Cobalt Dragon

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Matthew Downie wrote:


The only real problem with this interpretation is that it draws attention to the weirdness of turn-based gameplay where everyone freezes in place waiting for their go.

Which I find preferable compared to the opposing wierdness of "I can jump 30' if I jump at the start of my turn, but only 5' if I do it at the end of my turn". Which is really just the other side of the coin of wierdness for turn-based gameplay.


It has been a fun 6 years of playing with all of you, and I appreciate all of you sticking around for it. While I played d&d back in the 80's, and have a long history of RPG's, I learned a lot about GMing with this experience, particularly some things that work well and some not so well in the PbP format.

I was a little sad no one got turned to stone :). I placed the DC to have a reasonable chance of that without making it an instant party wipe, but those good saving throw rolls made that a non-issue.


Secondsight wrote:


@GM: Would you indulge a few behind-the-scenes questions? There were tons of loose ends we never had a chance to run down and I'd love to know what the answers were:

What did the little book Diguri have say?

Who/What was Lt Banmor, where was he?

Who were the two other rebellion folks we killed, what was their plan?

Who was the 6-armed snake-thing who's body we found?

What happened to Radgar after Maklo was killed?

Who killed the librarian and played the harp?

Who were Sela and Ky?

Where/who were the other Exiles back from the Abyss?

I might think of others...….

While written in cyclopian, it's also a coded message. But it is a collection of notes to keep track of various details of the Thieve's guild and other organizations that Diguri also had a hand in.

Lt Banmor was a human who saw the corruption creeping into Coran politics. He had long served in the military of Coran and became disgusted with the waste and greed he saw. He was willing to go to great lengths to overthrow the government.

Characters from the original rebellion group, one had been in that first fight where Rosco was taken, but he had fled.

A Marai rakshasa.

Radgar left the city searching out more artifacts of Ris'jae - he was also the harp player. Like many characters in the game he relied a fair bit on illusion and disguise to move about. You actually fought him briefly at the gate, that was him in the full plate.

Ky was Diguri as you correctly guessed. The Iron Gullet being one of those other organizations she "owned" that was not part of the thieve's guild. None there knew her as anything other than Ky the informant. Sela was bodyguard for her there to deal with the day to day problems of men in the establishment who didn't fully understand Ky's standing so that Ky didn't have to deal with combat situations.

A few of the exiles were in Issust Hold and would have come into play had the game ever gone that direction. The others I had no specific plans for you, but were background characters that could be brought in should I need new villains.


Back at the tower, Master Veray receives you to take your report. He offers high praise at the groups elimination of Diguri. "She has long been a blight on our city, probably longer than any of us have been around given her shapeshifting ability and the naturally long life span of such creatures. But that makes me wonder about possible ties to other crime lords in the kingdom, particularly Issust Hold. That rakshasa you defeated a week or two back... I can't help but wonder if she shares a bloodline with them."

He looks at the book taken from the medusa, scanning over it. "Cyclopian? That seems rather odd. At least the writing is cyclopian, but it doesn't make any sense. A code of some kind perhaps? Well we will have to unravel that mystery another time. I think you are due for a much needed break."

He dismisses the group, but there is the clear sense there is something he is not telling the group. He also holds Ian back, "You've earned a longer break if you want. Your debt's are repayed, but let's keep it that way" he offers a genuine smile.


Yes


At this point, I'm going to bring this game to an end. The drow/medusa was Diguri (with some custom abilities), for those who might have been wondering.

If there are any loose ends you'd like to wrap up, I am willing to do that, primarily as a role play.


Among a host of magical items, the medusa has a small notebook filled with writing in a language you do not understand.


Between the onslaught of Ian's attack, Soliel's flaying, and Edmond's burning flames the medusa perishes.
Combat is over


Soliel scores a hit.

Sense Motive: 1d20 + 16 ⇒ (11) + 16 = 27
Fort Save: 1d20 + 8 ⇒ (4) + 8 = 12

As Edmond and Ian both round the corners of the building they spot the medusa again.
DC 18 fort saves from both

Her injuries are severe, but she opens fire with a volley of arrows.
Targeting Edmond if he makes his save, else Ian. Likewise if Edmond vanishes on the first arrow shot to hit, she retargets to Ian.

Attack: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Attack: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Map

Edmond what about snake man?

Party is up


Ian finishes Anthony off, leaving him dead, as Soliel and Edmond close their eyes. Dareon likewise closes his eyes. Not much else Dareon can do at this point

Ian, assuming you are averting your eyes at a minimum. 50% change you still need to make a save, on the high 50%.
1d100 ⇒ 50 No save needed

The medusa disappears from Ian's peripheral vision, moving father south across the roof.

Perception DC 18:

The sounds of feet dropping to the ground on the south side of the building catch your ears.

Party is up


Yes, all of those things occurred at once. Anthony is a sythensist summoner, so yes his eidolon is now dismissed leaving just the human form behind.

The save vs petrification will be needed every round your eyes are open. Gaze Attacks

Forgot about the sickened, so -2 to all those attack rolls, I have been tracking the bleed damage.


Sic drops to the ground dead, and Ian finally scores a hit. Between the constant damage from Edmond's holy flame and Ian's attack he falls unconscious.

Dareon casts forbid action on the drow, calling for her to not attack.
Will Save: 1d20 + 12 ⇒ (3) + 12 = 15

There is another sound as of shattered glass, and the spell seems to have no effect.

