GM Pudding's Night of the Gray Death (Inactive)

Game Master Tom G

Slides

Macros

Hero Points
Gregoth: 0 | Bellaluna: 0 | Félicité: 0 | Turrey: 1 | Kaldren: 1


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retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Félicité will trigger by Striding ◆. I assume it will hit and disrupt the Stride, in which case she'll Stride again (6S or 3NE) ◆ to get out of the aura.

Devise a Strategem: 1d20 ⇒ 16

Shortbow: 16 + 30 = 46
Piercing: 3d6 + 6 ⇒ (2, 1, 3) + 6 = 12 plus Sonic: 1d6 ⇒ 6 plus Precision: 4d6 ⇒ (6, 5, 4, 5) = 20
Ignores 5 resistance


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Turrey continues to sing of unassailable mountain peaks. As he does, he feels his own supernatural haste leave him, and he returns to his usual tempo.

Bow: 1d20 + 29 ⇒ (17) + 29 = 46 Bow: 1d20 + 29 ⇒ (5) + 29 = 34 In case I'm still in aura
Damage ( sonic): 3d6 + 3 + 1d6 ⇒ (5, 6, 6) + 3 + (2) = 22


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

”Nope!” Bellaluna is attacked by literal death and bails away from it ◆ Stride (from haste). I’m assuming we can move through the spaces with the mirror-things since Félicité is standing in one’s space. Also assuming that my movement doesn’t get disrupted.

Now away from the reaper, Bellaluna reloads her other crossbow ◆ Dual-Weapon Reload. She then levels both of her crossbows and fires at the reaper! ◆◆ Paired Shots. Félicité successfully did a stratagem (I believe), so the first attack will have Didactic Strike.

Paired Shot 1 vs Blue FF: 1d20 + 34 ⇒ (18) + 34 = 52
Damage; Didactic Strike (doubled from crit): 3d8 + 10 + 2d6 ⇒ (8, 8, 3) + 10 + (6, 5) = 40 Force Damage (doubled from crit): 1d6 ⇒ 2 Fire Damage (doubled from crit): 1d4 ⇒ 4 Positive Damage (doubled from crit): 1d4 ⇒ 4 100 damage flat. Yikes.

Paired Shot 2 vs Blue: 1d20 + 34 ⇒ (10) + 34 = 44
Damage: 3d8 + 10 ⇒ (7, 7, 4) + 10 = 28 Force Damage: 1d6 ⇒ 4 Fire Damage: 1d4 ⇒ 3 Positive Damage: 1d4 ⇒ 3

Weaknesses and resistances only apply once to both shots. DC 29 Fort or be blinded. DC 27 Fort or be pushed 5 feet. And considering it’s floating over a hole leading down to the final blade, I don’t think I can immobilize it with the crit specialization (GM call, though).

If one of my actions got disrupted:
Replace the Paired Shots with a redo of the disrupted action followed by Two-Weapon Fusillade, using the same attack rolls above except the second shot will be at a -5.


Male NG Human Champion (Redeemer) 18 | HP: 278/278 | AC: 44, P (E): +26, F (M): +30, R (E): +26, W (M): +30 | Exploration: Search | Aura (15 ft): Resist 5 Negative | Conditions: None

Kaldren hurries over to confront the final reaper. Calling once more for Pharasma's might and strikes out at the creature.

◆ Stride 20ft
◆ Smite Evil
Melee Strike: 1d20 + 31 ⇒ (12) + 31 = 43
Melee Strike: 1d20 + 31 ⇒ (19) + 31 = 50
Damage (B): 3d10 + 11 ⇒ (8, 7, 6) + 11 = 32
Damage (F): 1d6 ⇒ 6
Damage (G): 6 = 6

Melee Strike: 1d20 + 26 ⇒ (20) + 26 = 46
Melee Strike: 1d20 + 26 ⇒ (16) + 26 = 42
Damage (B): 3d10 + 11 ⇒ (3, 1, 3) + 11 = 18
Damage (F): 1d6 ⇒ 3
Damage (G): 6 = 6


Night of the Gray Death

Gregoth charges in to protect his allies, and the reaper does not teleport to him, apparently watching Bellaluna like a hawk.

I'll delay Kaldren until after Félicité since he might get the benefit of the didactic strike

Félicité also dashes away, and the reaper doesn't spare her any attention, as it watches Bellaluna's crossbows instead. It regrets that seconds later as Félicité punishes it with a precise shot that snaps off one of its legs at the knee.

It has 2 HP after that hit, so it'd better use its reaction

When Kaldren charges in, it flashes next to him and strikes.

Blue, enfeebled vs. AC 44: 1d20 + 34 - 2 ⇒ (10) + 34 - 2 = 42

Kaldren knocks the scythe away with his flail, and his follow-up strike, guided by Félicité's advice, utterly obliterates it. Bits of bone are sent spraying across the floor.

Precision: 4d6 ⇒ (6, 4, 2, 4) = 16

Final Report

Gregoth -226
Red -294
Kaldren -91
Félicité -25
Bellaluna -79
Turrey
Blue -333

In the aftermath of combat, the sound of revelry and accordion music coming from below seems especially strange. With the guardians dealt with, you're free to attempt to disrupt the magic connecting Silent Lenore to the other final blades around the country, though many of you have received some nasty wounds.

It's 8:10pm. What would you like to do? Timing is important, so break it down by 10 minute slot if you can. The "Modify Wall Rune" exploration activity takes 10 minutes and requires a Occultism, Arcana or Thievery check, and you must be an expert in the the skill you use. Each of the three runes needs disabling separately, and Félicité may use the 37 she has already rolled


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

It would be useful to take an hour before we move on - Félicité's Battle Medicines have a 1h cooldown.

