Henrika’s agents return with information on the three targets.
Baron Astor Roderus
Astor Roderus is the castellan of the fortress, Abadar’s Pillar. Though a respected military commander and warrior, as the second son of the Roderus family he had tutored in arcane studies before his elder brother’s death saw his family’s military legacy fall to him. Now an eldritch knight, he uses his spellcasting ability—particularly abjurations—to shut down enemy defenses before charging into battle. He is often found conducting drills of his soldiers on the battlements or brooding while watching over the courtyard activity.
Roderus is an Eldritch Knight/Fighter/Abjurer.
Diviner Dame Avenna
Dame Avenna serves the high strategos as a diviner and seer, scrying on enemies and making educated guesses about their next moves. She spends hours studying the stars in her observatory each night, then poring over the results after waking up around noon. It is rumored that Dame Avenna isn’t wholly loyal to Maxillar Pythareus or his politics; she considers herself an academic and wants a luxurious enough life to pursue her research.
Avenna is a Wizard (Diviner).
Chief Enumerator Iovinus
A handsome and charming man, Palo Iovinus founded the Vault and Chain as a reflection of his family’s philosophy coupled with an insatiable inferiority complex that demanded constant reassurance of his own superiority. He spends hours in the chapel, advising his templars and following business and political developments from across the nation as he decides what information warrants passing along to Pythareus.
Iovinus is an Antipaladin.
With her second team, Henrika recovers five of the ten lost agents. The agents report a horrifying experience of succumbing to a trap in the hag’s apartment behind the tea house. Several large, ordinary house cats occupy the apartment which normally would not be any danger to people. However, the agents triggered a trap that transformed them all into rats which the cats then ferociously pounced upon. The other five agents were devoured and the remaining five survived by hiding under furniture where the cat’s paws couldn’t reach.
Whether agents live or die is just flavor. You can always recover agents back up to full with enough successes.
Trevor/Malphene
Trevor’s agents have limited success deflecting suspicion.
The group’s suspicion is reduced by 1 point from 9 to 8.
Xallis/Bartelby
Bartelby has a silver tongue and his words resonate with the conservative citizens that he speaks with.
The group’s suspicion is reduced by a further 3 points from 8 to 5.
This is not right. For operations you send agents. You have Rank 10 in Charm so you can send 10 agents. Also, you rolled 1d1 instead of 1d20. Lastly, you can use your cohort to add another +2 from coalition leader. The correct roll should be 1d20+10+2. I'll let you reroll.
Also, since you have rank 10 in Charm, you can actually take a second operation as well if you wish to do so.
We've also got to go rendevous with Gannaius as soon as we get back from the monastery. We probably should have done that before we went to meet Gulreesh, but I forgot. We might have lost him. :/
Whoops! That's my bad. I forgot as well. We can say you went to the warehouse before meeting with Gulreesh. However, Gannaius isn't there. He has taken whatever supplies were left in the warehouse and fled.
Behind the scenes, I'll let you know, sending him to the warehouse alone actually saved you some trouble. Your characters don't know this but Gannaius wasn't captured during the raid on the Lion Blades like Kathann thought. He actually sold out the other Lion Blades to Milon for gold. He just wasn't expecting Milon to imprison him afterwards. If you had Gannaius stay with you, at the first opportunity, he would attempt to discretely rob you and flee anyway.
Henrika wrote:
I've been sort of going along with it because it seems like it fits our goals, but I have to think Henrika would at least want to know something about them before she has them killed. Is there an easy way to find out more about our three targets? Can we make Knowledge rolls or something like that?
Sure. I'll let you learn about them with any of these three operations: filter rumors, gather information, or research. If one of you wants to take that operation, I'll give you information on all three of them in one because there is not a lot about them, but I'll give you all I can dig up in the book. If you don't assassinate them, they are just one more encounter in Abadar's Pillar. I bet the fights would be cool, but as you can see, Abadar's Pillar is quite large, so there are still going to be plenty of other fights to be had. When you finally go to Abadar's Pillar, you can bring all your cohorts back along. That would be a good place to use them. I included a few extra soldiers on the map in anticipation of this.
Gulreesh Will save DC 23:1d20 + 14 ⇒ (13) + 14 = 27
The charm monster fails to work on Gulreesh, but that was a good idea. I'll allow it to go unnoticed.
Icabhod wrote:
Around ten thousand to seventeen thousand gold as an offering. I sense that he also would like other material luxuries such as food wine and drugs. I do in fact still have the Opium, Flayleaf and Shiver I acquired earlier.
The opium, flayleaf, and shiver adds up to 7,000 gp. And Gulreesh accepts those items at twice their value, so it is worth 14,000 gp to him. Giving those up is almost enough. Throw in a few trade goods from the wagon you got earlier worth another 1,000 gp and you’ll be there.
The Lord of Filth snatches up the offered drugs eagerly. ”Ho ho ho. This will do nicely. I am pleased.”
Gulreesh fishes through the filth and pulls up a broken dagger with a horsehead‑shaped pommel, a symbol commonly associated with House Pythareus. He hands the dagger to you.
”This dagger, by itself, is a +1 human-bane dagger. But it’s value to you is that it was used by Maxillar’s father Julian Pythareus to kill the family tutor, Tae Amalon, in a fit of pique. The dagger’s broken-off tip which is likely still lodged in Tae Amalon’s body would by damning evidence of the Pythareus family’s crimes if united with the rest of the dagger. While it doesn’t condemn Maxillar personally—since he only helped his father cover up the crime—it’s useful evidence against him and a reminder of what he has compromised. Gulreesh is confident that you will be resourceful enough to locate it. Your business with Gulreesh has now concluded. Return to the surface where you belong and consider yourselves lucky that Gulreesh did not need to eat you.”
I’ll give you a hint that you actually walked past Tae Amalon’s body somewhere that you’ve been.
Afterwards you leave the sewers and have to make one last stop of the Sweet Dreams Tea Shop.
Henrika Disguise:1d20 + 20 ⇒ (12) + 20 = 32 Henrika Bluff:1d20 + 48 ⇒ (16) + 48 = 64
Henrika manages to maintain her disguise.
When you arrive at the Sweet Dreams Tea Shop, two other women dressed in fancy courtier’s outfits are present. Estella introduces them. ”Master Jeroth, my two older sisters Illumia and Magilla are here today. They’ve been diligently recording the locations of the soldiers in Abadar’s Pillar as part of our preparations to eliminate the diviner Dame Avenna. In anticipation to your visit, I’ve prepared a copy of our map to provide to you.” She gives you an updated map.
I’ve marked on the map the location of the common soldiers. There will still be other characters in Abadar’s Pillar that I have not indicated yet.
Assuming you don’t have anything in particular to say to the hags at the moment, I’m going to give you all a Persona Phase now.
Afterwards, the Seven Forms of Sin monks will have completed their assassination of Chief Enumerator Iovinus. You if you want, you can return and fight them if you want to. If you want to plan your Persona Phase in anticipation of that, you can. Or feel free it increase a facet or whatever else you want to do.
