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699 posts (23,190 including aliases). No reviews. 2 lists. No wishlists. 109 aliases.


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Palace of Birdsong| War for the crown maps

I'm traveling this week and the internet connection has been kinda bad today. Will hopefully be able to get a proper post up tomorrow, assuming it doesn't get eaten again.


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Palace of Birdsong| War for the crown maps

Triphylla uses a sachet of a special alchemical powder that creates a weird cloud that masks even the heavy rain! Most of you manage to get inside without but Valeria slipped and almost fell before catching herself on the door which slammed into the door fame. Your hearts where in your throats as the huge elephant twitched and stirred before rolling over and falling back to sleep.

Stealth: Lope: 1d20 + 4 ⇒ (18) + 4 = 22
Stealth: Esinti: 1d20 + 15 ⇒ (1) + 15 = 16
Stealth: Valeria: 1d20 + 2 ⇒ (3) + 2 = 5 GM Roll: 1d20 + 21 - 10 - 10 ⇒ (3) + 21 - 10 - 10 = 4 <--- LUCKY

Ok that got you inside the narrow musty smelling corridor, mercifully you're now out of the rain. You can all hear the sounds of snoring coming from one of the doors. Actions?


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Human | Init +2 | Expert 1| HP 12/ 12| AC 12; 12tch 10ff | +1fort +2ref +1will |
Spoiler:
Craft: Alchemy +8 | Kn: Arcarna +8 | Kn: Dungeon + 7| Kn: Eng +7| Kn: Geog +7 | Kn: Hist +7| Kn: Nature +7 | Linguistics +8 | Lore: Dwarven +8| Spellcraft +7 | Perc -1

Not sure if Colin needs to make another swim check or not.
L
Swim: 1d20 ⇒ 5 Oh boy dice bot has it in for Colin now!

Colin was desperately glad to see Bumble and he tried not to panic, he really did! But the water kept going into his eyes and up his nose and there were corpses of the freshly floating about! Part of him worried that some of these might rise up as undead if not properly buried, another part of him laughed - he would drown before that could happen. Problem was the laughter came out all wrong and he took half a lungful of water in the process.


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Human | Init +2 | Expert 1| HP 12/ 12| AC 12; 12tch 10ff | +1fort +2ref +1will |
Spoiler:
Craft: Alchemy +8 | Kn: Arcarna +8 | Kn: Dungeon + 7| Kn: Eng +7| Kn: Geog +7 | Kn: Hist +7| Kn: Nature +7 | Linguistics +8 | Lore: Dwarven +8| Spellcraft +7 | Perc -1

Colin realized he was scared beyond reason, literally paralyzed with fear. But at Xira's shout he remembered he very much did not want to die. With one last agonized look at Lord Highcliff, Colin said something that he hoped was passable dwarvish, feeling that it might be appreciated as he jumped towards what he hoped was salvation.

Dwarven Lore: 1d20 + 8 ⇒ (19) + 8 = 27

Dwarvish with a TERRIBLE accent:
You are possibly the bravest man I've ever met. If I can save her I will.


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Palace of Birdsong| War for the crown maps

Sorry Lope I keep on forgetting your DR.

Anyway re an assassination that might be possible with suitable planning. The logical target is commander staubel but as a reminder you're looking for correspondence that will hopefully incriminate Earl yander.


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Human | Init +2 | Expert 1| HP 12/ 12| AC 12; 12tch 10ff | +1fort +2ref +1will |
Spoiler:
Craft: Alchemy +8 | Kn: Arcarna +8 | Kn: Dungeon + 7| Kn: Eng +7| Kn: Geog +7 | Kn: Hist +7| Kn: Nature +7 | Linguistics +8 | Lore: Dwarven +8| Spellcraft +7 | Perc -1
GM_Dien wrote:
Never fails to annoy me that I can't nest spoilers.

Secret sauce:
You actually can!
Spoiler:
The thing is nested spoilers can't have labels... Although you can't nest deeper than this.
Spoiler:
But you CAN have multiple nested spoilers.