Félicité should do at least two Treat Wounds, since she can do 4 at once, and Continual Recovery doesn't lock out.

Treat Wounds, Assurance 34: 2d8 + 30 + 17 + 10 ⇒ (7, 3) + 30 + 17 + 10 = 67 +67
Treat Wounds, Assurance 34: 2d8 + 30 + 17 + 10 ⇒ (7, 1) + 30 + 17 + 10 = 65 +132

I think if Kalden then uses one cycle of Refocus/LOH/Refocus (+102) on Gregoth, everyone is back up to full and Refocused after 30 min.

---

I assume Félicité is doing the fiddling with the mirrors. I'll spoiler in case someone else wants to, or Aid.

Mirror:

Arcana: 8 + 29 = 37
Arcana: 1d20 + 29 ⇒ (7) + 29 = 36
Arcana: 1d20 + 29 ⇒ (8) + 29 = 37
Arcana: 1d20 + 29 ⇒ (13) + 29 = 42
Arcana: 1d20 + 29 ⇒ (13) + 29 = 42
Arcana: 1d20 + 29 ⇒ (17) + 29 = 46


Night of the Gray Death

It sounds like everyone is content to let Félicité take care of the three runes, that means she'll finish at 9:00pm

In the quiet aftermath of the hectic battle, Félicité moves around tending to the wounds of the party. Mostly they are wicked long cuts from magically sharp scythes, but such wounds are no match for Félicité's skills and within half and hour (and with a little of Pharasma's grace) everyone is feeling just as good as when they arrived.

During that time you had a chance to examine the so-called Lesser Deaths, which were little more than old bones wrapped in rags. Even their scythes which gleamed when they wielded them and cut through armour like cloth, now seem like rusted old ploughshares.

After she's finished Félicité begins working on the runes. They are extremely fine, some of the most intricate rune-work she's ever seen. They also seem to be channelling a tremendous amount of power, and she knows one wrong move could result in that power being channelled through her. She also realises that any major tampering would be immediately obvious to the creators of this incredible occult working, so she decides to adjust each rune so that it projects light onto another mirror, reasoning that this will look the same to onlookers below, but cause the funnelling of power to fail and disconnect Silent Lenore from the network.

After she's finished the careful and delicate work to redirect the runes, the large iron clock in the ballroom below strikes nine, and in time with the final strike, the large entrance doors are slammed open. A chorus of shocked gasps from the party-goers draws your interest, and peering down through the hole you can just make out the new arrival. An older man with white hair is dressed in a very macabre costume. He's wrapped in a funeral shroud and wears a mask that resembles a corpse's pallid face with splotchy red pox marks on it that reveals only one eye.

The shocked-hush quickly fades away as the party resume, and you can see down through the hole that the newcomer quickly moves into the party with a purpose and becomes lost in the crowd.

What would you like to do now? Seek out the newcomer? Look behind more curtains? Talk to any guests in particular? Examine the clock? Anything else? Turrey's halfling luck and Félicité's battle medicine immunities have now refreshed


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

The map shows an obstructed corridor leading to the east - is it passable? Have we finished up here?

If we are, Félicité will advocate meeting the newcomer, so she can get a Biographical Eye on them. If not, let's finish anything we need to finish up here since it took us a check to get here.


Night of the Gray Death

Looking at the passageway to the east you find a disused old hallway lined with empty crates. There is a thick layer of dust over everything, and it ends in a stone wall.

i.e there's nothing of interest in it


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

Tangent:
GM Pudding wrote:
He's wrapped in a funeral shroud and wears a mask that resembles a corpse's pallid face with splotchy red pox marks on it that reveals only one eye.

I get that this adventure’s title is supposed to be a play on The Masque of the Red Death, but this is a bit on-the-nose.

Bellaluna stares down at the sudden newcomer with curiosity. Now what is going on there? But something of more immediate interest draws her attention. The timing was impeccable.

”Let’s continue mingling about. My gut is telling that there’s more to this party; maybe more secret passages and skeletons in closets. Perhaps literally. Felicia, I’m guessing you’re going after our sudden newcomer? I’ll take a look at that clock; something tells me it’s more than just decoration.”


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

While Félicité works with the runes, Turrey composes a little poem about their experience so far, in order to refocus himself. Seeing her handywork, he looks up with a smile. "Nice work!"

Then, turning to his burley companion, the little bard suggests, "Gregoth, shall we look behind a few more curtains? Then, if we don't discover anything else of note up here, perhaps we should return to the main floor."


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

Gregoth nods, drawing his dark woolen cloak closer around himself. Félicité‘s stitches might have closed the holes in his skin, but his clothes do not respond nearly as well to her salves and ointments.


Male NG Human Champion (Redeemer) 18 | HP: 278/278 | AC: 44, P (E): +26, F (M): +30, R (E): +26, W (M): +30 | Exploration: Search | Aura (15 ft): Resist 5 Negative | Conditions: None

After assiting with the healing, Kaldren sits quietly with his eyes closed communing with his godess.

Kaldren will spend 10 minutes re-focusing.

"I will acompany Félicité, I'd like a closer look at this new comer."


Night of the Gray Death

The group decides to split up again, after dismantling the strange magical network connecting the final blades. Bellaluna returns to the party to mingle and examine the clock, Turrey and Gregoth start looking around for any other secret passages, and Félicité and Kaldren go in search of the macabre newcomer.

