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"And don't try to claw your way back up you bad-mannered fiend!" Miriel shouts a final insult as the woman disappear. Then, after pacifying the unfortunate gnome, she sits on her knees for a moment to steady her breath. Calmed, she apologizes Khellek: "I apologize for my inconsiderate responses during the conflict, I do appreciate the guidance you provide to us."
She collects her wand from the floor, and sticks it back in her belt. With her other wands, she heals the wounds she got from the fight. "We should be prepared for more trouble, these assailants didn't seem to be well coordinated or have a leader. The mastermind might still be scheming undetected to us. Let us recover from our injuries and proceed, I can provide the healing if needed", she says and offers her wand after healing herself.
Cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cure light wounds #2: 1d8 + 1 ⇒ (6) + 1 = 7

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Khellek eyes up the wounded wizard.
"Quite right Ms Magol, Mr Salmalin, if you would come over here.."
He reaches out to provide a healing hand to the sorcerer.
CLWx2 on Numair: 2d8 + 10 ⇒ (4, 4) + 10 = 18
And then, after the excitement has passed he notices his own wounds.
CLW: 1d8 + 5 ⇒ (6) + 5 = 11
He suddenly looks every year of his age, collapsing down into the stuffed chairs. "I must say all this excitement seems to be getting the best of me..."

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Bedlams face slowly becoming sour due to realisation
- Actually this is now looks pretty bad. As if we just beated poor guy. Becasue all demons are gone without a trace. Not much excitment afterall dear Khellek.
Bedlam thinks of clues and following actions deciding team should find something more solid as involved bad guys just teleport and dimdoor away...

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"I agree" says the scholar from his seat. He takes out a handkerchief and mops his forehead.
"We should seek out the VC and appraise him on the situation. Surely these 'ladies' are not the last assault on this meeting, and we still don' know where that doppleganger has gotten to."

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Numair nods his thanks to Khellek, then frowns.
"Well, just in case there *are* succubi hiding in the wings, as it were, let us take some precautions."
He then casts Magic Circle Against Evil on himself, and Miriel.
That should hopefully cover the front and back lines, for the most part.

GM Bret |

After a short discussion, the group agrees that they should report to one of the faction leaders.
It doesn’t take long to find one, as soon as you leave the room you can see Major Maldris below on the first floor looking for you. You quickly gather in the first floor study. You are joined by Lady Morilla and Damien Blakros. They mention that Michellia Blakros needs to stay with the guests for the moment to try and keep them calm.
You tell of the message from the servant and what happened with Tespren and the demons. Lady Morilla speculates that there must have been another demon involved, most likely giving telepathic instructions to Tespren.
Damien Blakros takes the report as confirmation of a demonic infiltrator. He says “Unless the imposter is unmasked quickly, the feast will be remembered as a disaster and any momentum we have made will be lost.” He implores you to conduct a final sweep of the manor to hopefully root out the imposter. Major Maldris and Lady Morilla nod in agreement.
Major Colson Maldris unbuckles his Talonstrike sword, and offers to loan the blade to Grog along with a cold iron weapon blanch. He briefly explains the abilities of his blade.
To be clear, he gave it to the person in the group who is a member of Liberty's Edge. He isn’t insisting that Grog is the only one allowed to use it. He does expect Grog to return the blade to him.
Uneless you have more questions, the three of them say they must return to the guests.

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After conversation with faction liedees and Damien - Bedlam decides to quickly check Flawss and maybe take fur fella closer to people to provide aid in further investigation.
Otherwise... did we check pantry? And also second floor also is worth checking for invaders or dangers.
- Dear Miriel. Can you do Protection from Evil? That should be handy to use on a person who might be under demonic charms... And anybody wants to check kennels and stables with me?

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Khellek sighs. "Class, class... stick together. While we are up here, let us quickly check the library. " The elderly scholar looks almost physically sick at the use of the word "quickly" in conjunction with "library". Or maybe he really is just getting tired.

