Kingmaker: Blood for Blood!

Game Master BloodWolven

Tomb!

Current fight Map.

Blood for Blood - Baron's Courtroom

Map of Fort Drelev

Elkheart

The Greenwatch Wardens

Varnhold

Tomb Map

Varnhold Map.

Bounties!!


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F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Realizing this entity was not a daemon, it puzzled Alice. Why would a human goddess have a palace in abaddon?
Recalling what she learned about Wee Jas, she wasn't an all-consuming evil entity.

Alice preferred having some benefits, and she'd look for a solution when back on the material plane.
Given this was a lawful goddess, it'd be but civil to pay for services rendered.

Diplomacy to leave a good impression: 1d20 + 25 ⇒ (19) + 25 = 44
"Very well, Lady Jas.", she softly says, sure the deity would hear it. "Then i'll pay by bearing a curse. Still, sincere thank you for the assistance. Things may have turned out uglier otherwise."

She gives a slight bow to the air around her, then heads into the portal. Still feeling slightly awkward, to have done such foul magic, even for the right reason.
Special skin condition it will be.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Wolf - Martikio wrote:


He smiles and shakes his head. He looks at Alice and states, "That little bird yours?"

"Yes? What did she say?"


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Wee Jas? Why is there a Greyhawk Deity in a Pathfinder AP?


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

"Boffy and I are gonna delve into new unheard depths of drunkeness after THAT total fiasco! Xandarian said with a smile. "Martikio! Come with us! Your first sermon of Caydenism is about to begin!!"


Xandarian Quartermain wrote:

"Who's Wee Jas?" Xandarian looks to his partner, Boffy, for answers to spiritual matters.

[dice=Boffy's Knowledge (religion)]1d20 + 8

K Religion DC 17:
I know I am pulling from 3.5...

Lawful Goddess Wee Jas is the goddess of Magic, Death, Vanity, and Law. Her symbol is a skull in front of a fireball, or just a red skull.

Dogma
Wee Jas thinks of herself as a steward of the dead. Though she is a relatively benign death goddess, she has no problem with undead being created - as long as they are not reanimated against their will, and their remains are procured in a lawful manner. Wee Jas is unconcerned with questions of morality; if it can be done within the confines of the law, she will allow it. Jasidan priests teach that magic is the key to all things.

Followers of Wee Jas are known as Jasidan.

Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0
Xandarian Quartermain wrote:
"Boffy and I are gonna delve into new unheard depths of drunkeness after THAT total fiasco! Xandarian said with a smile. "Martikio! Come with us! Your first sermon of Caydenism is about to begin!!"

"I will gladly accept your invitation." He follows them, to the cellar or the kitchen?

---
Responding to Alice he says, "Anyone have a mirror?"


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison
Wolf - Martikio wrote:
Xandarian Quartermain wrote:
"Boffy and I are gonna delve into new unheard depths of drunkeness after THAT total fiasco! Xandarian said with a smile. "Martikio! Come with us! Your first sermon of Caydenism is about to begin!!"
"I will gladly accept your invitation." He follows them, to the cellar or the kitchen?

Depends on where we are. If we're back in the castle, wherever thew ale is kept. Boffy and Xandarian do have a voucher for unliimited ale back at the home base.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

I have no clue where we are right now


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

As one of the 'cursed 4' (or 5?) who enter the portal last, Alice steps in looking her normal blonde human self. The whole "Anyone have a mirror?" remark confused her.

Once back on the material plan, everyone waiting sees her step out instead as what appears as a kitsune-like woman with blue-ish skin that has a slight metallic sheen to it.

Her familiar sits on her shoulder as if nothing happened. Though it is surprised by the sudden skin condition her charge has taken on.
Pointing it out, Alice looks at her hands, checks her arms....

"You little sneak, this is your doing, isn't it?"
The songbird makes it clear it wasn't, concluding this must be the unknown curse the ominous goddess put on her.


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

Ulricha's eyes widen at the change in Alice's appearance, more indication of the bizarre magics brought on by the wishes and the dark plane they'd just managed to return from.

Taking a moment, the powerful warrior leans her back against the nearest wall, the fatigue of her indomitable rage and the seemingly never-ending fight finally taking its toll.


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Boffy, in hare form, looks up at Alice's new form.
"You know, you new look is not doing a damned thing to stop throwing amourous intentions your way. Just letting you know."


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Xandarian Quartermain wrote:

Boffy, in hare form, looks up at Alice's new form.

"You know, you new look is not doing a damned thing to stop throwing amourous intentions your way. Just letting you know."

"Blue skin's a cheap price to pay for the resources to hasten our return home, and getting a bit sharper of mind. I'm sure there are worse consequences."