Bellaluna

Heading back down the stairs and into the Ballroom it seems no-one noticed the sounds of fighting from above, as all seems exactly as you left it. Making your way to where the clock is built into the wall high above the ballroom floor. Looking up at it you get the unsettling feeling that time is counting down to some dire event.

"Marvellous isn't it?"

The opulently dressed party-goer wearing a large star-shaped mask whom Illachin had spotted earlier has approached while you examined it. You recall that Félicité had recognized this person as Galtan finance Babry Wrenolus. Around him are a small entourage of clerks.

"I was hoping to spot someone as interested in clockwork as you evidently are. I received this as a gift," he draws out a pocket watch from his breast pocket. "I received this as a gift and sadly it no longer works. Might you be able to help repair it?"

You don't know much about repairing watches, but you can see from the jumble of gears sticking out that it would be a very difficult application of Crafting skill to repair it. What do you do?

Gregoth and Turrey

Unpinning a curtain near the musicians the two of you slip through a door into a deserted passageway in the monastery itself.

GM screen:

Gregoth Stealth (T): 1d20 + 23 ⇒ (5) + 23 = 28
Turrey Stealth (M): 1d20 + 28 ⇒ (2) + 28 = 30

As you move stealthily down passageways you find a few offices, kitchens, training rooms and so forth. In one of the offices there are notes left on a desk with length lists of Litran's citizens and comprehensive summations of their daily activities, but the rest of the room is completely bare, as if the lists were left out for snooping eyes to find.

While moving down one corridor you spot a heavily armed Gray Gardener, but they spot the two of you in the same instant. They shout in a gruff voice and reach for their sword, but suddenly remember themselves and instant later relax and become more polite without drawing it.

"STOP RIGHT THERE! The Ballroom is this way, allow me to escort you honoured guests"

Despite their polite tone, the grip they take on Turrey's arm is firm enough to bruise.

What do you do?

Félicité and Kaldren

It takes only a few moments of looking around the Grand Ballroom before the macabre figure finds you, stalking toward you with purpose before addressing you. The one eye you can see studies you with intensity, lingering on the spiral embroidered onto Kaldren's cassock.

"You two seem to have more substance than the rest of the mewling sycophants around here. You ought to anyway, wearing that." His eye stares directly at the spiral for second. "I hope you deserve to wear it, boy". His voice seems to drip derision.

"I am seeking something specific here. What do you know of monsters that peer from the Ethereal plane?"

Despite being near several of the other party-goers, he is speaking very loudly.

GM screen:

Félicité Perception (L): 1d20 + 30 ⇒ (8) + 30 = 38
Kaldren Perception (E): 1d20 + 25 ⇒ (6) + 25 = 31
Félicité Society (L): 1d20 + 31 + 1 ⇒ (14) + 31 + 1 = 46

Kaldren and Félicité:
The person behind the mask appears to be an elderly human man wearing an eye-patch, which is the consistent with the description you received earlier of Nellibet, the Pharasmin who had stayed at the temple and whom the Morrignas you met had been there to help.

Félicité:
Speaking to him for around a minute and observing him closely, you easily confirm his identity, for his bearing is that of an old but cautious and powerful holy warrior. He is a planes-walker who is as at home in the Astral plane as he is the material plane, and though it is buried deep, you do see some signs that he was raised in a very religious household in Ustalav, probably Ardis from his accent. He has a fire of conviction bordering on zealotry, but he is clearly accomplished and has vanquished many Sakhils

How do you respond?


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

"Apologies, I'm not exactly a clocksmith; I was simply admiring the grandeur of this iron timepiece here."

She'll try to get this guy to keep talking to see if she can get anything else out of him, but from a meta-perspective I doubt I can since I can't fix his watch.


Male NG Human Champion (Redeemer) 18 | HP: 278/278 | AC: 44, P (E): +26, F (M): +30, R (E): +26, W (M): +30 | Exploration: Search | Aura (15 ft): Resist 5 Negative | Conditions: None

"I do have the right to wear this." Kaldren touches his chest lightly and continues. "We may no something of such creatures, though this is a strange place to search for such information. What brings you here? and by what right do you question my legitimacy?" Kaldrens hand lowers to the haft of his flail in a vaguely threatening manor.


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Félicité reaches a hand out to calm Kaldren.

"This powerful holy warrior is Nellibet, who we sought earlier at the monestary. He is a planes-walker who is as at home in the Astral plane as he is the material plane."

Turning to Nellibet, Félicité adds, "Ustalav, if I'm not mistaken? Perhaps Ardis, from your accent?"

Félicité turns back to Kaldren, commenting, "I bet he would have been helpful when we were deciding whether to lay an ambush for those sahkils."

Félicité will gladly offer up information that she knows (Recalling Knowledge as necessary) but she also asks him why he is asking here, as he surely knows more than we do.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Turrey--glad, for the moment that his face is covered--settles into his role.

"My dear friend, no need for all of that. We were informed that the lavatory was in here...but perhaps my acquaintance was pulling my leg.

"Would you be kind enough to point us in the right direction?"

Perform(Act/Deception): 1d20 + 30 ⇒ (5) + 30 = 35


Night of the Gray Death

Bellaluna

"Oh that's a shame, it's such a nice piece isn't it. Have you been enjoying the musicians?"

Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10

Babry puts the watch back in his pocket and makes idle chit-chat, but quickly approaches another admirer of the wall-clock and starts up his "Marvellous isn't it? I was hoping to spot someone..." patter before showing them his pocket watch.

Félicité and Kaldren

Nellibet inclines his masked head toward Félicité when she names him, and his visible eye widens with excitement when she mentions sahkils. He still looks sourly at Kaldren however.

