Alahazra

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Shinzo sits quietly and respectfully during the tea ceremony. Afterwards, he makes small talk as he sips the tea, remarking on its flavor.

Eventually, the time comes where the psychopomp must say goodbye. But before he goes, he has a final round of gifts for you: a phoenix fulu holder, along with four fulus: an anathema fulu, a needle thousand-pains fulu, a rebound fulu, and a greater spirit-sealing fulu.

"Farewell, my friends. Until our next meeting..." Shinzo and Yix fade from view, and then they are gone.


Ignition: 1d20 + 10 ⇒ (7) + 10 = 17
Fortitude vs Lash: 1d20 + 14 ⇒ (7) + 14 = 21

Qisik misses with his spell, and Melor's bullet hits but doesn't seem to harm the undead due to its resistance. Between the toad's teeth, Skaytar's fire, and Njinga's vitality, however, the creature falls! A magical axe is embedded in the undead's back. You are able to retrieve the +1 underwater striking battle axe.

Caravan Check DC 7: 1d20 ⇒ 13

The rest of the caravan has handled the undead attack without incident!


Belmont Grim Swagger Deception: 1d20 + 28 ⇒ (11) + 28 = 39

Knowing that his weapons won't be very effective against the plant, Belmont instead grimly swaggers towards it with his gun on display in an attempt to intimidate it. He succeeds in frightening the corpseroot.

This allows Visna to hit with her snagging strike, her axe biting into the tree's bark and exploiting its vulnerability. She grabs a hold of the huge tree, her experience with wrestling titans coming in handy!

Briar moves in and slices the tree twice. Pen's polar ray hits the grabbed and frightened tree, scoring a critical hit! Ice coats the tree's trunk.

Despite its grievous injuries, the tree strikes back, managing to hit Visna once. Still, it doesn't look like it will be able to take much more punishment.

Branch: 1d20 + 34 - 2 ⇒ (15) + 34 - 2 = 471d20 + 29 - 2 ⇒ (10) + 29 - 2 = 371d20 + 25 - 2 ⇒ (1) + 25 - 2 = 24
Damage: 3d12 + 17 ⇒ (11, 7, 1) + 17 = 36

36 bludgeoning damage to Visna.

Enemy Status:
-295, drained 2, frightened 1, grabbed


As you emerge from your hiding spots, the arboreal quickly spots you. The treelike creature bellows a challenge, their thorns bristling! The patrolling centaurs turn at the sound, crying out and beginning to gallop in your direction. However, Vandalya hesitates when she sees you, hanging back as the other three centaurs close!

Initiative:
Alessandria: 1d20 + 12 ⇒ (9) + 12 = 21
Gentle Storm: 1d20 + 17 ⇒ (20) + 17 = 37
Kilitsi: 1d20 + 10 ⇒ (2) + 10 = 12
Wispil: 1d20 + 13 ⇒ (12) + 13 = 25
Enemies: 1d20 + 17 ⇒ (5) + 17 = 22

Gentle Storm and Wispil may act first. The centaurs are 100 feet away so it will take them a full round to get into combat range.


The Lighted Lamp is full of curiosities created, both created locally and from other cultures, many of them cleaned, labeled, and kept in locked cases with glass lids. Durruzzin's collection includes an elven curve blade, nunchaku, and a red helmet that looks like the head of an insect. He also has all common grimoires available for purchase.

The antiquarian looks up from behind his desk as you enter. "Welcome. Everything's price is posted. No haggling," he says sternly.


You've found a few oblique references to the Eighth Runelord. You can take some time to study them:

Researching the Eighth:
Workshop Journals: A PC capable of reading Thassilonian examines and reads through the journals and books discovered in the Spy’s Workshop; Maximum RP 4
Research Checks: DC 20 Academia Lore or Library Lore, or DC 22 Arcana

Prisoner’s Manifesto: A PC capable of reading Thassilonian studies the scribbles carved into an oubliette’s walls; Maximum RP 4
Research Checks: DC 22 Academia Lore or Library Lore, or DC 24 Arcana

Liralarue’s Notes: A PC who can read Thassilonian studies the notes Liralarue left in the margins of several books; Maximum RP 4
Research Checks" DC 24 Academia Lore or Library Lore, or DC 26 Arcana


Before you depart, Seldeg offers one more suggestion. "Word will quickly spread that a group of new Blood Lords has entered Yled. Your authority is something you can use to your advantage. I suspect you’ll be visited by many who offer help, but be cautious with their offers. No one in Yled is truly selfless." The graveknight gives a raspy chuckle. "No one in the world is truly selfless."

***

The ruinous landscape around Yled is scarred by thousands of battles and littered with the shattered remnants of the many forces who’ve tried, and failed, to destroy the city over thousands of years. The infamous Bonewall that surrounds the city appears as a smooth mass of ivory at a distance but resolves into a conglomerated patchwork of millions of individual bones up close.

The city’s massive gates stand open, although there is no hinge or mechanism for these yawning portals. Tall, flat-topped towers rise behind and above the walls, with numerous defenders positioned to keep a close eye on the surroundings in all directions. The top of the wall and towers bristle with numerous large siege engines, some mechanical and others visibly charged with crackling negative energy.

A steady stream of wagons, carts, and travelers wind their way across the shattered, dry earth outside the wall and into the gates, most drawn by tireless undead creatures. Each of these vehicles stops in the long tunnel formed by the openings within the wall where grim guards carefully inspect each shipment before they pass into Yled proper.

The gates to Yled are typically guarded by soldiers and usually overseen by incorporeal sentries. The guards question everyone entering Yled and examine all cargo. As soon as they learn that you are Blood Lords, they step aside with obvious deference, offering to provide directions to well-known landmarks or even conscripting a guide for you.

Of course, you have been to Yled before, when you were hunting down the last of the hags that made up the Graveclaw coven. In fact, you met and befriended two of the local Blood Lords: Kyril Vonth, the wight banker, and Lord Zthni, the vampire socialite. Both might be happy to see you again.