The whole ears and tail thing's evidently still unknown to her.
The familiar flies up and around a bit, to avoid any immediate reaction of its charge.

Testing the humble ability granted to her by the template, Alice uses a few channels to heal her allies.
4 channels: 4d6 ⇒ (6, 2, 6, 5) = 19

Alice makes a silent prayer of gratitude to Desna. Relief for them all being able to leave that place alive. To herself she made a mental note to copy some of her travel drawings, and offer them as tribute at an altar to Lady Luck.


Now on the other side of the portal you are back in the throneroom of the castle you had cleared.

The miasma has cleared, but the place looks desolate. You don't see any plant life, let alone animals.


vital:
HP: 445/445 | AC: 49 T: 32, FF: 35 | Fort: +22, Ref: +23, Will: +22 | CMB: +28, CMD: 48 | Init +14, Perception +26, Sense Motive +26 |
skills:
Acro+26|App+23|Bluff+30|Climb+20|Craft(Alc)+28|Dip+32|Dis+19|Esc+21|Fly+15| HA+14|Heal+11|Inti+31|K(Arc,His,Loc,Nat,Pla)+23|K(Eng,Geo,Nob,Rel)+16|Ling+ 21|SingDance+19|SoH+15|Spell+26|Stealth+23|Surv+11|Swim+18|UMD+27

He seems to conjure a mirror. He holds it up for Alice to see her new visage.

A bit concerned he offers, "If you want I can teleport your group back to our castle. Also we could stretch our legs and go back to our camp. From there you can ride back on one of the Greenbelt Elks."


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Suddenly getting a mirror in front of her face, it takes a moment before the realization sets in.

"Wait what? So that's what she was so quiet about?"
These can't be real?

Checking out the ears....Yes..these are real. This needs getting used to., and the sudden realization there was some extra weight behind her added to surprise.

Turning her attention towards Sulvanii,
"That would be great."


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

"Yes, I think a return would be good. This has all been very strange." Ulricha adds.


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

"Strange doesn't even cover it", Xandarian answered, reaching up to touch Alice's new ears. "Ooo! Soft!"


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Xandarian Quartermain wrote:
"Strange doesn't even cover it", Xandarian answered, reaching up to touch Alice's new ears. "Ooo! Soft!"

Xandarian gets a swat on the head from a fluffy tail.

*snicker*


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC

Jorrast is quiet. He focuses, hard for a couple seconds and changes shape to his fox form. After a moment he takes his human form then back to Kitsune.

"I feel.... less. Not sure though."

He glances at Alice, and smiles a little. "It looks good on you Alice. But you make, anything look good. Are you Kitsune now?"


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Jorrast wrote:

"I feel.... less. Not sure though."

He glances at Alice, and smiles a little. "It looks good on you Alice. But you make, anything look good. Are you Kitsune now?"

She raises a brow, "Are you and the rabbit both starting?"

She smiles. "But no. Kitsune look either like you do now or human, not something between, as far as i have heard? But there's worse things than looking like a blueish foxgirl."

She takes a quick glance at Jorne, Arella, and the panther-lord, was she the only one with such an appearance change?


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

"I accept all of you as you are, even if it different than I had become accustomed."

Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

The panther lord did come out with a metallic sheen. His skin seems to also have patches of silver scales.

A small construct on his shoulder resembles a house cat. It bears elaborate markings, and the core in its head glows with a warm light.

----
"So are we drinking here or teleporting to your home first?" He asks looking around at the throne room.


vital:
HP: 445/445 | AC: 49 T: 32, FF: 35 | Fort: +22, Ref: +23, Will: +22 | CMB: +28, CMD: 48 | Init +14, Perception +26, Sense Motive +26 |
skills:
Acro+26|App+23|Bluff+30|Climb+20|Craft(Alc)+28|Dip+32|Dis+19|Esc+21|Fly+15| HA+14|Heal+11|Inti+31|K(Arc,His,Loc,Nat,Pla)+23|K(Eng,Geo,Nob,Rel)+16|Ling+ 21|SingDance+19|SoH+15|Spell+26|Stealth+23|Surv+11|Swim+18|UMD+27

He has the group touch each other and then teleport back to his sanctum.

After the teleport, you are in a decent-sized room with a width of 40 feet and a height of 40 feet. The stonework is exceptional, and there is no sign of wooden beams. Looking at the ground, you see that you are now on a teleportation circle. On the north wall, you see a large, golden, rimmed mirror that looks like it is liquid. To the East, you see a tapestry of dragons clashing in every color. On the Southern wall, you see several large gems floating like ioun stones, they light up the room.

