousness.

Knowledge planes: 1d20 + 7 ⇒ (10) + 7 = 17

Sirio exhales, not even having have time to react before his companions have taken care of business. "Imps," he says. "Minor devils but ones well used to working with, and for, those strong enough to impose their will upon them. I was about to say that you to hit them hard or use silvered weapons because they have natural resistance but it would appear you didn't need telling," he says wryly, stepping forward. "As I understand it, they have incredible powers of healing too. Observe." He gestures at the broken body of the imp that Roger slashed.

Despite the gaping tear in the creature's midriff and the infernal blood pouring out, before your eyes you can see the flow start to slow and the sides of the wound knit together. The priest's tone is cold and calculating and with a similarly calculated blow of his morningstar, he bludgeons the creature's skull, ending its existence on this plane. There is a sizzling sound and a sudden whiff of foul-smelling smoke as the devil's broken body vanishes.

Apologies, should also have mentioned as one of their powers that they can heal (fast healing) but Sirio's on the job. Coup de grace has dealt with the one Roger hit.

The severely injured imp curls in itself, holding its uninjured wing like a shield and trying to use the shelving as protection as it hisses out the words to a spell.

Concentration cast defensively DC 19: 1d20 + 3 ⇒ (9) + 3 = 12
Nope. Roger and Emma can take an AOO. I'll let you take these and see what happens and then post again with results before the whole party is up for the next round.


Init: +8 | Per: +8 LL | AC 16 T 12 FF 14 | HP: 48/48| F +6 R +7 W +5 | Active Buffs: | Conditions:

AoO: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 2d4 + 7 ⇒ (2, 3) + 7 = 12


Female Human Paladin | Alignment: LG | AC: 21 ; FF 21, T 10 | HP 36/36 | Fort+10 Reflex+5 Will+9 (+1 vs evil outsiders' spells/etc) | Init +0 | Per +0 | Active Buffs: -| Conditions: -

AoO: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12


Irrica manor

The makeshift shelter does its job as neither Roger nor Emma can manoeuvre their blades deftly enough to skewer the imp before it gets its spell off. No sooner has it completed the arcane words than it vanishes.

Spellcraft DC 17:
The imp has cast invisibility.

Stealth: 1d20 + 20 ⇒ (4) + 20 = 24

Initiative:
Sirio
Roger
Emma

Imp
Hawk
Majara

Party is up. Let's have a game of 'find the imp'.


Irrica manor

The imp disappears for a brief second before flickering back into view as the magic fizzles. Realising this, it decides its best hope is to flee, taking flight and weaving its way through the ruined shrine and out into the grand hall.

Sirio AoO: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Despite its injuries, it sees Sirio's swing coming and swerves to avoid being crushed by his morningstar.

Initiative:
Sirio
Roger
Emma

Imp
Hawk
Majara

To clarify, I messed up and the imp lost the spell so it's not invisible. It is trying to flee past you all. Sirio, Hawk and Majara can all make an AoO as it moves past, and then everyone's up.


Sorcerer 4 :: HP:24 | AC:19 ; T:14 ; FF:16 ; CMD:16/13 | Fort:+3 ; Ref:+5 ; Will:+8 | Init:+3 ; SM:+3 ; PER:+8 (Darkvision 10’, Low-Light)

AoO: +1 Paueliel Quarterstaff (crit: 20/2x | B)
Mods: none
HIT: 1d20 + 4 ⇒ (19) + 4 = 23 | DAM: 1d6 + 2 ⇒ (3) + 2 = 5

Knowledge: Planes vs DC12: 1d20 + 5 ⇒ (19) + 5 = 24 success
3 pieces of info: immune to fire and poison, resistant to acid and cold, good or silver weapons hurt them best.

Hawk wields his quarterstaff like a club and delivers a solid whack to the dodging imp. Based on his knowledge of the creature, his weapon - which is neither good nor silver – is likely to have negligible effect.

Assuming the worst, the tattooist follows the little monster into the hallway, informing Majara in passing, ”Don’t bother with fire or poison at all. Acid or cold will fair only slightly better.” He lines up his shot and sends bolts of force slamming into the imp.

MOVE: On Map
STAND: Cast Magic Missile @ Imp

BOOM:

Magic Missile
MODS: Spell Focus (+1 DC), Varisian Tattoo (+1 CL), Blood Havoc (+1 DAM/Die)
COMP: V, S
RANGE: 100’ + 10’/lv (150’)
DURATION: Instant
EFFECT:
Missile #1 DAM: 1d4 + 2 ⇒ (1) + 2 = 3
Missile #2 DAM: 1d4 + 2 ⇒ (1) + 2 = 3
Missile #3 DAM: 1d4 + 2 ⇒ (4) + 2 = 6
Total DAM: 12

Status:
HP: 24 / 24 | AC: 19 / T:14 / FF:16 | CMD:16
2nd Spells (4):
1st Spells (7): xx
Dancing Lights (3):
CLW (1):

Effects:
Mage Armor = +4 AC/FF for 4 hrs


Irrica manor

As the imp swerves past Hawk, he clobbers it with his staff but it rolls with the blow and appears unscathed by it. The magical force bolts that follow it, however, are another matter entirely. Three missiles slam unerringly into the tiny creature and, like its companion, it disappears with a crackle and a small acrid cloud is the only sign that it was ever there.