The drow takes a 5' step, "Enough!" she screams. Her face transforms, her eyes beginning to glow. Her hair begins to writhe and thicken, and suddenly her hair is a mass of snakes.

Everyone needs to make a DC 18 fort save, or be turned to stone.

Dareon Fort Save: 1d20 + 6 ⇒ (16) + 6 = 22

These attacks will target first Edmond, then Ian, then Dareon, then Soliel in that order of whoever is not turned to stone.

Attack: 1d20 + 19 ⇒ (7) + 19 = 26
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Attack: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Party is up


Soliel, you do not, nor does Ian.

Sense Motive: 1d20 + 16 ⇒ (17) + 16 = 33

Dareon tries to recall a spell.
1d100 + 10 ⇒ (65) + 10 = 75
He recalls haste, and casts it. Everyone gets an extra attack, +1 to hit, +1 to dodge, and increased movement speed.

The drow says, "I see you rat."

She focuses her attacks on Soliel. None of them provoke an AoO.
Attack: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Attack: 1d20 + 14 ⇒ (10) + 14 = 24
Attack: 1d20 + 9 ⇒ (3) + 9 = 12

She then shouts down to the combat going on below, "Sic, kill the halfling."

The spiritual weapons makes one last attack against Edmond, then vanishes.
Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Fire Damage on Edmond: 1d6 ⇒ 3

Anthony takes a 5' step to chase Ian and continues to attack with his claws.
Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Attack: 1d20 + 12 ⇒ (13) + 12 = 25 Misses due to haste
Attack: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d4 + 7 ⇒ (4) + 7 = 11
Attack: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d4 + 7 ⇒ (2) + 7 = 9

Soliel:

Sic moves past Anthony and Ian, and up next to Edmond.

Party is up
No significant difference in the map positions other than 5' steps from everyone.


Soliel:

You can see Sic drinking a potion at L15

Ian and snake man both miss against Anthony. Soliel scores a hit against the drow, leaving her bleeding.

Map

Anyone want to make adjustments to their positions before enemies move?


Ian's blade arcs downward at Anthony, but rebounds off the thick metal armor.

Edmond moves up to support Ian, covering the drow and Anthony in the holy flame. Soliel also catches up to the group.

Dareon casts a ray of enfeeblement at the drow archer.
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Fort Save: 1d20 + 10 ⇒ (3) + 10 = 13

As the ray strikes the female drow there is a sound of something shattering, and the woman seems unaffected by the spell.

Spiritual Weapon on Edmond: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Fire Dmg Edmond: 1d6 ⇒ 5

With metal claws Anthony attacks Ian, while taking a 5' step to get closer to Edmond.
Attack: 1d20 + 12 ⇒ (1) + 12 = 13
Attack: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d4 + 7 ⇒ (2) + 7 = 9
Attack: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Attack: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d4 + 7 ⇒ (3) + 7 = 10

The archer turns her attention to Edmond, as her movements accelerate 3 arrows fly in his direction.
Attack: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Attack: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Attack: 1d20 + 9 ⇒ (9) + 9 = 18

Party is up


Dareon rounds the corner to join Ian, casting a spell at the half-orc.
Forbid action (Move). Save DC 16

Will Save: 1d20 + 12 ⇒ (15) + 12 = 27

The spiritual weapon continues to harass Edmond.
Attack: 1d20 + 8 ⇒ (7) + 8 = 15

Defensive Cast: 1d20 + 10 ⇒ (20) + 10 = 30
Sic vanishes from sight as he completes his spell.

Two arrows fly out of the darkness towards Ian.
Attack: 1d20 + 18 ⇒ (20) + 18 = 38
Crit Confirm: 1d20 + 18 ⇒ (20) + 18 = 38
Damage: 3d8 + 12 ⇒ (1, 1, 1) + 12 = 15 + SA: 3d6 ⇒ (1, 4, 4) = 9
Attack: 1d20 + 13 ⇒ (10) + 13 = 23

A cloaked figure stands on the roof of a nearby building. A female of thin build and dark skin, drow.

Ian needs to make a DC 18 fort save or take 1d3 ⇒ 1 strength damage

There is a clomping of metal on stone, and another figure rounds a corner ahead of where Ian and Dareon stand. A figure in a strange metallic like armor. [b]"I'm going to enjoy this." Anthony says.

Fire dmg on Edmond: 1d6 ⇒ 6

After that impressive critical hit roll, I get an equally unimpressive damage roll.

Party is up


He has not responded to a PM I sent last week either.


Yep, just Sic, the cleric. A move action will put him in line of sight for you.

Fort Save: 1d20 + 4 ⇒ (18) + 4 = 22
Soliel drops her target with a brutal series of attacks.


Both the witch and the one handed man are down. That leaves only Sic around the corner.

Snakeman hits Sic, giving him a minor wound.
Fort Save: 1d20 + 9 ⇒ (17) + 9 = 26


Dareon is still up.
Pretty sure the one-handed enemy is down, but will have to double check when I get home.


Yes, he misses in that case.


First turn was charge in and smack Rocosmia. Second turn was smack her again then move back to the door. Third turn now is double move to reach Sic.