Sulvanii leads the group to the West wall and says a few magical words. "Just wait one moment." He goes through the door meant for a large creature. Soon, the door opens up, and he waves you into his study. Promptly, he shows you the door out and then settles behind his large desk.

Plenty of downtime in the kingdom.


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

He


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

He comes out looking like the worst of the group. His skin is pale and he looks clammy. A putrid smell comes from him and boils form and pop quickly upon his skin.

choices:
Quote:

As you go through the portal you see the chaotic energies of the realm. A sweet sultry voice offers, "You have several options. Serve me for how many years you made wishes.

Wish for a golden chain of Averacice to be broken.
Accept me as your matron.
Or
Bear my curse.

[b]"I will choose to bear your curse."

Also for your teirs of service you have gained additional rewards:
Silver
You will bear my mark and be cursed. Pick a curse or make it random.

"Curse of mental stupidity: -6 on Intelligence."

Cold Iron
Gain a magical item of your choice 25k or less but the requirements also have: Lawful or worshiper of Wee Jas, or in 50 foot proximity to a divine caster devoted to Wee Jas.

"I claim an eternal wand of shield other that must be used by a lawful user."

And
Wish one of the following wishes:
Wish for a golden chain of Averacice to be broken.

Star Metal
Gain a negative minor artifact.
Loadstone... maybe

Adamantine
Build a temple to Wee Jas / pay for one.

Mythic

Gain a quest.
You will gain three curses besides the quest. They stop functioning if you are actively doing the quest or finish it.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Jorne Fyrestone Stavian wrote:
He comes out looking like the worst of the group. His skin is pale and he looks clammy. A putrid smell comes from him and boils form and pop quickly upon his skin.

When the panther-lord comes through the portal, Alice slightly smirks. "Welcome to the club.", knowingly turning her metal sheen hand.

Upon Jorne's appearance, her mood turns to concern. "You look terrible."
Despite the putrid smell, Alice steps towards him and makes a quick inspection. Heal to determine treatment: 1d20 + 15 ⇒ (9) + 15 = 24


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Heal is actually +17 instead of +15.


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC
Alice wrote:


"She raises a brow, "Are you and the rabbit both starting?"

Jorraste chuckles when he sees Alice send Xandarian away. "No. I'm just commenting that you make that look good. It was just intended as a compliment."

He shrugs and clearly concentrates on, something. But nothing happens. "Maybe I just need some rest."

Looking around for a place to sit down he digs in his belt pouch, apparently to check on something.

@GM. Have his magic items been dis-enchanted? He was pulling out an ioun torch to see if it still glowed. It's the only thing in his inventory that has an easy to check effect. I'm assuming that taking his magic away meant his spell casting and/or his hexes since you said his shape changing racial ability is still there. Just checking.


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

The caydenite paladin eventually climbs out a nearby well, sputtering water. "Wrong location, 'foxy lady'. I need alcohol, not water."

Once Xandarian gets his bearing, the half-azata takes the newly-reformed daemon and Boffy to the alehouse, intent on greatly reducing their stock!


heal DC 25:
You are not sure what the disease is on Jorne. It seems to be a rapid growing one. You think it might be tied to his fast healing and likely a curse.

Jorrast pulls out an ioun torch and sees it glow.

Xandarian, Boffy, and Martikio head off to the inn!

The Velvet Cauldron:

“Where your drink stirs you back.”

Tucked into a cobbled alley where lamp-lights never flicker, The Velvet Cauldron is a warmly lit tavern nestled in a crooked, ivy-draped building that always seems bigger on the inside than on the outside. The air carries a scent of cinnamon, old wood, and faint ozone. It draws in adventurers, hedge mages, and secretive scholars.

Despite its cozy appearance, the tavern has a low but constant aura of enchantment. Every visitor leaves feeling as though they've forgotten something small but important—or had a dream they can’t quite recall.

Magical Features
Moodbrews: Drinks subtly shift flavor and temperature based on the drinker's emotions. Someone nervous might find their ale fizzing lightly with citrus, while anger causes a wine to grow warm and spicy.

The Singing Hearth: The large fireplace hums softly in tune with tavern music or laughter. Once per night, it sings a lullaby in a long-dead language—anyone listening must make a DC 12 Wisdom saving throw or fall into a dreamless 10-minute trance, waking refreshed (as if they finished a short rest).

Ephemeral Menu: The chalkboard menu only becomes readable when you’re truly hungry or thirsty. The food adapts magically to meet any dietary needs—though the chef never confirms whether it's illusion or conjuration.

Teleporting Booth: A private booth in the corner occasionally shifts its position in the tavern when no one is looking. Sitting in it for more than an hour may teleport you to another mysterious tavern (or perhaps even another plane) once per month.

