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Cerulean is quick to notice that their companion is off after the attack from their foes and scrabbles towards Farrina. "Come on love can't let that menace into your mind."
A quick cocktail and application later has Farrina on the mend and hopefully clear of mind.
Counteract Confused(Farrina): 1d20 + 19 ⇒ (1) + 19 = 20
Heal(Farrina): 5d6 + 12 ⇒ (3, 3, 1, 1, 4) + 12 = 24
Stride, quick alc, administer;
Farrina gains 24hp and 4 temp hp, but Cerulean fails to counteract the confused condition however she gets a new will save against the effect(confusion) immediately with a +1 to the save if applicable 2/6 vers vials

Farrina the Fabulous |

Will Save vs DC 33: 1d20 + 15 - 1 + 1 ⇒ (12) + 15 - 1 + 1 = 27
Never having had quite the clear mind to begin with, even with Cerulean's aid, the entertainer thoughts remain a morass of conflicting drives.

Kharya Niush |

Kharya barks out a nasty laugh as the tendrils rake her armor. "That's right boys, threaded through with trice-blessed silver." She shoves one back with her shield and motors past them, unafraid of their feeble strikes.
Resist Void 8, and a shieldblock means she took 2 of that
Ignoring the nightmares she runs down Isabella or maybe Isn'tbella. "What's the matter, princess? For someone who's supposed to be the first lady of the stage, you seem a little shaky under the spotlights." She bats aside Isabella's thin blade with one hand and seizes her with the other in a bonecrushing grip. "Tell me who you really are and I'll let you run."
Grapple: 1d20 + 25 ⇒ (2) + 25 = 27
Puuuunch?!: 1d20 + 16 ⇒ (10) + 16 = 26 +4 if it's a grapple
Bludgeoning: 2d8 + 1d6 + 6 + 6 ⇒ (7, 5) + (6) + 6 + 6 = 30
Puuuunch!: 1d20 + 16 ⇒ (14) + 16 = 30
Bludgeoning: 2d8 + 1d6 + 6 + 6 ⇒ (5, 3) + (6) + 6 + 6 = 26
Decision tree got a little branchy on this turn, but it should either be:
Quickened Stride
Grapple
Exacting Strike
Strike
or
Quickened Stride
Missed Grapple
Grapple
Raise Shield

Esirelle Peck |

HP 114/116
AC 27
Fort +18, Ref +17, Will (mysterious resolve) +20
Halfling Luck: Skill/saving throw []; attack/Perception []
Hero points: 1
Focus Points: 1/2
Spells (DC 30): 1st [][][][]; 2nd [][][][]; 3rd [x][][][]; 4th [x][x][][]; 5th [x][x][][]; 6th [x][x][] GP []
Effects: Cursebound 1 (-5 speed)
"I've got you, Timdok!" Esirelle calls as she sees Cerulean treat Farrina. Still a well-oiled team, she thinks, nodding to herself in satisfaction.
"As for you, Isabella, give it up! We can still help you!"
Cast 6th-rank heal (two actions) on Timdok; Demoralize vs. Isabella
Heal: 6d8 + 48 ⇒ (5, 4, 6, 3, 6, 1) + 48 = 73
Intimidation (expert): 1d20 + 20 ⇒ (20) + 20 = 40

Cassiel Aurelfell |

Cassiel was worried about Farrina's state (no not the emotional one, that was a loot cause) and nearly dashed to her to help close some wounds, but Esirelle had thankfully addressed this need. Instead, he moves to flank (either Timdok or Kharya) and slashes with his blade twice.
Attack +1 Brilliant Scimitar (Flaming Star): 1d20 + 21 ⇒ (15) + 21 = 36 Damage S: 1d6 + 7 ⇒ (6) + 7 = 13 Damage Fire: 1d4 + 1d6 ⇒ (4) + (5) = 9
Attack +1 Brilliant Scimitar (Flaming Star): 1d20 + 16 ⇒ (5) + 16 = 21 Damage S: 1d6 + 8 ⇒ (2) + 8 = 10 Damage Fire: 1d4 + 1d6 ⇒ (1) + (4) = 5
Cassiel will use FoG on Kharya's attacker, 13 less damage. The attacker takes 4 persistent spirit damage and is off-guard. All enemies within 30' of Cassiel are subject to Revealing Light (dazzled).
Divine Grace
You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.
Flash of Grandeur
An enemy damages your ally, and both are in your champion’s aura; Effect Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. For 1 round, the attacker is affected by revealing light.
(1) Exalted Reaction: In addition to the enemy affected by Flash of Grandeur, each other enemy in your champion’s aura (30') is affected by the revealing light spell for 1 round.
(2) Relentless Reaction: The enemy also takes persistent spirit damage equal to your Charisma modifier (4), and it can’t recover from this persistent damage while affected by the revealing light from your Flash of Grandeur.
(3) Brilliant Flash: Your light cleanses souls of fear. When you use Flash of Grandeur, the attacker is also off-guard for 1 round.
(4) Revealing Light
Range 120 feet; Area 10-foot burst
Defense Reflex; Duration varies
A wave of magical light washes over the area. You choose the appearance of the light, such as colorful, heatless flames or sparkling motes. A creature affected by revealing light is dazzled. If the creature was invisible, it becomes concealed instead. If the creature was already concealed for any other reason, it is no longer concealed.
Critical Success The target is unaffected.
Success The light affects the creature for 2 rounds.
Failure The light affects the creature for 1 minute.
Critical Failure The light affects the creature for 10 minutes.
Reactive Shield
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.
Shield Block
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
◈ Aura of Courage: Reduce frightened by 1 when gained; Allies in champion's aura reduce frightened by 1 at your turn end.
◈ Bon Mot: Roll Diplomacy vs. Will DC of foe in 30 ft to inflict penalty to Will saves and Perception unless foe responds with own check.
◈ Brilliant - Counteract Darkness: Counter magical darkness with a counteract level of x and a +xx counteract modifier.
◈◈ Cape of Illumination, Moderate: Blinding Flash (1/day) Enemies in 30' become dazzled and blinded (Fort).
◈◈ Cape of Illumination, Moderate: - Light Cast bright light in 60'-radius (dim light next 60').
↻ Divine Grace: When saving vs. spell: Gain +2 circ to save.
Divine Will: Successes on Will are crit successes instead.
◈◈ Divine Wings: (1/day) Gain a fly Speed equal to your Speed for 10m.
Exalted Reaction: When using Flash of Grandeur, enemies in champion's aura are affected by revealing light for 1r.
]◈ Expand Aura: (1 minute) Expand radius of champion's aura to 30'.
↻ Flash of Grandeur: (13 resistance) When ally is dmged by enemy and both in champion's aura: Ally gains resistance vs. trigger, enemy is affected by revealing light for 1r.
Intimidating Glare: Demoralize as visual effect, taking no penalty when language isn't understood.
Intimidating Prowess: +1 circumstance bonus to your Intimidation check when you can physically menace the target.
[b]Low-Light Vision: See in dim light as if it were normal light.
◈◈◈ No Cause for Alarm: Reduce the frightened value of creatures in 10' emanation (Diplomacy vs. Will DC).
Quick Shield Block: Gain an additional reaction each turn, usable only for Shield Block.
Radiant Armament: Gain additional rune options with blessed armament.
Rapid Mantel: When Grabbing an Edge, pull yourself onto the surface and stand; use Athletics to Grab an Edge.
↻ Reactive Shield: When hit in melee, Raise your Shield to gain its bonus to AC vs. that Strike.
Sacred Body: Successes on Fort are crit successes instead.
↻ Shield Block: While shield is raised and you would take physical dmg: Reduce dmg by shield's hardness, you and shield both take remainder.
Shield Warden: Use Shield Block to protect adjacent ally.
Toughness: Reduce the DC of recovery checks by 1.
Treat Wounds: Use Medicine to restore HP to adjacent living creature based on check result.