Inhaling deeply, then exhaling heavily, the giant otyugh says, “Many kinds of things end up in my Undercity, and it is true Gulreesh has found something that would harm General Pythareus. But Gulreesh is king here! Gulreesh does not care what happens to the little general from the wasteland above!” After a pause, he continues. “Many souls seem interested in my little trinket, offering glory and gold, especially the real Milon Jeroth. I care not about your identities but what do you offer Gulreesh for his favor?”
Appraise DC 23 or Sense Motive DC 33:
You have some insight into Gulreesh’s expectation, placing the item’s value somewhere between 10,000 and 20,000 gp. Gulreesh will accept coin but also items at their full value.
Appraise DC 28 or Sense Motive DC 38:
You narrow the range to 15,000 to 17,000 gp. Gulreesh will also accept political secrets from the world above or fine food, wine, and drugs at twice their normal value.
”You think I don’t know the customs of surface people? I am an information broker, you fool. But very well.” Gulreesh extends a tentacle towards Icabhod. ”You may stand.” Then he looks back towards Henrika. ”Why have you come to disturb mighty Gulreesh?”
I forget do we have someone who has ranks in Knowledge: Dungeoneering?
I think only Tychus has a small amount of ranks in it. Icabhod can also make any Knowledge check with his Keen Recollection ability.
The Lord of Filth seems pleased by Henrika’s response. “Then prostrate yourselves before Gulreesh!” He demands.
Prostrating yourself to satisfy Gulreesh but will also result in immersing yourself in the shallow sewage. You can attempt a Bluff or Intimidate to refuse or beg off this gesture but for each person who refuses to bow, the DC increases.
Henrika rejoins the others and you all depart the same way you came. You exit back up through the Waterhill Manor and then back to your inn to rest.
You spend the evening healing your wounds. Xallis can also take 10 and identify the magical scimitar you found in the chest in the Waterhill Manor basement. It is a Flame Tongue but in scimitar form (rather than a longsword).
Kuthona 29, 4718 (Starday) (Zimar, Taldor)
The next day, you head out to find the Lord of Filth. The directions given are accurate and finding the Court of Filth is not difficult.
Stairs descend into shallow, stagnated water in this massive underground reservoir, some eighty feet across, whose arched brick ceiling is supported by rows of wide but badly eroded columns. The air is thick with the smell of sewage and the sounds of running, dripping, and splashing water.
Standing in the middle of the room is a creature that must be the Lord of Filth. This creature has a large, bulbous body that is mostly mouth and is supported by three thick legs. Two barbed tentacles grow out of its sides and a third tentacle covered in eyes grows out of the top of its body. The Lord of Filth has grown to massive proportions, far exceeding others of his kind in size.
Lord of Filth Lore
Knowledge (Dungeoneering) DC 14:
•The Lord of Filth is an otyugh.
•An otyugh’s type is aberration.
•A typical otyugh is size Large but the Lord of Filth is size Gargantuan.
•Otyughs are particularly vile and horrid creatures that lurk in places most sane creatures avoid. Their lairs are middens, cesspools, offal pits, toxic swamps, and sewers—the greater a lair’s filth, the greater the draw to the refuse-eating otyugh. They glory in the role of scavenger, wandering through vast underground caverns in search of the choicest cuts of garbage and waste. Upon finding such refuse, they gorge upon it, gathering what cannot be consumed in one debauch to bring back to their foul-smelling lairs. Otyughs spend most of their time in these filthy dens, which they keep constantly filled with carrion, dung, and worse sorts of stinking effluvia.
Knowledge (Dungeoneering) DC 19:
•Otyughs are immune to disease.
•An otyugh’s bite inflicts a disease called filth fever.
•Otyughs speak Common.
As you near the bottom of the stairs, the Lord of Filth repeatedly announces in a groaning, deep voice. ”Come closer!”
Centuries of neglect has turned the water in the room filthy and nearly opaque. You are unable to tell how deep the water in the chamber goes. Once you step off the stairs, you find that there is a 10‑foot‑by‑10‑foot ledge that sits just a foot below the water by the entry. Once on this ledge, the Lord of Filth places one of his massive tentacles right in front of the closest person’s face and shouts, ”Stop!”
Before you can ask any questions, the Lord of Filth demands, “Do you know who I am?”
Any one of you can make a Bluff or Diplomacy check to ingratiate yourself with the Lord of Filth. (Only one person needs to succeed.)
Knowledge (Dungeoneering) or Knowledge (Local) DC 25:
You know that the Lord of Filth goes by two titles: either Gulreesh, Lord of Filth or Otyugh King. Mentioning his title in your response will grant a +4 bonus to the check.
Henrika senses that Dismaal was indeed still testing her.
Weeks:1d4 ⇒ 1
Sister Dismaal re-enters the library. "Very well. Yes, you had mentioned hiring my assassins to eliminate Chief Enumerator Iovinus. I'll charge the standard rate payable upon completion. Come back next week and the task will be done."
She gives Henrika a wink. "Maybe next time I can enjoy your company in my quarters. It's been too long since the last time you've stayed over."
If you want, you can leave now, unless there is more you want to do here.
The monks will complete their assassination next week, while they other two groups will complete their assignments in two weeks.
You still need to visit the night hags, if only briefly, this week still. You can also visit the Lord of Filth if you want. I'll probably also have you do another Persona Phase before the week passes, but you can do the other things first.
Sister Dismaal is satisfied with Henrika’s response. ”Very well. We’ve known each other long enough that you need not apologize to me. I always thought you juggled too many balls. It was only a matter of time that someone attempted to betray you. It surprises me that these crude agents were capable of uncovering a plot though. Are you sure you aren’t being played? Why don’t you come with me to my private quarters to discuss why you’ve come today. Your agents can mend themselves in the monastic cells. My wards would prevent them from entering my room anyway. My men will show them the way.”
The monks guide Icabhod, Trevor, Tychus, and Xallis to the connected room to the west.
6. Monastic Cells
Five small cells—each with a feather bed and silk sheets— are accessible from this wide, stone hallway.
Two more monks linger on the beds here. The monks from the training hall offer a bed to sit on and simple cloth bandages to wrap your wounds in. Then they stand silently on the other side of the room. They show no interest in conversing with you.
While the others are guided away, two more monks enter the training hall from the south and accompany Sister Dismaal and Henrika along the way to Sister Dismaal’s quarters. As the group walks, they pass by two other rooms.
8. Dining Hall
Though this dining hall is far from clean or well appointed, the rich scent of spices fills the air. An adjoining room to the northeast serves as a kitchen.
9. Library
A small library of scrolls of books includes volumes on history, medicine, and philosophy, but also recipes for preparing intelligent creatures and reams of erotica, which one would not expect in a monastic collection.
A door to the north of the library leads to Sister Dismaal’s quarters.
The two monks walking with Henrika and Dismaal stop and wait in the library. Sister Dismaal enters her room and waits for Henrika to enter as well.
10. Sister Dismaal’s Quarters
Sister Dismaal’s room contains a luxurious bed and desk, as well as an expansive wardrobe.
”Enough!” Sister Dismaal shouts and raises her hand. All of her monks immediately stop fighting and drop their arms to their sides.