Key NPCs
‍♀️ Mareth "Mint" Uldan – Proprietor and Brewmage
A former hedge wizard turned innkeeper, Mareth is a silver-haired woman with laugh lines and tattooed hands. She brews all drinks herself, infusing mild enchantments into every ale, tea, and cider. She offers cryptic advice and seems to know when someone’s about to make a life-altering decision. She’s rumored to have brewed a potion that shows drinkers a vision of their “most pivotal possible moment.”

Quirk: Never writes down orders but never forgets one.

Nixby – Talking Magpie Familiar
This clever, foul-mouthed magpie perches on rafters or Mareth’s shoulder, mocking patrons and collecting shiny objects. He’s unusually intelligent—even for a familiar—and is often found gambling with customers using buttons, gems, or even secrets.

Quirk: Constantly makes bets or dares.

‍ Tolven Bramblebrow – Frequent Patron and Herbalist
A half-elf with ink-stained fingers and dozens of dried herbs braided into his beard, Tolven trades rare ingredients for drinks. He once stumbled out of the teleporting booth and returned three months later with a glowing cactus and a glass eye that predicts the weather.

Quirk: Talks to his drinks like they're people.

-----

Tavern Encounter Hooks & Rumors
1. "The Booth Just Took Someone."
One night, a regular vanishes after sitting in the teleporting booth too long. Mareth casually shrugs it off—“He’ll be back... probably.” A friend or local offers the party gold (or a favor) to follow and retrieve him the next time the booth activates.
Leads to: A dreamlike demiplane, a tavern between time, or a cursed noble’s manor on another continent.

2. "The Singing Hearth Changed Tune."
The hearth sings a melody no one has heard before, in a language Mareth doesn’t recognize. Tolven claims it’s ancient Sylvan, and swears it’s a warning.
Leads to: Discovering a sealed fey tomb buried beneath the tavern, or an old pact between Mareth and an archfey beginning to unravel.

3. "Nixby’s Gotten Too Smart."
The magpie starts speaking in full, prophetic sentences, then vanishes into the rafters. Mareth is visibly shaken and won't say why. One day later, a cloaked stranger arrives looking for “the bird that remembers.”
Leads to: A warlock's familiar gone rogue, or the magpie being the key to unlocking a sealed vault of stolen memories.

4. "Drinks That Remember You."
A player receives a drink that triggers a vision of a place they’ve never been—but vividly recall. Mareth insists it's just a side effect of using aged starflower nectar.
Leads to: A personal quest about forgotten reincarnation, lost memories, or a soul connection to another era or timeline.

5. "The Cellar Door Bleeds."
A red stain slowly seeps from the edges of a trapdoor in the storage room. Mareth keeps it locked with three arcane seals. Nixby mutters, “It’s waking up again.”
Leads to: A sealed aberration, cursed cask of sentient wine, or forgotten artifact buried under the foundations by the tavern’s original owners.

6. "Velvet & Vine"
Tolven trades a glowing herb to the party, claiming it came from “a garden that dreams of being alive again.” He won’t explain further, but that night, a withered vine grows through the tavern window, spelling a name in druidic.
Leads to: A connection to Virelay’s Garden (from the Witherdoor), suggesting someone or something is trying to bring it back.

7. "Guests Who Don’t Breathe."
The tavern is unusually full one evening—but sharp-eyed characters notice several patrons don’t cast reflections or show signs of breathing. Mareth is polite but on edge.
Leads to: The tavern crossing into a thin veil between life and death—ghosts, soul traders, or time-lost adventurers seeking passage home.


Drinking Menu at the Velvet Cauldron:
The Velvet Cauldron – Enchanted Drink Menu
“The Cauldron doesn’t just quench thirst—it stirs the soul. All drinks brewed fresh. Side effects optional.” – Mareth Uldan, Brewmage Proprietor

1. Dreamfall Cider – 5 gp
A lightly glowing amber cider with a swirl of lavender mist in the glass. Tastes like warm apples and honey kissed with starflower.

Effect: After drinking, you receive a calming vision of a peaceful place (the DM may describe a future location or important memory).

Mechanic: Gain advantage on your next Wisdom saving throw within the hour.

Side Note: Cannot be consumed while frightened.

️ 2. Emberdrop Ale – 4 gp
Thick, red-orange ale that tastes like cinnamon, smoke, and sudden clarity. Warmth spreads through your chest like a forge lighting.

Effect: Gain resistance to cold damage for 1 hour.

Side Effect: You speak in a deeper, more heroic voice for the duration. The tavern encourages dramatic toasts.

3. Midnight’s Ink – 7 gp
A rich black liquor served in a glass rimmed with silver sugar. Smells of licorice and night air.