DM Brainiac |

Farrina Random Target (Party Members 1-5, A6, I7, Mins 8-9): 1d9 ⇒ 4
Confused, Farrina hurls fire at Kharya! Fortunately the dwarf is flame retardant.
12 fire damage to Kharya after resistance.
Will vs Revealing Light: 1d20 + 21 ⇒ (13) + 21 = 341d20 + 15 ⇒ (12) + 15 = 271d20 + 15 ⇒ (4) + 15 = 19
Mirror Image: 1d4 ⇒ 31d6 ⇒ 5
Timdok misses with his attacks, but then Cassiel moves in to slice Akhenaten with his flaming blade! Kharya moves to Isabella, trying to grab the bard but only ending up destroying two of her mirror images. Isabella whimpers and shakes, though, as Esirelle thoroughly demoralizes her!
She looks over to Akhenaten, seeing the mummy rather badly wounded, and makes a snap decision. "You may win this battle, but you won't have seen the last of me!" she stammers, stepping away from Kharya and casting a spell. Isabella vanishes in a puff of smoke as she dimension doors away!
"Coward! Weakling!" Akhenaten rants. "I'll feast on your craven thoughts when I'm through with these heroes!" The mummy lord whirls on Cassiel, attacking the paladin!
Dazzled DC 5: 1d20 ⇒ 151d20 ⇒ 171d20 ⇒ 17
Bandages, Bandages, Bandages: 1d20 + 26 ⇒ (6) + 26 = 321d20 + 21 ⇒ (19) + 21 = 401d20 + 16 ⇒ (15) + 16 = 31
Damage: 3d12 + 13 ⇒ (6, 7, 3) + 13 = 29
The Dominion minions move to assist Akhenaten by flanking Cassiel.
Dazzled DC 5: 1d20 ⇒ 41d20 ⇒ 13
Nightmare Tendril vs Cassiel, Off-Guard: 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 4d8 ⇒ (6, 3, 3, 6) = 18
Dazzled DC 5: 1d20 ⇒ 191d20 ⇒ 6
Nightmare Tendril vs Cassiel, Off-Guard: 1d20 + 16 ⇒ (12) + 16 = 281d20 + 11 ⇒ (2) + 11 = 13
29 slashing and 18 void damage to Cassiel.

Timdok Grayhand |

"If you're feasting on Isabella's thoughts, I'm afraid that you are going to leave hungry," Timdok quips as he tries to tumble behind the mummy and strike him in the back.
Tumble Through: 1d20 + 20 ⇒ (11) + 20 = 31
I imagine that succeeds.
stumbling strike: 1d20 + 22 ⇒ (16) + 22 = 38 for bludgeoning: 2d8 + 4 + 4 + 2 ⇒ (7, 1) + 4 + 4 + 2 = 18
confident finisher: 1d20 + 22 - 4 ⇒ (19) + 22 - 4 = 37 for bludgeoning: 2d8 + 4 + 2 ⇒ (8, 2) + 4 + 2 = 16 for precision: 4d6 ⇒ (5, 4, 1, 1) = 11
Woo Hoo! Finally!