Witch Will Save vs Edmond: 1d20 + 8 ⇒ (5) + 8 = 13
Will save vs Dareon: 1d20 + 8 ⇒ (19) + 8 = 27

Between Edmond's channels and flames, and Dareon's mind thrust the half-orc falls to the ground dead.

Human will save vs Edmond: 1d20 + 4 ⇒ (20) + 4 = 24

The man near Soliel makes an attack in the doorway, though it is apparent he can't figure out where Soliel fully is, he manages to score a lucky hit.
Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Concealment Miss Chance: 1d100 ⇒ 47
Damage: 1d6 ⇒ 5

Outside the human with one hand attacks Edmond again, trying to finish him off.
Attack: 1d20 + 9 ⇒ (3) + 9 = 12

Attack Spiritual Weapon: 1d20 + 8 ⇒ (20) + 8 = 28
Crit Confirm: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Edmond is on fire from previous round
Fire Dmg: 1d6 ⇒ 2

Sic takes a step back from Ian, then casts a spell.
Ian needs to make a DC 15 will save vs fear or flee.

Whole party may act


Daeron would be in the doorway and in line of sight. Assuming Ian went around the corner after Sic then he is out of sight.


It will take you a double move to reach him, and put you around a corner from everyone else? Giving chase?

A man with one hand appears next to Edmond, wielding a wakizashi. Three images of the man swirl around him making it hard to pinpoint where he actually is.
Attack vs Flatfooted: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 + Sneak Attack: 3d6 ⇒ (6, 4, 4) = 14
"The mages will pay for what they have done." he says with a smirk.

Edmond needs to make a DC 14 fort save or take 1d4 ⇒ 2 dex damage and be confused for 1 round.

Edmond is up. Dareon has a standard action remaining.


From the stairs, a single move action will put you more or less at the front door to use a standard action for any kind of ranged attack against the flying half-orc.


Running with Ian still standing over Rocosmia to avoid retconning Edmonds (or Ian can delay, then move, your choice Ian), and then the NPC's actions.

Soliel, you can see through the windows that there are some kind of pyrotechnics going on outside. But do not pick up any of the noise of combat outside above the shouting of people downstairs. Do you want to react to the pyrotechnics in the same fashion as though you'd heard?

Regardless, as you are opening the next door anyway...
Soliel opens the door to the room across the hall giving herself and Dareon a good view of the interior. The chain mail wearing human Soliel mentioned is standing with his short sword drawn. One of the tavern patrons is also in the room, and armed with a longsword of his own.


Yes Ian, you can move back to the door of the tavern after the first hit takes Rocosmia down. You will need to make a will save vs the channel damage, unless Edmond has a way to exclude you as a target. I didn't see selective channeling in his feats, but didn't look to see if he had any other means of doing so.

Edmond, remind me, is there a reflex save for half against the 18 damage from your flame cubes?

Dareon sees no ones, just a bewildered looking tavern patron, the first who had gone upstairs. The man shys away as Dareon appears in the doorway.

Will Save (Masked Half-orc): 1d20 + 8 ⇒ (3) + 8 = 11
Plate wearing half-orc: 1d20 + 12 ⇒ (18) + 12 = 30
Human: 1d20 + 2 ⇒ (4) + 2 = 6
Masked Half-orc rerolls his save: 1d20 + 8 ⇒ (15) + 8 = 23

The human's eyes glaze over and he falls to the ground unconscious.

Ian recognizes the masked half-orc from the gnomes house - I can't recall if Edmond was in that fight, or if that was your previous character. Ian likewise recognizes Sicvicious, the priest from Anthony's gang.
The eyes of the mask glow a malignent red, and Edmond feels the power of the witches hex seeking to snare him. Edmond needs to make a DC 19 will save or suffer from misfortune. The half-orc then rises into the air 15', hovering above the ground.

The spiritual weapon continues to slash at Edmond.
Attack: 1d20 + 8 ⇒ (5) + 8 = 13

The priest then shouts a stream of profanities at Ian and Edmond, "You will both suffer and die for what you did to Kleona."

Spellcraft DC 17:

Blistering invective

Intimidate: 1d20 + 23 ⇒ (5) + 23 = 28

Both Ian and Edmond are shaken by the verbal barrage. And flames temporarily engulf both of them.
Fire damage: 1d10 ⇒ 2
Ian is shaken for 2 rounds, Edmond for 3. This will give a -2 to attacks, saves, skill checks, and ability checks. This penalty applies to the reflex save below.
Both Ian and Edmond need to make a DC 16 reflex save or catch fire. Edmond will need to roll twice if he failed against the misfortune hex.

Sic then retreats 20', disappearing around the corner of a nearby building.

Soliel and Ian are up


1 is the actual target.
Mirror Image: 1d7 ⇒ 1
Mirror Image: 1d7 ⇒ 4

Ian connects on the first hit, the second causes on image to vanish. Regardless the ifrit collapses unconscious.

Dareon sees the door on the left at the top of the stairs open.

Edmond and Dareon are up.


Room is 15'x10'. So far corner is simply the far side of the room from the door - and really a 5' step to be in range of both. However, I had forgotten that about Eidelons, it does indeed vanish instead of taking the listed actions.

Ian slashes the irfit bard, giving her a serious injury.

The building immediately begins to smolder and smoke as Edmond's spell takes effect around the base of the building while Dareon runs upstairs, seeing only closed doors on both sides of the hall and no sign of Soliel.