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"It is most appropriate spell for preventing thought manipulation, the drawback is the unfortunately limited duration. The advanced version Numair performed should prove to provide protection for several hours, remembering that we should remain in close proximity. For the misfortunate gnome captain, it certainly allows improved resistance, but not guaranteed success. Considering the uncertainty, remaining unconscious is acceptable", Miriel answers Bedlam.
"Progressing systematically through the building is preferrable. Examining every possible location, leftward or rightward. Separated members could be controlled, or impersonated by shapechangers, thus continuing together is definitely safest", she suggests.

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Grog reaches for a cigar then hears Khellek. "Right the library" He stows the cigar, grips the sword and follows the older bard.
Ah no fire in the library Grog...right

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Sylvester decides to bolster his courage right before they enter the Library.
Heroism is cast.
He pulls out a wand of healing which he is able to activate automatically. He heals himself completely and puts his wand away.
Cure Light Wounds, CL 1: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds, CL 1: 1d8 + 1 ⇒ (8) + 1 = 9
"Right, maybe this time we will get the drop on them."

GM Bret |

Sylvester, I don’t show you has injured. At the end of the last battle only Miriel, Numair and Khellek were hurt. Since then all except 4 damage on Numair has been healed.
Bedlam: 1d20 + 7 ⇒ (11) + 7 = 18 Darkvision
Grog: 1d20 + 11 ⇒ (19) + 11 = 30 Darkvision
Khellek: 1d20 - 2 ⇒ (17) - 2 = 15
Miriel: 1d20 + 0 ⇒ (7) + 0 = 7 Low-light
Numair: 1d20 + 22 ⇒ (7) + 22 = 29 Low-light
Sylvester: 1d20 + 16 ⇒ (20) + 16 = 36 Low-light
You spend some time checking the Library and do not find anything that has changed since the initial tour.
Do you want me to just go through the various areas assuming the group stays together and investigates each room?
Numair 4 damage Magic Circle against Evil 80 minutes
Khellek
Bedlam
Grog
Sylvester Heroism 65 minutes

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If there isn't any better option, Miriel will follow her idea and spiral first all rooms in 2nd level, then on 1st level. Also, how long has it taken this far? We had quite a long heroism from Khellek?

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Yeap, Khellek, Miriel and Badlam all have extended heroism on them.

GM Bret |

Yeap, Khellek, Miriel and Badlam all have extended heroism on them.
Added to my tracking, although since it lasts for the rest of the day I’m not tracking time on Heroism.
The group starts with the upper floor, checking each room.
Bedlam: 1d20 + 7 ⇒ (7) + 7 = 14 Darkvision
Grog: 1d20 + 11 ⇒ (1) + 11 = 12 Darkvision
Khellek: 1d20 - 2 ⇒ (16) - 2 = 14
Miriel: 1d20 + 0 ⇒ (9) + 0 = 9 Low-light
Numair: 1d20 + 22 ⇒ (2) + 22 = 24 Low-light
Sylvester: 1d20 + 16 ⇒ (8) + 16 = 24 Low-light
Serving Maids' Quarters: Numair locates a shredded serving maid's uniform drenched in fresh blood stuffed between the wall and one of the beds.
That is the only thing you find of note on the second floor.

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"Oh horrible! But we already knew such things happened. Is it possible someone recognizes that one, or is it same as all?" Miriel says, her shock again changing her tone.
She breathes heavily again, then back to formal continues: "We should continue our investigation process further, as instructed in the society.". She pulls out her wand, ready to bless her weapon again, and continues downstairs. "My prediction is we discover the mastermind in the least visited section, from the considerable measure of dust, it possibly is the shrine", she guesses.

