The only surviving member of a once prominent Osirion emigree merchant family, Dr Utamose had a rather unconventional childhood growing up as a ward of court in Absolom. His parents were killed by masked Osirion assassins who set their carriage on fire with several gallons of alchemist’s fire. His parents, their driver and the nanny were all killed, Dr Utamose was five at the time and survived albeit with terrible scars which resisted all magical healing.
The family estate paid for his board and education, but his terrible scars and raspy voice frightened other children and he grew up to be rather peculiar. Dr Utamose attended many prestigious places of learning in Absolom, but it was the Blackros Museum that made the greatest impression upon him, especially The Honoured Dead exhibition. It was from there his first interest in Ancient Osirion was kindled, face to face with the stolen remains of mummified rulers and their finery.
As a teenager Dr Utamose came to the attention of the museum’s curator Nigel Aldain. Mr Aldain was impressed by the young man’s mind and he became a father figure of sorts. Of course somebody as ambitious as Nigel Aldain always had an angle, and in Dr Utamose’s case he encouraged him to go on an expedition to recover sufficient artifacts to warrant a new wing of the Blackros Museum dedicated to ancient Osirion. Dr Utamose for his part thinks this is a capital idea, one that promises to make both men extremely wealthy.
Description:
Hunched and hulking, Dr Utamose’s flesh is horribly scarred and he tends to frighten children which he finds dismaying. The wispy hair and the scythe he favours only adds to the impression of otherworldliness, and his raspy sarcastic voice is usually the last straw for most people.
Still despite all this he has a brilliant mind, and is loyal to those few friends he manages to make. A determined man, Dr Utamose has been described as brave and ruthless by friend and foe alike. His dabbling in necromancy means he has more of the latter than the former, although in a fight you’ll be glad he’s on your side!
1 What is your character’s name?
Dr Menkutu Utamose.
2. How old is your character?
Late twenties.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
All too often folk see his shadow first which is an unsettling sight of a powerfully muscled hunchback with a scythe over one shoulder! Sadly impressions typically don’t improve as they get close enough to see his horribly burned face. His eyes are small, dark and beady. His hair is typically cut short, military style.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Dr Utamose has a habit of taking rubbings of anything of interest and for muttering engineering calculations about how said items might be removed and transported back to the Blackros Museum. If he gets excited or likes an idea he tends to exclaim Capital!
5. Where was your character born? Where were you raised? By who?
He was born in Absolum to an emigree merchant family. After they died he was a ward of state and was mostly raised by a series of disinterested officials before Nigel Aldain stepped into his life.
6. Who are your parents? Are they alive? What do they do for a living?
Dr Utamose’s parents are dead, killed by masked assassins from Osirion. In life they were merchants trading in antiquities.
7. Do you have any other family or friends?
The closest thing Dr Utamose has is Nigel Aldain who sees Dr Utamose more as a long term investment than a true friend.
8. What is your character’s marital status? Kids?
Single.
9. What is your character’s alignment?
LN. His dabbling in necromancy might suggest a leaning towards evil, but he has a very utilitarian view of the world and to him the dead are merely one more tool. That said he would help strangers if they seemed in genuine need and he’d never consider stealing from the living.
10.What is your character’s moral code?
Oh! Look at those ancient relics, they sure would look good in the Blackros Museum where they’d be on display to the world for a nominal fee. He’ll perform whatever mental gymnastics necessary to justify this and to anyone who asks.
11. Does your character have goals?
Perhaps more than anything he’d like to have a wing of the Blackros Museum named after him, not that he’d ever admit it to anyone.
12. Is your character religious?
He was interested in Phrasma until it became obvious his dabbling in necromancy is incompatible. Of late he’s been learning about Anubis.
13. What are your character’s personal beliefs?
The world can learn much from Ancient Osirion, there are mysteries there that if I can solve them will propel me to greatness.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
He’s not very good at dealing with others, he means well (most of the time) but things come out all wrong.
15. Why does your character adventure?
He seeks fame and fortune, in a forlorn hope it will fill the empty feeling inside.
16. How does your character view his/her role as an adventurer?
Working to obtain antiquities for Blackros Museum defines who he is! If he didn’t have that, he wouldn’t know what to do.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has a hunched back, and terrible scarring courtesy of the attack that killed his parents and very nearly him as a child.
18. How does your character get along with others?
Poorly at least at first. He is very loyal to the few that accept him.
19. Is there anything that your character hates?
Spiders. He can’t abide them.
20. Is there anything that your character fears?
Rejection, being deemed a failure. And above all getting burned!