After deciding on the style, Fallenta goes over her notes about the opera's three acts, giving you a chance to adjust any decisions you have made if you'd like.

Once that is done, she nods and sets down her pen. "Excellent, that should give me plenty to work with. As for the rest of your duties, you have several things to handle before we begin rehearsals, but first, we need to cast a crucial part: your nemesis! And I have the perfect performer in mind.

"If any of you followed opera before, you’ve probably heard of Oriole. Their reputation is legendary; they can perform any voice part with equal artistry. Unfortunately, Oriole officially retired a couple of years ago, and no one knows where they are now—no one who’s talking, anyway. But I’m sure finding them will be easy enough for people of your talents!"

Society DC 25 or Theater Lore DC 20:
You recognize Oriole's name. They were renowned for their ability to sing any vocal register with amazing beauty, as well as for their dedication to the role and skill at embodying whatever character was required. When their career reached its height, casting Oriole was the biggest coup a director could achieve. To the shock of the opera world, Oriole announced their retirement and disappeared, remaining in touch with only a few close friends.


You head out into the city to learn what you can. Hagegraf is divided into three main sections. The Forge District in southern Hagegraf is a sea of workshops dotted with factories that tower over the smoggy streets like craggy islands. The Crescent arcs around most of the city’s perimeter (save the southern Forge District), containing markets, fungus farms, and rickety housing erected with no sense of zoning laws or building codes. At the city’s core stands the Clock Quarter, whose grander buildings house corporations, political administration, magical elites, and other influential inhabitants. Though it’s no longer exclusive to hryngars, anyone traveling to the Clock Quarter is subject to heavy scrutiny and can even be turned away if they lack business inside.

Thanks to Brijetta's and Uhe's streetwise skills, you are able to blend in with the inhabitants, ensuring that your pointed questions don't raise suspicion. You are able to pick up several leads:

Deciphering the Everywhen Map: Most hryngars you ask about decoding a map point you to the collector Durruzzin, owner of The Lighted Lamp, a book and antique shop. Durruzzin is always interested in curious items and mysteries that need solving.

Smith Poaching: In Hagegraf, earning wealth is often less about what you toil on than who toils for you. An expert smith named Rorbek has recently fallen on hard times as rumors say Narsiegus offered lucrative metalworking contracts and lured away all her students.

Strange Artwork: Narseigus recently commissioned a mysterious statue from a sculpting workshop in the Forge District known as the Infinite Quarry.


"From Razmiran," the corpse says. Then, it groans as the magic expires and becomes inert once more.

***

Takarias performs an autopsy on the body. After a couple of hours, he is able to discover evidence in the body that suggests the assassin was poisoned by something similar to deathcap powder. Those who died suddenly after being captured likely perished from this poison.


Ignition: 1d20 + 10 ⇒ (18) + 10 = 283d4 ⇒ (4, 2, 4) = 10
Fortitude vs Vitality: 1d20 + 14 ⇒ (11) + 14 = 251d20 + 14 ⇒ (19) + 14 = 33

Qisik burns the undead while Njinga lashes it with vitality. It ignores Skaytar's lash. Melor shoots it twice, but again, the bullets seem less effective against its loose skin. So, too, does the toad's teeth. It bites but fails to grab a hold.

The undead hits the toad once this time, but it still seems to be having trouble fighting effectively!

Fist: 1d20 + 13 ⇒ (13) + 13 = 261d20 + 8 ⇒ (6) + 8 = 141d20 + 3 ⇒ (11) + 3 = 14
Damage: 2d8 + 5 ⇒ (8, 3) + 5 = 16

16 bludgeoning damage to the toad.

Enemy Status:
-50


The squirrel carries the message into the paddock, going unnoticed by the guards. Emorga spots it and gently retrieves the message, reading it. She looks up and out into the surrounding woods, not sure of your exact location, but it seems clear that she has received the message.

Indeed, the giant tortoise uses a subtle magic spell to write her own reply, then hands it to the squirrel, which quietly carries it back to you.

They have taken our allies' weapons and my spellcasting paraphernalia, so I am limited in how I can aid you. But I have some innate magic that I can use to try to slow and entangle any who try to fight against you, and I can heal you if you become injured. I shall use my body to defend the other prisoners from attacks and wayward projectiles if combat occurs. Free us, and get me to the nearby Elder Oak so I can use the ritual to escape to the Viridian Nexus with Corazal. Then get the other prisoners out via boat. I will rendezvous with you later.


"Yes, that's it!" Vorvashali shouts excitedly. "I feel like this is going to be a very successful partnership." He gathers up the promised 50 gp and hands it to you. "There you are. Feel free to spend it here, if you want! Remember, you've got a 5% discount for this visit!"


This time, Kwan Tai delivers two powerful blows with his hammer. With Yeri frightened and Xiung-Lau's blessing, Hooli barely manages to land two hits. Lie Jie just manages to connect as well. The floating head and organs shrieks one last time before she falls to the floor, thrashing and wriggling before at last falling still. The headless body crumbles to dust, leaving behind a ghostly image of Yeri as a human. She sighs in relief.

"For too long did I suffer the torment of being trapped in that monstrous form! Thank you for releasing me. Please, find my big sister Yuni and save her too."

Yeri's ghostly form fades away entirely, leaving behind her set of holy prayer beads.


As you rest back in the safety of your capital city, you feel stronger for your recent experiences.

Everybody may level up to 5 and gain a Hero Point!


Outside one of the windows, a compacted drift of snow has formed a stable bridge that can be traversed to reach the High Ice, 400 feet above the level of the tundra below. A months-long journey across the bleak, barren landscape lies ahead to reach the Nameless Spires...