"I've met many who claim such a right. Indeed The Bones Fall in a Spiral contains a most apt parable of the Necromancer who dresses as a priest and heals a town's children, perhaps you recall it?"

While the Exhort the Faithful feat doesn't exactly apply here, I'm going to let it work for Making an Impression rather than just Request or Coerce

Religion: 1d20 + 31 + 2 ⇒ (16) + 31 + 2 = 49

What follows is a rapid exchange of esoteric Pharasma Lore as Kaldren and Nellibet realise they have a great deal in common. They discover that they've been moving in several of the same circles, and have even heard of each other's great deeds. Nellibet goes from a sour judgemental priest to a avuncular old friend in a matter of minutes. He spots an open room adjacent to the ballroom and ducks inside with you, where he discards his costume and takes his mask off. His eyepatch shows a spiral much like Kaldren's cassock.

He's pictured in the slides

"Nellibet Amberin, you were quite right Milady. Ardis too, you have a good ear. I'm here hunting sahkils. Fiends of Fear, they are! Sahkils have joined with the Gray Gardeners, harvesting the fear their terrible authority sows in the land. In turn, the Gardeners learn new ways of terror from them. It is a dread symbiosis, but a symbiosis is all it is. They are allies, but neither group is the master. Some inhuman force is behind it, I'm certain! Something is pulling the strings from behind the scenes, making the sahkils, the Gray Gardeners, and all of Galt dance. We'll see what that is before this night is through, I would bet your souls on it"

He looks eagerly at Félicité and Kaldren before continuing.

"I can think it nothing short of divine providence that we should meet here like this. Tell me, what have you learned, why are you here?"

Do you want to tell him about the mirrors? Ask him anything in particular?

Turrey and Gregoth

Relaxing his grip a little the Gardener leads you back to the ballroom and stands at the doorway you emerge from to ensure you don't head back.

Anyone could try their hand at the clock repair if they want, but otherwise we can just finish the conversation with Nellibet and move along to the next evening milestone with some handwaving of fruitless mingling / investigation. I have to confess I've used up all the material in the book half-way through the party and I lack the time to invent any more, sorry!


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

Gregoth does his best to remain calm as the guards escort him and Turrey back to the ballroom. "Well that could have gone better," he whispers, bending down and trying not to wince at a particularly sour note from one of the violins. "Let's tell the others... Wait, do you see K and F anywhere?" He straightens up, relaxing slightly when he spots Bellaluna's tall form on the other side of a group of masked guests.


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

Assuming there's nothing else to really learn from the clock: Bellaluna shrugs and seeks out Félicité, pointing her toward the gentleman wanting to get his watch fixed.

From there, I'm fine with just generic handwavery to the next main event.


Night of the Gray Death

We can retcon any additional questions if necessary, for now I can move us on

Félicité and Kaldren have a rapid-fire exchange with Nellibet, quickly discussing what they've each learned.

"Sahkils traffic in fear and are vulnerable to holy weapons and effects. They can slip easily into the Ethereal Plane and back, making them hard to pin down"" Nellibet explains, seeing that Félicité and Kaldren aren't surprised by the information, he continues

"There's a rare type of sahkil called a tumblak that embodies the fear of being buried alive. I'm hoping to find one here tonight to vanquish it and study it, the better to prepare any who face one in the future"

When the topic turns to the Gray Gardeners, Nellibet confides "...I believe that the directors general aren't the leaders of the Gray Gardeners as it's commonly thought, but instead merely highly positioned administrators relaying orders from an inner circle."

Félicité Society (L): 1d20 + 31 ⇒ (13) + 31 = 44

Félicité's insightful reply jogs his memory and he continues "In fact I think I've heard them being referred to as prophets of the wyrm" or something like that.

Before taking his leave to pursue his own research he hastily adds a warning that he thinks "...something nefarious might be happening with Silent Lenore, I spotted a strange gleam on the blade..." however Félicité is able to put his fear at rest. if she wishes

As he leaves he shakes hands with Kaldren and then Félicité, and while doing so with Kaldren he puts a small charm into Kaldren's hand; a tiny icon of a masked raven.

"May The Lady protect you"

While holding the charm Kaldren realises he can sense the life-force from all those around him, and realises that it must be a Greater Nosoi Charm, a rare and powerful item.

As the two of them return to the ballroom and search for further evidence of the Gray Gardener's plans, Félicité finds herself beneath the clock with the Finance Minister, and is offered the watch to repair in much the same way as Bellaluna was.

Félicité Crafting (T): 1d20 + 24 ⇒ (18) + 24 = 42

Félicité can immediately see that it is fine piece, though not particularly unusual. There is no damage to it, but it appears to have been disassembled and then put back together incorrectly, and there are even a couple of tiny gears missing. After a few minutes of careful tinkering Félicité gets it working again, moving the missing gears to the drift-countering mechanism so that it now keeps time, but not particularly accurately.

Babry is delighted, bouncing with joy at having his gift restored.

"Oh my GOODNESS! Do you know how long I've had that broken timepiece? Every artisan in Galt has told me it was irreparable! I just knew I'd find a skilled individual here. Tell me, where did you learn such talent, the Clockwork Cathedral? Numeria?"

He and his entourage follow Félicité around for a while, and even after they've left she finds one of his clerks appearing to open doors for her as she approaches them, or to offer her a new drink when hers is empty.

A few minutes before 10 p.m. as the group is gathered to discuss their findings, Babry bounces up to Félicité quite agitated.