Build:
Dr Menkutu Utamose
Male human investigator (gravedigger) 1 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Horror Adventures 54)
LN Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 11 (1d8+3)
Fort +2, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee scythe +4 (2d4+6/×4)
Investigator (Gravedigger) Extracts Prepared (CL 1st; concentration +4)
. . 1st—enlarge person (DC 14), long arm[ACG]
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 16, Wis 11, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Extra Inspiration[ACG], Medium Armor Proficiency
Traits foreign opportunist, transmuter of korada
Skills Acrobatics -4 (-8 to jump), Appraise +9, Heal +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +4, Spellcraft +7, Use Magic Device +3
Languages Ancient Osiriani, Common, Osiriani, Varisian
SQ finesse weapon attack attribute, focus power (necromantic servant[OA]), grave magic, inspiration (6/day), investigator talent (), relic focus
Other Gear chainmail, scythe, investigator starting formula book, occultist's implement[OA]
--------------------
Special Abilities
--------------------
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Grave Magic (Sp) Sacrifice unused extract slots to cast certain spells.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Mind Fear (DC 13) (Su) Target creature is frightened 1d4 rnds. if it has your HD or less, shaken if more (Will neg).
Necromantic Servant (0 servants, 10 minutes) (Sp) 1 focus: Raise human skeleton or zombie to serve you.
Relic Focus (1/day) (Su) Spend inspiration for nec. resonant power 1/day, or grave words any number of times.
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1d2 ⇒ 2I assume you want the 1D2 for each player too.
Borak:1d21 ⇒ 15 1d2 ⇒ 2
Then with a theatrical flourish Julia pointed at Borak and said "Lets see what the fates have in store for you!"
She drew a card and gasped, "The mortal enemy!" She held the card up for Borak to examine, it depicted a blasphemous figure the Baron Harkonnen in gemstone studded robes, floating on suspensors, swinging a mace. Two captives; one a woman covered in Bene Gesserit robes, the other an almost naked slave boy are bound by vines to a pedestal supporting the bejeweled globe of a planet (Arrakis). He is protected by a glowing pentagonal shield.
Softly she added, "Clearly we must tread carefully, lest we catch their attention."
Elta:1d21 ⇒ 11 1d2 ⇒ 1
Turning next to Elta, she said "Perhaps the fates will be kinder" She draws the card and replied sadly, "Perhaps not, Arrakis is harsh. This card is The time of Trial!" The card she shows Elta is beautifully painted. In the distance a distant steep mountain peak dominates and in the foreground a young woman of surprising strength wrestles two great black worms, holding them upside down. Sparkling violet bile oozing from their mouths drips into a basin. A master of animals she is sustained in these trials by Fortitude and Perseverance.
Ethan:1d21 ⇒ 11Duplicate, reroll Ethan:1d21 ⇒ 11Duplicate, reroll Ethan:1d21 ⇒ 8 1d2 ⇒ 2
For Ethan she cautions, "The fates are not always kind, but forewarned is forearmed." She draws a card and tells him, "Ah! Time Enlightenment, a most interesting card. The epigraph discusses the kind of wisdom or enlightenment gained by the knowledge of Mortality. The Hermit card can hold either the lamp of enlightenment, or the hourglass of Father Time, a symbol of mortality, a reminder that all things must die."
She shows Ethan the card, on which one of the brotherhood of the learned, the self-reliant Scientist steps timorously over white sands in long robes. He is armed with the blades of his two masters, Prudence and Truth. Like an ancient genius, he holds aloft a great seed and carries the pole and ring, implements of his planteological pilgrimage. A glowing light hovers above his sandy head enlightening the path, whilst a thirsty creature (sandtrout) emerges from the sand near his feet.
Kasit:1d21 ⇒ 1 1d2 ⇒ 1
Finally she turns to Kasit and frowns upon seeing the card, "The fool, a warning I think but against what? You do not strike me as being foolish."
The image on the card was of a foolish, careless, and untested youth who wanders out into the open desert without proper protection; face mask open and no head covering. They carry an open survival pack, but pay no heed to a wise jumping mouse nor to the dangers a giant worm breaching in the distance.
I'll update the gameplay thread tomorrow, but as a reminder Martella told you this. You could also ask Sir Dratavis more about it when he meets up with you again. (FWIW he's gone to fetch a reward for you, something he doesn't normally carry on his person.)
In response to Estini's outburst the man cried, "Pah! Your petty troubles and politics are but a momentary concern! The very existence of the ABOMINATION is a horrible crime against creation, the taint of which shall last for aeons! It must be dragged kicking and screaming before the Lady of Graves for JUDGEMENT!"
The man angrily retorts, "I am NOT an admirer, I am NOT impressed. Here you are prancing around worrying about this and that when you are missing the real problem. You should focusing on the ABOMINATION at the center of the Cult of the Twilight Child! I trust you know where the Encircling Bower is..."
Sense Motive DC 20:
He seems genuinely worked up about the Cult of the Twilight Child, he also seems oddly familiar with you in the way he speaks as if he knows you. But all of you are very certain you have never met him before.
Human Swashbuckler 9 | HP 34 / 78 AC 25 T19 FF18 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9
Nodding to Ratel, Jim spoke up with a grimace "There are no tales to be told here, no glory. It is a grim task ahead for us, the cult must be scoured from the land. I take no pleasure in it, yet it must be done. Chances of our success are uncertain at best, the only thing guaranteed is there will be blood."
Azzim thought for a moment before suggesting, "If they're truly desperate they might consider the The Night Market at the fall of Sarokin. A difficult place to reach but I judge they would just about be able to make it, and on their best behaviour they might even be let in..."