In all, the journey from the Temple of Findeladlara to the Nameless Spires covers 685 miles. The estimated travel time on foot, according to Etward’s notes, is 68 days. You previously purchased a scroll of shadow walk umbral journey, which allows you to cover 3 days' worth of travel in 1 hour and lasts for 8 hours. That will cover 24 days of travel in one casting of the spell. If you wanted to retroactively buy two more scrolls, you can cover the vast distance in a mere 3 days and cut out a lot of tedium. Up to you! :)


Act 2: Singer, Stalker, Skinsaw Man

Part 1: Siege of Songs

Soon after the announcement gala, Fallenta invites you to your first meeting as coproducers. "Good, you’re here. Working with your notes from our first meeting, I’ve made an initial outline for the opera’s script, but I wanted to get your input before I start in earnest. After all, no one knows your adventures like you do, and I’m sure you have thoughts on the show. Have a seat, and we can get started.”

Fallenta explains that she intends to write this opera using the classic styles of Cheliax, but with that decision comes another—you determine which of the three categories of Chelaxian opera would make the most sense for you to stage.

Opera Histria (Spectacular Opera): The most bombastic tradition is an opera that focuses less on individual character arcs but on the spectacle of the story itself, resulting in productions heavy on action and meant to thrill.

Opera Prepostera (Comedic Opera): This tradition is one aimed at the “common” people, and operas in this style are often regarded as light-hearted or comedic, designed to inspire and lift the audience’s spirits.

Opera Verita (Dramatic Opera): This tradition is the most serious of the three styles and emphasizes serious tones meant to evoke feelings of sadness or melancholy, inviting the viewer to explore the deeper emotional meanings of life.

The categories aren’t entirely mutually exclusive, but you should choose your predominant tone as the opera’s style.


"Our commander did not share the identity of the one who hired us," the dead assassin says. "We were promised great rewards for the job, but I do not know the purpose behind it."

***

Nuandiall shrugs. "I expected you to want to perform an autopsy. I don't necessarily think you'll learn anything from it, but if you do, it will help us with the investigation."


Fortitude vs Vitality: 1d20 + 14 ⇒ (6) + 14 = 20

The undead orc resists Njinga’s spell. Melor’s first shot misses. His second connects, but the creature resists the bludgeoning and piercing bullet due to its loose skin. Skaytar’s summoned toad misses, but it proves to be a good distraction as the monster flails wildly at the animal, failing to connect!

Fist: 1d20 + 13 ⇒ (3) + 13 = 161d20 + 8 ⇒ (6) + 8 = 141d20 + 3 ⇒ (3) + 3 = 6

Enemy Status:
-12


Between Wispil's and Glitterbeak's avian antics and the rest of your misdirection, you are able to create a big enough distraction to advance without further attention.

You arrive at a crescent-shaped hill, its sheer, concave side the result of years of flooding and erosion. The feature now serves as an improvised paddock, with 14 prisoners detailed within. Among them is Emorga, the others being humans and gnomes split between nonviolent Wildwood representatives, sailors, and diplomats from Andoran and Taldor. All but Emorga have their hands bound by hemp rope and their ankles loosely tied together, though they appear unharmed. Emorga has settled onto her belly, patiently observing and concocting plans.

Vandalya Swiftmane and three other Swiftmane centaurs constantly patrol the hill’s perimeter in roughly a 100-foot radius, watching for any attempts to breach its walls from inside or out. A gnarled arboreal has positioned itself at the paddock’s entrance, its thorn-covered limbs and wooden face daring the prisoners to attempt an escape. You recall seeing this arboreal among his Blackwood Moot cohort.


Gig manages to get in with paying only 1 sp, while Uhe and Brijetta each are charged 1 gp. Mal slips past in bat form.

Once past the gate, you find yourselves in Long Gate Square. Temporary vending stalls and carts fill this square as bustling merchants hope to get their wares to visitors before anyone else. Chalmer suggests you check in at The Silent Forge, a decommissioned workshop-turned-inn that is a well-known hangout for foreign traffic. The place is operated by a caligni named Dhorri who shields visitors as best she can without outright defying Hagegraf's laws. Dhorri doesn't ask too many questions, and she provides comfortable room and board for 5 sp per person per day (almost a criminally low rate in a hryngar settlement).

Once you are settled, it's time to start seeking some leads as to Narsiegus and his goals...


Will vs Shroud of Night: 1d20 + 13 ⇒ (4) + 13 = 17

Xiung-Lau clouds Yeri's eyes with darkness but misses with his projectile. Kwan Tai misses as well, as does Lie Jie. Hooli manages to slip out of Yeri's grasp and slashes her again, eliciting a fresh burst of bile.

Spewing Bile: 2d10 ⇒ (4, 1) = 5

Yeri attacks with her forked tongue, landing a single hit.

Concealment: 1d20 ⇒ 181d20 ⇒ 11d20 ⇒ 19
Proboscis Tongue: 1d20 + 16 ⇒ (12) + 16 = 281d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d6 + 7 ⇒ (4, 2) + 7 = 13

5 poison damage to Hooli (basic Fortitude DC 21), followed by 13 more piercing damage to her.

Enemy Status:
-47, shroud of night


Shinzo bows to you. "Thank you. I think I would like that very much," he says.


Once you have finished questioning Alzarius, you head to where the bodies are being stored. Each body lies on a stone slab under a thin sheet, while all of their gear and clothing are in tidy piles in the back of the room. Commander Nuandiall explains that other than sorting out their belongings, nothing has been done yet to the bodies.

In all, a total of 16 bodies lie in wait here, most of which were found in the council chambers. Of the nine men and seven women, 12 are human, two are orcs, one is aiuvarin, and one is a goblin. Their bodies show all the signs of the wounds they received during the fight, in addition to a variety of older scars and wounds, marking them clearly as people who have seen a good deal of combat before. One of these bodies (a male human) has been set aside—this was the sorcerous leader of the attack you faced.

There’s not much additional information to learn from a quick examination of the dead bodies—if you want to examine them more closely, you need to perform an autopsy. Commander Nuandiall allows (and even expects) this, and provides a mortician’s toolkit to do so.

Each attempt to autopsy a body takes 2 hours and requires a DC 30 Medicine check.