Effect: Grants darkvision up to 60 ft for 2 hours (or +30 ft to existing darkvision).

Rare Reaction: Roll a d20. On a 1, you briefly see through the veil and spot a ghostly figure staring back.

4. Sylvan Bloom Tonic – 6 gp
Served in a wooden cup with a floating blossom that slowly opens as you drink. Fresh and grassy with undertones of mint and pine.

Effect: You can understand one Sylvan sentence whispered to you by a creature or spirit within the next 24 hours.

Bonus: Advantage on Nature checks for 1 hour.

5. The Cauldron Flip (House Special) – 10 gp
A chaotic swirl of violet, green, and gold. The taste changes with each sip—first berries, then pepper, then smoke.

Effect: Roll on the table below. Lasts 1d4 hours. No save.

d6 Effect
1 You glow faintly. Shedding dim light in 10 ft.
2 You can hover 1 inch off the ground (no mechanical benefit).
3 Your voice echoes with two layers—yours and a second, whispering version.
4 You can smell emotions as colors.
5 Once in the next hour, cast Prestidigitation at will.
6 Your eyes briefly resemble a starfield; advantage on Insight checks for 1 hour.

☕ 6. Scholar’s Fog (Non-Alcoholic) – 2 gp
A thick herbal tea that smells of parchment and sage. A gentle steam floats above the cup in spirals.

Effect: Advantage on your next Intelligence (Arcana or History) check made within 1 hour.

Fun Flare: You speak like a pretentious academic for 10 minutes after drinking.


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

As the others leave he goes back in to speak with Sulvanii with Arella.

Sulvanii:
He asks about his curses and quest.

He learns:
The Lost Vault of Ralx'then, buried beneath the ruins of a forgotten Thassilonian temple.

🕯️ Background
Whispers have begun to surface of ancient runes reactivating in ruined parts of Thassilon. An obscure prophecy—recorded in forgotten Lissalan scriptures—predicts the return of the Seventh Seal, a once-lost rune of judgment representing final obedience. This rune was sealed away by heresy among the Runelords, buried in a vault protected by seven trials.

Lissala seeks champions to reclaim the Seventh Rune and use it to judge the unworthy—and in return, she offers power, knowledge, and eternal purpose.

🐍 The Call to Obedience
Hook: The PCs each receive a branded dream or a physical rune mark while resting. A golden-green Sihedron sigil appears briefly, seared into their skin before fading. A whisper follows:

“Only those who obey shall judge. Seek the Vault. Earn the Seal. Or be rewritten.”

A known Lissalan scholar or cultist approaches shortly after, offering more information and ritual texts that point to the Vault of Ralx'then, a submerged temple now overgrown with cursed jungle and stone serpents.

📜 The Vault of Ralx’then – Trial of Seven Obediences
Each chamber of the Vault tests a virtue twisted by Lissala's philosophy—obedience rewarded, but always at a cost. Each successful trial activates a rune segment of the final Sihedron Gate.

Trial of Silence (Thought Subdomain) – The players must solve a rune-based puzzle in complete silence. Speaking aloud causes runes to burn and deal psychic damage.

Trial of Chains (Obedience) – One PC must willingly chain themselves to a divine pillar, giving up their freedom for the others to advance. The chained PC receives a vision from Lissala and gains a temporary divine boon (but suffers a curse if they later break a vow).

Trial of Judgment (Legislation) – The PCs must judge three prisoners (illusions, but morally complex) based on sparse evidence. Their choices are remembered—NPCs they spared or condemned may reappear in future adventures.

Trial of Ink and Blood (Rune) – Players must inscribe runes onto their own skin using enchanted quills. The more complex the rune, the more power gained—but at increased risk of magical backlash.

Trial of the Sovereign (Leadership/Nobility) – The party is offered a kingdom in a vision. One must rule it for ten minutes of roleplay. All others must obey their laws—even unfair ones. Failure fractures the vision, and the Sihedron rejects them.

Trial of the Viper (Evil) – A massive serpent challenges the party in a trial by combat—but only those who show cunning or calculated cruelty may defeat it. Killing it outright grants nothing; domination or coercion earns Lissala’s favor.

Trial of Memory (Knowledge) – Players must navigate a mind-maze of their own memories, guided only by rune-lights. Each incorrect path erases a personal memory unless countered by a successful Knowledge check.

💠 The Seventh Rune
Upon completion, the party unlocks the Seventh Sihedron Rune of Obedience, an ancient glyph that binds oaths, compels truth, and judges souls. Whoever bears it gains the ability to:

Once per day, cast Geas without material components.

Once per week, cast Mark of Justice with a rune that brands the target with the Sihedron.