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Human | Init +2 | Expert 1| HP 12/ 12| AC 12; 12tch 10ff | +1fort +2ref +1will |
Spoiler:
Craft: Alchemy +8 | Kn: Arcarna +8 | Kn: Dungeon + 7| Kn: Eng +7| Kn: Geog +7 | Kn: Hist +7| Kn: Nature +7 | Linguistics +8 | Lore: Dwarven +8| Spellcraft +7 | Perc -1
Phantrel wrote:
"I'm sure the warning not to mess around with it was unnecessary. But you should keep a careful eye on it. The strawberry-blonde halfling - Specks, is it? She was watching you open it with a shrewd gleam in her eye. I can't speak to her intent but it seemed a covetous look. I'll try and keep an eye on her, just in case she has something in mind."

"Oh I hadn't noticed. Thanks!" Colin replied to Phantrel, "I hope she's not planning anything foolish, many of the alchemical substances in the kit are dangerous if handled improperly..."

Raka wrote:
"You really think someone mighta stole it? Why not just turn it in and get the reward?"

While it occured to Colin that even small dwarven artefacts might be really quite valuable to the right buyer, he was certain that the only buyer within a hundred miles was Lady Highcliffe and she'd named her price. So he found himself nodding.

Quote:
Minty shrugs. "I hear you could get twenty times what she's offering for it if you sell it in Riddleport or the like..."

Colin muttered, "But that means going to Riddleport, and then you're just as likely to get swindled or end up a knife in your gut."


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M HalfOrc Chelish Diva Bard 10 | HP 73 / 73 | AC 23 T13 FF21 | CMB +11 CMD 24 | F +9 R +12 W +10 | init +2 | Resource Tracker
Skills:
Bluff +16 Diplo +16 Intimidate +17 Kn: Arc +12 Kn: Geog +8 Kn:Hist +9 Kn: Local +16 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +9 Kn: Relig +9 Perc +12 Perf: Oratory +16 Perf: Wind +15 Sense motive +16 Spellcraft +14

Can always have an accident with a temporary gate/portal. It's magic, it can do anything.


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Palace of Birdsong| War for the crown maps

Badly hurt, desperation lent Estinti focus. He stepped back and flicked his weapon out repeatedly, hitting the lion multiple times.

Attack 1: 1d20 + 10 ⇒ (5) + 10 = 15Damage: 1d4 + 10 ⇒ (2) + 10 = 12 <--- HIT
Attack 2: 1d20 + 10 ⇒ (19) + 10 = 29Damage: 1d4 + 10 ⇒ (1) + 10 = 11 <--- HIT
Attack 3: 1d20 + 5 ⇒ (15) + 5 = 20Damage: 1d4 + 10 ⇒ (2) + 10 = 12 <--- HIT

Valeria invoked Nocticula's wrath once more, her hand becoming a nimbus of darkness. She reached out and touched the already wounded lion and a multitude of deep cuts and abrasions appeared. The big cat whimpered before it fell twitching horribly as it died.
Touch attack: inflict serious: 1d20 + 7 ⇒ (9) + 7 = 16Damage: 3d8 + 7 ⇒ (3, 3, 2) + 7 = 15 <--- HIT

The remaining two bandits or rather Taldan traitors continue to circle Lope, but they seem to be tiring, none of their attacks come come to hitting.
Yellow vs Lope: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24Damage: 1d6 + 6 ⇒ (4) + 6 = 10<--- MISS
Yellow vs Lope: 1d20 + 11 - 5 + 2 ⇒ (10) + 11 - 5 + 2 = 18Damage: 1d6 + 6 ⇒ (2) + 6 = 8<--- MISS

Red vs Lope: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15Damage: 1d6 + 6 ⇒ (4) + 6 = 10 <--- MISS
Red vs Lope: 1d20 + 11 - 5 + 2 ⇒ (2) + 11 - 5 + 2 = 10Damage: 1d6 + 6 ⇒ (5) + 6 = 11 <--- MISS

STATUS: Round 4 wrote:

Environment: Normal.