Of the sets of gear, 15 are identical sets of items, and one set is the gear once carried by the leader. Commander Nuandiall informs you that once the investigation here is over, you're free to claim all of this gear as salvage. The magic weapons are all well made but unremarkable, as is their armor. The robes are dirty and rough spun, while their boots are cheap but new. The leader carried an iron key. The key is simple-looking and attached to a leather fob stamped with a pattern that looks like a walkway between two hedgerows, between which is the number 6.

Society DC 30:
The fob is of a style used by many inns in Greengold, but you can identify this particular fob as having come from an inn called the Hedgerow Holloway, located in central Greengold.


The festival is a hit with the people of Kintargo, thanks largely in part to your efforts to provide the entertainment.

You gain 4 Production Points, possibly more if Esirelle uses her Hero Point to reroll.

At the conclusion of the celebration, Fallenta takes to the stage to the cheers of the crowd. "Yes, it is I, Fallenta Sumac d'Venenoux! And it is my distinct pleasure to announce that I am working on new opera about the heroic exploits of these legendary heroes who defeated Akhenaten, the Mind Thief, the Forgotten Pharoah! It will have its grand debut at the Kintargo Opera House, and I hope to see all of you in the crowd cheering us on!"

Those in attendance are delighted, excited, and jubilant at the news. Fallenta turns to you with a smile. "Now, let them the anticipation build! Come, my friends. We have much more work to do!"

End book 1! Everybody is now level 14! Everybody gains a Hero Point!


Alzarius shrugs. "Razmiran is not without its enemies, unfortunately. I don't know who might be so bold as to enact such an audacious plan as this, though."


Alzarius examines the mask. Despite his initial incredulity, he confirms that it appears to be authentic, down to the subtle smiths marking on the back of the mask. "The material of a mask denotes a specific rank and step along the path to Razmir, but I can't tell which specific priest this one might have belonged to. It would be far from the first time that such articles were stolen, however. There was an infiltration and attack that happened in Tamran many years ago.

"Another indicator that we might be dealing with impostors is the way that some of the attackers embraced death instead of surrender. Suicide is against the will of Razmir," he say, his tone suggesting that he is revolted by the idea.


Kwan Tai Hasted Strike: 1d20 + 12 ⇒ (9) + 12 = 21

Xiung-Lau casts haste on Kwan Tai. The hobgoblin fails to demoralize Yeri, nor is he able to land a hit! Lie Jie's hissing doesn't scare the monster either, but Hooli is able to score a critical hit, her slashing weapon proving quite effective against the monster's dangling organs! However, slicing the organs has a side effect, as well, as acidic bile spray on the kitsune!

Spewing Bile: 2d10 ⇒ (9, 3) = 12

Yeri's entrails lash out at Hooli, battering her and wrapping her up as they restrain and squeeze the rogue!

Entrails vs Hooli: 1d20 + 16 ⇒ (10) + 16 = 26
Damage: 2d4 + 7 ⇒ (3, 2) + 7 = 12
Grab: 1d20 + 14 ⇒ (17) + 14 = 31
Constrict: 2d4 + 3 ⇒ (4, 4) + 3 = 11

Hooli takes 12 poison damage (basic Fortitude DC 21). She then takes 12 bludgeoning damage and is restrained (Escape DC 24). And then, she takes 11 bludgeoning damage from Constrict (basic Fortitude DC 23).

Enemy Status:
-37


You travel onward with the caravan onto the Long Walk. The rough tunnel emerges into a roadway unlike any other tunnel. A cobbled road, flat and straight and a full 40 feet across, heads east and west from the intersection. The edges of the road are lined with short stone walls like those on a typical bridge over a river. The ceiling is vaulted and at least 25 feet above the road level. Outside the road, the tunnel walls are rough and vary in width, sometimes opening into large caverns and sometimes right to the edge of the road wall. In certain places, the floor drops away, the road being supported on huge columns that reach down into the depths.

As you continue to the east you pass a series of small guard posts built into the northern wall, which double as toll booths. Despite these tolls, the road is full of traffic: hryngar patrols, xulgath, kobolds, orcs, and humans move goods and people in both direction. A few miles further east, you see a huge set of stone gates standing open. Through the gates, the lights of a major underground metropolis twinkle in the darkness—Hagegraf!

Part 2, Chapter 3: City of Toil

An enormous stone gate house fills the roadway ahead, its two giant stone doors standing partially open. From the battlemented walkway and tower roofs, hryngar soldiers peer down on all who would enter the City of Toil. From beyond the gates, the unmistakable music of hammers ringing on metal of a hundred forges fills the air.

Hagegraf closely controls who comes and goes—not just for security, but also for profit. Gate guards search visitors and their baggage to calculate an entrance fee, usually neglecting to mention the exit fee that often doubles that rate. Bankrupt visitors often find themselves trapped in the city, forced to work off their unexpected municipal debt.

The base entrance fee is 1 gp. The hryngar arcanists check for strong magic auras to assess security threats and additional fees. All the while, guards search a random assortment of containers for contraband and to calculate how much money they can overcharge.

Each PC can attempt a DC 19 skill check to minimize the scrutiny and fees applied to them (the DC is reduced as the caravan itself takes up most of the guards' attention). This might involve hiding valuables through concealing them physically (Stealth) or arranging magic items so that one aura obscures others (Arcana, Nature, Occultism, or Religion). A PC might fast-talk the guards (Deception), appear so important that searching them is a political risk (Intimidation), or use other local laws as a shield (Society). Consider other strategies and skills the PCs concoct. Likewise, if a PC has an optimal ability for this situation (such as the Experienced Smuggler skill feat), you might allow them to make several skill checks to protect the whole group. Use the following results for the skill checks.

Critical Success: The PC deflects all but the smallest fees, paying only 1 sp to enter Hagegraf.
Success: The PC’s ploy stymies the guards, reducing their fee to only 1 gp.
Failure: The PC’s ploy fails, and their fee increases to 2d4+4 gp.
Critical Failure: As failure, but the PC’s obstruction also earns the PCs 1 Awareness Point.