DM Brainiac |

Timdok's powerful punches tear through Akhenaten's bandaged body. The mummy lord's form ripples and shudders before bursting apart! As it does so, a wave of potent occult energy and raw belief and fear washes over you all. The two Dominion monsters immediately vanish as well
Everybody must succeed at a DC 30 Will save or become cursed.
Critical Success: The PC is unaffected.
Success: The PC fears that Akhenaten might come back from death to strike at them as they sleep. The next time the PC attempts to rest for the night, they must succeed at a DC 30 Will save or they’ll awaken fatigued and must spend two hours rather than one to make their daily preparations. After this, the curse ends.
Failure: As success, but the curse persists until it’s removed through magic like cleanse affliction.
Critical Failure: As failure, but the PCs also becomes stupefied 1 each time they fail their DC 30 Will save to resist becoming fatigued.
Even as the energy assaults your minds, this raw occult power bolsters you with supernatural energies that enhance your personal perceptions of self-worth, assurance, and destiny to become legendary.
Each PC gains a bonus general feat, chosen from the following options: Armor Proficiency, Diehard, Fleet, Incredible Initiative, Shield Block, Toughness, or Weapon Proficiency—encourage each player to choose a feat that can represent what those who admire their characters might believe about them. A character who has a reputation for being tough to kill might gain Diehard or Toughness. One who many believe to be skilled in combat beyond the truth of their actual skills might gain Armor Proficiency, Shield Block, or Weapon Proficiency, and a character lauded for their reflexes might gain Fleet or Incredible Initiative.
Amid the stagecraft of this lair’s decor are plenty of scribbled notes, scrawled drawings, and other clues that an observant individual can use to piece together what exactly happened here.

Timdok Grayhand |

Will (Resolve): 1d20 + 16 ⇒ (11) + 16 = 27
"What an, unusual sensation," Timdok shakes out his hands, brushing off a layer of dust. "Something extra in your concoctions today, Cerulean? I feel a bit odd."
I'm going to take Toughness. People would think Tim barely manages to squeak out of difficult situations.
Society: 1d20 + 13 ⇒ (19) + 13 = 32
"I don't think that was really the old Mind Thief. More some sort of illusion," Timdok frowns. "Do you think Isabella's work? It's sort of her style, but a bit more sophisticated than anything we saw her put together."

Farrina the Fabulous |

Will Save vs DC 30: 1d20 + 15 ⇒ (14) + 15 = 29
Even after the magically induced confusion abates, Farrina still seems out of sorts. It could be simply that she's embarrassed by having been overcome by the 'Mind Thief's' mental assault, but it could be ... something else.
Society vs DC 28: 1d20 + 22 ⇒ (6) + 22 = 28
The self-styled illusionist turns up her lip in disgust at the remains of their foe.
"This is definitely an illusion of sorts. I don't think Isa-buttface had anything to do with manifesting it, though - she was never that good. This was more ... complicated."
She ponders.
Farrina will take Incredible Initiative as the freebie.

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Will: 1d20 + 16 ⇒ (19) + 16 = 35
Once more a sleepless night
Society: 1d20 + 21 ⇒ (5) + 21 = 26
I think I'll take Diehard for Cerulean(not like we've got to split these lol), but They are remarkably hard to keep down for hints read their intro post and how they look under the guise.
Cerulean moved to cover Farrina from the lashing out bandage-like tendrils, though they aren't aimed at either of them. Checking on the mage afterwards to make sure she was safe.
Stepping away and assessing the situation the an uneasy feeling washed over them even after the defeat of the groups shared foe.
Was he really gone, where had Isabella fled, could they all finally find some semblance of peace?
So many questions ran through their head, but what was important right now was picking up the pieces that were here now.
"A.. a moment everyone and then I can tend to your wounds again. I'll clear out a floor space and, and..." Cerulean's usual chipper attitude slipped replaced by a minor tremble of being faced with the unknown once more.
It wasn't often that the alchemist found their mind flooded with euphoric feelings that brought the thoughts to a halt or tears to their eyes. But for a moment the façade broke and Cerulean had to step away with laden breaths and tears. So stepping far away from the group to sort out their feelings Cerulean had a moment to themselves.

Cassiel Aurelfell |

Cass is taking Diehard, he has most of the others already.
Curse DC30: 1d20 + 20 ⇒ (10) + 20 = 30
Cassiel's breath is labored but steady as the surge of occult energy courses through him. He feels a strange warmth envelop him when it happens, filling him with the fiery resolve of Sarenrae’s light. He falls to a knee and begins to prays "Dawnflower, let your radiance fortify us against this dark trickery." Succes is a crit Success!
Cassiel moves with Cerulean in tending to the party’s wounds. His hands emit a soft light as he places them on each injured companion, channeling Sarenrae’s divine grace to wash away the pain.
When he sees Cerulean stepping away, shaken, he moves towards the alchemist and placing a reassuring hand on their shoulder. "Breathe, Cerulean. Whatever deceit we faced here was strong, but not as strong as the light that binds us. Together, we will get through this."

Esirelle Peck |

Will (master), mysterious resolve: 1d20 + 20 ⇒ (18) + 20 = 38
Akhenaten's curse rolls over Esirelle without effect -- after all, she's already suffering a curse of her own, one that long preceded her encounters with the Forgotten Pharaoh.
"Well, that was unusual. Not sure what to make of it. But hopefully it's really gone for good now, along with Akhenaten." She shakes her head and rushes back the way they came -- where the scorpion folk and giants and kholos also an illusion. If so, how far did this go?
Hmm. I guess I'll go with Diehard. People would think of Esirelle as a leader, so I think that works.

