Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4
Alexander takes up the rear, once again draws his sword cane, and mutters a cantrip. Four orbs of light glide forward, ready to illuminate what lies beyond as soon as the door is fully opened...
Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4
"In other words, these ... ladies are not on-site security, they're just on call when the alarms are rung," Alexander grates. "Hrm. If I ever gain a freehold of my own, remind me to craft a golem as well as contract with outsiders."
Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4
"Agreed," Alexander says as he draws his sword cane. "But be on your guards. If there is only one door between us and the ... thing imprisoned here, it will attack as soon as the door opens."
Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4
Zhalet Soroush wrote:
MisterLurch wrote:
I forgot that Solomon has darkvision...
I should have mentioned something back when you asked about lighting but didn't because it doesn't affect Zhalet. Actually Alexander is the only person in the party who doesn't have darkvision.
Am I, though? *smiles*
"That may be our only recourse, in the end," Alexander says, completely serious. "Unless I can divine more about these items..."
Would any of my Knowledge skills or a Spellcraft check tell us more?
Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4
Alexander eventually makes his way down to the cells - after breakfast. The old man looks well-rested, clean-shaven, and his clothes even appear freshly washed and ironed.
"Morning. She was a bit loud last night. Everything alright?"
Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4
Alexander writes a note -- 'Undrella; I visited during your absence. Have made progress in securing your continued ownership of this building. Have met an obstacle regarding Kardswann. We must talk - soon. Warm regards, Alexander' -- and leaves it somewhere he can be reasonably certain the Harpy will find it.
With that done, he hurries back.
Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4
"I am willing," Alexander says, simply.
When he notices the lady's questioning look at the word 'concessions', Alexander explains: "We received valuable information and assistance from someone who had moved into one of the abandoned buildings. She has been instrumental in freeing Kelmarane, and only asks that she be allowed to retain the building as her own, and that she be allowed to trade and deal with her neighbours to be fairly and freely. She is a skilled alchemist."
The Wizard gives Lady Almah a measuring look, then continues: "She is nonhuman, but is willing to forswear harming humans and any other citizens - provided she herself is not molested by them. I am fully prepared to vouch for her."
Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4
"We must speak to her of Undrella," Alexander says. "She has been most helpful, and her price is easy enough to pay. As for Zhalet's condition; there are ways and ways of dealing with such. For now, a locked room in the monastery's cellars. Let me consult my books for a more permanent solution."
Male Human Wizard 5; Init +1; Senses Perception +3; AC 15 (+1 Dex., +4 armour); HP 39; Fort +3, Ref +3, Will +4
"This lock is beyond me, unless..."
Alexander chants a spell and thrusts his hand out at the seal.
Casting Knock.
About Kurt Talbehr
Human Consigliere Rouge 1
Favored Class Rogue
Chaotic Good Medium humanoid
Minor Bloodline of Brenna, 26
Bloodline powers Detect Illusion, Persuasion
Init +2; Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+2 dex)
HP 9
Fort +1, Ref +4, Will +1
+4 to saves against poison
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OFFENCE
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Speed 30’
Melee Ranged
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STATISTICS
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Str 10 (-0), Dex 15(+2), Con 13 (+1), Int 13 (+1), Wis 13 (+1), Cha 17 (+3)
Base Atk +0; CMB -0; CMD 12
FEATS Skill Focus (Stealth) Street Smarts persuasive
Detect Illusion: Level: Minor | Derivation: All except Anduiras
Scions with this ability are rarely fooled by illusion spells and effects that create false visual images.Minor: When a scion encounters an illusion or effect, he is immediately allowed a disbelief check (Will save). Success means the scion instantly perceives the illusion for what it is, even if he is making no particular effort to disbelieve the illusion. If the scion consciously attempts to disbelieve, he does so with a +4 bonus to the saving throw. This ability is effective against any illusion spell that creates a false image or substitutes a false image for reality (i.e., figments and phantasms).
Persuasion : Level: Major | Derivation: Azrai, Brenna
Scions with this ability can create arguments of extreme clarity and logic, thereby influencing other creatures to do their bidding.
Major: The scion may use a suggestion (as per the spell) once per day. To be successful, the victim must understand the language used by the scion.
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Languages Anuirean, Brecht
GEAR
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Mithral Chain Shirt Rapier Goggles of Night
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Endier:
Ruler: Kurt Talbehr
[b]Alignment: Chaotic Neutral
Capital: Free City of Endier
Population: 72,000
Government: Syndicratic dictatorship
Religions: Haelyn, Sarimie
Imports: Grain, livestock, leather goods, iron, weapons
Exports: Finished products, mercenaries
GB Income: 32 GB
RP Income: 30 RP
GB Expenses: 13 GB +3GB in tribute to Caine
Treasury: 43 GB
Acc. Regency: 36 RP
Armies: Cavalry (x1), Infantry (x2), Archers (x2), Scout (x1), Caravels (x6)
Fortifications: Level 6 castle (Endier)
Court Level: 6
Lieutenant: Alieyn Duniere