Rocosmia immediately steps back from Ian and invokes a spell, 1d4 + 2 ⇒ (4) + 2 = 6 copies of her spring forth, swirling around her, making it difficult to pick out the real one from the fakes.

Spellcraft DC 17:

Mirror image

Outside in the street there is a pop sound not far from Edmond. Three figures appear, a male half-orc with a horrific looking mask. A human male in a breastplate and light shield, and wielding a tonfa. The third is a male half-orc in full plate.

The plate wearing half-orc holds forth a holy symbol and casting a spell. The a short sword of pure force energy materializes next to Edmond and attacks.

Spellcraft DC 17:

Spiritual Weapon

Attack: 1d20 + 8 ⇒ (6) + 8 = 14

The human charges.
Charge Attack: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d6 + 14 ⇒ (6) + 14 = 20

The tavern patron in the room with Soliel looks about in confusion, a look of fear coming upon him, standing up and drawing a short sword.

Soliel and Ian are up


Soliel slips into the room and closes the door. The shabbily dressed human draws a dagger and stands up, looking around, trying to figure out what is going on. The other man frowns, but remains sitting. The horned creature remains motionless.

The man lets out a cry when Soliel stabs him, Fort Save: 1d20 + 6 ⇒ (6) + 6 = 12 then slumps down unconscious.

The horned creatures leaps into action, shoving open the window, then grabbing the unconscious man and pulling him towards it. Provoking an AoO from Soliel

Still need an action from Ian for the first full round.


Sorry Soliel, misunderstood your intent. We can run a couple rounds of whatever you do upstairs. No surprise round though other than moving into the room, attacking from range, or taking a 5' step and applying your attack to the patron (closest to the door) as the door opening alerts them something is up.

I'm fine with Dareon knowing something is going on upstairs.


As Ian kicks in the door, a great glow of light arises outside surrounding the building and pouring into the windows.

Soliel pushes open the door as soon as she hears the noise downstairs and sees the light coming in through a window at the end of the hall.

Soliel:

Inside is the patron Rocosmia invited to go upstairs, seated at the table with the poorly dressed man. The two have been conversing, but both were alerted something was up from the noise coming through the floor downstairs.

There is a third figure in the room with them. A small horned humanoid sitting back in the shadows of a far corner.

All three look in the direction of the door when it opens. I'm assuming your stealthed correct?

Soliel may take her actions.

Ian may also act.

One of the patrons sitting at the tables vanishes from sight. Since none other than Rocosmia stand out to Ian, there isn't much reason for me to wait for this "patrons" action, but Ian will need to act as though this hasn't happened yet.

Edmond and Dareon may also now act. Both of you saw the man vanish and may act on that knowledge.

Rocosmia looks at Ian, recognition slow to come to her eyes as she ends her dancing.


Need a clarification from Ian and Edmond. Are you going inside? Setting the building ablaze while standing outside? Other?


Rather than wait for an opportunity to slip through the door when a new patron enters, Soliel finds a window at the end of the main hall on the second floor and climbs out to gather Edmond and Ian.

Leaving Ian and Edmond just outside the door Soliel re-enters.

I'm assuming you warn Dareon that things are about to happen?

Then heads back up stairs.

The doors to both rooms where Roscomia's friends waited are closed.

Any other preparations from anyone? Otherwise roll init (though we may not need it just yet), and state actions.


Soliel follows the first man up the stairs. The second story is a series of bed rooms above the common room below, and a small gambling hall above the kitchens on the south end.

A human stands in shabby clothing stands in the doorway to one of the rooms and motions for the man to follow him into the room. He closes the door behind the two of them.

The door opposite the first one opens, and another human, this one better dressed, and also armed with a shortsword, shortbow, and chain armor, steps out. He leans against the door jam and waits.


Soliel scans the room, but other than the irfrit Roscomia, doesn't recognize anyone from Roland or Tomlin's descriptions. She and Dareon take a sit, watching the irfrit perform her dance.

The dancer takes hold of the hands of one of the nearby patrons, "You should go talk with my friend up stairs."

Spellcraft DC 17:

She has cast a suggestion on the patron.

The man stands and follows her advice, talking up the stairs at a leisurely pace.

After about a minute she grab hold of another patrons hands and says the same thing. He too heads upstairs.


It is a 4 story building.

Soliel and Dareon enter into the common room, and true to Soliel's prediction, a female ifrit has the attention of most in the room. As she is speaking she is performing an exotic dance. The larger portion of those in the room seem to have forgotten their food and drinks, and stare at her enraptured.

Soliel and Dareon both make a DC 17 will save vs mind effecting.

The common room is 30' by 20', a set of stairs leads up to the second level on the west wall. A door on the south wall leads to the kitchens. Three dumbwaiters also sit within the south wall.


Meeting first with Master Isul, she indicates that a dimensional anchor would be the best option, but that they do not currently have any scrolls of such in supply.

It is late evening by the time you arrive. 10PM or so

Ian and Edmond stop a short distance from the tavern, out of sight of any of its windows, while Soliel and Dareon continue on.

As the two reach the front doors there is something a little odd. Rather than the usual boisterous noise and laughter outside taverns there is a near silence other than a single melodic female voice speaking in an impassioned voice.

"...while the common soldiers seek to protect our city from the evils of the world, the mages and the bureaucrats line their pockets with taxes, depriving those same men and women of the needed supplies to fulfill their duty."