The house of the fall of Sarokin:
The empire of Sarokin, indeed the entire planet Karadiz was destroyed by the purple worms of the dark traders.
The house of the fall of Sarokin is located in a giant time crystal a moment before disaster where revellers and punters can enjoy the unmatched opulence of the Imperial Sarokin Palace. Famed for its bloodstone marbles, fountains and living psi-crystal chandeliers, only the highest classes of devils, adventurers and bankers are welcome. Contract devils are available on request to notarize deals at the no limits gambling tables.
On every second tuesday of the moth, the gambling tables are moved out of the the great banqueting call to make way for The Night Market, a plans rounded bazaar where almost anything or anyone can be bought or sold,
Rumors suggest that a private members club, The Shadow Concord meet in secret inside the old emperor's private apartments to make plane shaking deals and plot the rise and fall of kingdoms for the amusement and enrichment of its members.
Terrance piped up, "Wow! What are you going to do, confront Commander Staubel? That sounds... dangerous and uh like the most amazing scoop in the history of the Yanmass Gazette!"
Sir Dratavis cautioned Terrance, "If the rot has gone as far as I fear, then The Taldan Horse are compromised and they'd kill to prevent this story reaching the press."
Terrance gulped before saying with a determined edge to his voice, "If sending these men here to their doom was deliberate, then that's monstrous and we can't let it go unpunished."
The very next morning you set off with Terence in tow, at first he mostly keeps to himself although he does ask a few questions about how you took down the medusa.
When you arrive at the ruined manor, you can Terence is greatly disturbed by all the statues, "So many! This is horrific, we'll need a fundraising campaign to free all these poor souls..."
He inspects some of them closer and he observes, "Is it my imagination or are many of these soldiers? Perhaps this is where at least some of the Taldan Horse ended up."
He then watches with amazement as Diana uses the scrolls to reverse the process on first Triphylla and then Sir Dratavis. The experience of being turned to stone was harrowing and it takes both Triphylla and Sir Dratavis a good quarter of an hour before they're feeling well enough to speak.
Sir Dratavis thanks you profusely, "I can not thank you enough, I owe you my life. I'm not much of a fighter alas but I did find something out, something important."
He points to several statues, "That's Captain Morgan, this is Lieutenant Jeffers and this here is Private Andersonn. From what I heard, they each of them was ordered by Commander Staubel to investigate this place. Make of that what you will..."
Kn: Nobility DC 18:
Commander James Staubel is a stern, tall man with angular features and arresting green eyes. Well-muscled and tough, she projects an air of easy confidence that makes him a natural leader.
Having served under him, he's known to idolize the Promachos Maxillar Pythareus.
Terrance who had been sketching the scene looked shocked and he asked Sir Dratavis, "Are you sure about that?"
And Sir Dratavis nodded.
To Diana he said, "When we get back to Yanmass, I've got a little something I'd like you to have as a token of my appreciation."
Its fun making chars even if I don't get selected. Here's my submission Rayse.
Rayse:
It pains me to admit it, but they got the right person for entirely the wrong reason! Yes technically I was involved in a little sedition, but that’s small fry in comparison to what my family was actually up to... A sect of Asmodeus under their noses and the authorities had no idea, and still don’t, fools the lot of them.
The worst of it is we were sold out by that ugly runt Django Creed, our accountant's son, all because my Sister Ella laughed in his face when he asked for a date. Piqued, the spiteful cur ran to the Iomedaens and ratted on us saying we were the ones behind all those pamphlets calling for King Markadian V’s downfall. A scandal ensued! A sensation! A well known lawyer and a teacher spreading sedition! A family of good repute ruined, if only they knew... Whatever, it’s done, long years of careful planning and training gone to waste in the blink of an eye.
The Iomedaens are such boors, crowing over their ‘accomplishment’ at shutting us down. Funny how the so-called righteous happily take credit for Creed’s work, when they haven’t the wit nor the imagination to have taken us down themselves. They don’t understand me, they made me watch my parents take the drop, thinking it would break me. I have never felt stronger, or more infused with purpose. My parents made me proud, tight lipped and fearless to the last, they held up their end of the infernal bargain and now they have a position of honour in the hells.
The Iomedaens say I’m due to share my parent’s fate the day after tomorrow. Perhaps, perhaps not, Lord Asmodeus put me in this backwater world for a purpose. Bourne and raised to be his instrument, I yearn to spread tyranny in his name. In the end all shall kneel!
Description and personality:
A little over 6 foot, Rayse has a chiseled physique that draws attention both male and female when he walks into the room. Always immaculately groomed and shaved, his dark hair is kept short military style without being too severe. If angered, his piercing dark blue eyes flash with an inner fire. When clad in armour he looks every bit the dashing knight. He could pass for a paladin, but Rayse is a wolf in sheep’s clothing with a honeyed tongue.
He was training among the Iomedaens, however he wasn’t learning the lessons they thought they were teaching! He knows how to lie without trace, how to wheedle and manipulate and make almost anyone his friend. He learned patience and discipline, and a certain kind of honour but not that stuffy Iomedaens would recognize it!