Over a dozen doors line the walls of this large chamber, while six large stone pillars support the ten-foot-high ceiling of the main room. Lit lanterns hang from hooks on the pillars, while at the center of the room sit two cooking stations—large cauldrons balanced atop beds of small stones and burned wood. Several rickety-looking chairs sit scattered about the place. A dozen or so bedrolls are stacked in the room’s northwest corner.

There are a total of eight cultists in this room, a mix of human and half-elves in studded leather. They talk quietly as a few cook a stew over the cauldron. Initially caught off-guard by your arrival, they quickly shout in alarm and reach for nearby machetes!

Initiative:
Herok: 1d20 + 12 ⇒ (8) + 12 = 20
Tekmin: 1d20 + 11 ⇒ (14) + 11 = 25
Wherby: 1d20 + 10 ⇒ (6) + 10 = 16
Ximble: 1d20 + 12 ⇒ (19) + 12 = 31
Enemies: 1d20 + 5 ⇒ (12) + 5 = 17

Everybody but Wherby may act!


When you are ready, you return to the Pit and descend to the third level once more. You explore the remainder of the rooms that the dero occupied. Any others that might have lurked here have apparently moved on following the death of their leader. You find some Thassilonian books in a library related to necromancy magic, as well as several vats containing fleshwarped dero bodies that it seems like the dero were experimenting with.

A thorough search also uncovers a hidden room that appears to have gone untouched for some time. When you open the door, two candelabras in the room flare with flickering light.

The air in this octagonal chamber is stale and musty. A writing desk and a high-backed cushioned chair sit in the center of the room, while shelves to the north and south hold several books, a few skulls of strange creatures, and a few other objects. A canopied bed sits against the western wall, its deep purple sheets covered with a layer of dust.

The bed is magical. Spending 8 hours sleeping in the bed grants a character a +2 item bonus to all skill checks made to learn or cast rituals for the next 16 hours. In addition, if a character performs their daily preparations immediately after waking from 8 hours of sleep in this bed, they gain the ability to cast hypercognition once during the next 16 hours as an innate arcane spell. A character can gain these effects from the bed once per week.

Among the objects on the shelves are a few dozen books about divination magic and theory, as well as a codex of unimpeded sight. The skulls are painted with runes in Thassilonian meant to ensure that the souls that once were a part of these skulls would be judged harshly in the afterlife (fortunately for those who perished, these runes had no such actual power). One of the skulls has a removable top, and inside sits a choker of elocution that bears an eight-pointed star design. This choker grants the language of Necril. The shelves also display a silver flute (a lesser maestro’s instrument), a decanter of endless water carved to resemble a drunk marid riding a dolphin, a darkwood buckler adorned with the Shoanti word for greed, and a basilisk eye talisman inside of a bottle containing a dose of truth potion that must be smashed in order to get the talisman out. Finally, a bejeweled scroll tube worth 80 gp contains a scroll of banishment.

Additionally, extensive notes and glosses penned in Thassilonian can be used to research a mysterious woman who calls herself the Eighth Runelord, but the scattershot nature of the notes means that each Research check takes 4 hours of work.


With the governor's manor secure, work on repairing and rebuilding the structure can begin. The town elders thank you for once again coming to Willowshore’s aid and encourage you to keep any treasure you found in the manor, then asks you to travel east to Karahai at your earliest convenience to make contact with the villagers there and begin the process of reintegrating Willowshore back into the living world.

Everybody gains a Hero Point!

***

A few days later, a familiar face stops by the teahouse to visit you: Shinzo the merchant. He greets you with a warm smile, the raven Yix perched on his shoulder and bobbing his head. "Hello there, my friends. What a long, strange trip it's been. As you have finally returned to the natural cycle, the time has come for me to move on. This will be my final visit. If there's any items you wish to purchase from me, now is the time to do so."


You retreat from the ruined structure and head to a safe place from which you can rest and recover. Harrim works to heal any lingering injuries.


Ilakni frowns. "I remember a group of people emerged from Icegate, lead by a bald human man. They attacked us, but then, everything goes hazy until I woke up again here."

Once you fill him in on the details, Ilakni is eager to return home to his sister. He can salvage enough gear to make this trip safely on his own. He says he plans to return here with other Ilverani elves to cleanse the blackfrost and reconsecrate the temple.

The adjoining chambers here feature windows of solid, colored ice. These feature beautiful images of elves building astonishing structures or breathtaking works of art that inspire a sensation of peace and relaxation in these rooms. One of the rooms contains a few ancient treasures, including two scrolls of raise dead in a scrimshaw scroll tube, a strand of greater holy prayer beads, a rime jar, and two stars of Cynosure.

You can use these rooms to meditate. A single room can be used by only one character at a time, and meditation requires spending an hour quiet and calm within the chamber, during which time the character can take no actions other than to meditate. At the end of this hour, the character achieves insight from Findeladlara and may choose one of the following boons. Once a boon is chosen, that character can’t receive meditation boons from these rooms again for 24 hours.

Meditation Boons:
• The character gains insight into the mysteries of the Twilight Speakers. This unlocks the Twilight Speaker archetype for that character.
• The character purges afflictions of the mind; if they have the stupefied condition, its value is reduced by 2.
• The character becomes invigorated, removing the effects of fatigue and regaining Hit Points as if they had rested for 8 hours.
• The character bolsters their mind against the influence of Osoyo. For the remainder of this adventure, they gain a +2 status bonus on all saving throws against the effects of their nightmares.
• The character enters a trancelike state, during which they can send a message to a target’s dream, as if they had cast dream message.

In addition to the meditation chambers, a tunnel through the unsettling black ice burrows into an open area within, where what appears to be an abandoned research camp has been set up. This is Etward Ritalson's camp that was mentioned in his notes. Along with more research notes, you find his explorer's yurt. It will no doubt come in handy in your journey across the High Ice!

Research Notes:
1—Blackfrost: These notes duplicate those found in Etward’s lab, but also go into detail about how Etward was researching a method to make blackfrost more transmissible, so it could spread more swiftly beyond the High Ice. The compulsion to enhance blackfrost in this way was obviously inflicted on him by Osoyo—Etward goes as far as to thank the Blackfrost Whale for the inspiration several times.