Kharya Niush |

"A tale returned to life..." Kharya hardens her mind and heart against the wave of sudden emotion that surges through her at the 'Pharaoh's' death.
"Even if it is beyond her power, we know that She's not beyond borrowing the power she needs from others. Besides, I still don't think the thing that escaped was really her."
Will: 1d20 + 21 ⇒ (15) + 21 = 36 Resolve makes that a crit.
Hmm... Kharya's tanky, but she's also a fast moving little dynamo. I'll grap Incredible Initiative

DM Brainiac |

Act 1, Part 2: No Business Like Show Business
With the defeat of the false Akhenaten, there is little to keep you here in the Choke. The scorpionfolk priestess is grateful to have her tribe and her lair back, and she allows you to depart without incident. You make your way back home to Kintargo, though nightmares of your nemesis's potential resurgence plague some of your dreams.
Everybody gains a Hero Point and may level up to 12!
You have a bit of time to rest and recover from your latest adventure, but it isn't long before a courier arrives to hand-deliver a scroll case to you. The elegant scroll case is made of silver, blue-painted oak, and abalone shell. Within the case is a scroll, along with a few loose garnets worth a total of 500 gp.
The scroll reads as follows:
It is my great honor to present you all with the singular opportunity of a lifetime: immortality. Not literal deathlessness, but the immortality of the stage. Like so many others, I have followed your group’s exploits, and they strike me as wonderful inspiration. I wish to turn your epic story into an opera, one that will thrill and delight audiences for ages to come. I ask you to visit me in Kintargo so that we may discuss the possibility of your involvement in this soon-to-be-classic production of your very lives! I’ve enclosed advance payment for your time, including this fine scroll case.
Seek me out at the Tarry Imp at any time between sunrise and sunset. I apologize in advance for contacting you without revealing my identity, but for the moment, I must use secrecy in order to maintain my advantage over possible competition. When you arrive at the Tarry Imp, simply let the kindly proprietor know that you are there to speak with Auntie Hemlock. I look forward to meeting you, and hopefully beginning a profitable and memorable relationship!

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When he sees Cerulean stepping away, shaken, he moves towards the alchemist and placing a reassuring hand on their shoulder. "Breathe, Cerulean. Whatever deceit we faced here was strong, but not as strong as the light that binds us. Together, we will get through this."
Cerulean shakes their head at Cass's attempt to comfort, "It's not the deceit that shakes me Cassiel." Not offering any further detail however may leave the paladin at a loss. "But don't worry about me, let's tend to the others hmm? While our bonds are strong we are still yet flesh and bone."
Time Passes
Cerulean seems to have taken well to the downtime offered by no longer adventuring for a time and actually settling down, in what way they can at least. Picking up new hobbies which they have shown remarkable success in since cooking, is a science and sort of alchemy in itself. When the courier shows up at the door they are taken aback that it is something addressed for themselves and take the scroll case with more than a single dash of hesitation the tiny hairs on their neck bristling. 'Could this be another ominous lecturing from our once departed-NO he's dead and gone it's probably just from one of the others'
They pay the courier a silver coin for their service before returning to the comfort of their current abode.
Sitting on a lavish velvet covered chair they crack open the seal and read it slowly as one might the letter of a new admirer, a frown quickly forming at the mention of immortality. A goal they had once pursued under less than stellar leadership. That alone almost makes Cerulean abandon the letter but the payment in gems perk their curiosity to continue.
"Heh.. Hemlock, like the dreadful poison not a great introduction if you'd ask me."
"What's that dear? Are you coming to the bath?" Comes a call from the next room over
"Yes yes, I'll be right there just reading something first, I'll be right there." They answer back taking a moment to think on the alias
Performance: 1d20 + 22 ⇒ (7) + 22 = 29
"Hmm, an alias stolen from an opera? Makes me wonder if this person is actually as clever as they think they are."
Cerulean shrugs and slides the scroll and gems back into the case resealing it for now and disrobing as they saunter over to the room with the tub.
"Sorry to keep you waiting love, you know how dreadful it is when everyone wants your attention."

Timdok Grayhand |

Do any of us have cruse-breaking spells, or should I pay to get mine removed?
"I wouldn't mind checking out Kintargo. I here it's quite interesting this time of year, and payment in advance if appreciated, regardless of the field."

Esirelle Peck |

I do not; sorry!
Theater Lore (trained), Unmistakable Lore: 1d20 + 15 ⇒ (10) + 15 = 25
Esirelle's eyes grow wide. "The theater! Even odds it's another trap of some sort, but it's worth the risk!"
She immediately pulls out a set of bones she keeps in a pouch and tosses them, examining the results with a frown. "Definitely worth the risk!"

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With some retrain dipping Cerulean could attempt via break curse, but it seems a bit outside the wheelhouse they would implement and there's no alchemical alternative that I can find quickly.

Farrina the Fabulous |

Theater Lore vs DC 18: 1d20 + 23 ⇒ (7) + 23 = 30
"'Auntie Hemlock'?" Farrina mutters with a smirk as she looks over the scroll that Cerulean has produced. "Auntie Fallenta is more like it."
She hands the parchment back to the alchemist and takes a long drink from the stein in front of her. The last couple of weeks haven't done the entertainer any favors if the dark circles under her eyes are any indication.
"To immortality!" she declares holding the almost empty container out to the others.

Kharya Niush |

Lore (Theatre): 1d20 + 4 ⇒ (11) + 4 = 15
"Hmmp. I knew a Goody Hemlock, a grandmother who killed at least a dozen people with violently hallucinogenic pies. Tasty though, just the right amount of cinnamon... At least it'll be an enticing trap."