"My Lady. I just heard some most troubling gossip. A guest was just kidnapped by the Gardners! Four Gardners emerged out of a curtain, grabbed an elderly gentleman, and bundled him behind the curtain, pegging it closed behind him! Can you believe it? Are any of us safe?"

Turrey and Gregoth look around and notice that the Gardner who was guarding the entrance they had returned from is gone.

What do you do?


Male NG Human Champion (Redeemer) 18 | HP: 278/278 | AC: 44, P (E): +26, F (M): +30, R (E): +26, W (M): +30 | Exploration: Search | Aura (15 ft): Resist 5 Negative | Conditions: None

"If the gardeners are taking people we need to help. Which curtain did they take them into?"

Kaldren is very keen to persue the kidnapers.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

"I can follow invisibly. That might be best for now--but listen for my whistle and be ready to run.

"Not that I'd ever let myself get in over my head.", The performer gives a winning grin.

After the briefest pause, Turrey adds, "Though if we wanted to, I could disguise each of you as someone else--perhaps even as any Gardeners that we meet and have the fortune of...relieving of their duties? First though, I suspect it's best for me--and anyone else who can turn invisible--to take a quick look."

If there are no objections/alternate plans, I'll activate my Cloak of Elvenkind and follow the Gardeners.
Notes:
- I can activate it for L4 Invis, 2/day.
- I can also use Shadow Self 1/hour if need be, and.
- Swift Sneak - can move at full speed
- And Distracting Shadows, to use Medium creatures as cover to be able to hide/sneak. (I thought I had Unhampered Passage for a quick getaway if grabbed...but that I don't, sadly. Clearly I need MORE ANCESTRY FEATS!


Night of the Gray Death

"That one!"

Babry points energetically, looking like he's on the edge of a nervous breakdown and may faint at any moment.

Any objection to Turrey leading the pursuit while invisible? Does anyone want to form part of this invisible vanguard?


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran
GM Pudding wrote:
"There's a rare type of sahkil called a tumblak that embodies the fear of being buried alive. I'm hoping to find one here tonight to vanquish it and study it, the better to prepare any who face one in the future"

Is this the landslide thing that tried to bury us sometime during the investigation?

GM wrote:

When the topic turns to the Gray Gardeners, Nellibet confides "...I believe that the directors general aren't the leaders of the Gray Gardeners as it's commonly thought, but instead merely highly positioned administrators relaying orders from an inner circle."

[dice=Félicité Society (L)]1d20+31

Félicité's insightful reply jogs his memory and he continues "In fact I think I've heard them being referred to as prophets of the wyrm" or something like that.

Félicité relays this information to her compatriots at her earliest convenience.

GM wrote:
Before taking his leave to pursue his own research he hastily adds a warning that he thinks "...something nefarious might be happening with Silent Lenore, I spotted a strange gleam on the blade..." however Félicité is able to put his fear at rest. if she wishes

Félicité will tell him about the mirrors, as well as the grim reapers.

"It's possible that they were specifically there for me. The goddess Urgathoa and I have some ... unfinished business. But I believe the problem has been settled for now."

GM wrote:
"Oh my GOODNESS! Do you know how long I've had that broken timepiece? Every artisan in Galt has told me it was irreparable! I just knew I'd find a skilled individual here. Tell me, where did you learn such talent, the Clockwork Cathedral? Numeria?"

"I have traveled the world, near and far, looking for ways to extend life, from the darklands of Osirion to the mechanical world of Numeria."

---

When she learns of the missing guest, Félicité is eager to pursue, but she has no means to follow invisibly. However, if the entrance is unguarded, perhaps it would be best if Turrey and anyone else who can move stealthily were to lead, and the rest can lag behind more openly.


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

“I don’t think we should be caught together in there again - not unless we’re looking for a fight.” Not unless we’re looking to die… Gregoth’s hand clenches involuntarily on the hilt of the sword hanging from his belt. You might not care, he tells himself, but what about Turrey? Will you kill him for your own selfishness?


Night of the Gray Death

GM Screen:
Turrey Stealth: 1d20 + 31 ⇒ (19) + 31 = 50
Turrey Nature: 1d20 + 23 ⇒ (13) + 23 = 36

The Party moves toward the indicated passageway and steps through, easily unpegging the curtain in front of it. You find a long corridor ending in a double door. Turrey stalks down the hallway, drawing his hood up at the end and vanishing. He carefully squeaks the door open and peers inside.

He finds a stone room adorned with diaphanous blue hangings. Blue stained-glass windows depict masked executioners standing tall before open skies. The blue light and rippling wall hangings make the room appear to be underwater. Curtains hang in front of another door to the north, and at an entrance to a small balcony overlooking the Stormflood River.

Lounging on a blue couch is what appears at first glance to be a well-built androgynous human. After watching for a few seconds though Turrey notices that their long black hair seems to float around their head as if underwater, and their hands (that are currently holding a wine glass) have sharp claws instead of fingers. He doesn't recognise what manner of creature they are.

There's a picture on the slides, as well as a map of the room. I rolled a recall knowledge for you Turrey, you don't know what it is. You're currently undetected. Would you like to sneak through the room, or go back for your friends?


Night of the Gray Death

In the interests of keeping things moving:

Turrey retraces his steps and surprises his waiting allies by speaking up from the cover of invisibility. He reports on the blue room, and on the almost Human creature waiting in there.

What do you do?


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Is Félicité able to make a Recall Knowledge from his description?

Félicité will advocate approaching and talking; Turrey can enter at the same time while invisible to provide surprise if they attack.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Turrey nods. "While I feel like sneaking further in, being on caught between you and that odd being--Another sahkil, perhaps?--seems foolish.