Buffs and Debuffs:
---- Round 4 ----
Lope
Triphylla All the buffs
The enemy
St John
Estini
Valeria
---- Round 5 ----
Lope
Triphylla All the buffs
The enemy
St John
Estini
Valeria
Damage Log:
Round: 1
Purple was hit by Lope for 19 (total damage taken 19)
Lope was hit by Yellow for 12 (total damage taken 12)
Diana was hit by Lion for 12 (total damage taken 12)
Red was hit by St John for 15 (total damage taken 15)
Purple was hit by Lope for 21 (total damage taken 40)

Round: 2
Lope was hit by Yellow for 19 (total damage taken 31)
Lope was hit by Yellow for 9 (total damage taken 40)
St John was hit by Blue for 8 (total damage taken 8)
Estinti was hit by Lion for 12 (total damage taken 12)
Estinti was hit by Lion for 9 (total damage taken 21)

Round: 3
Lope was hit by Red for 19 (total damage taken 59)
Lion was hit by Estinti for 24 (total damage taken 24)
Estinti was hit by Lion for 31 (total damage taken 52)
Lion was hit by St John for 15 (total damage taken 39)
Red was hit by Triphylla for 22 (total damage taken 37)

Totals:
Purple: 40 damage
Lope: 59 damage
Diana: 12 damage
Red: 37 damage
St John: 8 damage
Estinti: 52 damage
Lion: 39 damage


COMBAT ORDER:
Lope
Triphylla
The enemy
St John <----- WE ARE HERE
Estini
Valeria

St John, Estini, Valeria, Lope and Triphylla are up.


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Human | Init +2 | Expert 1| HP 12/ 12| AC 12; 12tch 10ff | +1fort +2ref +1will |
Spoiler:
Craft: Alchemy +8 | Kn: Arcarna +8 | Kn: Dungeon + 7| Kn: Eng +7| Kn: Geog +7 | Kn: Hist +7| Kn: Nature +7 | Linguistics +8 | Lore: Dwarven +8| Spellcraft +7 | Perc -1

Colin blinked as Lady Highcliff went to speak to her father, he couldn't quite believe what had just happened and he wasn't at all sure this sort of attention was for the best, even though the thought of all the things he could do with a proper alchemy lab was beyond exciting. "Oh well, retreat forwards is what my Gandpa used to say..." he muttered. That worked well enough for Edwin Bazelgette until the battle of Bulger Pass, he thought, mmm on second thought maybe I shouldn't adopt that motto.


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Palace of Birdsong| War for the crown maps

St John gets a couple of good hits in, smashing into the bandit with sword and buckler. The man reels back and St John's follow ups go wide. However the man had blundered towards Valeria who invoked the wrath of Nocticula which manifested itself as if he'd tripped into a blender. Already badly wounded, this was too much and he slumps to the floor, twitching occasionally.

Estini, Lope & Triphylla are up.


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Human | Init +2 | Expert 1| HP 12/ 12| AC 12; 12tch 10ff | +1fort +2ref +1will |
Spoiler:
Craft: Alchemy +8 | Kn: Arcarna +8 | Kn: Dungeon + 7| Kn: Eng +7| Kn: Geog +7 | Kn: Hist +7| Kn: Nature +7 | Linguistics +8 | Lore: Dwarven +8| Spellcraft +7 | Perc -1

"But the lamps... Oh!" Colin's protest died as he eyes the fragments. As a child he'd been fond of jigsaw puzzles but this seems something far grander.

He looked at the fragments this way and that, circling them before referencing the intact sections of the wall. Colin scratched his head before muttering, "It stands to reason some of these patterns would have continued across the blasted section. Hopefully all the dwarf gold was recovered..."

He starts searching for anything that looks like it might be a continuation of existing lines, before slowly, methodically building up from there.

Lore Dwarven: 1d20 + 8 ⇒ (13) + 8 = 21


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Palace of Birdsong| War for the crown maps

Lope runs the guard through, the man dies choking on his own blood.

Botting Triphylla Meanwhile Triphylla straight up rips the fleeing bandit's head off.

Mmm I may have missed Diana's turn! Diana, over to you!


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Palace of Birdsong| War for the crown maps

Sorry for the slow turn around, got very distracted this week.

Lope's sword Gloriana bursts into flame, cauterizing flesh as it cuts deeply into the lead bandit. The man gives a surprised yelp.

With frightening speed, a gore soaked Triphylla chases down the fleeing bandit who is trembling with fear.