Build:
Rayse
Human antipaladin (tyrant) 1 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Ultimate Intrigue 64)
LE Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks smite good 1/day (+4 attack and AC, +1 damage)
Antipaladin Spell-Like Abilities (CL 1st; concentration +5)
. . At will—detect good
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 12, Int 13, Wis 8, Cha 18
Base Atk +1; CMB +5; CMD 16
Feats Combat Expertise, Deadly Aim, Mask Of Virtue, Power Attack, Soulless Gaze
Traits bloody-minded, sedition
Skills Bluff +9, Diplomacy +8, Intimidate +11, Knowledge (nobility) +2, Knowledge (religion) +5, Perception +0, Profession (barrister) +3
Languages Common, Infernal
SQ finesse weapon attack attribute
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Mask of Virtue Your alignment is concealed.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.
Soulless Gaze Otherworldy dread infuses your gaze.
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"Splendid!" declared Savina. She clapped her hands and a small fussy looking man with greying hair and very expensive suit came bustling in. She addressed him "Marcus! I want a contract draw up, I trust you heard the particulars?"
He nodded, "Yes Ma'am." He took a fresh piece of vellum from a scroll case, dipped his pen in some ink and started writing. His penmanship was amazing, and he quickly outlined an agreement in beautiful calligraphy."[/b]
While Marcus was drawing up the contract, Savina popped out and returned a few minutes later with a young perplexed looking halfling lad who said to her, "Er... So Miss Onio, did I get that right, you'll forgive my debt if I write up a report on Wendor Manor sponsoring these people rescuing somebody turned to stone?! What? I mean, that's not something that happens every day, what did they do, tick off an archmage or something?"
Savina smiled, "Terrance I'm sure you have many questions these people will be glad to answer." Ignoring any reply from Marcus, she quickly scanned the contract nodded to her lawyer Marcus and said "Bring the box in please Marcus."
He replied, "Yes Ma'am!" and bustled off.
Terrance gave her a baffled look before getting out his notebook, turning to you and asking, "Uh yeah Hi! I'm Terrance West from the Yanmass Gazette, how would you describe your mission?"
This situation got Llewellyn's hackles up so he felt with it in his usual irreverent way.
"I have a funny feeling you won't get a straight answer to those questions Mr Samuel. I reckon we'll be told the only way to learn about his master is to meet him or it and I can't say I'm in a desperate hurry, I mean just look at him, what's the master going to be like!?" laughed Llewellyn.
Together Estini and St John hack the already badly wounded medusa to pieces. Blood flies everywhere, especially over the amazingly lifelike statue of a halfling berserker.
Combat over.
Loot:
On the medusa's body you find an enchanted +2 composite longbow with 20 arrows. A regular masterwork dagger, a spell component pouch, and finely bound copy of The Broken House of Kriegmoor. Appraise DC 16
The office below is in a bad state, having been the greater barghest's 'kennel'. Most of the room has been trashed but you find some dented metal filing cabinets. These are too far gone to be finessed open but a judicious application of force busts them open.
Inside are stacks of time yellowed ledgers and accounts written in Halfling. Triphulla flips through these and even a cursory review indicates that Sanguine Brothers was a profitable business.
The other rooms in the area are thoroughly trashed and stinking, containings pile of corpses - victims of the Pairaka and her pet.
There was more interesting encounters in those rooms. So what next? Getting some sleep and visiting the council? If so you will discover that the plague of dreams is indeed over!
Much of the lower tower room is crowded with human-size dressmaker’s dummies, each wearing an elaborate gown, shawl, or cloak. The floor near the dummies is cluttered with pairs of nice shoes. The northwest corner contains a set of stone stairs leading up. A narrow door stands in the south wall at the top of a few steep steps.
Appraise DC 18:
A variety of fashions are represented here, but the most valuable are four ball gowns worth 180 gp each, a string of pearls worth 100 gp, a bejeweled shawl resembling a map of Avistan worth 650 gp, and six pairs of elegant leather shoes worth 10 gp each.
Upstairs Lope finds three large beds are jammed into the tiny room. Each is covered with silks and furs, as though each bed’s owner were trying to
outdo the others in opulence. Stone stairs lead down from the northwest corner. Other than a few narrow windows near the ceiling, there are no other exits from this room.
Appraise DC 20:
The silks and furs on the beds here are worth 1000 gp in all, but weigh a total of 150 pounds...
Note there were more monsters in the AP as written but I think we've had enough of those.
Enraged Triphylla lunges with her horns but the Blue Woman dances aside.
Lope tries to trip her, but she's surprisingly well centered and he finds himself unable to overpower her by main force. Fortunately this set up huge distraction which St John was able to take full advantage of. He swung his Falcata with all his might and by pure luck the blade bit into a weak spot in her skull, sinking in deeply. She stared at Triphylla in sudden horror as her legs stopped working and a think rivulet of blood welled up from the point where St John's blade was embedded into her skull. Suddenly with a sigh her eyes turned glassy and she fell into a heap in front of you.