"That said, while The Eternal Rose urges us to look for the beauty in all beings, I doubt whatever-they-are is worth a conversation, especially given that they have a position of luxury within this twisted monastery. This might be a situation where claiming the element of surprise is worth it. If it IS a sahkil, I can't believe it will be friendly to our aims."

I'm happy to go and speak, if that's the preference, but lean slightly toward ambush.


Night of the Gray Death

I will say yes you can attempt recall knowledge from the description at a more difficult DC, however failure will not prevent further attempts on seeing it, or realizing you were wrong when you see it after a critical failure

GM screen:

Félicité Nature (E): 1d20 + 25 ⇒ (18) + 25 = 43
Kaldren Nature (T): 1d20 + 23 ⇒ (11) + 23 = 34

Kaldren recognises the creature as a Rusalka, a type of evil water-dwelling Fey. They are known to use their enchanting song to ensnare and humiliate, and like most fey are weak to cold-iron.

Félicité isn't convinced. Rusalka do have strange flowing hair and androgynous features, but Turrey specifically noted their defined muscles and obvious strength, and Rusalka are typically so slender as to be mistaken for ghosts. They also have pointed ears more like an elf.


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

"I'd prefer to at least try to see if we can avoid any more bloodshed - and by blood, I mean ours."

Slight preference for talking; we've been using up a lot of our daily resources, so there's a pretty big payoff if we can avoid the fight (even if it's low probability).


Night of the Gray Death

That's one slight preference for talking, and one slight preference for for a pre-emptive strike. Would anyone else like to break the tie?


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

"I'm for talking as well. But if that goes wrong some bolts to the face does solve most of my problems."


Night of the Gray Death

The party heads into the blue room to face its curious occupant. When they enter, they find the statuesque humanoid idly combing their long blue-tinged hair. They don't look up at you, but hold up their hand to bid you to stop.

"I'm very sorry, but there's some private business going on through there, and my friends mustn't be disturbed"

When you show no signs of leaving, they sigh, put their comb down, and stand. Their rippling muscles leave no doubt as to their impressive strength, but they are also lithe and graceful as they move.

"Very well, I propose a challenge. I shall dance with one of you. A dominant leader moves their partner through the steps, but is not led. If, in our dance, I am led onto the balcony, I shall hurl myself into the river and impede you no longer. But, if I lead my partner onto the balcony first, you will leave the way you came. All, that is, except my partner, who shall hurl themselves into the river instead."

When they finish, they strike a pose of challenge, with their chin pointed slightly upward, and hold it.

GM screen:

Félicité Nature (E): 1d20 + 25 ⇒ (16) + 25 = 41
Kaldren Nature (T): 1d20 + 23 ⇒ (18) + 23 = 41

Félicité and Kaldren:
On seeing this person, you are both now quite certain that it is not a Rusalka, but neither of you know what it is

How do you respond? Remember that Turrey currently has a +1 circumstance bonus to performance checks to dance from his earlier practice


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Turrey blinks twice. "Well, that's sounds like a lovely alternative to bloodshed. I accept!"

"May the Eternal Rose bring beauty to our shared creation!"

He then steps up to take his partner's hand.

(I still can't quite recall what I roll, and what you roll for me, so just in case...):

Perform: 1d20 + 30 + 1 ⇒ (4) + 30 + 1 = 35
Perform (Halfling Luck, if needed): 1d20 + 30 + 1 ⇒ (15) + 30 + 1 = 46


Night of the Gray Death

The way this works is that you each roll performance for initiative, and then your first action each turn must be to "Lead the Dance":

Lead the Dance:

Lead the Dance ◆◆

You move gracefully but firmly in a dance, leading your dancing partner where you’d like to go. Attempt a Performance check to dance, with a DC equal to your dance partner’s Will DC.
Critical Success You command the lead and move your partner up to 10 feet. You then move to a square of your choice adjacent to your partner’s location.
Success As critical success, but you move your partner only 5 feet.
Failure You fail to move your dance partner.
Critical Failure As failure, and you embarrass yourself. You have a –2 circumstance penalty to Will saves and to your Will DC for 1 round.

"Splendid"

They carefully put their comb down on the sofa side-table and stand by it awaiting Turrey, holding their arms out for him to take them.

"My name is Lallinor Pond-Lily"

When Turrey takes their arms, they wait for a few seconds for the faint sounds of music wafting up from the ballroom to signal the end of a song, and then as soon as the next song starts, rush into action.

Initiative:

Turrey Performance (L): 1d20 + 30 + 1 ⇒ (20) + 30 + 1 = 51
Lallinor: 1d20 + 37 ⇒ (3) + 37 = 40

Turrey was ready for the music change, and takes the lead of the dance, marching Lallinor toward the balcony!

I used your rolls there Turrey, and it required the use of Halfling Luck

This has the potential to be quite time consuming in PbP, so if you can give me an idea Turrey of what you'd like to use your third action for each turn, and how you'd like to move and position yourself if you should succeed, I'll be able to resolve things quicker

For everyone else, If you'd like to insult Lallinor's dancing, jeer them, or try some sort of rouse, I'd allow a Diplomacy, Intimidation or Deception check to penalise Lallinor's Will DC in much the same way that Bon Mot works without breaking the spirit of the contest. I'm open to other ideas too. If you'd like to repeat the same thing each round too it will help me resolve this quickly

Dance Off

Round 1

Turrey One action remaining
Lallinor

Turrey is up (for one action)! Everyone else is up to describe what you'd like to do during the dance (if anything)


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

“That’s the way.” Gregoth’s low voice is barely a rumble over the music, but the look he gives the stranger leaves little doubt as to his intents should they attempt to break their agreement. The way his hand rests on the hilt of the sword at his hip only further dispels any confusion.