The bandit Lope struck attempts to counter attack, but he just can't sneak past the Aldori's defences.
Purple vs Lope: 1d20 + 11 ⇒ (11) + 11 = 22Damage: 1d6 + 6 ⇒ (5) + 6 = 11 <--- MISS
Purple vs Lope: 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23Damage: 1d6 + 6 ⇒ (1) + 6 = 7 <--- MISS

Another bandit suddenly vaults over a rock, and tumbles just under Lope's blade before landing behind in a perfect flank. His blade lashed out with a perfect cut, which burned a line of fire into Lope's back.
Yellow acrobatics to avoid AOO: 1d20 + 15 ⇒ (10) + 15 = 25 <--- YES
Yellow vs Lope: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33Damage: 1d6 + 6 ⇒ (3) + 6 = 9 <--- CRIT?
Crit?: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22Crit Damage: 1d6 + 6 ⇒ (6) + 6 = 12 <--- NO

A pair of bandits take on St John, who blocks and parries the one in front.
Red vs St John: 1d20 + 11 ⇒ (2) + 11 = 13Damage: 1d6 + 6 ⇒ (4) + 6 = 10 <--- MISS
Red vs St John: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25Damage: 1d6 + 6 ⇒ (4) + 6 = 10 <--- MISS

He also manages to duck the horizontal cut from the one who snuck behind.
Blue vs St John: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20Damage: 1d6 + 6 ⇒ (5) + 6 = 11 <--- MISS

The lion roars as it runs around and takes a swipe at Diana, leaving deep parallel scratches across her stomach.
Claw: 1d20 + 13 ⇒ (19) + 13 = 32Damage: 1d6 + 7 ⇒ (5) + 7 = 12 <--- HIT

St John's Falcata opens up a deep wound in the bandit in front of him, the man screeches in pain.

Estinti's weapons blur as he lashes out, but somehow the bandit he was fighting manages to dodge and parry his attacks.

Valeria's magic makes the Lion pause momentarially, it looks confused before it snorts, shaking it head and continuing to menace Diana!
Lion will DC 17: 1d20 + 3 ⇒ (14) + 3 = 17 <--- PASS

STATUS: Round 2 wrote:

Environment: Normal.

Buffs and Debuffs:
---- Round 2 ----
Lope
Triphylla All the buffs
The enemy
St John
Estini
Valeria
---- Round 3 ----
Lope
Triphylla All the buffs
The enemy
St John
Estini
Valeria
Damage Log:
Round: 1
Purple was hit by Lope for 19 (total damage taken 19)
Lope was hit by Yellow for 12 (total damage taken 12)
Diana was hit by Lion for 12 (total damage taken 12)
Red was hit by St John for 15 (total damage taken 15)

Totals:
Purple: 19 damage
Lope: 12 damage
Diana: 12 damage
Red: 15 damage


COMBAT ORDER:
Lope <----- WE ARE HERE
Triphylla
The enemy
St John
Estini
Valeria

Lope and Triphylla are up.


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Palace of Birdsong| War for the crown maps

Everyone except Triphylla hears a loud crac-THWUMP as a stun vial detonates. This is followed by a gasp of shock from a man foreshortened by a blood curdling scream.

Dire Lion Will: 1d20 + 3 ⇒ (10) + 3 = 13 <--- FAIL
Green Will: 1d20 + 3 ⇒ (3) + 3 = 6 <--- FAIL

After disemboweling one bandit and darn near ripping him in half, Triphylla binks the blood away from her face as the huge lion in front towers above her. It seems momentarially phased by this sudden turn of events!

OK that was the surprise round.

Initiative rolls:

Esinti: 1d20 + 4 ⇒ (7) + 4 = 11
Lope: 1d20 + 9 ⇒ (20) + 9 = 29
Triphylla: 1d20 + 7 ⇒ (19) + 7 = 26
St John: 1d20 + 3 ⇒ (16) + 3 = 19
Valeria: 1d20 + 2 ⇒ (2) + 2 = 4
Bandits: 1d20 + 9 ⇒ (15) + 9 = 24

STATUS: Round 1 wrote:

Environment: Normal.