COMBAT OVER
Rhundle Navin stares at the corpse with an incredulous look on his face, and he pleads with you, "Could somebody please tell me what the blazes is going on here? How did I get here? Why am I wearing this?!"
Kn: Appraise SC 18:
The furniture in this room isn’t particularly
valuable, but the eight gold medallions sewn onto the divan’s upholstery are worth 600 gp in total.
Books on the table:
The books on the desk are shockingly explicit erotic novels, but the papers mixed in with them are far more interesting: correspondence from Yander Merkondus where he identifies himself as the “Gray Kingmaker”. A curiosity for certain, but hardly incriminating.
"Favorite composer. That's a difficult one Mr Samuel, there are so many, but right now I give thanks to the the elves of Kyonin who composed the music I played just now."
As the party discussed whether to finish off the flytrap or not, Llewellyn replied to Callix, "Normally I'd agree about the dangers of leaving an enemy at your back, but now we know it's there I reckon we can just avoid it."
"This effect is identical to that of freedom of movement, except that this masterpiece does not allow subjects to move and attack normally while underwater unless these creatures would already be able to do so, and only lasts as long as you continue the performance."
Ghir decided to keep a low profile, but he was uncharacteristically lazy about it pretending to be asleep in the back. He trusted Kasit would be able to sweet talk the guards into lulling any suspicion.
Stealth:1d20 + 9 ⇒ (3) + 9 = 12
Should anyone inspect the car, he pretends to be deeply asleep snoring peacefully.
Bluff:1d20 + 9 ⇒ (11) + 9 = 20
Diana's spell lands and Rhundle looks momentarially confused, demanding "What in tarnation is going on?!"
Triphylla throws another one of her turbocharged stink bombs at the blue woman. To her great consternation it landed in her mouth as she was about to say something with spectacular results as she immediately starts dry heaving!
Poor Lope got splattered badly and too was nearly undone, but somehow he had enough grit to keep his lunch. St John ducked out of the way and was spared the worst of it which hit Rhundle Navin instead who promptly and messily lost his lunch.
Blue Woman Fort DC 12:1d20 + 6 ⇒ (2) + 6 = 8 <--- FAIL!
Lope Fort DC 12:1d20 + 6 ⇒ (6) + 6 = 12 <--- PASS BY THE SKIN OF HIS TEETH
St John Fort DC 12:1d20 + 8 ⇒ (17) + 8 = 25 <--- PASS
Rhundle Navin Fort DC 12:1d20 + 5 ⇒ (1) + 5 = 6 <--- FAIL
Sickened by the Ghast Retch, Lope still manages to land a solid hit which thanks to the alchemical blanche sizzles as it touches the blue woman. Predictably however, any remaining blanche flaked off.
I'm tired and don't feel like looking things up right now, so I'm going to give Estini another 24h before botting.
This is a dangerous man thought Ghir, one who speaks like a fedaykin of old and what a question. Did he have such conviction, in truth he didn't know. Still he found himself replying to Kynes, "If Shai Hulud wills it..." and to his surprise this answer felt right.
Later
Ghir nodded to Mellic, if knowledge of the riches hidden within the seiche ever reached the wrong ears the Harkonnens would enraged beyond all reason and that would likely be the end of his people.
Nodding to Kasit, Ghir added "We have a message to deliver, we'd best not tarry. Hand that map to me, I show you the way."
This close Triphylla was hard pressed to miss with the firework which was producing a fountain of sparks and prodigious quantities of sulphurous fumes. The flames and sparks melted and blackened the ice, and soon there was a sizable puddle of icy water!
Being very cautious, Estini attacked but he was unable to connect with any force.
Lurking behind Triphylla, Diana summons a protective illusion over Estini.
IIUC Triphylla provides soft cover so even though the elemetal has reach, it can't take an AOO.
Valeria reaches out once more and touches the elemental, and suddenly it's eyes darken as she clouds its mind.
Will DC 20 with riving strike:1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11 <--- FAIL
Lope's blade Gloria flashes out and sheers off a large chunk of ice!
Chance to act normally, > 50 = yes:1d100 ⇒ 11 <--- NO ACTION.
The elemental just stood there taking the beating, it's weak mind utterly in thrall to the siren song implanted by Valeria. Triphylla continued to aim her firework at the elemental, melting off one of its hands. St John's blades bit deeply leaving a cracked area. Spotting this, Estini slammed his gauntlet into the cracked area, dramatically expanding the cracked area. Finally Lope rams his flaming sword into the elemental's chest up to the hilt and it collapses before quickly melting on the floor.
COMBAT OVER
The trapdoor under the rug:
The trapdoor clearly hasn't been opened in a long time, and the dusty cobweb checked crawl space below contains:
* An elegant silver vase adorned with images of foxes. Appraise DC 14
Spoiler:
worth 150 gp
* A carved a chalcedony beetle. Appraise DC 15
Spoiler:
worth 250 gp
* A gold drinking stein set with sparkling emeralds. Appraise DC 18
Spoiler:
worth 1750 gp
* A slim willow wand with silver inlay. This check is trivial for Diana, it's a wand of cure light wounds with 50 charges.