GM Bret |

You have no obvious means of determining who that uniform belonged to.
You search the main floor, skipping the salon where the remaining guests are since the Blakrose couple and the faction leaders are there.
Bedlam: 1d20 + 7 ⇒ (1) + 7 = 8 Darkvision
Grog: 1d20 + 11 ⇒ (8) + 11 = 19 Darkvision
Khellek: 1d20 - 2 + 2 ⇒ (17) - 2 + 2 = 17
Miriel: 1d20 + 0 + 2 ⇒ (5) + 0 + 2 = 7 Low-light
Numair: 1d20 + 22 + 2 ⇒ (17) + 22 + 2 = 41 Low-light
Sylvester: 1d20 + 16 ⇒ (16) + 16 = 32 Low-light
Pantry: Numair discovers a small velvet pouch stashed here containing two vials of oil of taggit poison and any empty vial that recently held the same poison.
You are already familiar with what happened in the Wine Cellar.
Other than that, you do not find anything else within the manor.
You at this time head towards the kennels to check on Flawss.
Bedlam: 1d20 + 7 ⇒ (3) + 7 = 10 Darkvision
Grog: 1d20 + 11 ⇒ (20) + 11 = 31 Darkvision
Khellek: 1d20 - 2 + 2 ⇒ (13) - 2 + 2 = 13
Miriel: 1d20 + 0 + 2 ⇒ (5) + 0 + 2 = 7 Low-light
Numair: 1d20 + 22 + 2 ⇒ (3) + 22 + 2 = 27 Low-light
Sylvester: 1d20 + 16 ⇒ (18) + 16 = 34 Low-light
In your way there, Grog and Sylvester immediately notice the hounds are enthusiastically playing with something and there seems to be a group gathered at the garden veranda. No one should be in the garden right now.
I am assuming you have just barely gone out of the northern door (near the dining hall) when this was noticed.
I will allow you to decide what to do now.

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Just checking, but who is using the sword we were given? The fact that we were loaned something that auto-casts Dimensional Anchor as a free action on a hit suggests we will need it.
Numair immediately casts Haste on the party, expecting trouble.

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@GM Bret - I just healed the damage on my character from the first fight of the day. It is only a scratch at this level but still. :)
Sylvester nods to Numair. He is appreciative of the senior sorcerer's magic. He casts his own spell and four copies of Sylvester appear to swirl around the diminutive gnome.
Mirror Image, CL 7, Images: 1d4 + 2 ⇒ (2) + 2 = 4
"Yes, this is weird. Everyone get ready."

GM Bret |

I got the idea that not using it would be a slight to the Liberty edge faction?
Losing it would be a slight on them. As long as it is used to kill enemies, Liberty’s Edge would be happy.
Bedlam: 1d20 + 7 ⇒ (2) + 7 = 9 Darkvision
Grog: 1d20 + 11 ⇒ (7) + 11 = 18 Darkvision
Khellek: 1d20 - 2 + 2 ⇒ (11) - 2 + 2 = 11
Miriel: 1d20 + 0 + 2 ⇒ (15) + 0 + 2 = 17 Low-light
Numair: 1d20 + 22 + 2 ⇒ (17) + 22 + 2 = 41 Low-light
Sylvester: 1d20 + 16 ⇒ (11) + 16 = 27 Low-light
1d20 + 17 ⇒ (3) + 17 = 20
1d20 + 9 ⇒ (5) + 9 = 14
1d20 + 28 ⇒ (9) + 28 = 37
Numair casts his spell. Sylvester notices that what ever was happening in the garden it seems to have gone silent. Everyone else just hears the dogs playing.
Bedlam: 1d20 + 2 ⇒ (16) + 2 = 18
Grog: 1d20 + 0 ⇒ (20) + 0 = 20
Khellek: 1d20 + 1 ⇒ (9) + 1 = 10
Miriel: 1d20 + 7 ⇒ (11) + 7 = 18
Numair: 1d20 + 6 ⇒ (8) + 6 = 14
Sylvester: 1d20 + 7 ⇒ (14) + 7 = 21
Tespren: 1d20 + 1 ⇒ (12) + 1 = 13 Oops! Ignore this!
Yellow: 1d20 + 4 ⇒ (12) + 4 = 16
Green: 1d20 + 4 ⇒ (4) + 4 = 8
Purple: 1d20 + 10 ⇒ (9) + 10 = 19
Round 1:
Everyone is hasted. Circle vs Evil on Miriel, Numair. Heroism on Miriel, Khellek, Bedlam.
You do not see any enemies but the sounds were coming from the garden.
Bolded may act.
Sylvester
Grog
Purple
Miriel
Bedlam
Yellow
Numair 4 damage
Khellek
Green

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How do the trees (round green things) affect vision or movement? We can't get to the red thing in garden without going through them.