DM Brainiac |

Kintargo! Known as the “Silver City,” Kintargo is the largest settlement in Ravounel. The city gained this moniker for the silver salmon that dwell in the nearby Yolubilis River, the silvery sheen of the silty river’s water at dusk and dawn, and the unique silver-streaked white stone used in the construction of many of its buildings. Kintargo is also one of the largest bastions for the arts on Avistan’s west coast. Since its liberation from Cheliax’s oppressive rule, Kintargo has steadily grown in population (much of that number coming from halflings and nephilims fleeing from Cheliax to the south) and has become an increasingly important trade port along Avistan’s west coast.
The Tarry Imp is a cozy hole-in-the-wall eatery and coffee shop located down an alley in Kintargo’s arts-and-entertainment district of Jarvis End. As you move through the district, you pass by the People's Temple. Originally the Temple to Aroden, this massive structure sits higher than any other on Argo Isle. Under the auspices of House Thrune, the temple was transformed into a temple to Asmodeus. Following Ravounel’s independence, the Silver Council voted to turn the reclaimed temple into the government capitol. Officially renamed the Administrative and Civic Center of Ravounel, the building is colloquially called the People’s Temple. Progress on the building’s transformation has been slow, as squabbling stakeholders have yet to agree on the ultimate style and configuration of the building.
You can also see Castle Kintargo dominating the skyline to the northwest. This ancient fortress’s imposing edifice houses Kintargo’s civic offices, city watch, and prison. Following the ousting of the Order of the Rack (whose overt loyalty to House Thrune makes it unwelcome in Ravounel), Kintargo’s own small group of Hellknights, the Order of the Torrent, stationed itself here, where its members can be called upon to help keep the peace whenever necessary.
Your path also leads you by the Kintargo Opera House. This enormous theater in Jarvis End has long been the heart of Kintargo’s robust arts scene. Temporarily closed by House Thrune during Barzillai’s rule, the theater is now reopened and busier than ever, with performances nearly every night. The rebels known as the Silver Ravens, led by the opera house’s most infamous star, Shensen, use the site as a base of operations as they continue to watch over the city’s interests. Its facade has recently been restored from the damage the building endured during the city's rebellion against Cheliax.
After you navigate a few winding alleyways several city blocks north of the opera house, you reach your destination: a plain-looking doorway next to a post upon which perches a life-sized imp seemingly made of black wax. In fact, it’s actually a real dead imp preserved in a layer of tar—both a warning to potential diabolists and a trophy of the city’s triumph over House Thrune.
Within, the heady scent of tobacco joins that of coffee. Behind the counter, a single elderly man named looks slightly amused as he tips his crumpled hat to you upon your entrance. When you ask about “Auntie Hemlock,” he replies by saying, “She’s waiting for you in the far room—head on back,” while he indicates a door at the far end of the dining area.
When you enter the room, you see a well-dressed woman seated at a large table surrounded by chairs. Most of you quickly recognize her as Fallenta Sumac d’Venenoux herself. She smiles and rises to greet you. “Well, look who it is! I’d know these faces anywhere—you are my inspiration, after all! Welcome to Kintargo! I’ve taken the liberty to arrange a light, four-course meal for us to enjoy as we chat. That way, even if nothing comes of our meeting, at least we’ll be well-fed. And thank you for suffering my secretive shenanigans—Fallenta Sumac d’Venenoux, at your service!”

Timdok Grayhand |

"Charmed! Good to meet you in the flesh, madame," Timdok offers good-naturedly. "I was half-expecting you to tear a mask off and try to devour our souls."
"Speaking of, I hear the hand pies are to die for here." The halfling grabs a chair and prepares to dive into the meal while listening to the woman's pitch.
Not that I'm suspicious, but I do have Supertaster if she tries to poison us :P

Kharya Niush |

"Kharya Niush, but you know that. A 'light, four-course meal' is that wit?"

Esirelle Peck |

Esirelle smiles tightly at Timdok's jape. She's still waiting to make sure that doesn't happen, though. She sits down, hopeful that this will lead to real performances, but fully aware that most shows never make it to Kintargo's biggest stage. She may be little, but she's still big enough that she's not really interested in regional theater or some Varisian backwater.

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Cerulean looks over the current spread and smiles, but it quickly fades as a formality more than anything.
"Ah I do hope my companions are able to help in clearing the food you've prepared. My meals tend to be more liquid than not these days. But the gesture is grand."
It was Cerulean's way of politely declining and not quite saying outloud they preffered a stiff drink rather than a solid meal. Though if Timdok showed no signs of declining health they may peck at the food here and there to show they aren't a truly awful guest.
"Your letter mentioned a proposal, but I'm not entirely certain our exploits are quite opera worthy. I mean some of us would absolutely dominate the stage for certain. If you are in the way of more avid appreciaters of the fine arts to join your... cadre."
They eye Farrina, Cass, and Esirelle in particular

DM Brainiac |

"A bit of wit, yes. I have been known to employ such from time to time," Fallenta says to Kharya with a wink. She moves to each of you in turn to greet you by name and guide you to the seat she's selected for your. The first course of the meal comes out immediately, as a few servers who are obviously excited to have a famous director in their establishment bustle in and out while somehow avoiding any overt fawning or awkward declarations of admiration. They’re well paid for their discretion.
As you settle in for the meal, Fallenta clears her throat. "I am thankful that you've decided to take the time to speak with me. To prove that I'm all in on telling your story, and to serve as an initial consultation fee, please accept these gifts." She procures a maroon silk bag and upends it onto the table. Out clatter a significant payment to in the form of six runestones: two etched with +2 armor potency runes, two etched with +2 weapon potency runes, and two etched with greater striking runes. These runes, she explains, are yours to keep regardless of how the meeting plays out. "But if you do decide to work with me to turn your story into an opera, these will be but the first of your rewards!"
***
This influence encounter plays out over the course of 4 rounds, each lasting 30 minutes and each corresponding to a different course of the meal that Fallenta has arranged for them all to share. At the start of each round, Fallenta speaks a few words to set the tone of that round’s conversation, but the PCs are free to attempt Discover or Influence checks as they wish.
The meal commences with a starter of spiced hare soup steeped in ginger and nettles, served with mint tea. "I'd like to begin by asking you all to keep this meeting hush-hush for now. It's a very real concern that some of my competitors might steal my ideas, and rival companies might rush a less spectacular production to the stage to steal our thunder. Now then, tell me about your favorite pieces of art. Theatrical productions, songs, stories, what have you."
Discovery Skills: Perception, Society, Theater Lore
Influence Skills: Crafting (to talk about methods of creating sets or costumes), Deception, Diplomacy, Intimidation, Performance (to share stories of performances both successful and disastrous), Theater Lore (to talk shop with Fallenta and help inspire ideas)