"And while I have no sympathy for the drow, a simple execution would have sufficed. But instead they bargain with the planes of hell to increase their power, and to instill fear upon the good people of this city. They will go to any lengths, for they seek power above all else, and at any cost. We can no longer stand idly and do nothing."

Some background info for Dareon:

Just for background reference:
Serelina, former player, and now a Master of the Tower, obtained the true name of a barbazu, and in binding it to herself used it to execute in public display a drow criminal named Maklo.

You can read about the event here. It is likely you either saw the event, or have heard retellings of it.


The Minotaur's Head is built against the main outer wall several hundred yards south of the western gate. It is an unusual building in that it comprises four stories in height, towering 10' over the wall itself.

It gets its name from it's decor. A minotaur head hangs over the front entrance, and inside in the common room is a fully stuffed creature in a corner near a fireplace.

The owner was once an adventurer, and will tell tales of how he tracked down and slew the beast many years ago to any who care to listen.

The food and drink here is nothing special. The location gets a lot of traffic from those coming into the city who can't, or choose not to, afford the richer inns along the main thoroughfare into the city.

In the past it has had no particular history of criminal activity above what might be expected of any given tavern. Minor thugs and pick pockets, a little drug trade, and so forth. Given Firyin's words though, perhaps they have just done a decent job of covering up what may actually be going on here. It's location near the wall and away from the gate would certainly be useful for smuggling items into or out of the city.


Firyin comments with a clear note of sarcasm, "I am but your humble servant."

Anton di'Alkanov gives a practiced warm smile. "Glad to hear it. A more formal call would be appreciated in the future so that we might provide proper refreshment and a place to discuss matters should the need arise."


He has leather armor under his cloak and over a fine set of clothing. There is a short sword strapped to his waist, along with several daggers.


Both are bars/taverns

Soliel:

You are surprised not to sense any deceit in the drows words.

"As I said, she has a number of contacts she maintains, many all to eager to sell out their rivals. And while Sela is her bodyguard, there are at any time a number of men in that hole of a tavern that would be all to eager to please a woman like her."

"As to Anthony, Well Ian and his friends took out their gnomish ally, but that leaves the two half-orcs, the dwarf, and the human, Vaek. You should have executed him while he was your prisoner."

His tone becomes angry, "Diguri is another matter. Ky is unlikely to be of use there either. I asked her, but on that matter she said there are some lines she would not cross. Ky will have to pay for that refusal someday. The drow *&!@ will likely be near her loyal associates. The real question is whether she will aid them, and thus be drawn out, or let them perish."


"Ky and her bodyguard live nearby the Iron Gullet when they are in town. For a human she is clever, and has contacts with quite a few well placed individuals both in the underworld and in your government. When they aren't brokering information in Coran, they are doing so in Issust Hold. If anyone can track down a more accurate location for our mutual enemy she can, though it will cost you a sack of coins to keep that information private."


No, though since I only have 1 group going in this game now I could make a lot more rolls in thread. I'd still make sense motive/bluff/stealth/perception rolls in private.

Firyin gives Ian a look, "Figured you might be tagging along with this guy" he offhandedly waves in Dareon's direction. "But I'm glad to hear you say that, cause you only got one of them last time."

"I don't have anything certain, though you may try at the Minotaur's head, that place does a good bit of smuggling goods in an out of the city. If they aren't there, maybe someone there who knows them and can give you better directions. Otherwise you could try Ky from the Iron Gullet. She usually has a good bead on the whereabouts of a lot of people of importance."


Will save 29
Soliel: Yes.

Firyin raises an eyebrow at Dareon as he casts his spell, "Just can't wait to pry all my secrets from me?"

"I've tried to work with members of your organization in the past, but they have proven to be rather ineffective. So what is it that you want now?"


Anton smiles, "Is that his real name? Well that changes some things. I've heard about his crime war on the streets. Let me bring him down and you can confirm if this is indeed him. Excuse me on moment."

Anton heads back upstairs and returns a minute later with a male drow following behind him. "Seldar, these gentlemen here say your real name is Firyin, why don't you step outside with them and have a talk with them."

The drow gives Anton an annoyed look but nods. He gives Dareon and the sergeant a feigned smile, "Sure, let's go for a walk and talk if that is what you wish." He opens the door and steps out.


"Perhaps you could provide more detail on who this criminal is, and what their crimes are. I frequently entertain guests here for business prospects. It may be I've unintentionally acquired an unsuitable association that I have not properly vetted."


Both work for the Tower, and provided the details/layout for the house. Aurelion is the son of Anton (Anton is who you are speaking with now). The Murdoch's essentially work as the muscle/guards for the di Alkanov family. Tunny is Aurelion's personal bodyguard (though in truth Aurelion is the more dangerous of the two in a straight up fight).

Anton blinks a few times looking confused. "I'm sorry, but I think your information is incorrect."

Dareon:

He is good, smooth with his words, even with his tone, but his eyes dart side to side as he speaks. You are quite certain he is lying.


The butler nods, "Of course, come inside and please be seated while I let Master Alkinov know you are here."

He motions you in and gestures to several cushioned chairs in the southeast corner of the entrance hall.

Two bored looking guardsmen also stand within the room. Each bears a faint resemblance to Tunny Murdoch.