Buffs and Debuffs:
---- Round 1 ----
Lope
Triphylla All the buffs
The enemy
St John
Estini
Valeria
---- Round 2 ----
Lope
Triphylla All the buffs
The enemy
St John
Estini
Valeria

COMBAT ORDER:
Lope <----- WE ARE HERE
Triphylla
The enemy
St John
Estini
Valeria

Lope and Triphylla are up. Combat map


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Human | Resource Tracker | Shaman 16 | HP 132/ 132| AC 24; 12tch 24ff | +13fort +10ref +22will |
Spoiler:
Bluff +21 | Dip +23 | Heal + 13 | Kn: Arc +31| Kn: Hist +30 | Kn: Nat +33 | Kn: Pla +35 | Kn: Rel +33 | Perc +27 | SMotive +31| Splcraft +36 | UMD +21

Over the link Azzim disagreed, ::We need a forcing function, perhaps a snatch team from mechanus one that will arrive soon but not instantly. Arlo if you press things, he won't have time to examine what I'm doing too closely.::

Azzim carefully considered exactly what a snatch team from mechanus would look and sound like. Metallic robot being or some such. The portal would be loud showy but slow to fully open to admit a gargantuan attack bot. Think 40k dreadnought.

Once he was ready he started concentrating on a new illusion, and a brilliant blue white portal with edges throwing sparks like welding torches on steel appeared.
Kn: Planes for the right portal effects and realistic mechanus shock troops: 1d20 + 25 ⇒ (5) + 25 = 30
Bluff to pull it off: 1d20 + 20 ⇒ (18) + 20 = 38


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Palace of Birdsong| War for the crown maps

The Chief Enumerator listens to the suggestions and tells you, "The spell will last for a few minutes and I think I can manage a maximum of four questions. Let's go with Lope's first question and decide on the next one afterwards."

Turning to the acolytes he says, "Close the shutters and make sure the door is locked. We don't want to frighten any parishioners who might pass by... "

This is promptly attended to, and one hands the Enumerator a censor of ritual incense, and another pours a circle of salt around the Enumerator and the bodies.

When all was ready, The Chief Enumerator started chanting and almost immediately the temperature in the chapel dropped precipitously making your breath smoke. A ghastly green light appeared in mid air, it weaved around before splitting into two and darting into the mouths of the corpses. Both of them suddenly convulse and writhe and one of them screeches, "Whhhhhooo? Whooooo? Whoooo draggss usssss back?!"

Rather firmly The Chief Enumerator shouts, "The one you failed to kill! Answer my questions four! Question the first! Who gave you your orders?!"

"Curse ye! T'was hoodded Fiiiiguure!" snapped the other assassin.

Making a fist the Enumerator sent a pulse of golden radiance which seemed to burn them and the first cried, "Aiiiieeee! Daamn your eyessss! An Aassimarrrr attt the Graaaannnd Uunccllee!"

Sense Motive DC 18:
Truthful you think, but they're holding some detail back.

Kn: Local or Geography DC 18:
You recognize the name of a rather seedy canal tavern called the Grand Uncle. Well known for its rough clientele, it's a plausible place to hire thugs and other ne'er do wells.


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Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | 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

Oops I posted in the wrong thread! Will fix later.


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Human | Resource Tracker | Shaman 16 | HP 132/ 132| AC 24; 12tch 24ff | +13fort +10ref +22will |
Spoiler:
Bluff +21 | Dip +23 | Heal + 13 | Kn: Arc +31| Kn: Hist +30 | Kn: Nat +33 | Kn: Pla +35 | Kn: Rel +33 | Perc +27 | SMotive +31| Splcraft +36 | UMD +21

Azzim suggested, ::Fear of missing out, that's what will drive him! Watch this!::

Azzim in the form of a crazy eyed magus in a colorful outfit looking suspiciously like Gene Wilder appeared on stage in a clap of thunder. Noting the madness enveloping the audience he made a strange gesture before wiggling his fingers and shimmering field of sparkling diamonds shone over the crowd.
Using Fortune hex and Dispel Magic to try and counter the effect.
Dispel check: 1d20 + 15 ⇒ (7) + 15 = 22
Dispel check (reroll): 1d20 + 15 ⇒ (16) + 15 = 31

Striding up to Snobarny's sequined horse costume he said in a loud stage whisper, "Dobbin, if you'll allow me kind sir..."