2—Gatewalkers: These notes grant similar information to those found in Etward’s lab, but makes it clear that you all accompanied him to the temple and served as his assistants for a time.

3—Osoyo: Unlike the notes on Osoyo in Etward’s lab, these appear more like prayers than theories. It should become obvious after studying these prayers that Etward sees Osoyo as the most important thing in his life, and he eagerly anticipates the rewards he might gain once the Blackfrost Whale is set free from its prison below the Nameless Spires.

4—The PCs: These notes are among the final ones, chronologically, and exhibit Etward’s frustrations that he wasn’t granted greater powers like those Osoyo recently afforded you , and that he wasn’t chosen by Osoyo for the glorious duty of tracking and capturing the last saumen kar, Ainamuuren, for transport to the Nameless Spires. These notes also fully detail your deviant abilities, making it apparent that they were granted by Osoyo, but also hinting at even greater powers you were allowed to use that you still haven’t manifested yet. The notes also indicate that your group returned here very suddenly, without the sledge you'd left with; Ritalson suspects that Osoyo returned you to this location via a teleportation effect once your task was done. The final notes express further frustration your refusal to tell Etward what exactly you did at the Nameless Spires, and end with a brief entry describing your collective “dismissal”—Osoyo’s release was now under way, thus Etward and you were now to return through the closest aiudara and await your rewards.

Everybody gains a Hero Point!


"No creatures dwell in the vault below," Azazel says. "It is only the power of enchantment that keeps my Pious and I away from the statue. You should have no issues approaching it. You are welcome to rest in our sanctum until you are prepared to continue."

He turns to Mirinde. "Alas, my followers' appearance is a result of my connection with the Light. My presence causes growth in all living things: the plants here, and the people. Mortals are not meant to be in the presence of such power for long, and their bodies have warped in response. But once the Carnifex is dealt with, I will endeavor to seek a cure for their mutations and restore the beauty they once possessed."

Azazel gestures, and the Pious move to escort you further into the complex.


Alzarius shakes his head. "No, not to my knowledge. Everybody on my staff has seemed normal."


Will: 1d20 + 23 ⇒ (2) + 23 = 25

Alzarius meets your gaze evenly. He can feel the weight of Blooms' interrogation, but is unperturbed. Blooms is unable to ascertain his moral propensities, however.

"As I told the others, I had no knowledge of this attack, aside from what I witnessed in the council chamber alongside you, nor did I recognize any of the attackers. I arrived in Greengold the day before the summit with my staff, having come directly from Thronestep. I was summoned from my home in Xer by one of the Visions, a very high-ranking member of the faith, who asked me to come to the summit and represent Razmiran. I was given directives on the negotiations, supposedly expressed by Razmir himself." He pauses to flash an exultant smile, as if this fact should impress you.

"My directives were to engage with the council earnestly and honestly in an attempt to secure partnerships against the Whispering Tyrant and his forces—anything short of open conflict. My staff are all priests in good standing, mostly diplomatic aides and travel guards, supplied by the Vision. They have been with me the entire time since leaving the capital."


With a bit of scouting, Melor is able to find a spot where the ravine is less deep, making crossing easier. Skaytar helps to coax the animals into the water to cross.

However, as you begin to cross the flowing waters, several undead creatures emerge from the river! Several of them move to attack the caravan, while one undead orc heads right for you. The sodden corpse's skin moves like an ill-fitting coat, independent of the underlying muscle and connective tissue...

Initiative:
Melor: 1d20 + 8 ⇒ (19) + 8 = 27
Njinga: 1d20 + 8 ⇒ (18) + 8 = 26
Qisk: 1d20 + 7 ⇒ (2) + 7 = 9
Skaytar: 1d20 + 5 ⇒ (12) + 5 = 17
Enemies: 1d20 + 12 ⇒ (3) + 12 = 15

Everybody but Qisik may act!


I suppose a critical success on Intimidation will work!

The centaurs' eyes widen as the weight of Alessandria's threats hit them. They shift their hooves nervously. "We'll give you this one chance to make yourselves scarce, only because you are kin. But the other fey will likely not afford you the same luxury." They eye you warily but allow you to proceed uncontested.

***

As you move deeper into the gala grounds, you hear a few ravens cawing in the trees. A few moments later, Glitterbeak alights on a branch, cocking his head. "What's all the ruckus? We were trying to sleep, but all this noisy revelry has ruffled our feathers!" the large bird caws. "Hey, do you need some help? I heard some of Ruzadoya's goons are looking for you!"

You can use the ravens' help as an Edge Point to reroll a failed check.

***

CREATE A DISTRACTION
Infiltration Points 4 (group); Overcome Deception or Performance DC 25

In order to lure some of the guards away from where the prisoners are being held, you'll need to create a spectacle or mislead potential witnesses.


"You are welcome to both investigate the corpses of the attackers and to interrogate Alzarius," Dalamian says. "They are all being held at the Overlook, Greengold's town hall and prison."

***

When you arrive at the Overlook to question Alzarius, Commander Nuandiall notes that he and the other “Masks” that make up the delegation from Razmiran have been entirely cooperative with the guards, even going so far as to remove their masks and robes, which are all being kept in a chamber near the holding cells.

Alzarius stands to greet you as you are escorted into his presence. "Thank you for coming to speak with me. How are the other delegates and their staff? Are they okay?" the aiuvarin man asks, his concern seemingly genuine.


Vorvashali listens with rapt attention to Nadja's retelling. "Thrilling! I'm sure there are no shortage of both wonders and terrors to behold in the Pit. I can't wait to hear what else you uncover in your explorations. As a matter of fact..."

The proprietor reaches into a pouch and pulls forth a curious object—what appears to be the wingless, headless, legless body of a clockwork bird about the size of a blue jay. "Take a look at this beauty! Another adventurer claims to have found this in a goblin’s den on Devil’s Platter. It's incomplete, though. I've been hoping to find more parts of the bird if they’re out there. I suspect there are five more parts—a pair of wings, the head, the tail, the feet, and the winding mechanism. I'll pay you 50 gp for each part you're able to find and bring to me."