The butler heads upstairs, returing several minutes later followed by a well dressed middle aged man, clearly Aurelion's father. "It is an honor to have the servants of the tower in my home. To what do I owe this pleasure?" His smile and handshake are warm and sincere.


The guards join you at the home, surrounding it, though keeping back from the home to be able to get a wide view of it.

Lights glow behind the windows on both floors, though drapes prevent a view into the home other than an occasional shadow moving behind them. With everyone else in place, the lieutenant approaches the front door with Dareon, giving it a few hard knocks, then steps back to let Dareon speak.

The door opens to show a pristine and decorated entry hall. Paintings hang on the walls of high quality, polished wood panels. An older gentlemen stands in the doorway, gloved hands and a fine suit marking him as a butler. He looks at Dareon and the lieutenant and the guards standing farther back, a bit of confusion on his face. But he responds with a crisp voice, "How may I help you?"

Full Name

Nicholai Auf der Maur

About Nicolai Auf derMaur

Nicholai Auf DerMaur
PFRPG version, Lvl 5

Human
Sorcerer Lvl: 5
XP: 24,780
Next Lvl: ?

Current Effects

Spoiler:

-

Stats:

Spoiler:

Str: 12 (+1)
Dex: 16 (+3)
Con: 14 (+2)
Int: 14 (+2)
Wis: 13 (+1)
Cha: 19 (+4)

1st lvl: Human +2 to Cha, 4th lvl: +1 to Cha

Skills:

Spoiler:

Acrobatics:
*Appraise: C +6 = 2+ (1 ranks, +3C)
*Bluff: C +12 = 4 + (5 ranks, +3C)
Climb*: +1
*Craft (_): C +2
Diplomacy: +8 = 4 + (4 ranks)
Disable Device: not trained
Disguise: +3
Escape Artist*: +3
*Fly: C +3 = 3 + (0 ranks, +3C)
Handle Animal: not trained
Heal: +1
*Intimidate: C +8 = 4 + (1 ranks, +3C)
Knowledge (arcana): C +10 = 2 + (5 ranks, +3C)
Knowledge (local): +4 = 2 +(2 ranks)
Knowledge (religion): +4 = 2 +(2 ranks)
Linguistics: (untrained)
Perception: +1 (+3 w/ Wij'kan, +6 w/Wij'kan in bright light)
Perform:
Profession: C
Ride: +3
Sense Motive: +6 (+8 w/ Wij'kan Nearby) = 1 + (1r, +3C, +1t)
Sleight of Hand: +3
*Spellcraft: C +10 = 2 + (5 ranks, +3C)
Stealth:
Survival: +1
Swim*: +1
Use Magic Device: C +11 = 4 + (4 Ranks, +3C)

1st level: 6 skill points, (2 Class, 2 Int, 1 Human, 1 favored class)
2nd level: +6 Skill points,
3rd level: +6 Skill Points,
4th level: +6 Skill points,
5th level: +6 Skill Points,

*Armor Check Penalty for # Encumbrance;
Bold=skill ranks taken;
X=Untrained/Unusable
C=Class Skill
cc=cross class
F= Affected by Feat
t= Affected by Trait
Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Traits

Spoiler:

-Focused Mind: +2 to Concentration Checks (Magic) [Concentration check is +11]
-Suspicious: +1 to Sense Motive Checks, Sense Motive is always a Class Skill (Social)

Feats

Spoiler:

1st Level-
-Spell Hand (Mage Hand, Open/Close, Tenser's Floating Disk 1/day)
-Summon Familiar/Arcane Bond-Taken as Feat (Human bonus feat)
-Alertness- +2 to Perception & Sense Motive Checks , free with familiar, only when Familiar is nearby (5')
-Eschew Materials (FREE for Sorcerer)

3rd Level-
-Sudden Still- Cast spell without Somatic 1/day (?) (OR replace with Craft Wand or Craft Wondrous Item?)

5th Level-

Languages
Atuscan, Thuringian, Celestial

Combat

Spoiler:

HP: 31
Current HP: 31

AC: 13 (touch: 13, flat-footed: 10)
w/Prot-Evil= AC 15/15/12 vs Evil
(17/17/14 w/+4 Mage Armor)
(21/21/18 w/ Mage Armor & Shield Spell)
*+2 Dodge bonus to AC when Fighting Defensively (-4 to att)
*+4 Dodge bonus to AC when using the Total Defense Standard Action

Speed: 30'
Initiative: +3
BAB: +2
Grapple: +2
Concentration Check: +11

Saves:
Fort: +3 (+1, +2 Con)
Ref: +4 (+1, +3 Dex)
Will: +5 (+4, +1 Wis)
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Light Crossbow: +5 (Dmg: 1d8, 19-20/X2, 80ft, 4lb, Peircing) (35GP)
ShortSpear: +3/+5 Thrown (Dmg:1d6+2, ×2, 20 ft., 3 lb., Piercing)(1GP)
Dagger: +3/+5 thrown (Dmg:1d4+2, 19-20/×2, 10 ft., 1 lb. -Piercing or slashing) (2GP)
Light Mace: (steel-clawed fist scepter) +3 (Dmg:1d6+1, x2, 4lbs, Blunt)

Magic/Spells:

Spoiler:

Sorcerer
Level: 5
Caster Level: 5

Celestial Bloodline Abilities:
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