The bearer becomes a Runebound Adjudicator, gaining the ability to command magical obedience from lesser beings—but also attracting the attention of Runelord remnants and Lissala’s other champions.

🧩 Optional Complications
A rival Lissalan cult seeks to corrupt the rune, turning it into a tool of domination.

The Seventh Rune may be sentient, whispering legalistic commands into the bearer’s dreams.

Success grants the PCs influence among Lissala’s reawakening followers—but binds them closer to her Lawful Evil doctrine.

Jorne exits out of Sulvanii's office with a determined look. If anyone tries to stop him they have to physically get in his way. He does not respond to verbal ques. Arella looks concerned and follows him.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

Before Jorne heads in to speak with Sulvanii,

"Jorne, Desna's grace, this is going to take some effort to get rid of. Would you like me to try a remove curse tomorrow?"

If he declines the offer, she won't press the matter, but the offer is on the table.
-------------

While Xandarian takes Martikio drinking, Alice isn't yet decided what to do. She looks at her other companions. Jorrast, Ulricha, Vandomir.

"Any plans for the remainder of the day?"


Vitals:
HP: 171_ AC: 32 _ T: 20 _FF: -_ Perception +18_Sense Motive +13_Init: +6_Fort: +17_Ref: +15_Will: +12 CMB+15_Bull Rush +2 CMD: 33 / 35_Speed: 50
Skills:
Acro +20_Bluff+12_Climb+16_DD+13_Dip+17_Disg+12_EscArt+15_HA+12_Intim +16 _K (dung) +11 _ K (his, loc, nob)+12 Ling +12_Dance +13_ Ride +12_ SoH +11_ Stea +14 _Surv +9 _UMD +16_Swim+16

"Thank you Alice that would be appreciated. I fear it is tied to my new curses.Knowing where we got the curse and it being from a Goddess you will need to be very lucky. I am going to speak with Sulvanii and see if he can figure it out." He states to Alice putting a hand on her shoulder.


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

Well dammit, GM Wolf! You say Xandarian and crew go to the inn, then tell us about a cooler place to drink. I guess I'll have to craft this post a little better.

Xandarian, Boffy, and Martikio arrive at the inn, and the daemon's visage makes a scene.

"Everyone! EVERYONE!" The caydenite paladin shouts over the screams and gasps. "Everyone, this is Martikio. He's a newly-reformed daemon and a guest in your kingdom. He bares you no ill will."
Diplomacy (Charming): 1d20 + 22 ⇒ (7) + 22 = 29
"Right?" Xandarian asks Martikio, encouraging him to respond to the criticism.

Xandarian and crew step up to the bar. "Three ales, please?" The paladin encourages the daemon to drink. Boffy needs no prodding, as the hare stick his head in the tankard and drinks deeply. Xandarian orders two more ales for each of them. Inbetween ales, Xandarian goes over the very basic tennets of Cayden Cailean, even showing the daemon The Placard of Wisdom the paladin carries.

The hare suddenly speaks. "Hey! Let's go on a pub crawl! See what this wilderness town has to offer us three strapping ideals of manliness!" The inn guests and staff look down in amazement as the long-earred rodent speaks aloud for the first time.

"Sounds good. I'm not even buzzed yet", Xandarian declares. The paladin pays for the ales and exits the inn.

Eventually, the trio come across a cobbled alley where a crooked, ivy-draped building. Boffy tugs on Xandarian's leg. "Alcohol! A bar! Go inside! I can smell it..phew..over the other smells. I swear!"

Xandarian shrugs as the trio enter The Velvet Cauldron.

The group walks up to the bar in front of a silver-haired elderly woman with tattooed hands. "Greetings, Dear Lady. I, and my companions here wish to get plastered. Could you assist us with this task?"
Diplomacy (Charming): 1d20 + 22 ⇒ (16) + 22 = 38

Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

He quickly responds genuinely, "That is right. So sorry! I will go to my human form." He excuses himself and goes in the alley. There he shifts to his human form, as opposed to the panther hybrid form.


The silver-haired woman with laugh lines and tattooed hands replies, "I am theinnkeeper, Mareth. I brew all drinks myself, infusing mild enchantments into every ale, tea, and cider. You want to be plastered, then I suggest the Cauldron Flip, 10 gp each cup."

The Cauldron Flip (House Special):
10 gp
A chaotic swirl of violet, green, and gold. The taste changes with each sip—first berries, then pepper, then smoke.

Effect: Roll on the table below. Lasts 1d4 hours. No save.

d6 Effect
1 You glow faintly. Shedding dim light in 10 ft.
2 You can hover 1 inch off the ground (no mechanical benefit).
3 Your voice echoes with two layers—yours and a second, whispering version.
4 You can smell emotions as colors.
5 Once in the next hour, cast Prestidigitation at will.
6 Your eyes briefly resemble a starfield; advantage on Insight checks for 1 hour.