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@GM Bret - Sylvester buffs are up in his header. He put up Mage Armor at the beginning of the dinner. Heroism was cast five minutes ago and he just put up Mirror Image right before combat was announced.
The little gnome can see no enemies for now so he simply strikes up a defensive posture for now. Four copies of the gnome swirl around him as he waits for the action to begin.
Total Defence action is taken

GM Bret |

Sylvester goes into a defensive posture.
Round 1:
Everyone is hasted. Circle vs Evil on Miriel, Numair. Heroism on Miriel, Khellek, Bedlam, Sylvester
You do not see any enemies but the sounds were coming from the garden.
Bolded may act.
Sylvester 4 mirror images, total defense
Grog
Purple
Miriel
Bedlam
Yellow
Numair 4 damage
Khellek
Green

GM Bret |

I’m going to assume Grog is happy with his location.
Bedlam: 1d20 + 7 ⇒ (17) + 7 = 24 Darkvision
Grog: 1d20 + 11 ⇒ (10) + 11 = 21 Darkvision
Khellek: 1d20 - 2 + 2 ⇒ (19) - 2 + 2 = 19
Miriel: 1d20 + 0 + 2 ⇒ (8) + 0 + 2 = 10 Low-light
Numair: 1d20 + 22 + 2 ⇒ (4) + 22 + 2 = 28 Low-light
Sylvester: 1d20 + 16 ⇒ (8) + 16 = 24 Low-light
1d20 + 23 ⇒ (5) + 23 = 28
Grog gets ready to fight but stays with the group.
Round 1:
Everyone is hasted. Circle vs Evil on Miriel, Numair. Heroism on Miriel, Khellek, Bedlam, Sylvester
You do not see any enemies but the sounds were coming from the garden.
Bolded may act.
Sylvester 4 mirror images, total defense
Grog
Purple
Miriel
Bedlam
Yellow
Numair 4 damage
Khellek
Green

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-Grog, do not forget to use Maldris' sword. Might be handy! And honourable
Whispers the gnome.
Bedlam moves forward to the garden feeling hasted and fearful.
Half the way he founds a proper cover or a shadow to blend in but not before he unleash darkened adamantine blade.
First move action with draw sword, second move action with half speed to stealth properly.
Stealth, Shadowdancer, Heroism: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24

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"Better to bless again if there's more of the rude sisters", Miriel says and touches her blade with the wand in her hand. Then she drops the wand and moves forward, gripping her weapon with both hands but letting Bedlam sneak ahead, and not ruining his stealth.
Standard Bless weapon on Elven Curve Blade
Free Drop wand
Move Move
Free Wield weapon with both hands

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Remember you are both hasted, so you may be able to move further.

GM Bret |

Bedlam: 1d20 + 7 ⇒ (1) + 7 = 8 Darkvision
Miriel blesses her weapon again and rushes towards the garden. You can track that.
Bedlam is able to move further since he doesn’t spend time blessing his weapon. As Bedlam gets past the hedge, he sees a gnome and a human in the gazebo. He remembers the human as the escort of Lady Dyrianna.
Yellow comes out of the tree she was hiding in and flies across to the other trees. There she tells Bedlam “Keep off the grass and stay on the path! You are wrecking the lawn.” DC 18 Will save or stick to the brown path
Yellow looks similar to the demons you fought up in the Drawing Room
Round 1:
Everyone is hasted. Circle vs Evil on Miriel, Numair. Heroism on Miriel, Khellek, Bedlam, Sylvester
Bedlam now has some creatures he can see.
Religion to identify.
Bolded may act.
Sylvester 4 mirror images, total defense
Grog
Purple
Miriel
Bedlam DC 18 Will vs enchantment
Yellow
Numair 4 damage
Khellek
Green

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I don't see Yellow on the map.
Moving twice as fast as normal, Numair zips forward, and drops a Glitterdust on the two in the Gazebo.
DC 21 Will negates. Nil SR.
This action is predicated on the fact that the gnome is *not* someone that I recognise as being either a guest, or servant/guard. If they are, I will instead drop the spell on Yellow (wherever they are).