Second Triumph: The ring’s competence bonus on Diplomacy, Linguistics, and Perform check is +3. When the wearer activates the ring’s disguise, she can read, speak, and understand the most common language in the area that she doesn’t already know for as long as the duration persists.
Sorry I need to retcon my description of Estini's attack from last round. This thing has DR 10/Magic so while Lope's attacks do full damage, I think Estini's don't.
Triphylla takes a wad of something that might be alchemically enhanced tobacco and starts chewing. I'm reminded of this.
Lope's sword Gloria bites deeply into the wolf-thing's flank, sending blood flying and causing it to howl!
In as many heartbeats, Esinti lofts a trio of arrows. The first shatters on the things snout but frustratingly it leaves barely a scratch. The next two arrows miss and the final one hits but it again shatters as if he'd been firing point blank into a stone wall. Even so the massive lupine creature has lost a lot of blood and is looking increasingly ragged.
Floating above the blue woman gives St John a saucy wink, "Darling I know just the thing for you!" and then she starts chanting the words to a spell!
Concentration:1d20 + 19 ⇒ (10) + 19 = 29
Spellcraft DC 20:
She's casting Insect Plague, a spell that will summon swarms of killer wasps!
STATUS: Round 3 wrote:
Environment: Normal.
Buffs and Debuffs:
---- Round 3 ---- Triphylla Lope Shield Estini Mage Armor Blue Woman Valeria Diana Crushing Despair St John ??? Canine monster ---- Round 4 ---- Triphylla Lope Shield Estini Mage Armor Blue Woman Valeria Diana Crushing Despair St John ??? Canine monster
Damage Log:
Round: 2
Canine was hit by Lope for 20 (total damage taken 20)
Canine was hit by Estini for 3 (total damage taken 23)
Canine was hit by Estini for 2 (total damage taken 25)
St John was hit by Blue Woman for 5 (total damage taken 5)
Blue Woman was hit by St John for 4 (total damage taken 4)
Lope was hit by Canine for 7 (total damage taken 7)
Round: 3
Canine was hit by Lope for 21 (total damage taken 46)
Canine was hit by Lope for 27 (total damage taken 73)
Canine was hit by Estini for 1 (total damage taken 74)
Totals: Canine: 74 damage
St John: 5 damage
Blue Woman: 4 damage
Lope: 7 damage
COMBAT ORDER:
Triphylla Lope Estini Blue Woman Valeria <----- WE ARE HERE
Diana St John Canine monster
Befuddled by magic, Triphylla watches the battle as if it was sport.
With his sword shrouded in flame, Lope attacks the leonine creature. His first blow sears a deep cut in the things flank but it dances away from his followup.
Esinti's sword blurs with the speed granted by Diana's spell. He manages to score several hits, leaving the things flank a bloodied and burned mess.
St John rushes the blue woman, but disconcertingly she cackles "Oh! So eager, I do love that in a man..." Then she suddenly strikes his face with a clawed hand, it hurt but St John had been hit harder than this.
Claw:1d20 + 14 ⇒ (14) + 14 = 28Damage:1d6 + 3 ⇒ (2) + 3 = 5 <--- HIT
St John: Fort DC 17:1d20 + 8 ⇒ (1) + 8 = 9 <--- FAIL
Perception DC 14:
Where she hit St John, there's the beginnings of a nasty bruise and a rash of pustules. Check only because we are in combat, this will become increasingly obvious later.
Then to everyone's consternation she smoothly rises up it the air, ending 15' off the ground.
Her movement gives St John an AOO.
STATUS: Round 2 wrote:
Environment: Normal.
Buffs and Debuffs:
---- Round 2 ---- Triphylla Lope Shield, Charmed Estini Mage Armor Blue Woman Valeria Diana Crushing Despair St John ??? Canine monster ---- Round 3 ---- Triphylla Lope Shield, Charmed Estini Mage Armor Blue Woman Valeria Diana Crushing Despair St John ??? Canine monster
Damage Log:
Round: 2
Canine was hit by Lope for 20 (total damage taken 20)
Canine was hit by Estini for 13 (total damage taken 33)
Canine was hit by Estini for 12 (total damage taken 45)
St John was hit by Blue Woman for 5 (total damage taken 5)
Totals: Canine: 45 damage
St John: 5 damage
COMBAT ORDER:
Triphylla Lope Estini Blue Woman Valeria Diana <----- WE ARE HERE
St John Canine monster
Unseen Triphylla stays quiet as a mouse waiting patiently for the time to strike. I think you have a +40 from invisibility if you're not moving.
Outside Valeria can do little but fret, hearing heavy footsteps from within.
The doorframe complicates Lope's attack, and the woman simply steps back away from his blade.
Lope she's got cover from you (and vice versa) in that position.
The orc woman gives Lope an appraising look and steps smartly around the door frame before lunging towards him with a longsword. She managed to catch Lope out, ducking her blade under Lope's runing him through!
Lope felt shaken by this, feeling deep down that he might have bitten off more than he could chew. Note she has cornugon smash and shatter defences, so Lope was denied his dex but fortunately she rolled a 1.