”Milon, explain yourself!” Sister Dismaal demands. ”Your men are undisciplined and disrespect the sanctity of this dojo. You were to demonstrate your martial prowess on your own, not receive aid from this performer.” She points accusatorily at Trevor. ”And this pirate dares draw steel!” She stares at Icabhod. ”I would be in my right to break his arm right here. But they are your minions. You punish them. All of them. Right here, before us. Show my men what happens when someone disobeys.”
The monks help their fallen comrade off the ground then form a line in front on Sister Dismaal. They wait for Henrika to speak.
Henrika will need to make a Bluff check with a -5 penalty to come up with an acceptable explanation. Then she’ll also need to decide if she will actually punish her allies or not. It is clear that Sister Dismaal is expecting a physical punishment.
I know two of the monks are confused, but I'm not going to roll for confusion out of combat at the moment. I'll just say for the moment they act normal or do nothing, or otherwise, Sister Dismaal is prepared to subdue them to prevent them from hurting anyone. If this breaks out into a fight, I'll keep the duration of the effect in place.
Henrika and her opponent both trade hits. However, afterwards, the monk falls to the ground while Henrika still stands. The monk groans on the floor, not unconscious, but not getting back up. From the corner of Henrika’s eye she sees Sister Dismaal nod approvingly.
Henrika hits Devotee (Blue) for 23 damage and knocks him out of combat. Devotee (Blue) hits Henrika with an attack of opportunity for 15 damage.
Henrika’s remaining opponent temporarily regains his senses and charges Henrika with a flying kick, putting all his power behind the attack but the inexperienced monk can’t pull off the complicated move and nearly trips himself.
Devotee (Red) charges and attacks Henrika but misses.
Round 3
Initiative
27 – Henrika (46/93 hp)
23 – Seven Forms of Sin Devotee (Red) (11 damage) (Confused 7 rd, Charged -2 AC, 1 rd)
23 – Seven Forms of Sin Devotee (Blue) (46 damage) (Prone, Out of combat)
22 – Icabhod (56/75 hp)
20 – Tychus (97/79 hp)
19 – Trevor (97/79 hp)
14 – Seven Forms of Sin Devotee (Yellow) (9 damage) (Confused 8 rd)
14 – Seven Forms of Sin Devotee (Orange) (9 damage) (Feinted -3 AC vs. Xallis, 1 rd)
07 – Xallis (88/83 hp)
Active Spells/Effects Henrika: ▲Glibness (60 min), ▲Heroism (60 min), ▲Message (60 min), ▲Fearsome Guise Icabhod: ▲Barkskin (+4, 70 min), ▲Heroism (60 min)
Trevor: ▲Blessing of Cayden Cailean (18 hp, 5 days)
Tychus: ▲Blessing of Cayden Cailean (18 hp, 5 days), ▲Dignity’s Barb Crit. (3, 19-20), ▲Fearsome Guise Xallis: ▲Blessing of Cayden Cailean (5 hp, 5 days), ▲Heroism (60 min), ▲Fearsome Guise Seven Forms of Sin Devotee (Red): ▼Hypnotic Stare (-3 Will), ▼Confusion (8 rd)
Seven Forms of Sin Devotee (Yellow): ▼Confusion (8 rd)
Blessing of Cayden Cailean:
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (5 days remaining)
Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
The second confused monk spins around looking at the enemies on all sides of him and somehow backhands himself in the process.
Devotee (Yellow) hits himself for 9 damage.
The other monk makes four more attacks against Tychus but Tychus moves too fast and dodges them all.
Devotee (Orange) makes 4 attacks against Tychus and all 4 miss.
Round 2
Initiative
07 – Xallis (88/83 hp)
Round 3
Initiative
27 – Henrika (61/93 hp)
23 – Seven Forms of Sin Devotee (Red) (11 damage) (Confused 8 rd)
23 – Seven Forms of Sin Devotee (Blue) (23 damage) (Feinted [-3 AC] 1 rd)
22 – Icabhod (56/75 hp)
20 – Tychus (97/79 hp)
19 – Trevor (97/79 hp)
14 – Seven Forms of Sin Devotee (Yellow) (9 damage) (Confused 8 rd)
14 – Seven Forms of Sin Devotee (Orange) (9 damage)
07 – Xallis (88/83 hp)
Active Spells/Effects Henrika: ▲Glibness (60 min), ▲Heroism (60 min), ▲Message (60 min), ▲Touch of Good (1 rd), ▲Fearsome Guise Icabhod: ▲Barkskin (+4, 70 min), ▲Heroism (60 min)
Trevor: ▲Blessing of Cayden Cailean (18 hp, 5 days)
Tychus: ▲Blessing of Cayden Cailean (18 hp, 5 days), ▲Dignity’s Barb Crit. (3, 19-20), ▲Fearsome Guise Xallis: ▲Blessing of Cayden Cailean (5 hp, 5 days), ▲Heroism (60 min), ▲Fearsome Guise Seven Forms of Sin Devotee (Red): ▼Hypnotic Stare (-3 Will), ▼Confusion (8 rd)
Seven Forms of Sin Devotee (Yellow): ▼Confusion (8 rd)
Blessing of Cayden Cailean:
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (5 days remaining)
Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Actually, the confused condition says "A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies."
So, I would think that it would still provide flanking. And you could use a confused enemy as a flanker to assist your attacks too.
It also says, "a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking", but it doesn't say anything about it not providing flanking.
So if someone stepped to the south side of Orange, they could flank Orange with themselves and Yellow who is confused.
Henrika feints the monk to her right and lands a blow enhanced by her painful stare. Then the monk retaliates with a strike of his own.
Devotee (Blue) is feinted for another round. Henrika hits Devotee (Blue) for 23 damage and (Blue) hits Henrika for 8 damage with an attack of opportunity.
"There's your claws!" hisses Sister Dismaal. "Hit him again!"
Devotee (Red) Confusion:1d100 ⇒ 63Hit self. Although the condition says 1d8+Str, I think it makes more sense for it to be a regular unarmed strike against himself since he isn’t holding anything. Damage:1d10 + 5 ⇒ (6) + 5 = 11
Devotee (Blue) Flurry of Blows, Stunning Fist (Sickened) vs. Henrika’s AC 24:1d20 + 12 ⇒ (18) + 12 = 30 Damage:1d10 + 5 ⇒ (2) + 5 = 7
Devotee (Blue) Flurry of Blows vs. Henrika’s AC 24:1d20 + 12 ⇒ (15) + 12 = 27 Damage:1d10 + 5 ⇒ (10) + 5 = 15
Devotee (Blue) Flurry of Blows vs. Henrika’s AC 24:1d20 + 7 ⇒ (3) + 7 = 10 Damage:1d10 + 5 ⇒ (7) + 5 = 12
Devotee (Blue) Flurry of Blows vs. Henrika’s AC 24:1d20 + 7 ⇒ (16) + 7 = 23 Damage:1d10 + 5 ⇒ (8) + 5 = 13
Henrika Fort save, heroism vs. Stunning Fist:1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
The confused monk stands still and uppercuts himself right in the face, knocking his head violently backwards.
Devotee (Red) hits himself for 11 damage.