The tiny winding mechanism you found after defeating the goblin witch Minargul seems to be a fit for this clockwork bird.


Humerus and Telvir are able to make up with the Celebrants and Reanimators, restoring your reputation loss from the foundation of the Proclaimers.

***

Chapter 5: A Taste of Ashes

Eventually, the time comes to follow up on the information you learned about Chancellor Kemnebi being the ultimate mastermind behind the food poisoning plot. Thus, you leave Mechitar behind to journey to Yled in search of proof.

Fortunately, you have an old ally who wishes to help you: the graveknight Seldeg Bhedlis, Geb’s spymaster. As you begin your journey from Mechitar, you meet a courier who delivers an invitation from Seldeg asking you to stop at his residence at Fort Halg on the outskirts of Yled.

The road ahead curves to the northeast, following the edge of a sharp cliff that faces south. The terrain here is rough and rugged, with only a few scraggly shrubs and plants tenaciously clinging to what little soil hasn’t been blown away by eldritch winds from the Mana Wastes to the north.

To the northwest, the rocky terrain rises to a dramatic plateau, atop which stands a low-walled fortress with a commanding view over the surrounding area. Colorful pennants fly from the walls of the structure, and a well-tended hedge lines the small road leading to it.

Seldeg greets you calmly, gesturing to his living servants to see to your mounts or other needs. He asks what you’ve learned in Mechitar, and listens patiently despite already being informed of nearly everything through his agents.

The graveknight nods briefly, and the desiccated skin around his mouth crinkles in a grim smile. “Yes, it sounds like there’s a great deal to learn about this mystery in Yled. While I don’t have much direct influence on matters in the city, I do have a bit of advice.

“First, Yled is a complex political tapestry. Blood Lords and the factions still have influence as they do elsewhere, but a new group has seized the reins of power in Yled: the Warmaster Council. They’re a collection of graveknights and military experts who’ve been charged by Geb himself to prepare for war with Nex. The Warmaster Council takes their mandate very broadly. Yled is a production center for the war effort, you see, and since the Warmaster Council directs those preparations, they can set rules, regulations, and practices that everyone in Yled must follow, even those who are Blood Lords. It’s an easy matter to be branded a traitor by the council, and that’s a speedy route to permanent death. Unfortunately, the council sees this old spymaster as a threat rather than an asset, so it’s unwise for me to even set foot in Yled these days.

“Second, talk of the imminent war is on everyone’s mind in Yled. Rumors are spreading in other nations about the recent spate of poisoned crops, and there’s talk—as yet uninformed but ultimately correct—that some kind of sinister necromancy is involved. Nex, in particular, is gearing up for war, having seized upon these rumors as justification to ramp up their own war machine. This preoccupation with an upcoming war may serve as an easy distraction to use in your investigations, I suppose.

“As for the source of this shadow ash, I’ve heard reliable rumors that Pesabnet, the high priest of Urgathoa, is involved with smuggling from Nex. While he makes all the right overtures to Yled’s Overgovernor and to the Cathedral of Epiphenomena in Mechitar, he’s almost certainly involved with illicit activity. If the smuggling rumors are true, Pesabnet is playing a dangerous game, for the Warmaster Council would not ignore such behavior, even from one of the city’s spiritual leaders.

“That said, Pesabnet has allies throughout Yled society. Be as subtle as you can until you’ve amassed concrete rumors of his suspicious actions; with sufficient evidence in your hands, Pesabnet will probably be willing to speak with you to avoid entanglements with the Warmaster Council. Once you have information from Pesabnet, follow those clues to the shadow ash and any proof that Kemnebi is behind it. I have faith in your competence.”


Gideon frantically waves his hands. "You've nothing to worry about from me! I'm ready to be done with this whole sordid affair!"

***

Fallenta eagerly awaits your return and is overjoyed to have the only known copy of her change-of-identity papers in her possession. She clutches the pages tightly as she asks for a full recounting of the your adventures in Vyre. Once you are done, she nods. "Spelndid. It is time for my funeral!"

She waits a beat, then laughs in delight, explaining that she’s talking about a funeral for her old life. She’s lived so long as Fallenta that it’s who she is now. She makes a show of burning the papers, the only remaining physical link to her previous life, then sighs in relief and dramatically wipes her hands.

"Now, as for the actual ‘funeral,’ I suppose it’s better to see it as more of an announcement. I want you to help me arrange a public gala, where I’ll reveal to Kintargo that I’m here in town and working, with you, to bring a brand new show to the Kintargo Opera House! Doesn’t that sound like a delight?"

Fallenta assumes responsibility in making arrangements for the announcement, set to take place in Aria Park, leaving you a few weeks to rest, relax, and recover from your adventures.

The official invite list for the party is significant and includes all the NPCs who were present at the fete in Chapter 2, but unofficially, anyone in town is welcome to attend. Fallenta sees this party as a festival in the park, with her announcement of the as-yet-unnamed opera being the closing event.

Because of this, as the announcement festival draws near, Fallenta asks the PCs for help in providing entertainment. She leaves the exact details to each character, but if they look for suggestions, she mentions things like musical performances, mock battles, feats of strength or agility, providing souvenirs, drinks, or snacks, and demonstrations of magic.

Each PC who wishes to take part in the gala can do so by attempting a skill check of their choice—one that reflects the nature of their entertainment. A musical performance would use Performance, of course, while feats of strength or agility would use Acrobatics or Athletics. Magic demonstrations would use Arcana, Nature, Occultism, or Religion as appropriate. Providing souvenirs, drinks, or snacks would be a Crafting check. A mock battle could be an actual combat the PCs play out against illusions or each other, but a simpler method would be to have all involved PCs attempt the skill check with a single Strike from a weapon to try to hit the skill check DC.

Regardless of the check attempted, the DC is 29. On a success, the PCs earn 1 Production Point, while on a critical success, the PCs earn 2 Production Points, to a maximum of 6 Production Points overall.