Intimidate to… Bon Mot?: 1d20 + 30 ⇒ (10) + 30 = 40

Feel free to do this for Gregoth each round @GM.


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

I'll apologize because this isn't going to be mechanically the soundest idea. Félicité's CHA-based modifiers are not great, so, whether she does Deception, Diplomacy, Intimidation it's only +20 and very likely too low to rationally attempt anything (the DC would have to be 35 for her to succeed more often than she crit fails) - but she has +24 Music Lore, and I was thinking she could play a song on a conveniently nearby piano to accompany the dance.

Does anyone in the group veto this idea from a mechanical standpoint? If so, GM, can I still do it for flavor (mechnically, Félicité would simply not do anything, or maybe cast Guidance on Turrey)? I've got a video of me playing Chopin's Nocturne Op 9 No 1, and I'd like to upload it to Youtube along with some roleplay; I've been saving it for an appropriate moment and this seems okay.


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

Bellaluna watches with interest and amusement, but nevertheless jabs an elbow at Félicité ”You have feather fall? Y’know, just in case.”

Bellaluna wouldn’t try to do the distraction thing until the two of them at least get nearer to the balcony.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

"And I am Turrey Butterhill, Singer of Songs." He replies to his fascinating dance partner. "May I ask, why does one such as you serve ones such as these?"

As he dances, he begins to softly hum, harmonizing with the music that's drifting in.

Perform (Lingering): 1d30 + 1 ⇒ (16) + 1 = 17 Nope

◆ Inspire Defense (to boost my Will)
.
Movement: for now, I'll aim to move us both toward the balcony as far as my success allows...and keep Lallinor between the balcony and myself (so I stay further from it).
.
In terms of other future actions...is it possible to Inspire Competence in myself? In 1E I'm pretty sure I could, but in 2E I'm guessing maybe not, since I'm not sure if I can Aid myself.
.
In general, if you want to bot me for speed, my goal is to Dance them toward the balcony, and either to Inspire Competence in myself (if that's possible) or else to Inspire my own Defense. Once I'm close to the ledge, I'll happily use my Hero Point to turn around a failure.


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Félicité sits down at the piano and looks at the keys. Nocturne, in B flat minor, a familiar voice echoed. Félicité looked over and saw Camille sitting beside her, and a sense of calm settled upon her soul despite the raucous conversation from the masque, intimidating threats from Gregoth, and the furious dance battle Turrey was engaged in.

The first B flat rings out across the hall, and Félicité dives into the piece with her eyes closed. Camille sits beside her, nodding approvingly as she breezes through the pencil-marked pages, murmuring his appreciation. He was a virtuoso; Félicité was, at best, an enthusiastic amateur. But he loved to listen to her play, and she felt no trace of self-consciousness as she played for him.

Félicité watches as Turrey and the creature dance. When the creature looks to have the edge, Félicité adjusts the tempo, just slightly faster or slower, to throw them off balance. When Turrey has the edge, she holds steady, letting the predictable flow of the music carry them to victory.

Music Lore: 1d20 + 24 ⇒ (12) + 24 = 36
Music Lore: 1d20 + 24 ⇒ (19) + 24 = 43
Music Lore: 1d20 + 24 ⇒ (10) + 24 = 34
Music Lore: 1d20 + 24 ⇒ (20) + 24 = 44
Music Lore: 1d20 + 24 ⇒ (19) + 24 = 43

A video can be found here. OOC, this represents about a natural 12-14 for my "Performance." I was going to try to make multiple videos to match what I rolled, but that was just logistically too time-consuming. Also, it probably would have taken me a bajillion years to hit a nat 20 on that song. As it was, it took me three takes to record and 3+ hours to upload one video, I think my phone ended up taking an HD video by default.

As the vestiges of the song reverberate across the hall, Camille rises from his seat and applauds. Félicité stands and curtsies to him. She reaches out for an embrace, but he has already begun fading. This time, however, Félicité feels no anger. She smiles like a beaming bride as he disappears from her view, and vows to reunite with him in the next world.


Night of the Gray Death

I love that idea, and I'd love to watch the video but it says its private (I can't believe you recorded something for us, amazing!). We can even flavour Music Lore vs. Performance as knowing how to tailor the song to benefit Turrey rather than Lallinor. Hero Point Obviously!

Turrey I don't think you can inspire competence in yourself in this edition, but inspire defense makes sense and will boost your will DC. You rolled 1d30 there so let me reroll that

Turrey Lingering: 1d20 + 30 ⇒ (9) + 30 = 39
Success!

Turrey and Lallinor begin to dance, swirling around each other with poise. It takes a skilled eye to even see the surprise on their faces at their partner's skill.

Félicité is occupied playing the piano in the corner, a haunting melody that perfectly matches the movements of the dancers.

I'm going to set the DC of using your music knowledge to benefit one dancer over the other at 36, both because that seems extremely difficult, and it's also the DC for your level. I will also have it apply a status bonus to Turrey's checks similar to aid

Round 1

Turrey Success Leading the dance, +1 to will DC
Lallinor Perform vs. DC 41: 1d20 + 37 ⇒ (14) + 37 = 51
--- help ---
Félicité : +1 status bonus to Turrey's next performance check
Gregoth: failure

After Turrey moves Lallinor graciously toward the balcony, it's Turrey's turn to be surprised, as the lithe dancer sweeps Turrey around with enough speed to make him dizzy.