The other monk performs another flurry of blows. Henrika gets pummeled two more times then the monk hops back a step.
Devotee (Blue) hits Henrika twice for a total of 22 damage (7+15). Then he 5-ft. steps. Henrika saves against the Stunning Fist and is unaffected. Technically (Blue) and (Yellow) were flanking Henrika but I'm treating this as two separate fights even though they are in the same area, so I'm not giving (Blue) the flanking bonus.
Round 2
Initiative
27 – Henrika (61/93 hp)
23 – Seven Forms of Sin Devotee (Red) (11 damage) (Confused 8 rd)
23 – Seven Forms of Sin Devotee (Blue) (23 damage) (Feinted [-3 AC] 1 rd)
22 – Icabhod (56/75 hp) (Stunned 1 rd)
20 – Tychus (97/79 hp) (Total Defense +4 AC, 1 rd)
19 – Trevor (97/79 hp)
14 – Seven Forms of Sin Devotee (Yellow) (Confused 9 rd, Shaken 1 rd)
14 – Seven Forms of Sin Devotee (Orange)
07 – Xallis (88/83 hp)
Active Spells/Effects Henrika: ▲Glibness (60 min), ▲Heroism (60 min), ▲Message (60 min), ▲Fearsome Guise Icabhod: ▲Barkskin (+4, 70 min), ▲Heroism (60 min)
Trevor: ▲Blessing of Cayden Cailean (18 hp, 5 days)
Tychus: ▲Blessing of Cayden Cailean (18 hp, 5 days), ▲Dignity’s Barb Crit. (3, 19-20), ▲Fearsome Guise Xallis: ▲Blessing of Cayden Cailean (5 hp, 5 days), ▲Heroism (60 min), ▲Fearsome Guise Seven Forms of Sin Devotee (Red): ▼Hypnotic Stare (-3 Will), ▼Confusion (8 rd)
Seven Forms of Sin Devotee (Yellow): ▼Confusion (9 rd)
Blessing of Cayden Cailean:
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (5 days remaining)
Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Stunned:
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.
Tychus and Trevor go. Icabhod is stunned this round.
Since Tychus can move before Trevor, I’ll move Trevor so he isn’t adjacent to the enemy so he won’t threaten to provoke with his spell.
Trevor heals Henrika 23 hp.
”Need help already, Milon?” Sister Dismaal questions suspiciously. ”Those hits shouldn’t have even hurt you.”
Devotee (Orange) Confusion:1d100 ⇒ 1Act normal
Devotee (Yellow) Flurry of Blows, Stunning Fist vs. Icabhod’s AC 27:1d20 + 12 ⇒ (15) + 12 = 27 Nonlethal Damage:1d10 + 5 ⇒ (5) + 5 = 10
Devotee (Yellow) Flurry of Blows vs. Icabhod’s AC 27:1d20 + 12 ⇒ (8) + 12 = 20 Nonlethal Damage:1d10 + 5 ⇒ (6) + 5 = 11
Devotee (Yellow) Flurry of Blows vs. Icabhod’s AC 27:1d20 + 7 ⇒ (15) + 7 = 22 Nonlethal Damage:1d10 + 5 ⇒ (7) + 5 = 12
Devotee (Yellow) Flurry of Blows vs. Icabhod’s AC 27:1d20 + 7 ⇒ (14) + 7 = 21 Nonlethal Damage:1d10 + 5 ⇒ (5) + 5 = 10
Icabhod Fort save, heroism vs. Stunning Fist:1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Icabhod may want to stay out of the fight, but the monk in front of him has no reservations. He steps up and Icabhod takes a fist to the jaw that knocks him silly.
Devotee (Yellow) hits Icabhod once for 10 damage. Icabhod fails his save against the Stunning Fist and is stunned for 1 round.
Devotee (Orange) Flurry of Blows, Stunning Fist vs. Tychus’ AC 33:1d20 + 12 ⇒ (11) + 12 = 23 Nonlethal Damage:1d10 + 5 ⇒ (3) + 5 = 8
Devotee (Orange) Flurry of Blows vs. Tychus’ AC 33:1d20 + 12 ⇒ (18) + 12 = 30 Nonlethal Damage:1d10 + 5 ⇒ (9) + 5 = 14
Devotee (Orange) Flurry of Blows vs. Tychus’ AC 33:1d20 + 12 ⇒ (1) + 12 = 13 Nonlethal Damage:1d10 + 5 ⇒ (1) + 5 = 6
Devotee (Orange) Flurry of Blows vs. Tychus’ AC 33:1d20 + 12 ⇒ (12) + 12 = 24 Nonlethal Damage:1d10 + 5 ⇒ (8) + 5 = 13
The other monk engages Tychus but can’t get through his defenses.
Devotee (Orange) misses Tychus with all his attacks.
Round 1
Initiative
07 – Xallis (88/83 hp)
Round 2
Initiative
27 – Henrika (91/93 hp)
23 – Seven Forms of Sin Devotee (Red) (Confused 9 rd)
23 – Seven Forms of Sin Devotee (Blue) (Feinted [-3 AC] 1 rd)
22 – Icabhod (56/75 hp) (Stunned 1 rd)
20 – Tychus (97/79 hp) (Total Defense +4 AC, 1 rd)
19 – Trevor (97/79 hp)
14 – Seven Forms of Sin Devotee (Yellow) (Confused 9 rd)
14 – Seven Forms of Sin Devotee (Orange)
Active Spells/Effects Henrika: ▲Glibness (60 min), ▲Heroism (60 min), ▲Message (60 min), ▲Fearsome Guise Icabhod: ▲Barkskin (+4, 70 min), ▲Heroism (60 min)
Trevor: ▲Blessing of Cayden Cailean (18 hp, 5 days)
Tychus: ▲Blessing of Cayden Cailean (18 hp, 5 days), ▲Dignity’s Barb Crit. (3, 19-20), ▲Fearsome Guise Xallis: ▲Blessing of Cayden Cailean (5 hp, 5 days), ▲Heroism (60 min), ▲Fearsome Guise Seven Forms of Sin Devotee (Red): ▼Hypnotic Stare (-3 Will)
Blessing of Cayden Cailean:
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (5 days remaining)
Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Stunned:
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.
Henrika throws the monk to her right off-guard then she sends out a burst of confusion. Two of the monks fall under the effect. Sister Dismaal admonishes Henrika. ”This is a duel, Milon. Focus on your opponents.”
Devotee (Red) and (Yellow) are confused for 10 rounds. Devotee (Blue) is feinted and loses his Dex to AC until Henrika’s next turn.