Then in an over the top stage bellow he cried, "Ladies, gentlefiends and cosmic horrors! I am Xaru the Munificent, I have come here to spectate and also to bet on the winner of this fantastic prize. But what's going on in there?! Allow me to elucidate!"

Waggling his fingers one more, a giant scoreboard shimmered into existence with roving cameras following the progress of those inside. This display was framed by a glitzy firework fountain. From somewhere an invisible band started playing tension music.

"See! The guy in the blue hat has taken a segment of helix, that makes three parts by my count! But the knight in plate armor has five putting him in first place. BUT WAIT! Is that a thief I spy behind him, OH YES IT IS! Look he's just stolen a helix section, putting his total up to four and now in joint first place! That's right gentlefiends, the rules tonight are the rules of the jungle, whatever goes!

Well there IS one immutable rule, the first to thirteen sections takes all! And look here, more members of the audience are heading in, THAT'S RIGHT gentlefiens and cosmic horrors, there's still time if you've got what it takes!"

Bluff: 1d20 + 20 ⇒ (20) + 20 = 40


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Probably too late now (I was hoping for a little feedback on the desired toe) but I did have a couple of ideas: a completely over the top bard-paladin (a mix of lord flashheart from blackadder and the cat from red dwarf for those who know their 90's british tv); and a much more straight face wolf riding halfling barbarian/inquisitor taking very light inspiration from bobby from the 80s D&D cartoon.

Anyway good luck for the selection.


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Palace of Birdsong| War for the crown maps

Estinti's rope dagger flashes back and forth, it only strikes home once leaving a deep gash on the assassin's head.

Triphylla throws a candelabra at one of the assassins. To her surprise she hit him with a glancing blow.
Improvised Damage: 1d6 + 1 ⇒ (5) + 1 = 6

St John's falcata flashes out twice, first deep into the man's stomach and secondly across his throat, tearing out his windpipe. The disemboweled assassin slumps to the floor twitching and spasming as he bleeds out.

Lope then strides towards the last assassin and with a grunt he lops his head clean off.

He actually had a few HP left, but I think this combat has run its course.

There's a moment's stunned silence before Chief Enumerator Abrun Palliettor says, "I owe you my life, that much is plain. If you ever have need of Abadar’s aid, you will be welcome here."

He checks the two assassins and says softly, "Dead and dead..." In a louder voice he tells you, "I can't help but feels that more is needed to settle the scales. I asked about the Immaculate Circle, it is only fair I share what little I know. If you recall your theology, the Goddess Pharasma used to be the Goddess of prophecy before the God Arodenn's fall. She used to have a small temple here in Yanmass and the day before the God Aroden died and many things changed, Pharasma’s priestess Yavala was driven mad by a prophecy and one of my forebears
treated her."

Shaking his head he says, "Such was the force of this last prophecy she she was struck mad and was mostly incoherent except for one thing. She muttered over and over 'Pity and beware the Twilight Prince, herald of Taldor’s Woe. Dragged back unwilling and broken. Most of all beware the Immaculate Circle!'"

Looking you in the eye he said, "I fear this Immaculate Circle is something truly dangerous, and they've done something they really shouldn't, something to draw the ire of Pharasma."


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Human | Resource Tracker | Shaman 16 | HP 132/ 132| AC 24; 12tch 24ff | +13fort +10ref +22will |
Spoiler:
Bluff +21 | Dip +23 | Heal + 13 | Kn: Arc +31| Kn: Hist +30 | Kn: Nat +33 | Kn: Pla +35 | Kn: Rel +33 | Perc +27 | SMotive +31| Splcraft +36 | UMD +21

Azzim nodded to Snobarny and Terex and swapped forms, this time into that of a powerful Memitim Psychopomp. A black winged angel with a legionnaire’s helmet and flinty onyx eyes. He set off visiting the gambling halls and the black markets spreading a tale to anyone who would listen, "You know those annoying Zombie Clowns that have popped up everywhere? They're an anathema right, but you know what the really interesting thing is?"

He pulled out a large diamond, "I found this inside the skull of the one I killed earlier!"