The magpie speaks up for itself, "And I am Nixby, who the F@$% are you? I bet this shiney rock that I can tell your professions!"


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

"Hello, Mareth." The young half-azata extended his hand.

Looking to the loud magpie, the warrior continues, "I am Xandarian Quatermain, paladin of The Drunken God, Cayden Cailean. Boffy here", motioning to the hare on the bar, giving Nixby a stink-eye, "is my Divine Emissary. And this is our new friend, Martikio."
Bluff (Deceive or Lie): 1d20 + 8 ⇒ (9) + 8 = 17
Dipomacy (Charming): 1d20 + 22 ⇒ (19) + 22 = 41
"Madam Mareth, do you take gems as payment? If you do, we'll have three Cauldron Flips!"


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)
Alice Emmington wrote:


-------------

While Xandarian takes Martikio drinking, Alice isn't yet decided what to do. She looks at her other companions. Jorrast, Ulricha, Vandomir.

"Any plans for the remainder of the day?"

"Not really, other than getting accustomed to this place. You have something in mind?" Ulricha replies.


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Vandomir glanced up from where he was seated beside Rocinian, methodically checking one of the hippogriff’s forelegs for lingering signs of strain. The beast let out a low huff but didn’t resist the attention—both rider and mount were clearly still recovering.

“My plans?” he echoed, voice rough with fatigue. “Getting Roci and myself back into proper shape. The last few days have been...” he paused, running a hand through his dark, sweat-matted hair, “...more eventful than I prefer.”

He rose stiffly, the weight of lingering injuries evident in his gait, and gave Alice a respectful nod. “I will steer clear of any tavern drinks that sparkle, float, or sing lullabies. If I can find a plate of mutton and potatoes that does not try to talk back, I shall consider it a fine evening.”

With a final pat to Rocinian’s flank, he added, “You are welcome to join me, if you tire of alchemical cocktails and haunted magpies.” His tone was gruff but not unfriendly, as he motioned toward the nearest quiet street with the kind of plain fare he hoped still existed somewhere in this bizarre kingdom.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark

@ Everyone who may not have noticed. You all healed 19 HP from my channels, after getting out of the portal.

Ulricha wrote:
"Not really, other than getting accustomed to this place. You have something in mind?"

"Not anything in particular, but i am feeling a little hungry."

When Vandomir mentions a simple meal at a normal establishment, she perks up a small smile.

"Sure, i'll take you up on that. A good soft mutton with potatoes and with some luck veggies, sounds great."

Looking back to Ulricha and Jorrast,
"Does that sound good to you too?"


Male Kitsune Sylvan Trickster Rogue / Monk | HP: 38/68 | AC: 25 T:25, FF:15 | Init: +10 | Fort +12, Ref +14, Will +8 | CMB +13; CMD 27 | Ki Pool: 4/7 | Acrobatics+18, Appraise+12, Bluff+13, Disable Device+17, Escape Artist+13, Fly+8, Know-Local+16, Know-Nature+15, Linguistics+14, Perception+14, Sense Motive+15, Stealth+16/+26 | Cantrip: Detect Magic Temporary effect: Barkskin +3 AC

"Well, normally I'd agree with a good meal and light drink. But that last trip has me feeling.... different. Maybe I'll go with the good meal and then one of Xandarian's Cauldron Flips? Xandarian? Can I add another to that order?"


Male
Skills:
Percep +13|Diplo +29(+30)|Fly +21|Heal +16|Perf. (string) +27|Perf. (sing, dance) +21|SM +13|Acro +21|Bluff +27|UMD +14
Special:
Smite Evil (Su) 4/day (+8 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon, or an undead creature], +8 deflection bonus to AC|LoH 12/12x/day, 4d6|Channel Energy 4d6 (uses two LoHs)
Vitals:
HP 43/77|AC 23 (T 12, FF 21)|F: 16, R: 14, W: 15|Int: +5|Immune: Disease|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19|+4 racial vs poison

"Oh! Hail! Greetings Jorrast!" Xandarian looks over his shoulder as the rogue come in from the alley. "Absolutely!"


Female Human Barb (Inv.) 7/ Fighter (Unbreakable)1/ Druid 8 | 130/130 HP : Raging 162/177| AC 27 T 14 FF 25 | Fort +16 (+19) Ref +9 (+10) Will +9 (+11)| Initiative +2 | Perception +12, Survival +15| Rage 2/24* |DR 3/-, DR 6/ Non-lethal|Cold Res 3 Current effects: Ironskin (8 mins), Rage, Enlarged (8 mins)

"Definitely! All that fighting (and raging) works up an appetite!" she replies.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Ulricha the Unkillable wrote:
"Definitely! All that fighting (and raging) works up an appetite!" she replies.