Devotee (Red) Confusion:1d100 ⇒ 3Act normal
Devotee (Red) Flurry of Blows, Stunning Fist vs. Henrika’s AC 24:1d20 + 12 ⇒ (11) + 12 = 23 Nonlethal Damage:1d10 + 5 ⇒ (5) + 5 = 10
Devotee (Red) Flurry of Blows vs. Henrika’s AC 24:1d20 + 12 ⇒ (17) + 12 = 29 Nonlethal Damage:1d10 + 5 ⇒ (5) + 5 = 10
Devotee (Red) Flurry of Blows vs. Henrika’s AC 24:1d20 + 7 ⇒ (7) + 7 = 14 Nonlethal Damage:1d10 + 5 ⇒ (7) + 5 = 12
Devotee (Red) Flurry of Blows vs. Henrika’s AC 24:1d20 + 7 ⇒ (12) + 7 = 19 Nonlethal Damage:1d10 + 5 ⇒ (2) + 5 = 7
Devotee (Blue) Flurry of Blows, Stunning Fist vs. Henrika’s AC 24:1d20 + 12 ⇒ (18) + 12 = 30 Nonlethal Damage:1d10 + 5 ⇒ (10) + 5 = 15
Devotee (Blue) Flurry of Blows vs. Henrika’s AC 24:1d20 + 12 ⇒ (5) + 12 = 17 Nonlethal Damage:1d10 + 5 ⇒ (1) + 5 = 6
Devotee (Blue) Flurry of Blows vs. Henrika’s AC 24:1d20 + 7 ⇒ (1) + 7 = 8 Nonlethal Damage:1d10 + 5 ⇒ (2) + 5 = 7
Devotee (Blue) Flurry of Blows vs. Henrika’s AC 24:1d20 + 7 ⇒ (12) + 7 = 19 Nonlethal Damage:1d10 + 5 ⇒ (9) + 5 = 14
Henrika Fort save, heroism vs. Stunning Fist:1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
The monks dueling Henrika step after her and both and unleash a flurry and punches and kicks. For the most part, Henrika manages to keep up and defend against the attacks but a few punches get through.
[ooc]Devotee (Red) and (Blue) both 5-ft. step and perform a flurry of blows against Henrika. Henrika gets hit twice for a total of 25 nonlethal damage (10+15). (Blue)’s attack included a stunning fist but Henrika saves and is unaffected.
Round 1
Initiative
27 – Henrika (68/93 hp)
23 – Seven Forms of Sin Devotee (Red) (Confused 9 rd)
23 – Seven Forms of Sin Devotee (Blue) (Feinted [-3 AC] 1 rd)
22 – Icabhod (66/75 hp)
20 – Tychus (97/79 hp)
19 – Trevor (97/79 hp)
14 – Seven Forms of Sin Devotee (Yellow) (Confused 10 rd)
14 – Seven Forms of Sin Devotee (Orange)
07 – Xallis (88/83 hp)
Active Spells/Effects Henrika: ▲Glibness (60 min), ▲Heroism (60 min), ▲Message (60 min), ▲Fearsome Guise Icabhod: ▲Barkskin (+4, 70 min), ▲Heroism (60 min)
Trevor: ▲Blessing of Cayden Cailean (18 hp, 5 days)
Tychus: ▲Blessing of Cayden Cailean (18 hp, 5 days), ▲Dignity’s Barb Crit. (3, 19-20), ▲Fearsome Guise Xallis: ▲Blessing of Cayden Cailean (5 hp, 5 days), ▲Heroism (60 min), ▲Fearsome Guise Seven Forms of Sin Devotee (Red): ▼Hypnotic Stare (-3 Will)
Blessing of Cayden Cailean:
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (5 days remaining)
Confused:
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight.
Roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round.
d%........Behavior
01–25…Act normally.
26–50…Do nothing but babble incoherently.
51–75…Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100..Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Sister Dismaal raises an eyebrow suspiciously at some of Milon’s allies but doesn’t say anything more about it.
She puts a hand on Henrika’s sword arm. ”No. You will fight unarmed and the fight will be nonlethal. I trust that won’t be a problem for someone as formidable as you. Spells are allowed as long as they are also nonlethal. And so that your agents aren’t bored, they can fight the two advanced students. The same rules apply. I will not intervene unless you break the rules.”
Round 1
Initiative
27 – Henrika (93/93 hp)
23 – Seven Forms of Sin Devotee (Red)
23 – Seven Forms of Sin Devotee (Blue)
22 – Icabhod (66/75 hp)
20 – Tychus (97/79 hp)
19 – Trevor (97/79 hp)
14 – Seven Forms of Sin Devotee (Yellow)
14 – Seven Forms of Sin Devotee (Orange)
07 – Xallis (88/83 hp)
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (5 days remaining)
The fight originally was just Milon vs. the two devotees. But in pbp format, that could drag out for a few days without anyone else able to do anything, so I’m throwing in the other two enemies for the others. I know none of you are particularly well equipped for unarmed combat but as a nonlethal fight, the stakes aren’t that high. Let’s see how you do.
Henrika easily leaps the gap then Xallis summons an earth elemental to create a bridge for the rest of the group to walk over.
That was very creative, so I’ll let it work.
On the other side of the path, Henrika spots a trigger plate before she accidentally steps on it. Icabhod moves up to the front and disables the trap to make the pathway safe for everyone to traverse. While Icabhod is disabling the device, he can see that the trigger plate is connected to a number of concealed blades in both sides of the hallway.
Squelch beckons from his cesspool. ”Leaving so soon? Eventually you will need Squelch. Squelch will be here when you come back.” The naga remains in the room and does not follow you.
You walk down the tunnel to the other side entrance.
4. Cistern
Sturdy pillars support the arched ceiling twenty feet above the mirror‑blue waters of this quiet cistern. Doors exit to the north and east, while a gaping hole in the southern wall slopes down to the reeking sewer tunnels beyond.
The water here is just 1 foot deep.
Guarding this room are four men and women. However, these guards bear insectile features as if they are human-insect hybrids.
One of the guards says, ”Milon Jeroth. It has been awhile since you paid us a visit. Come with me and I will fetch Sister Dismaal.”
The guard leads you through the door to the north then into a large circular room.
7. Training Hall
Worn, red rugs crisscross this circular chamber, broken up by wooden pillars wrapped in heavy padding. A pair of weapon racks to the east hold a well‑used collection of unusual and deadly weapons.
The ceiling rises to a 30‑foot‑high dome at the very center.
Four human monks are training in this room, sparring with the various weapons. When they see you enter, they bow and step to the sides of the room.
The insect-hybrid goes to fetch Sister Dismaal and returns a minute later. Sister Dismaal is an elven female.
For your deception, Henrika needs to make a Disguise DC 32 and a Bluff DC 27. Everyone else needs to make one or the other.
The elf says, ”Master Jeroth, what good timing. We have two new students amongst our flock.” She gives Henrika a wicked grin. ”Before we get down to business, why don’t you demonstrate your prowess by utterly humiliating them.”
Two of the monks in the room step forward and stand before Henrika.
First Triumph: Once per day, the standard bearer can activate the banner to teleport himself and up to five allies who are within 10 feet of him. This functions as dimension door, and each transported creature must arrive within 10 feet of the Standard of Conquest.
Second Triumph: When the standard bearer calls for a battle charge, each affected creature gains a fly speed of 30 feet for 1 minute. The standard bearer can call for a battle charge twice per day.
I'm guessing Tychus can't really knowledge the creature from all the way in the back? If he is somehow able to, he will relay his knowledge with the rest of the party via the Message spell.
You aren't in combat. You can maneuver around to see.