Bluff: 1d20 + 20 ⇒ (16) + 20 = 36

He then found somewhere discrete and shifted form, this time into an enormous spider like thing, a Augnagar Qlippoth with three clawed tails and eight legs connected by leathery webs of flesh. In this new form he spread another rumour, "I heard a juicy one today. You know all this hoo-ha about opportunities to compromise the Data Mines. Well one of the bidders is that silly little gnome Fentor Fizzlebrow and I heard the true reason why he's so keen. Why? It's because the Data Mines contain recording of his most recent visit to a Callistria Temple. For a gnome who professes to hate larger races he sure likes being told what to do by big busty half-orcs with riding crops! Hah Ha Can you imagine!"

Bluff: 1d20 + 20 ⇒ (9) + 20 = 29


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Palace of Birdsong| War for the crown maps

The usher doesn't know what to make of Estini, when the sylph professes to being a history buff asking about the historical significance of this place he replies blithely, "Riiight, historical significance... I mean Really? Whatever historical significance it had is outweighed by the blessed presence of the Twilight Child. That is what the enclosing bower will be remembered for, not it's tawdry past."

Triphylla:
Quiet as a mouse you sneak down timeworn stairs, below the decoration is extremely basic. You find a long corridor below but to your alarm you feel the floor vibrate as something extremely heavy lumbers towards you. It looks like a crudely carved man made out earth or something like that!

Kn: Arcarna DC 20

Spoiler:
This is a clay golem! Not something you'd want to tangle with on your own.


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Palace of Birdsong| War for the crown maps

You hear a sound of a horse approaching from behind which turns out to be Ser Dratavis who calls out, "Hullo! I have returned as promised!"

Noting the standoff he rolled his eyes and scolded Gallindra saying, "If only you could see yourself in a mirror Lieutenant Jonrek! You're uniform is an absolute disgrace, and put that bow down! Clearly they're not here to arrest or otherwise harm you because they would have done so already!"

Looking a bit sheepish, Gallindra lowers her bow and sighs deeply.

Dismounting, he trotted over to Dianna and said, "I've bought a small token of my thanks for freeing me. It's something that's been in the family for a long time, but honestly rather than being stuffed in a box it would be better for Taldor it was used. So I'd like you to have this."

He then passes Dianna a small lacquered wooden box.

Inside the box:
Floating inside the middle of the box is a magenta gemstone the size of your little finger, cut into a prism.

Stats.


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Dr Utamose: background:
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]
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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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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


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Monk 1 / Vox Mesmer 3 / Trickster 1 | HP 33/ 33 AC 19 T19 FF14 | Trick 5/5 | MP 5/5 | CMB +6 CMD 21 | F +5* R +9 W +10* init +11 | Resource Tracker
Skills:
Acro +10 Bluff +13* Dip +12* Intim +12* Kn: Hist +7 Kn: Noble +9 Kn: Relig +9 Perc + 8 Ride +4 Sense Motive +9 Stealth +11

Well Sister Julia is almost ready... Will work on her background over the next couple of days.


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Palace of Birdsong| War for the crown maps

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.)


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Palace of Birdsong| War for the crown maps

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!"


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Palace of Birdsong| War for the crown maps

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.

Perception DC 30:
I'll let you know if you make this.


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Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | 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."


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Human | Resource Tracker | Shaman 16 | HP 132/ 132| AC 24; 12tch 24ff | +13fort +10ref +22will |
Spoiler:
Bluff +21 | Dip +23 | Heal + 13 | Kn: Arc +31| Kn: Hist +30 | Kn: Nat +33 | Kn: Pla +35 | Kn: Rel +33 | Perc +27 | SMotive +31| Splcraft +36 | UMD +21

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.


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Palace of Birdsong| War for the crown maps

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."

Sir Dratavis nodded sadly. OK so what's the plan?


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Palace of Birdsong| War for the crown maps

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."


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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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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


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Palace of Birdsong| War for the crown maps

"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?"


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M HalfOrc Chelish Diva Bard 10 | HP 73 / 73 | AC 23 T13 FF21 | CMB +11 CMD 24 | F +9 R +12 W +10 | init +2 | Resource Tracker
Skills:
Bluff +16 Diplo +16 Intimidate +17 Kn: Arc +12 Kn: Geog +8 Kn:Hist +9 Kn: Local +16 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +9 Kn: Relig +9 Perc +12 Perf: Oratory +16 Perf: Wind +15 Sense motive +16 Spellcraft +14

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.