Spells per day: (Includes bonus from high Cha, +1 each lvl 1-4)
0= X; 1= 7; 2= 5

Spells Used: 0=X ; 1= ; 2=

Spells Known:
0= 6; 1= 4; 2= 2
(+1 bonus each level from Bloodline Feat, see feat above)
0- Read Magic (Free), Detect Magic, Ghost Sound, Light, Prestidigitation, Message, Resistance
1- Burning Hands, Magic Missile, Obscuring Mist, Prot/Evil, Bless(b)
2- Raiment of Command(PF5), Scorching Ray, Resist Energy(b)

(b)= Bonus spell from bloodline
Save DC's for Sorcerer spells: 0= 13; 1= 14; 2= 15

Sorcerer Info

Spoiler:

Alignment: Any
Hit Die: d6
Starting Wealth: 2d6 × 10 gp (average 70 gp)
Class Skills: The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Class Features
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Celestial
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.
Class Skill: Heal.
Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).
Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain:
Immunity to acid, cold, and petrification
Resist electricity 10
Resist fire 10
+4 racial bonus on saves against poison
Unlimited use of the Wings of Heaven ability
the ability to speak with any creature that has a language (as per the tongues spell).

Virtual SpellBook: (Spells listed here for easy reference)
Spoiler:

Zero (0) Level Spells:

Mage Hand
Transmutation
Level: Bard 0, Sor/Wiz 0
Casting time: 1 standard action
Range: Close (25ft. + 5ft./2 levels
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: None
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Read Magic
Divination
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 0 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.
Focus- A clear crystal or mineral prism.

Detect Magic
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 Standard Action
Range: 60'
Effect: Cone Shaped Emanation
Duration: Concentration, Up to 1 min/Level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Familiar Wijk'An (Hawk)

Spoiler:

Half-Celestial Hawk
Size: Tiny (+8)
Benefit: +3 to Nicolai's Spot in daylight (bright light) when within 1 mile

HP: 15 of 15 (half Nicolai's, rounded down)
HD: 5 (Master's Character lvl)
Initiative: +3
Speed: 10', fly 60' (average)
AC: 20 (+2 size, +3 dex, +3 natural, +2 nat adj)
BAB: +2 (Nicolai's)
Grapple: -10
Attack: Talons +7 melee (1d4-2)
Qualities: low-light vision
Fort: +2 (greater of Nicolai's base or +2, +0 for Con)
Reflex: +5 (greater of Nicolai's base or +2, +3 for Dex)
Will: +6 (greater of Nicolai's base or 0, +2 for Wis)
Abilities: STR 6, DEX 17, CON 10, INT 8, WIS 14, CHA 6
Feats:
- Weapon Finesse
- Alertness (master)
- Improved Evasion (no dmg on reflex save, half if fail)
Size: T
Hit Dice: d8
Fly: +7
Perception: +15 (Nicolai's ranks + Wijk'An +8 Racial modifiers)
Hide: +11 (Nicolai's ranks + Wijk'An modifiers, +8 for size)
Natural Armor Adj: +2
Special: Alertness, Improved Evasion, Share spells, empathic link, deliver touch attack, Speak with Master,

Wijk'An is the result of a very rare mating between a celestial hawk and one native to Oerth and was drawn to Nicolai due to their similar heritage. Although he can pass for a noncelestial hawk, he retains the higher intelligence of his extra-planar kin and has streaks of golden feathers on his wings. He can also speak the celestial tongue, though he is careful to hide this fact from all but Nicolai and his trusted friends. He does not possess other celestial qualities such as darkvision, damage reduction, or innate resistance to acid, cold, electricity or spells.

Inventory:

Spoiler:

Weapons-
Light crossbow: 1d8, 19-20/x2, 80' (4 lbs)
Crossbow bolts x20 (2 lbs)
Dagger: 1d4, 19-20/x2, 10' (1 lb)

Total Encumbrance: 31.5 lbs
Light load: 43 lbs
Medium load: 86 lbs
Heavy load: 130 lbs

Worn (7.5 lbs):
Traveler's outfit (5 lbs)
Backpack (2 lbs)
Belt pouch A (0.5 lbs)
Wooden holy symbol - Arton

Magic Items-
Arcanist's gloves (augment caster level by +2 on 1st level spells, twice/day)
Safewing emblem (one-time feather fall)
Healing Potion (From ratman)
1X Clay jars-healing potions

Belt pouch B (2 lbs):
Alchemist's fire (1 lb)
Holy water (1 lb)
2 sp
2 gp

-Adventurer's Pack-
Backpack (15 lbs):
Bedroll (5 lbs)
Candle x5
Flint and steel
Ink vial
Inkpen
Mirror, small steel (0.5 lbs)
Parchment x5
Trail rations x4 (4 lbs)
Waterskin (4 lbs)
Sealing wax (1 lb)
Bag
Belt pouch B (0.5 lbs)
Grim reaper mask and cloak
Nicolai mask
From Ancient tomb:
* 28 ancient gold coins
* 64 ancient silver coins (tarnished)
* 1 x bracelet / armband
* 1 x knecklace
* silver comb & matching silver mirror
* steel clawed fist sceptre (light mace), 1d6dmg; (X2, 4 lbs, )
* stoppered clay flask adorned with a rune;

Belt pouch B:
6 pp

Money-
PP:6
GP:2
SP:2
CP:

Appearance & Personality:

Spoiler:

Nicolai stands 5'10" tall and weighs approximately 185 lbs. He has long brown hair tied back in a pony tail and very pale brown eyes, almost golden. He's clean cut, handsome and always looks well-dressed, even in standard traveler's attire.