Discuss!


Snowy Owl moves to tend to Zienvus, using her magic to restore his mind.

Casting restoration to reduce stupefied condition by up to 2.

As Sylva heals Ilakni, the elf groans and groggily sits up. "Ugh. My head..." He blinks and looks around the room. "What happened? How did I get here?"


Peering down to the room at the bottom of the stairs, you can see that the bottom few feet of the rectangular chamber are stained an inky black. Three strange, dark shapes, like frozen shadows, line the walls as though rising out of the blackness at floor level. The lowest portion of the room, near the middle of the south wall, shimmers with a layer of black, tar-like fluid. There appear to be no other exits from this room.


Clancy casts his spell. Perhaps surprisingly, neither Azazel nor any of his followers glow with unholy light! They are not evil...


Once you secure the crate of stolen magic items, you can set up another meeting with Gideon by letting Molly Mayapple know at the Seven Apples. Gideon arrives within a few hours, excited to hear the news. He thanks you for a job well-done and, as promised, gives you the only copies of Fallenta’s change-of-identity paperwork for them to do with as you wish.

When you tell him that Lady Wormwood had an alliance with a gang affiliated with Norgorber, though, he pales visibly and backs away in shock from the magic items as if they’d suddenly turned toxic.

"Norgorber! The church is powerful in Vyre, and if Lady Wormwood was indeed working with them, that means there’s a good chance that agents of the Gray Master will be looking for these items. They don’t suffer theft of their thefts. We’ve managed to survive and prosper in Vyre at the church’s whim. We pay our dues and obey the rules. I want nothing to do with these items. They’re marked. I’m grateful for your help, but you can keep all of these things. My advice? Leave them on a nearby pier with a note attached saying, ‘Sorry we took these; here they are!’ and then get out of there before anyone comes to collect!”


"Hagegraf's a city of tax and toil," Chalmer says. "Its official state religion is Droskar, and the hryngar there adhere closely to the Dark Smith's edicts. They used to be very isolationist, but they've recently become more accepting of non-hryngar residents, making it a new market and destination for explorers. So long as you've got the coin to pay the taxes, you can find almost anything you need there, though often the price comes not in gold but in future undisclosed favors and a percentage of your findings.

"They still are extremely prejudiced against dwarves that aren't hryngar, though. You should either disguise yourselves or keep your heads down as we ride in with the caravan."

Everybody may level up to 7! Everybody gains a Hero Point.


As the assassins attack, Alzarius rises up in furious anger. "What are you doing? Stop this at once, in the name as Razmir!" When this doesn't work, he blasts the attackers with a spray of magical ice! The other delegates fight off their own attackers, looking for opportunities to come to your aid.

Fortitude vs Whetstone Rune: 1d20 + 17 - 1 ⇒ (10) + 17 - 1 = 26

Alkabah heals Idari as the elf strides past the assassins to get to the masked sorcerer. He grabs the man by his robes, slicing him with his blade and unleashing the power of his rune to badly wound him!

Takarias fires an arrow into the sorcerer, a critical hit. He then commands Raneshi to attack. She scores a cirtical hit as well, and the sorcerer groans and goes limp in Idari's grasp as blood pours from his fatal wounds.

With the sorcerer down, Raneshi moves to attack the other assassins. Blooms unleashes burning bolts as the runesmith closes in, taking down one of the badly wounded foes. Raneshi unleashes lightning from her rune to finish off another one, then Walder Resket draws a double-barreled pistol from his armor and fires at the last assassin, the fiery bullets burning into his chest and taking him out!

The assassins attacking the other delegates fall in short measure after that. The battle is over, but the council chamber is in tatters, with blood spattering and bodies strewn about the room. Almost everyone has been injured in some way. Fortunately, all of the delegates are frightened but alive.

In the aftermath of the battle, a blood-soaked Dalamian weeps over the blood-soaked treaty, while the eyes of everyone else turn toward Alzarius and his delegation. All the hard work you put into completing the Encarthan Alliance seems ready to collapse!

The three assassins each have +1 hand crossbows and +1 striking rapierss. The sorcerer has 2 moderate healing potions, +2 resilient studded leather armor, greater demon mask (appears as mask of Razmir), +2 striking greater staff of control.

***

Chapter 2: Conspiracy in Xer

In the immediate aftermath of the attack, the council chambers are swarmed by Calistrian priests and guards from the city. They move quickly to stabilize the dying and treat the wounded, but unfortunately, all the assailants have died; even those that were subdued or otherwise incapacitated are found to be dead with blood pouring from their nose and ears.

Acting as the queen’s proxy, Dalamian immediately orders Alzarius and his entire delegation detained until they can sort things out. Alzarius does not resist, but continues to maintain that he had nothing to do with this plot and is just as eager as everyone else to find those responsible for this heinous act. The other delegates are busy tending to their wounded and getting everyone transported back to their lodge.

As the last of the wounded are treated, Dalamian looks around the ruins of the council, fighting back tears. She turns to you and asks you to accompany her back to Vynoren Estate to discuss what to do next.

Upon arriving at their lodge, she orders some food and drink brought at once and goes to change out of her blood-soaked clothing. She takes a moment to compose herself, then asks you to join her in the study to talk about next steps.

“My friends... we need to uncover what happened here today. Although it appears that this was a coordinated attack by Razmiri agents, I am positive that Queen Telandia will want proof before we take action. I hereby empower you to investigate this matter and to follow it wherever it leads. We need to learn who is behind this. You must act quickly!”

She passes a slip of parchment across the table. “This writ will inform Greengold’s guards that you are working on behalf of myself and the queen. They will let you examine the bodies of the assassins and enter the holding cells to question Alzarius and his staff. I do not trust him, but the assassins clearly tried to kill him as well, so perhaps there is some truth to his claims that he was not involved. But if not him, then who ordered this? Please keep me informed of any developments... and good luck!”

Everybody is now level 12! Everybody gains a Hero Point!

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