She thrust again but this time Lope stumbled back and the blade passed harmlessly through the air.
Longsword:1d20 + 9 ⇒ (1) + 9 = 10Damage with sneak:1d8 + 14 + 2d6 ⇒ (3) + 14 + (6, 1) = 24 <--- MISS
There's some back and forth about where Diana's spell should target, in the end going with Diana's original plan.
Veiled by magic, Valeria walked up to the front door and then with Lope and Triphylla by her side, Diana cast her spell. With a finger she traced a glowing oval in the air which suddenly rippled like a stone cast into still water. After a moment there was a glowing portal leading to a squalid room within. Lope and Triphylla follow Diana inside finding Caradinna's living room in complete disarray. Tables had been upturned, broken glass and pottery covered the floor, there where gashes in the sofa upholstery and to cap it all off a suspicious stain one the northern wall.
You hear grumpy female voice from the eastern room "What was that noise?" followed by footsteps.
OK so is the plan to dimension door into the house near the front or back door and then open to let Valeria in? BTW Diana re the invisibility on Cyrene I'm going to refund that spell slot.
"Cousin, I would be honoured to assist if anyone needs your aid." added Ghir. Kasit was the master healer, but Ghir was trained and knew how to help, together they were better than the sum of their parts.
Lady Carmellio replies, "They have a small regimental office and parade ground just outside of the eastern gate. There's hardly anyone there these of late, which is odd to say the least."
"I don't know where Gallindra was posted, but the standing orders for the Tandan Horse are to protect the trade routes and the caravans. These attacks by Keleshite bandits would not be happening unless something terrible has gone wrong." replied The Chief Enumerator.
Lady Carmellio Rauls spoke up to say, "I'm glad this problem is being taken seriously. I'd suggest visiting the markets and asking around the merchants. A good number have been harassed, perhaps they might have seen something."
There were concerned mutterings after Diana's question about a deliberate attack. Lord Rudig Autun looked like he was about to say something when Earl Yander spoke over him, answering with a patronising tone, “Ha! Never fear Miss Lotheed, unlike the weak minded Loyalists we Imperialists won't ignore the plight of good Taldan people; I've already got a crack team on the job, the Kozan Bravos will have this all in hand soon enough, I assure you."
The disturbing events were discussed for several minutes more but it became clear that either nobody really knew the answers to this question or they weren't willing to say anymore and you weren't sure which.
Sense Motive DC 18:
Perhaps if you ask Lord Rudig Autun again when Earl Yander isn't around you might have more luck.
There was a brief lull in the conversation and one of the Associate council members, Baronette Talasha spoke up, "My lords and ladies, is there any news from the investigation into Sir Meir Dratavis' disappearance?"
As a reminder thats Eutropia's missing agent.
The chamber floor goes so quiet you could hear a pin drop and a good number of the council members appear distressed while Earl Merkondus removes his circlet in respect. Eventually Chief Enumerator Abrun Palliettor speaks up, "Sir Dratavis attended services at the Church of Abadar. His behaviour changed markedly a few weeks back. He had grown increasingly despondent, before he finally vanished. I can't help but wonder if he isn't another victim of this plague of dreams..."
Earl Yander had another theory, "Or perhaps the poor man came to his senses and realized Eutropia is a criminal and a fraud tearing this fine nation apart, and he fled out into the plains in shame. And who can blame him if he did?"
To clarify Lady Gewbell is here in the council chamber. Lope I assume you mean Caradinna Farkin :)
Lope can't think of any creatures off hand that might be responsible for the dreams, however several councillors give directions to Farkin's run-down residence at the western edge of Yanmas. Lady Hallianna Cobbin a halfling who owns several large orchards and ranches in the outskirts of Yanmass had been quiet until now but she spoke up in answer to Lope's question, "That Caradinna Farkin gets herself so worked up. She’s always yammering about 'secret masters' or the ‘true powers in town’ and how sheets of lead protect you from mind-controlling magic. She’s locked herself in her house, I hear.”
Diana you could try here, but there are people listening in and it might be a bit cringeworthy... ;)
Diana wrote:
"Such an effect would undoubtedly have magical or supernatural origin, like the monster Miss Turanor mentioned. Do you remember when you started having this dreams?"
Councillor Waightly sighed, "It's been nearly three weeks for myself, I think I was one of the first to be affected."
Diana wrote:
"And is there any commonality between those who experience them? Location, for example, or any other traits that might suggest a pattern?"
The councillors seem reticent to talk about this, perhaps understandably so given the nature of the dreams.
Diplomacy DC 18:
It takes some prodding but you learn that all nightmares feature the dreamer being shamelessly propositioned by someone the dreamer knows and loves—such as a spouse, sibling, or friend. In the dream, the two kiss and caress, but the dreamer is overcome with crippling hunger and takes enormous bites from the flesh of the dreamer’s would-be lover. For some dreamers, this horrid cannibalistic scene occurs in a meat locker hung with carcasses and a single empty meat hook, and lit with four high, round windows.