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Cerulean can't but to help sample the soup broth and the tea, with the medicinal properties of both ginger and mint well studied by her she notes that perhaps the tea while a refreshing taste to fight off the spices of the stew she thinks she would prefer a bit later into the meal. Regardless she does not drink or eat much of either.
"I've found myself drawn to the artworks of many who study the body. A fascinating amalgamation of organs and processes which all must work in harmony to continue their processes. Did you know for instance that we would not be able to digest many of the things in this very meal if we lacked the correct compounds of acidic secreting membranes with a dubiously delicate balance to not simply rot our own insides?"
They pull back, "Ah but that wasn't the question, if I had to pick an individual work that caught my attention however. Archerus's oil painting of lady Dyrianna of House Avenstar. Quite bold of him to depict the countess as one of the divines don't you think? I'm not quite sure Calistria would agree, but i'm sure her, the countess, and the patrons in the Petals do appreciate the exquisite attention to detail."
crafting: 1d20 + 22 ⇒ (14) + 22 = 36
Dabbing their lips with the cloth procided with the meal the alchemist makes one final note.
"Were I a painter wishing to make a piece that would truly stand the test of time. The fatty tissue lining a cockatrice's gall bladder can be distilled into an oily substance, which when treated correctly hardens into an almost marble texture while retaining the colors used within. To combine the art of oil painting and that of sculpting in such a manner. Mmmm, now that would take a new breed of artistic skill to perform."

Timdok Grayhand |

"Of course, I imagine that would be standard procedure," Timdok assures the lady. "I've been involved in several such productions and we always maintained the utmost secrecy."
While the halflings "productions" were sponsored by the Daggermark Poisoner's Guild, there seems little reason to fill the new patron in on that detail.
Deception (Influence): 1d20 + 23 ⇒ (3) + 23 = 26
I have Charming Liar if that makes any difference; I know it usually doesn't in a research system.

Kharya Niush |

Biographical Eye: 1d20 + 21 + 1 ⇒ (10) + 21 + 1 = 32 [ooc]Probably only picks up pretty unsurprising information unless she's a) pulling a fast one, and b) has a kinda low Will save.
Influence (Crafting): 1d20 + 23 ⇒ (16) + 23 = 39
Kharya keeps a careful eye out on their potential new patron, Does her accent fit? Do her idioms match? Are her references up to date? but can't help but be gently brought into the conversation.
"The best productions are the ones that immerse you. A true talent can do that standing there in her shift on an empty stage, but building the world means that you can draw the audience in and tell them a story without an actor saying a single word."

Esirelle Peck |

"Oh, are you thinking of doing it in the style of Gilvan and Sulibert? I'm a big fan of them. When I was a kind, I wanted to be the very model of a modern Hellknight Signifer!" Esirelle says with a rueful smile.
Theater Lore (trained), Unmistakable Lore to Discover: 1d20 + 18 ⇒ (20) + 18 = 38

Farrina the Fabulous |

Theater Lore: 1d20 + 23 ⇒ (12) + 23 = 35
At the mention of the famous composers and writers, Farrina puts down her drink.
"I'm much more a fan of The Sorceress," she declares. A small blue sphere appears in her hand and she proceeds to roll it back and forth across her delicate knuckles. "While that may seem a little 'on the nose', as it were, I still feel that G&S's earlier work displayed a freshness that the later stuff lacked."
The blue sphere vanishes only to reappear on her other hand, replicating the previous movements.
"But I do enjoy anything sufficiently dramatic that gives a performer room to stretch on stage. Bilken's The Fall. Jameson's An afternoon At The Temple. Rockgrinder's An Ode To A Candle. "
Without prompting she begins the opening soliloquy to Five Nights Of Freedom.

DM Brainiac |

Fallenta seems delighted by all of your choices. Kharya can tell that Fallenta is, indeed, a talented playwright and opera director as well as a resident of Kintargo. Esirelle gleans some deeper insights. She notices that Fallenta adores song and music. Incorporating singing or just talking about it while attempting to influence her will increase your chances of success. She also realizes it will be easiest to influence Fallenta by talking shop about theatrical performances.
By the end of the first course, you've already made significant headway in getting on Fallenta's good side. She reveals that she has high hopes for her newest opera and that petty enemies have tried to steal her ideas. She also confides that she fled Cheliax some time ago and that certain shady groups who helped her escape would delight in tracking her down. She asks you to keep her name out of any discussions—for now—thanking you in advance for your understanding and trust as well as complimenting you on your disarming charms.
Influence at 5/8.
The second course consists of a tapenade made of artichokes, olives, capers, and anchovies, served with crisp crackers, fresh melon, and berries. Fallenta shifts the topic away from the theater to ask each of you about your previous adventures, particularly if you're willing to share your most positive and delightful memories. "Too often, we storytellers focus on the grim and the violent," she remarks with a smile.

Kharya Niush |

"Ha! well there was this time we'd been jumped by these cultists and -I actually think I know how to rig something like this up for the stage- I uppercut this one's head so hard that about two feet of his spine came out his- Wait, too often you focus on the violent?"
Crafting: 1d20 + 23 ⇒ (1) + 23 = 24
Hero Point: 1d20 + 23 ⇒ (2) + 23 = 25 Lol, well probably still gets it out of being a critical failure at least?