Kathann replies, ”Good work. Gainaius is resourceful. As long as he escapes Zimar, he should be fine. I will speak with him if he returns to Oppara.”
Xallis wrote:
Does he know the command word? Possibly what's in it?
Yes, you know the command word. You don’t think anything is in it.
Henrika checks the large double doors. They are not trapped and push open with a little effect. Beyond are the undercity tunnels. These old tunnels weave in and out of old city ruins now long buried, and make up a part of the city’s sewer system. Milon and many of his agents use the tunnels to come and go unseen, and most notable is the well‑trodden path leading to the secret Monastery of the Seven Forms of Sin, a half mile away.
The spirits do not hinder you and following the path is easy. Soon you arrive. New map.
A four‑foot-wide stream of stinking effluent flows through a deep channel in this ten‑foot‑wide tunnel, leaving a one‑foot ledge to one side and a five‑foot‑wide walkway on the other. Side tunnels—one a hand‑carved tunnel and the other resulting from a collapsed wall—release more liquid from two tunnels leading north, while moldering water drips from the rough sandstone roof.
The sewage is 3 feet deep, and most likely disease-ridden.
When you get to the first side tunnel, dim-light just barely illuminates the room beyond.
2. Cesspool
A huge pool of burbling, semisolid sludge fills most of the collapsed basement, fed by water trickling in from broken pipes. A mildew‑coated chest sits in the northeast corner.
You can see a large serpentine creature rearing its head out of the filthy pool. This creature’s green scales are covered in a thick slime and instead of a snake’s head, it has a humanoid head resembling that of an old woman.
The creature beckons out to you. ”Light? Visitors? Have you come to see Squelch? Squelch knows many things. Come closer and we can talk.”
There is no walkway in the side tunnel. If you wish to transverse that way, you will need to enter the sewage or come up with a way to avoid it.
Monster Lore on Squelch
Knowledge (Dungeoneering) DC 19:
•This is a slime naga.
•A slime naga’s type is aberration.
•At home in the muck and filth of the sewers beneath large cities, slime nagas prey upon the weak and dejected of urban society. They lurk beneath the surface, and carve out their domains in the darkened tunnels, fighting with other subterranean denizens for territory. Though they live below-ground for security and safety, they have no aversion to light and occasionally sun themselves in rancid cesspools. Their scales range in color from green to brown, and are often a mottled combination of various shades that is difficult to discern beneath a thick coating of putrid slime.
Knowledge (Dungeoneering) DC 24:
A slime naga is resistant to acid.
A slime naga can control any ooze around it.
A slime naga’s bite inflicts poison.
A slime naga can spit a glob of goo at enemies.
Knowledge (Dungeoneering) DC 29:
A slime naga casts spells as a sorcerer.
Slime nagas speak Aklo, Common, and Undercommon.
Gannaius expression turns to confusion. "You are just going to let me go? No. It's another trick isn't it?"
Henrika successfully passes the message to Gannaius who seems to understand but remains wary. He grabs the money from Henrika and whispers. "If you aren't enemies, I will wait at the warehouse until morning. But then I'm leaving this accursed city and never returning."
Xallis uses dimension door to teleport Gannaius out of the building.
When you leave the interrogation room, Oaca comes by to lock the door again for you and sees that it is empty. ”Are you sure that was wise, master? He knows too much. Or are we planning a hunt tonight? It has been a while since our last one. I suppose you are going to continue back through the undercity now. Don’t worry. I will clean up the messes here by the time you come back.”
You return back to basement. Without Oaca with you, you can check the prominent treasure chest in the room.
Tychus points out some notches in the opposite wall where a hail of arrows trap would trigger if the chest is disturbed. Icabhod finds the triggering mechanism on the chest’s lid and safety disarms it. The lock on the chest, however, is another matter. The quality of the lock is extremely good and it takes Icabhod several tries over the course of a minute to finally disable the lock and open the chest.
Inside the chest you find a pile of 4,929 gold coins and a magical flask inside. Disappointingly, with Icabhod’s Appraise skill, he discerns that the coins are actually just copper coins painted gold. Still, if you remove the coins, you find a magical scimitar buried underneath the coins at the bottom of the chest.
Xallis identifies the flask as an iron flask. However, no one is able to determine the properties of the scimitar without further study.
From there, you continue on.
11. Secret Sinkhole
This room is an empty old sinkhole Milon discovered while attempting to tunnel from his basement to the undercity. The rocky floor is largely backfill extracted while creating Falak’s enclosure. This part of the basement is no longer illuminated and you will need to provide your own light to see. The tunnel continues on further to the west.
12. Crusader Crypt
Twenty‑six human‑sized niches run the perimeter of this dark, sandstone chamber in thirteen stacked pairs, between defaced carvings of the sun and a winged, feminine form. Nineteen forms wrapped in muslin cloth sit quietly, largely faded and covered in dust, but one is wrapped in colorful fabric and less dusty than the others. A double door seals the passage to the west.
Three spectral paladins rise from the graves and stand before you. When they see Henrika, as Milon Jeroth, among the group, they bow and step aside. ”Master, you are free to pass.”
Spectral Paladin Lore
Knowledge (Religion) DC 18:
•These ghostly paladins are fallen.
•A fallen’s type is undead (incorporeal).
•When a righteous crusader is denied the path to the afterlife in death, its spirit can rise as one of the fallen—undead driven to enact a crusade against all life in a frustrated corruption of their beliefs. The undead creature’s fall in battle remains the greatest disappointment vexing its soul. Driven by hatred and shame, the fallen wander battlefields and wildlands in constant search of someone to end their misery by performing last rites.
Knowledge (Religion) DC 23:
•A fallen is resistant to acid and fire.
•A fallen has light sensitivity.
•A creature that takes damage from a fallen’s attacks must succeed at a Will save or take a penalty on saving throws against fear. If a creature that has immunity to fear fails this saving throw, its immunity is temporarily suppressed. This effect lasts as long as a creature still has damage taken from a fallen’s attacks.
•A fallen can curse a good-aligned cleric, paladin, or warpriest whose deity is opposed to the creation of undead to locate the fallen’s remains and perform a funeral for it.
•A fallen is tied to the place where it died. A fallen is permanently destroyed and its soul is released when funeral rites are performed at the site where it perished or over its earthly remains. Otherwise, a fallen reforms a few days after its destruction at the site where it first died.
•All of a fallen’s attacks deal additional negative energy damage to living targets.
•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
•Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability
scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is
harmless).
Incorporeal Traits - Automatic:
•An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality.
•An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
”I never trusted Joneius. She should have known any attempt against you would fail. If you believe the Baron is on to us, we can accelerate our plans as you say. I will go personally. The next time you return, the deed will be done.”
I’ll reduce the time for the rakshasas to complete their assassination by 1 week. It originally was taking 3 weeks. Now it will take 2 weeks. This is currently after week 1. So now after week 2, they will succeed.
”Of course you can check on the prisoner. He is in the same condition as you left him, just as you instructed.”
Oaca takes you to the locked door in the hallway to the right of the living room. He unlocks the door and pushes it open to let you in. Then he moves away to another room.