Gnome Alchemist 4 | HP 34/34 | AC 18/t14/f15 | F+6 R+7 W+4 | Per +11 (-2 if sight based)

"Efficiently done," Majara says with clear approval as the combat is over nearly as soon as it's begun-- certainly before she has time to attack anything.

She ponders the downed creatures that have unfortunately left no corpses for her to tinker with. (Really a shame because there's a great market for devil's blood.)

Planes: 1d20 + 12 ⇒ (15) + 12 = 27

"Master Hawkren is correct. Also, if we run into more of them, you might find it useful to call upon your goddess, Miss Blackford-- you'd be especially effective then. Not that it seemed needed this time. Now, they didn't leave bodies behind, so if my understanding of the planar dynamics is correct, they were likely summoned here-- probably by someone else. Someone who might still be here. We should likely be ready for more trouble. I have vials of holy water with me if anyone needs such."

She draws one herself, just to have it in hand.

"Any magic remaining in this room of interest?" Even as she asks, she is looking around visually to see if anything has survived the room's vandalism.

Sight based Per: 1d20 + 9 ⇒ (20) + 9 = 29


Sorcerer 4 :: HP:24 | AC:19 ; T:14 ; FF:16 ; CMD:16/13 | Fort:+3 ; Ref:+5 ; Will:+8 | Init:+3 ; SM:+3 ; PER:+8 (Darkvision 10’, Low-Light)

Hawk returns from his brief hunting trip. He slides into the library and continues sniffing for whiffs of magical energy in the room or, really, anything of interest.

Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13
Knowledge: Arcana: 1d20 + 6 ⇒ (15) + 6 = 21
Perception: 1d20 + 8 ⇒ (3) + 8 = 11


Irrica manor

The brief combat over, a most unsuccessful ambush on the part of the house’s denizens, you regroup in the library to properly take in the scene of destruction. Once more Hawk casts around for any traces of magic. There’s nothing to be found in the room but he picks up an aura that seems to be emanating from the adjoining office.

Taking a different approach, Majara strains and overturns the ruined cabinet. Sweeping away a pile of debris and scraps of paper, she finds a cache of books that have managed to escape the flames. Some are in better condition than others but most of them are at least partially readable. Leafing through them it would appear somebody in the family had a penchant for tawdry thrillers and bodice-rippers, all handsome heroes, sighing maidens and heaving bosoms. However, a thorough inspection reveals a few more interesting titles.

There is a complete set of The Adventures of Astera, an infamous series of pseudonymous confessionals written a handful of decades back. The work of a younger daughter of a noble family, they caused a scandal as much for their searing honesty about society individuals in Egorian as their salacious sexual escapades. The fifth and final volume contained a number of stories that caused some embarrassment to the House of Thrune at the time of its publication, leading to the ruling house suppressing and confiscating the whole series. A complete set like this is a rare find and would probably be worth something to the right person. You could probably get 100 gp for these if you found the right buyer.

Perhaps of more immediate use are a few tomes that may be worth hanging onto amidst the cheap novels and more heavily damaged books:

Otenso to Kintargo: the Chelish Naval Officer’s Manual is exactly what its subtitle suggests. The prose is dry and instructional but the heavily codified laws and rules of the sea, and the Chelish Navy in particular, cover everything from quartermastering to battle tactics. Having the book in your possession grants a +2 bonus to profession: sailor and profession: soldier checks. It could also be sold for 50 gp.

Glory of Old by Regilux Durantor is bound in black leather embossed in gold. It is a well-known, comprehensive - and rather hagiographic - history of Cheliax, fawning over the nobility in general and House Thrune in particular. A people’s history this is not. Having this in your possession grants a +2 bonus to knowledge: history and knowledge: nobility checks concerning Cheliax. It could also be sold for 50 gp.

Furniture styles of Avistan is a practical, illustrated guide to popular styles of tables, chairs, dressers, cabinets, beds and more from across the continent. The styles presented date back up to a hundred years or so and local and historical context is provided. Technical explanations of how the pieces were made and effects achieved are also included. Having the book in your possession grants a +2 bonus to craft: woodworking and profession: cabinetmaker and profession: furniture maker checks. It could also be sold for 50 gp.

The Thousand Thoughts of Thornfiddle: the Greatest Guide to Gnomes is dedicated to Drum Thornfiddle, the self-proclaimed Gnome King of Brastlewark. It is a rather sycophantic collection of Thornfiddle’s ideas, speeches, proclamations, writings, and some truly execrable poetry. It may not be the wholly reliable guide that the title proclaims but there is plenty of insight into the gnomish mindset alongside some fairly self-serving narratives about one of Golarian’s most interesting peoples. Having the book in your possession grants a +2 bonus to knowledge: history and knowledge: local checks that relate to gnomes. It could also be sold for 50 gp.

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