Timdok Grayhand |

"Well, you wouldn't know it by her tone, but our Esirelle cut quite a swath through the nightclubs of Sothis," Tim teases. "Remember that Qadiran pasha, Elle? I don't speak Kellish, but his tone even made Farrina blush."
Deception: 1d20 + 23 ⇒ (5) + 23 = 28

Esirelle Peck |

"Oh, of course, and then there was the time I accidentally signed on with pirates," she says excitedly, breaking into song occasionally. "I think they would be the woooorst," but they ended up being pretty talented once I helped them get into shape. Simple lessons, like don't, don't, don't be suspicious when you're in port."
Theater Lore (trained), Unmistakable Lore, to Influence: 1d20 + 15 ⇒ (1) + 15 = 16 Damn it, I got JAMMED!

Farrina the Fabulous |

"Well, you wouldn't know it by her tone, but our Esirelle cut quite a swath through the nightclubs of Sothis," Tim teases. "Remember that Qadiran pasha, Elle? I don't speak Kellish, but his tone even made Farrina blush."
"Lies, lies, and damned lies!" she declares to all who will listen with a finger raised to the heavens. "I have not blushed since I was a tiny little thing. And even then, it took the surprising kiss from a bashful suitor to bring it out."
She throws Fallenta a knowing wink.
"I'm typically on the giving side of blushes," she asides with a grin.
Performance: 1d20 + 22 ⇒ (20) + 22 = 42

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The want for positive and delightful memories gives Cerulean pause, have there been good and bad obviously it only makes sense that there would be. But the kitsune finds themselves at a loss for anything beyond a matte gray when they attempt to recall things.
Performance: 1d20 + 22 + 2 ⇒ (14) + 22 + 2 = 38
But a story is supposed to be mostly fake right, besides it's not unlike Cerulean to spin things in a grand manner. So add a little flair, a little color.
"A bit before my own time with the group, as you see I wasn't always a member of the retinue. Quite the opposite actually. A young alchemist, brilliant and aspiring towards greatness. Manipulated into the dastardly embrace of an evil mastermind only to learn from the vaunted heroes of the hour and their actions, words, and mercy, that they had been tricked." They eye various members of the troupe as they call out each virtue.
"In return the alchemist bravely broke away from all the platitudes they'd known, the unending funds that was being put towards the master's goal instead of their own peaceful craft. Talents that could have been used to uplift the masses from their poverty turned dark and cruel. To unveil the rat in the heroe's midst and oust the false prophet to join with the merry band of brave heroes, not for glory, but redemption."
They tilted their head speaking to the side, "Aaand maybe a bit of glory too, but really if there's not some glory it's hardly a meaningful redemption."

DM Brainiac |

Farrina's and Cerulean's rousing tales are enough to make up for Esirelle's faux pas. Fallenta smiles with delight as she finishes up her second course.
You've already maxed out the Influence for this encounter! We'll still finish the meal, but no need for any more rolls.
The third course presents a relatively filling meal of jellied Ravounelian whole eel in hot sauce laced with chilies, paired with cabbage rolls containing beef, olives, and pork, and served with local wines.
"Now, tell me more about your nemesis," Fallenta asks. "Akhenaten, I believe his name was? I've heard some of the tales about his fearsome powers, but sometimes it's hard to separate fact from fiction."

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Cerulean takes one of the cabbage rolls, seeming a bit revolted by the eel, mostly by appearance rather than anything else, as well as a glass of wine.
They seem quite clammed up about Akhenaten however the words 'we focus on the grim and violent' hitting home.
"Perhaps we.. avoid the grim and violent for now. Memories of our fated foe are still quite fresh."

Timdok Grayhand |

"A difficult foe to discuss, since he made you question everything you thought you knew about him," Timdok says around a mouthful of eel. "Akhenaten was after the thoughts of thousands. He planned to steal their memories and use them to seize control of Osirion...or perhaps the world."
"Apologies for the vagueness: He certainly shouted enough of his plans at us, but he spoke a dialect of Ancient Osirion that hadn't been heard for a few thousand years."

Esirelle Peck |

Esirelle picks at the food, avoiding the eels entirely, while opening up the cabbage rolls to get at the insides. She nods as Timdok explains. "And could corrupt people. We lost a friend to him... She --" the halfling shakes her head. "She decided what Akhenaten had to offer was worth more than friendship, than doing the right thing. But really it cost her everything."

Kharya Niush |

Kharya sets her jaw. "Who can say for sure. He wielded forgetfulness and false memories more nimbly than Is- than any I've seen could wield a blade."

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Listening to the others share their thoughts on Akhenaten, while they pushed the eel and spilled cabbage innards around the platter. But when they realize that they all lament and don't know quite as much as perhaps Cerulean themselves did they stop pushing things around.
"Akhenaten was a cunning leader, using memories stolen from you and others you may have known to tempt you with your deepest desires. So it's no surprise that someone would fall to the wiles of a supposed being in the process of ascension to true godhood in the hopes that they'd get what they really wanted in the end."
Folding the edges of their napkin with an odd precision they dab at their mouth.
"As my compatriots know I was once their enemy, seduced by his honeyed words. Do Akhenaten's bidding and I'd get everything I ever wanted, anytime I got close to what I thought was success it would be ripped away by the vaunted heroes of the hour. I called for my payment time and again, yet time and again he denied me saying my work was to blame. My work failed to stop the people after him. Eventually with a little help, I realized that My work never failed. Not in one way. Always my alchemical brews did 'exactly' what they were meant to do. But never what He wanted them to do."
Placing the napkin down gently a wry smile creeps to Cerulean's face. "I wanted allies, admiration, clarity of purpose. He gave me funds, specimen and provisions to do research, and enemies that were almost always a step behind. Whom eventually turned into the greatest allies that would allow me to seek my goals and not cloud them with their own daft visions. Who have come to admire my skill in the arts of alchemy. So, in a way I got some of the things I want, and now you're here offering us more of the same. The question is will we all, yourself included be able to rise to the challenge presented?"