The walls and stone floor of this room are marred with dark stains from various body fluids. The only furniture in the room is a simple wooden chair. Bound to the chair is a man who is clearly starved, beaten, and covered in shallow cuts. He looks like the Lion Blade Gannaius based on the disguise Milon Jeroth used when he first met you.
Gannaius lifts his head slightly. Having been left in darkness, he squints his eyes against the light from the hallway. He begs, ”No! No more! Please cease your cruelty. Please let me go or simply kill me. I’ve told you everything I know.”
Tychus unleashes on Joneius. With his good-aligned bolts, he pierces through her magical skin as if it were normal flesh. When he finally stops shooting, Joneius’ eyes roll up in her head and collapses forward onto the bed. Her crimson blood seeps into the fine bed sheets underneath her body.
Tychus hits Joneius with 3 attacks and kills her. (Attack 1 is a crit. Attack 2 is not a crit. Attack 3 misses.) He deals a total of 106 plus 7 for painful stare (113 damage).
Combat over
I told you it’d be easy.
Afterwards, you see the other rakshasa, Chandar standing outside the bedroom door to the north staring hateful daggers at you but doesn’t say a word.
She does not appear to have any intention to interfere with you at the moment.
Hit Points
Henrika (93/93 hp)
Icabhod (66/75 hp)
Trevor (97/79 hp)
Tychus (97/79 hp)
Xallis (88/83 hp)
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (5 days remaining)
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (5 days remaining)
Joneius gives Xallis a death stare. ”What did he say to you? I didn’t betray you. That new ally of yours must have!”
Xallis Will save:1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Xallis feels Joneius in his mind, reading his thoughts, learning his identity. She points at him accusatorily. ”I-I just read his mind. He’s an imposter. But…you aren’t reading my thoughts. I would feel it. You must be an imposter too! I won’t go down without a fight!”
I’m going to assume someone healed Henrika to full before the fight. Also, I fully expect you to steamroll her. She’s the same creature that Milon Jeroth was but without 6 class levels.
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (5 days remaining)
Icabhod and Tychus act first.
And remember, you know that these rakshasas have DR 15/good and piercing and they have SR.
”Of course, master. Joneius should be there. I will leave you to it.” Oaca remains downstairs while you go up to the bedroom.
If you are trying to conceal your healing, you have some time alone in the hallways that you can heal Henrika out of sight.
In the bedroom, Joneius and Chandar are lounging on the bed as usual. When it becomes clear that you are here for Joneius, Chandar makes a hasty retreat into an adjacent room. (Unless you stop her from doing so.)
Joneius crosses her arms. ”What is this about, Jeroth? I have done nothing but follow your orders.”
Oaca looks shocked. ”O-of course I was not responsible. I am your most trusted ally. You know that. I only didn’t act because these new allies of yours are more capable than they look and they slew Falak before I could properly respond. You think Joneius is behind this? Joneius isn’t capable of casting domination magic… But I trust your intuition. I will summon Joneius at once. Where should I bring her? Your interrogation room is still occupied. You told us not to kill our current guest, remember.”
I’m increasing Suspicion by 4 points. Oaca still trusts you but is getting very suspicious.
While I was going to say the lie is far-fetched to impossible, a 65 is a 65. Oaca believes you.
”But how?” Oaca curses but he turns to face the snake.
Tychus scores a critical hit, strikes the anaconda right in one of its bulbous eyes. The snake flails its head wildly in the air in pain.
Tychus hits with a critical hit for a total of 87 damage plus 7 for painful stare.
Then Icabhod steps in and starts stabbing at the snake’s body, puncturing two holes that ooze crimson blood. The giant anaconda shudders then falls limp. Its grip around Henrika loosens and she can escape. Falak dies.
Icabhod hits the anaconda twice for a total of 70 damage plus 7 for painful stare and kills it.
Well that fight was less of a challenge than I thought.
Combat Over
Henrika is at 22/93 hp. Everyone else is fine.
Oaca rushes over to Henrika to help her up. ”I apologize master. Falak has never done that before. I have no idea why he would behave that way.”
Only Tychus fails, drawing a little suspicion but everyone else is fully trusted. Your Suspicion Points increase by 1.
Henrika wrote:
"How goes our efforts to remove Baron Astor?" Henrika asks, apropos of nothing, as she enters the manor and seats herself again in one of the large, overstuffed chairs.
Oaca replies, ”Things go well, Master Jeroth. Here, this is a map of the fortress. We are still working on the routes and positions of the guards but we will have more to add in the coming weeks.”
"Oh, you remember these good-looking ruffians, of course? I apologize for darkening my door with their faces again, but I need them to visit our friends at the Seven Forms of Sin. Dear Oaca, would you mind terribly showing them to the tunnel before you and I catch up on business?"
”Yes, of course. Please follow me.” Oaca leads the group to the basement, briefly stopping in the kitchen along the way to grab a whole chicken.
9. Basement
The kitchen stairs end in an unfinished basement stacked with dusty crates and broken furniture. A chest devoid of dust rests in an alcove by the stairs. The room is noticeably warmer than the kitchen above.
Oaca ignores the chest and takes out a key which he sticks in a barely noticeable indent in the wall, unlocking a hidden door. The door opens to a large tropical enclosure and it becomes apparent that the heat you felt in the basement is radiating from this area.
10. Enclosure
A tropical jungle fills this large room, complete with thick plants, loamy soil, and a large pool. The stone walls are painted to appear as more jungle. Strange, white pebbles are scattered across the soil.
Laying in the pool is the largest snake you’ve ever seen. A gargantuan anaconda basks in the room’s warmth. Upon a closer look, the strange white pebbles on the floor are the ground and crushes shards of bones of the snake’s previous meals. The snake raises its head slightly when the group enters and Oaca throws the chicken to the snake which catches the meal in its mouth.
”Down, Falak. It’s just Master Jeroth and I.” says Oaca. Oaca walks past the snake and starts walking towards another down at the far end of the room.
However, when Henrika tries to pass, the anaconda, Falak, leans its head in close sniffing her with flaring nostrils. Then it rears back in surprise and before anyone can react, it strikes.
Falak recognizes the real Milon Jeroth by scent and can identify an imposter the same way.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
Blessing of Cayden Cailean:
Each character gains 18 temporary hit points and a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 1 month or until the temporary hit points are lost, whichever comes first. (5 days remaining)
The water in the room is 5 feet deep. It does not affect the Gargantuan snake but if any of you enter the water, you’ll need to swim.
This room is far enough away from the rest of the manor so that you don’t need to worry about alerting anyone upstairs.
Henrika, Tychus, and Icabhod go. Oaca is going to miss his first turn because it is confused and doesn’t understand why the snake attacked Milon Jeroth.
Lore on Falak the anaconda
Knowledge (Nature) DC 15:
•This is a giant anaconda.
•A giant anaconda’s type is animal.
•Of the multitude of slithering predators that infest jungles, forests, and swamps, few inspire such terror as the giant anaconda. Incredibly strong, fearless hunters, these creatures are capable of taking down and eating elephants, dinosaurs, and giants. Their olive green and black mottled scales afford them exceptional camouflage in the murky waters they call home.