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Palace of Birdsong| War for the crown maps

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
Spoiler:
Worth 40gp to a collector.


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Palace of Birdsong| War for the crown maps

The girl laughs shakes her head and cries, "Ah hell this will just have to do!"

As she shakes her head, her features change into a mature but graceful woman with peculiar hair that writhes with venomous snakes!

Kn: Arcana DC 16:
You think she dismissed a spell, probably alter self.

Kn: Local DC 16:
She's clearly a medusa! DC 19
Spoiler:
And a spell caster to boot!

Initiative rolls:

Esinti: 1d20 + 4 ⇒ (1) + 4 = 5
Diana: 1d20 + 1 ⇒ (19) + 1 = 20
Lope: 1d20 + 9 ⇒ (6) + 9 = 15
Triphylla: 1d20 + 11 ⇒ (6) + 11 = 17
St John: 1d20 + 3 ⇒ (14) + 3 = 17
Valeria: 1d20 + 2 ⇒ (20) + 2 = 22
Aresphena: 1d20 + 11 ⇒ (6) + 11 = 17

STATUS: Round 1 wrote:

Environment: Normal.

COMBAT ORDER:
Valeria <----- WE ARE HERE
Diana
Triphylla
St John
Aresphena
Lope
Estini

Valeria, Diana, Triphylla and St John are up.


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Palace of Birdsong| War for the crown maps

I meant to say uninteresting encounters. I'll move us forward soon.


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Palace of Birdsong| War for the crown maps

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!


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Palace of Birdsong| War for the crown maps

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.


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Palace of Birdsong| War for the crown maps

Will post tomorrow morning, tired tonight.


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M HalfOrc Chelish Diva Bard 10 | HP 73 / 73 | AC 23 T13 FF21 | CMB +11 CMD 24 | F +9 R +12 W +10 | init +2 | Resource Tracker
Skills:
Bluff +16 Diplo +16 Intimidate +17 Kn: Arc +12 Kn: Geog +8 Kn:Hist +9 Kn: Local +16 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +9 Kn: Relig +9 Perc +12 Perf: Oratory +16 Perf: Wind +15 Sense motive +16 Spellcraft +14

"A talking cat, whatever next?" muttered Llewellyn, "Of course it's in a language I don't speak... Going to have to do something about that."


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Palace of Birdsong| War for the crown maps

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.


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M HalfOrc Chelish Diva Bard 10 | HP 73 / 73 | AC 23 T13 FF21 | CMB +11 CMD 24 | F +9 R +12 W +10 | init +2 | Resource Tracker
Skills:
Bluff +16 Diplo +16 Intimidate +17 Kn: Arc +12 Kn: Geog +8 Kn:Hist +9 Kn: Local +16 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +9 Kn: Relig +9 Perc +12 Perf: Oratory +16 Perf: Wind +15 Sense motive +16 Spellcraft +14

"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."


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M HalfOrc Chelish Diva Bard 10 | HP 73 / 73 | AC 23 T13 FF21 | CMB +11 CMD 24 | F +9 R +12 W +10 | init +2 | Resource Tracker
Skills:
Bluff +16 Diplo +16 Intimidate +17 Kn: Arc +12 Kn: Geog +8 Kn:Hist +9 Kn: Local +16 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +9 Kn: Relig +9 Perc +12 Perf: Oratory +16 Perf: Wind +15 Sense motive +16 Spellcraft +14

The important bit is this:

"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."


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Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

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


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Palace of Birdsong| War for the crown maps

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.


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Human Slayer 4 | HP 22 / 26 AC 17 T14 FF13 | CMB +9 CMD 21 | F +6 R +9 W +3 init +5
Skills:
Acrobatics +11 Bluff +10 Craft: Leather +7* Disguise +9 Intimidate +10 Kn: Geog +9 Kn: Local +9 Perception +8 Sense Motive +9 Stealth +11 Survival +8*

Earlier

Liat-Kynes wrote:
"Do you have that commitment?"

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."

Kn: Geography: 1d20 + 8 ⇒ (13) + 8 = 21
Kn: Survival: 1d20 + 7 ⇒ (19) + 7 = 26