Round 2

Turrey Perform: 1d20 + 30 + 2 ⇒ (16) + 30 + 2 = 48
Lallinor Perform vs DC 41: 1d20 + 37 ⇒ (18) + 37 = 55
--- help ---
Félicité : +1 status bonus to Turrey's next performance check
Gregoth: Intimidate: 1d20 + 30 ⇒ (8) + 30 = 38

The pace picks up as Turrey produces footwork as fine as any he's ever seen, but Lallinor seems unbeatable as they spin Turrey around again with supernatural accuracy. A smile creeps onto their face as they approach the balcony door confidently leading Turrey.

Round 3

Turrey Perform: 1d20 + 30 + 2 ⇒ (1) + 30 + 2 = 33 Crit fail, will DC -2 for 1 round
Lallinor Perform vs DC 41: 1d20 + 37 ⇒ (4) + 37 = 41
--- help ---
Félicité : failure
others:

Both Turrey and Lallinor falter. Only a trained eye could even see it, but each feel a flutter in the other's arms and see their eyes flick to their feet for just a second. Even Félicité sees as she waits a fraction too long for a note.

I've put the positions on the slides. Lallinor is one critical success away from taking Turrey through the balcony. Would anyone like to do anything different now? Feel free to propose things, this encounter is set up to be extremely difficult to dance your way through yet I'd really like you to succeed! You could also hero point that last check if you want Turrey


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Exciting! Given that I no longer need an action for Inspire Defense after round one, I'll start quipping with Bon Mot (Perform humor). Airplane is about to take off so apologizes for not RPing the quips!

R2 Bon Mot: 1d20 + 30 + 1 ⇒ (6) + 30 + 1 = 37
R3 Bon Mot: 1d20 + 30 + 1 ⇒ (8) + 30 + 1 = 39
Hero Point: Dance+aid+bonus: 1d20 + 30 + 1 + 2 ⇒ (19) + 30 + 1 + 2 = 52


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Oops, I forgot to publish it. It's my first ever Youtube video!


Night of the Gray Death

The video was amazing thank you Félicité. I'll give Turrey another +1 and Lallinor a -1 to their checks for your efforts

Instead of stumbling, Turrey turns his mis-step into a masterful move perfectly timed with Félicité's music to whisk Lallinor onto the brink of the balcony, and Lallinor appears unable to maintain control of the dance!

Round 4

Turrey Perform: 1d20 + 30 + 1 + 1 ⇒ (12) + 30 + 1 + 1 = 44

When Turrey again keeps control, and backs Lallinor toward the door while staying away from it him self, apparently effortlessly, Lallinor looks panicked. They make no attempt to lead the dance, content to merely hold on, and their hair reaches up toward Turrey like a dozen arms.

◆ Strike
Hair vs. AC 38: 1d20 + 33 ⇒ (6) + 33 = 39
Bludgeoning: 4d10 + 12 ⇒ (9, 4, 6, 4) + 12 = 35
35 damage to Turrey!
◇ Grab

◆ Waving Hair
Acrobatics: 1d20 + 35 ⇒ (10) + 35 = 45

It grabs hold of the halfling in multiple places, the strands twisting with incredible force, enough to bruise and batter. They then lift Turrey up without any difficulty throw him through the balcony doors where he slides along the floor until he hits the railing with thump.

Lallinor struts and puts their hands on their hips.

"There, I have danced you through the balcony as we agreed, now hurl yourself into the River!"

What would you like to do? If you want to respond to violence with violence we can roll initiative, or you could make a case for cheating or threaten or manipulate Lallinor into conceding defeat with a diplomacy, intimidate or deception check.


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

If doing so does not block Turrey from his own attempt at negotiations:
Intimidation: 1d20 + 30 ⇒ (12) + 30 = 42 (+2 if Gregoth can "physically menace the target", which I am uncertain about at the moment)
If Failure, Spiritual Guides!
Spoiler:
Intimidation: 1d20 + 30 ⇒ (18) + 30 = 48 (+2 if Gregoth can "physically menace the target")

"That was no dance at the end." Gregoth's voice is a low, dangerous rumble. The shadows behind him writhe and twist as if cast by the flickering light of an unseen torch. Fingers tighten around the hilt of the blade hanging from his side, and a rasping sound prefaces an inch of revealed steel. "Unless you want to be likewise struck and thrown, you will surrender now."


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Turrey shakes his head, genuinely saddened by Lallinor's behavior.

"Please, you have incredible grace on the dancefloor. Indeed, I doubt I've ever seen better. Do not turn my admiration for your grace on your feet to embarrassment at a lack of grace in dealing faithfully.

"While I understand your reluctance to fling yourself from the balcony--and truth be told, Shelyn Herself might grieve the loss of your talent--show that you can have grace off the floor as well, and take yourself away from this dreary hateful place. Now. Then I will remember you, and tell your tale, as a Great Artist and not as a Simple Crook."

Perform (Persuade): 1d20 + 30 ⇒ (12) + 30 = 42 Maybe also +1, if the Dance benefit applies here?


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retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Félicité lets the Picardy third ring through the hall as the piece ends, hoping that the more hopeful ending will cause Lallinor to reconsider her hostile stance.

"Just yesterday, I was a bitter woman. Filled with anger, I sought to destroy that which I could not possess."

Félicité stands up from the piano.

"This is a road that leads to utter destruction, Lallinor. Please reconsider."

Aid Diplomacy: 1d20 + 20 ⇒ (7) + 20 = 27

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