GM Bret |

Oops, sorry. Moved Yellow on the wrong copy of the map.
Green Will: 1d20 + 6 ⇒ (7) + 6 = 13
The gnome and the human both cry out as they are blinded by the glitter.
Round 1:
Everyone is hasted. Circle vs Evil on Miriel, Numair. Heroism on Miriel, Khellek, Bedlam, Sylvester
Bedlam now has some creatures he can see.
Religion to identify.
Bolded may act.
Sylvester 4 mirror images, total defense
Grog
Purple
Miriel
Bedlam DC 18 Will vs enchantment
Yellow
Numair 4 damage
Khellek
Green blinded, DC 23 Will at end of turn to end early

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The elderly scholar calls out "Stick together my students. Remember, cooperation is our strength!" as he hurries to catch up with them. So busy is he with his words that Bessie swings unloved on his belt.
Inspire courage +2 to hit, damage and saves vs fear and charm.

GM Bret |

Bedlam kicks a divot in the grass just to show his defiance of the woman’s words.
Khellek hurries to catch up with the others.
Green blindly stumbles across the yard, swearing. They let their disguise lapse, showing themselves to still be gnome-like in statue and general shape, but the face is mostly mouth and fangs. The demon form is wearing a lot of jewelry.
Although blind, it does not stumble as it moves. It seems to ready itself to react. It still has glitter in its eyes.
End of round Will to see: 1d20 + 6 ⇒ (7) + 6 = 13
The human cries out in distress “I can’t see! What it happening?”
Round 2:
Everyone is hasted. Circle vs Evil on Miriel, Numair. Heroism on Miriel, Khellek, Bedlam, Sylvester
Inspire Courage +2
Bedlam now has some creatures he can see.
Religion to identify.
Bolded may act.
Sylvester 4 mirror images
Grog
Purple
Miriel
Bedlam
Yellow
Numair 4 damage
Khellek
Green blinded, DC 23 Will at end of turn to end early

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Sylvester hurries forward to stick with the group. As he does so, several more Sylvesters appear.
extra Sylvesters: 1d4 + 2 ⇒ (4) + 2 = 6
* move
* casts mirror image

GM Bret |

Sylvester already had Mirror Image active.
Sylvester hurries to catch up with the rest of the group.
Grog is extremely lucky as he catches sight of the maid Orielle step out of hiding just as he comes near the tree. She has a nasty looking knife that she thrusts at him. As she attacks, she also drops the disguise revealing herself as a winged demon with a female form, tail, tattooes, and very little for clothing. The knife changes into a claw as it cuts into Grog.
claw: 1d20 + 18 ⇒ (20) + 18 = 38
Slashing: 1d6 + 1 ⇒ (4) + 1 = 5
Confirm crit?: 1d20 + 18 ⇒ (16) + 18 = 34
Total damage: 5 + 1d6 + 1 ⇒ 5 + (1) + 1 = 7
Licking the blood from her claw, she says “My, aren’t you the eager one!” She then takes a step back.
Round 2:
Everyone is hasted. Circle vs Evil on Miriel, Numair. Heroism on Miriel, Khellek, Bedlam, Sylvester
Inspire Courage +2
Religion to identify.
Bolded may act.
Sylvester 4 mirror images
Grog 7 damage
Purple
Miriel
Bedlam
Yellow 15’ up
Numair 4 damage
Khellek
Green blinded, DC 23 Will at end of turn to end early

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Edit: noticed 15' up so have to rewrite...
Miriel runs closer, but unable to reach any enemies, stops. "Come here and dance with me!" she taunts, then calls her divine bond to strengthen her weapon even more.
Move: Move
Standard: Divine bond - Add +1 to weapon.