He usually wears a tucked in white shirt under a red cloak with a design of elaborate golden swirls, long pants, and comfortable sandals. He's also usually wearing a carved wooden holy symbol of Arton around his neck, sleek blue gloves with golden stars on the knuckles, and a white porcelain brooch in the shape of wings with a small green gemstone in the center.

He carries a light crossbow on his back and a somewhat concealed dagger under his cloak. Those spending a lot of time with him will notice that a brownish-red hawk with golden streaks in his wing feathers can often be seen flying nearby.

Nicolai exudes an air of confidence and is easy-going and almost always smiling. He's always been popular among colleagues and with the ladies. People are naturally drawn to him and look to him for both guidance and friendship. He also comes across as very trustworthy.

Character Background:

Spoiler:

Nicolai's parents both died when he was a baby, and he was placed in a local orphanage. He was very popular and well-liked among the other children and soon became a somewhat of a ringleader, though they never got into any serious trouble.

He developed some arcane ability early on but was clever enough to disguise it, most of the time. Still, he always knew he was different from the other Atuscan children. Despite his penchant for mischief, he was brought up to respect Arton and the Church. It was only once he determined the true nature of his gift, and realized that the Artonites would never accept him, that a rebellious streak developed. At first, he tried to rebel along established lines within the system, and sought to join the Order of Truth, presuming that they would be more tolerant.

He signed on as an initiate and began his training in earnest. The rigorous process wore on him, however, and he became frustrated with the long hours spent studying things that he felt would never come in handy. Whenever he voiced these concerns, he was silenced by his mentors and sent back to his books. He eventually became so disenchanted with the Order that he decided to leave, despite his oath of allegiance. He just could not fathom how this group, mired in protocol as they were, would be capable of actually making a positive difference in the world.

Knowing that the Order would never accept his abandonment, he turned to the road to seek out adventure and the opportunity to actually exert some influence on a society that he was becoming more and more frustrated with. He could finally see the Artonites for what the really were, fearmongers, and was no longer to live in a society governed by such.

He joined up with a merchant caravan headed for the far reaches of the empire where the long arm of the Church was not as prominent. When the caravan finally reached its destination, the town of Lichford, Nicolai said his goodbyes and found himself a room at the local inn, where he's been staying the past several weeks. During that time, he's been perfecting his mastery of the Thuringian language and gathering news and information from locals and travelers alike, and has yet to settle on a more far-reaching purpose. He's hopeful, though, that this is soon to change.

Magic Item Background-
Although his parents died when he was a baby, Nicolai did inherit a small box of miscellaneous junk and heirlooms. None of it was determined to be valuable, but once his arcane talents emerged, Nicolai spent a lot of time testing out his abilities. For fun, he cast Detect Magic and inspected all of his belongings, including the contents of this box. To his surprise, he discovered that two items registered faint transmutation magic: a pair of sleek, blue gloves with golden stars across the knuckles and a small brooch shaped like a pair of white wings with a small green stone in the center.

He began to wear both items occasionally when testing out his spells in private. He eventually discovered that the gloves would augment certain aspects of his spells when mentally called upon, but could not determine the function of the brooch. Not one for toil or hard work, he began to frequent a local tavern known as a haven for those wishing to partake in games of skill or chance. Although his mouth occasionally got him into trouble, his bluffing skills enabled him to build up a decent-sized bankroll. Satisfied, he inquired of a local wizard who, for a small fee, cast an Identify spell on the brooch. He now wears it all the time, happy for the makeshift safety net.

Languages-
Although he was only formally taught Atuscan as a child, at the orphanage, Nicolai is fairly adept at languages when he applies himself, which he has done on two occasions.

Early on as he developed his skills, he was approached one afternoon by celestial hawk and the two became quick friends. Eventually, the hawk, named Wijk'An, became Nicolai's familiar. Eager to increase his ability to communicate with Wijk'An, Nicolai convinced the hawk to help him learn to speak Celestial. Limited to simple words at first, Nicolai eventually picked up enough to continue to learn the language on his own, taking advantage of a lucky find at the library at the headquarters of the Order of Truth, he was able to supplement his knowledge to the point where he is more or less fluent in the language.

Nicolai learned Thuringian through more mundane methods. Once he decided to leave the Order, and it became clear that his travels would take him to Lichford, he convinced a travelling merchant's daughter to teach him the basics of the language as he accompanied them on the road. During the past few weeks spent in Lichford, he's perfected the language to the point where he can easily communicate with the locals, though he retains a slight Atuscan accent.

Stephan-While undergoing his training as an initiate to the Order of Truth, Nicolai found he did not have much in common with the other members, and so became more of an introvert than usual. One of those he did befriend, however, was his a young member of the Order ten years his senior, a cleric by the name of Stefan. Stefan was one of the few Nicolai felt he could confide in and, when the elder cleric left for the far reaches of the Empire, the solitude became too much and Nicolai decided to abandon his path. Aside from just wanting to distance himself from the Artonite heartland, one of Nicolai's primary reasons for coming to Lichford was to inform Stefan of his decision. He has yet to locate his friend and former colleague.