So with that, half the crew gets plastered, and half the crew gets a good proper meal.

"Ok then! Vandomir, lead the way, good sir!"


Male Chelaxian Ranger 8 (AC:21[T:12 FF:19] | HP: 79/79 40/71 (0NL) | F+9*, R+8, W+5 | Init: +2* |Perc: +14*)

Vandomir heads for a "normal" establishment.

For the record, both Vandomir, and Roci are still incredibly torn up, and I believe diseased three ways form Sunday. I've lost track of how bad they are.


F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Vandomir Jarvis wrote:

Vandomir heads for a "normal" establishment.

For the record, both Vandomir, and Roci are still incredibly torn up, and I believe diseased three ways form Sunday. I've lost track of how bad they are.

I can help with that, i can do a Treat Disease to give a +4 bonus to you two for the next save. I'll prepare 2 remove disease and 1 remove curse tomorrow.


Female Hippogriff Valiant Steed (AC:26[T:13 FF:22] | HP: 23/58 (0NL) | F+9*, R+10*, W+3*|Perc: +1)

I think we have half a dozen diseases between us!


Xandarian Quartermain wrote:

"Hello, Mareth." The young half-azata extended his hand.

Looking to the loud magpie, the warrior continues, "I am Xandarian Quatermain, paladin of The Drunken God, Cayden Cailean. Boffy here", motioning to the hare on the bar, giving Nixby a stink-eye, "is my Divine Emissary. And this is our new friend, Martikio."
[dice=Bluff (Deceive or Lie)]1d20 + 8
[dice=Dipomacy (Charming)]1d20 + 22
"Madam Mareth, do you take gems as payment? If you do, we'll have three Cauldron Flips!"

She pleasantly replies, "I do take gems or crystals. Nice to meet you Xandarian and Boffy. Three Cauldron Flips with all the perks?" She begins to expertly fill the cups with liquor and infusing magic into it if you take on the perks.


As you leave Sulvanii's study, you find yourself in a hallway. There, servants will guide your group to where you would like to go.

You travel through the castle's marble hallways, carved with glowing sigils, their gold inlay bright and clear. New tapestries hang in the fresh air, depicting lineages and battles.

Your footsteps echo through the corridor until you reach the grand banquet hall: massive, noisy, warm, and welcoming. This is a place of revelry. Long tables stretch across the chamber beneath a vaulted ceiling where chandeliers of crystal and wrought iron hang like sparkling stars. A feast remains, platters of silver and goblets of gold, food still steaming as if frozen in time.

At the far end, twin doors stand open, revealing a stone stairwell spiraling down and away.

The city you are in, yes, I said city, has cobbled streets. There are all sorts of folks moving about on their chores, looking around, and hawking wares. There are plenty of places to eat or get equipment. If you look long enough, you could likely find exactly what you are looking for.

There are many temples in the city, with a massive cathedral in the distance dominating the buildings around it and comparable in size to the castle.

Silver Crusade

Vital Stats:
HP: 31/33, AC: 17 _ T: 15 _ FF: 13, Perception +2, Sense Motive +8, Initiative: +4, F: +4_ R: +6 _ W: +5(+7 vs. enchant), CMB: +2, CMD: 16, Speed: 30
Skills:
Acro +11, Appraise +10, Bluff +0, Climb +0, Diplomacy +2, Heal +3, Escape Artist +4, Handle Animal +0, K(D, G, H, P, L, N, N, R) +15, K(A, P) +19, Linguistics +12, Ride +4, Stealth +4, Survival +0, Spellcraft +14, Swim +0

"Thank you, my newest friend! I can pay for the next round when we are ready. Yes, please, I would like the perks!" He ignores the magpie and watches her concocting with interest.

He takes the drink in hand watching the chaotic swirl of violet, green, and gold. "Oh wow, the taste keeps changing!"

Effect:
Roll on the table below. Lasts 1d4 ⇒ 3 hours. No save.
1d6 ⇒ 2
d6 Effect
1 You glow faintly. Shedding dim light in 10 ft.
2 You can hover 1 inch off the ground (no mechanical benefit).
3 Your voice echoes with two layers—yours and a second, whispering version.
4 You can smell emotions as colors.
5 Once in the next hour, cast Prestidigitation at will.
6 Your eyes briefly resemble a starfield; advantage on Insight checks for 1 hour.

He starts hovering over his chair. "Oh wow this is a strong drink! Is there a way to keep it to one flavor... some I don't care for. How about fruit flavors only? Is that a thing you can do with it?"

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