DM Brainiac |

"It would seem that we shall all find out together," Fallenta says to Cerulean with a smile.
Dessert consists of coffee (the only part of the meal directly supplied by The Tarry Imp) paired with tiny chocolates and berry tarts. "I must say, I am quite pleased with how well you all comport yourselves! I have read extensively about your exploits, but the printed word does not do justice to how incredible you are! Please, accept this wand of sending. Should the need arise, it will allow you to contact me from a great distance." She holds out the wand for you to take.
You have gained 4 Production Points.
At the end of the evening, Fallenta thanks all of you one by one. She then looks self-conscious before admitting she has a somewhat delicate and embarrassing final topic to broach. “Please don’t be offended by what I’m about to ask of you. You must understand I’ve been deceived by charlatans before—not everyone who inspires deserves to inspire. And so I beg your indulgence—I’ve set up a little test for you. An audition, if you will. A quick set of hopefully fun challenges for you to take on, so I can be assured that you are what you claim to be and not just talented fabulists.”
She explains that she’s worked with local crafters and actors to prepare some challenges for you to overcome, set up in an old playhouse that’s been out of business since Barzillai Thrune’s days. There’s no real danger to you, and you should consider this audition more as a set of enjoyable tests of prowess one might indulge in at a festival than anything else, but depending on how you solve the problems Fallenta has set up for you, she’ll be put at ease as to the veracity of your abilities as adventurers.

Timdok Grayhand |

"Sounds like fun, and I didn't have any big plans for saving the world this week, anyway," Timdok says, lightly.

Kharya Niush |

Kharya looks amused at Fallenta's temerity. "If you think this could flummox us, then you and your company can clearly put together quite a production."

DM Brainiac |

Fallenta claps her hands in delight. "Splendid! We shall begin tomorrow morning, after a good night's rest."
If the PCs want to take time to etch their new armor and weapon runes, Fallenta understands and even offers to help in the process by connecting the PCs with local artisans skilled enough to perform the task. She also uses her resources to pay for the etching process of these runes. If the PCs accept her offer, they can have all six of the runes etched to armor and weapons of their choice over the course of a single day by drawing upon talents spread throughout Kintargo.
***
Once you are ready to begin, Fallenta informs you that your audition will take place in an old, abandoned playhouse called the Swan’s Shadow Theater that she’s “gussied up” with illusions and props. One of many buildings that fell into ruin during the short but violent reign of Barzillai Thrune, Swan’s Shadow Theater remained abandoned for 8 years after Barzillai’s defeat. With its previous owners one of many who vanished without a trace during that time of unrest, ownership of the theater fell to the city, and Fallenta purchased the dilapidated venue at a bargain price. While the theater is far too small and low-profile to be an appropriate place to debut her new opera, Fallenta does hope to rebuild and refurbish the location to serve as her office and headquarters in town—a place to hold early rehearsals and even to live once it’s been properly restored.
The building is nestled away in the alleys of Old Kintargo, approximately 600 feet west of Aria Park, not far from the eastern side of the Old Kintargo Cemetery. The buildings surrounding Swan’s Shadow Theater are all run-down and mostly abandoned as well, and these structures still bear evidence of violence from the Night of Ashes, from charred marks on the walls to doors and shutters that hang askew. Swan’s Shadow Theater is a one-story building. All of its windows have been boarded up, as has the rear entrance. The double doors at the front of the building have been decorated with a “1” in silver paint. Above these doors hangs a partially destroyed sign showing a swan’s somewhat elongated shadow.
Fallenta asks you to wait a bit as she casts several lengthy illusion spells to prepare the theater for the audition. She intends to observer your progress through the use of scouting eye spells. She tells you that you will have 30 minutes to complete the audition.
"For this audition within, you’ll face several challenges that I’ve designed to test your knowledge, personalities, and skills, but not your strength in battle or magical abilities. You should accomplish these challenges in order according to the numbers on each of the doors you’ll find inside. As you complete steps in a challenge, an object will glow with silver light to let you know that step is completed—complete all of a challenge’s steps in any order to win that challenge! If at any time an object glows red, though, you’ve failed the challenge and must move on. The final challenge consists of a mock battle against actors and life-sized marionettes on Swan’s Shadow Theater’s main stage, so here I ask you to use nonlethal attacks and magic—the use of lethal force against actors will cause you to automatically fail the audition. You’ll need to succeed at more challenges than you fail to pass the audition!"

Timdok Grayhand |

Timdok smiles despite some trepidation, "A string of trials to spice up a lovely morning. You know, where I trained we had to do several of these, but with be a distinct chance of choking on your own tongue or bleeding from every pore."
He wipes a bit of sweat off his hands as he waits for the nod from Esirelle to open door 1.

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Cerulean hums at the proposed final challenge while distributing a cache of items to the party, "Nonlethal takedowns are a bit out of my typical wheel house in a fight as my methods tend to be quite Bombastic. I do however have a handy poison that would render one unconscious for a few hours with only the tiniest pin-prick. But I assume that would also be considered failing your challenge yes?"
If anyone has preference on one of these items please say so, It's more efficient for you to have them on yourself than for me to skitter around the field but if we're not super pressed for time then it might not matter