The conversation ebbs and flows as various topics are brought up and discussed. Triphylla gets forgotten in all this and she manages to sneak to the door unnoticed. What are you planning to doing?
Lope wrote:
"Who is that Caradinna Farkin and why does people here does not seem to like her? What was the last things known about her?"
Lady Gewbell sighs before replying, "Well I guess she's best described as Yanmass's local conspiracy theorist. Recently, Farkin has become increasingly strident and insistent, even accosting a few of the council members in the streets. As you can imagine that didn't go down particularly well."
"Sounds like a reliable witness, we should interview her at once!" quipped Earl Merkondus which earned him another round of titters from the benches.
With a diplomacy check, or Kn: Local check you can find out where Caradinna Farkin lives if you wish to follow up later.
Valeria wrote:
"Has anyone had these dreams recently?..."
This seems to be a cue for everyone to talk at once. It turns out that several members of the advisory council have had disturbing dreams. They seemed initially reticent to discuss the details although with some cajoling Councillor Adam Waightly admitted, "There seems to be basically two types of dream. The uh kinky but disturbing type and the downright awful ones. The first type is particularly vivid and reminds me of being a horny teenager again but with much less self control and invariably this dream takes a dark turn. It is in no way pleasant, and I don't really wish to discuss the details in polite company. The other type of dream is, well really a nightmare, is even worse. Imagine if you will that your dreams involved you getting an insatiable taste for human flesh and uh indulging it in the most vile ways possible. I'm far from the first person to have such dreams and unfortunately they seem to be getting more common."
Sense Motive DC 15:
You ask around and you notice a pattern. Every council members who admits to having had these dreams are those who express the most vocal support for the Loyalist faction. Apparently this includes the missing Rhundle Navin.
On a game around the table I'd probably investigate every last nook and cranny, but PbP is rather slower so I won't attempt a completist run. In general I prefer a balance that keeps the game moving while still getting a taste of where we are. In practice that probably means something like hand waving less interesting encounters and or revealing 2-3 rooms worth of stuff at a time.
As Letita mentioned, Llewellyn is a refugee from a Chelliaxian theater troupe who by accident more than design ended up in Irrisen where he was promptly arrested by the witches.
In terms of the overarching plot, having anything to do with Baba Yaga is not his second, third or even fourth choice! The thing is the witches of Irrisen want to turn Golorion into an ice cube which Llewellyn believes is the most insane thing he's ever heard of, except perhaps for allying with Baba Yaga to stop it, but needs must and all that.
As for party relations, he's deeply distrustful of every Jadwiga including Letitia although that is softening over time. Still he figures she's playing a long game that will likely run counter to their interests in the end, but for now it's clear they can't save the world without her. He's deeply worried about Ashling, the girl is terribly young to have so much blood on her hands and he's fearful about what the future will bring for her. He feels the closest to Samuel who he thinks he understands and trusts. He appreciates Callix's sense of humor and he'd trust her with his life instinctively. Despite all the booze he regards her as being the most level headed of all of them. He also agrees with Callix's assessment that Letitia and Samuel are likely in love without admitting it yet.
Long term Llewellyn plans to turn their adventures (heavily editorialized of course) into a play or perhaps a novel, which he hopes will immortalize them all.
The man in ostentatious jewelry stands, looks at his notes and replies, "Thank you mister, er De Vega I believe." He gestures to the empty seat at the head of the table, "Given Baron Kustios’s continued absence, I’d like to call this meeting to order in his stead."
He clears his voice and continues, "We know that much of Taldor is currently in political turmoil, but we have pressing problems close to home. Yanmass suffers under the grip of several troubles, and our discussion today must confront these."
Counting with his fingers he says, "First, terrible, unsavory dreams haunt many of our citizens; some of us here have had them, I understand, and their cumulative effect is crippling to morale and our economy."
With another finger he says, "Second, the Taldan Horse cavalry regiment that protected our city has, in large part, vanished. This leads to the third issue."
Gesturing with a hand that is now half a fist, he redens with anger as he cries, "Which is the rise of banditry on the eastern plains: Qadiran bandits, specifically, preying upon good Taldan trade!"
"All trade, to be frank," pointedly interjects the narrow-faced woman, "Keleshite and Taldan alike."
The priest of Abadar speaks up, "There’s another thing, although it’s not a clear threat: the Cult of the Twilight Child in the Encircling Bower. Good citizens are joining this mystery cult. Perhaps it really is as benign as certain rumors say" His tone of voice suggests he feels otherwise, "but we can’t ignore a new philosophy that is ensnaring so many of our citizens!"
"Religion ever reigns in your mind, Enumerator," says the half-elf woman dismissively, "but people aren’t suffering from the cult as they are the other troubles. This hardly seems a priority."
The halfling woman sits up straighter and adds, "Our esteemed guest, Earl Yander Merkondus, assures us that he has a group of troubleshooters already acting to alleviate all of these concerns. But so long as Yanmass suffers, so does trade—and therefore so do we."
There are murmurs of "Aye" from the advisory council benches.
There is a momentary pause which would allow you to interject or ask questions.