You make your first weekly visit back to the Waterhill Manor and plan to try to locate the entrance to the undercity and route to the Seven Forms of Sin Monastery.
I’m going to try to streamline this disguise checks. Henrika needs to make a DC 33 Disguise check and a DC 23 Bluff check to continue to pass as Milon Jeroth. Everyone else just needs to make a DC 33 Disguise check or DC 22 Bluff check. If Henrika fails, they see through your deception, but if anyone else fails, I’ll just increase your Suspicion Points. I’ll let you roll your own check.
I gave you all a +4 bonus from the +4 Lore modifier of the settlement traits of Zimar.
You decide to split up and spend the next week inquiring about the Lord of Filth and the Seven Forms of Sin Monastery. For both of these, you know you’ll get the best results from the criminal elements within the city so you spend time in some of the seediest bars and back alleys the city has to offer. However, your efforts bear fruit.
Regarding the Lord of Filth, a table of rogues hear Henrika asking about him and motion Henrika over.
One of the rogues tells her, "The Lord of Filth is one of Zimar’s strangest information brokers. He is an otyugh whose true name is Gulreesh. He’s an atypically intelligent member of his race who spends his days shifting through the odds and ends people above throw away to learn of the city’s secrets. The self‑proclaimed “Lord of Filth” trades his secrets for information, treasure, and services, and over the last century has grown into a fairly benign crime lord.”
”Gulreesh’s lair, the Court of Filth, is in a cistern that was built centuries ago under the Scrolls District to store water for bathing, consumption, and firefighting, receiving water from a branch of the Jalrune Aqueduct. An earthquake in 2920 AR nearly cut off the supply of water from the aqueduct, though smaller amounts of water still seep into the cistern. Centuries of neglect have turned the water filthy. The ancient cistern is easy enough to reach thanks to a path cleared by decades of blackmailers, rogues, and spies traversing to the otyugh’s realm.”
The rogue points out the entrance on a map for you.
A second rogue warns her, ”Just beware, the Lord of Filth doesn’t give up information for free.”
------
Regarding the Seven Forms of Sin Monastery, while Xallis is walking down a shadowy street, a Qadiran woman grabs his shoulder and pulls him aside. Xallis immediately recognizes the woman as one of the female rakshasas in Milon’s bedroom, the crocodile-headed rakshasa named Joneius. She tells him, ”Procleto, wasn’t it? I hear you are looking for the Seven Forms of Sin. The Seven Forms of Sin maintain a secret monastery in the undercity below the Adobe District, accessible through the city’s sewer tunnels. However, since you are working for Milon Jeroth now, the easiest way to reach the monastery is through the entrance to the undercity that Milon maintains underneath the Waterhill Manor. If Milon gives you permission to use the tunnel, it is a half-mile straight walk. However, if you are just looking to indulge in sin, all you need to do is ask, and I'd be glad to oblige.” Joneius gives Xallis a seductive, toothy grin.
------
Icabhod and Tychus draw attention for their questioning. (Your Suspicion Points go up two more points.) A group of five local toughs approach Icabhod and Tychus in the street. They block the street so that the pair can’t pass and slowly approach in an attempt to intimidate them. The apparent leader says to Icabhod, ”In case you weren’t aware, we don’t like foreigners here in Zimar. We’ve noticed you’ve been poking your nose around where it doesn’t belong and we think it’s best you go back to where you came from. Maxillar Pythareus will make Taldor great again. And that means returning the purity of our once‑great nation. You can leave on your own or would you rather we call the Vault and Chain on you?”
The he says to Tychus, ”And you, a Taldan knight, should be associating with his kind. Taldor will need knights like you when the High Strategos restores Taldor’s glory but not if you’re a foreigner-loving liberal. If you’ve gone woke, it’s best you be leaving town too.”
Icabhod and Tychus suspect that they could easily dispatch these thugs but resolving the situation with violence will incur more Suspicion Points.
Estella replies, ”Ah yes, the damnable diviner Dame Avenna is the only real threat to us. She’s the only one capable of unveiling our secrets. It would be best to remove her from the game.”
Like with the rakshasas, it will take Estella 1d3 weeks to plan the assassination.
Rakshasa Plans:1d4 ⇒ 3
Night Hags Plans:1d3 ⇒ 3
Okay, so both groups are going to take 3 weeks to complete their plans. It is up to you what you want to do during that time. But you’ll have to visit each group at least once a week, so essentially 3 visits.
One thing you can do is, now that you've convinced two of Milon Jeroth's agent groups that you are Milon Jeroth, you can also try to meet with Maxillar Phythareus to try to get information from him. The Lion Blades won't condone you attacking him until you have enough evidence against him though. You'll need to be very careful not to get caught if you try this.
Or you can do more Persona Phases if you want.
Or you can try gathering information on your own.
Or there is more to discover in more the Waterhouse Manor and the Sweet Dreams Tea House. Eventually, you'll probably need to take the rakshasa and night hags out. But you might be able to find what you need through deception and stealth too.
There are 7 pieces of evidence you can find against Maxillar. You need at least 3 pieces to convince the Lion Blades to give the okay to assault Abaddar's Pillar but the more the better. So far you found 2 pieces:
1) Milon Jeroth’s letter to the Immaculate Circle.
2) Interrogating Milon Jeroth.
Estella narrows her eyes suspiciously at Milon’s agents but Henrika smooths things over.
”Suspicious. This is not how you normally operate. So why did you come here? My sisters are already spying on Maxillar for you. Do you need something from me? Need me to haunt anyone’s dreams? Or maybe you brought these fools to me tea shop to sell me their souls? That circus performer’s soul would fetch a high price.”
I'm going to increase your suspicion 1 point again for people failing their disguise.
You know what, I'll let those not disguised as Milon to make a Disguise or Bluff check to pass off their disguise, rather than just a Disguise check. It might not help Tychus, but maybe it'll help someone.
Otherwise, Henrika will just have to Bluff for all of you.
Or I suppose you could hide outside. Then you wouldn't need to make any check, but you'd also be further away if a fight starts.
You set the rakshasa to their task and leave the manor for now.
I’m going to increase your suspicion by 1 (total) for those who failed at their disguises earlier.
Since you didn’t need to spend many resources, you can head straight to the Sweet Dreams Tea House in the same day.
As you are walking towards the teahouse, you pass by a group of agitators stirring up anti-Qadiran sentiment with hateful graffiti in Zimar’s public spaces. These agitators are currently defacing a historic Qadiran building with racist caricatures. Unfortunately, you know that engaging with them would most definitely draw unwanted attention to yourselves, so it would be best to quietly keep walking.
You enter into the tea house. The scents of dozens of tea varieties, herbs, and oils waft out from the countless jars and bottles on the shelves in this large room. A raised section of flooring near a sales counter supports several worn, water-stained tables and chairs. Various kinds of poppets, wooden charms, and silver hoops hang from the ceiling.
A young Taldan woman works behind the counter and appears to be the only staff member in the front of the tea house. She says pleasantly, ”Welcome to the Sweet Dreams Tea Shop! I’m Estella. What can I help you with today?”
Then she notices Henrika disguised as Milon Jeroth. ”Oh, master Jeroth. I wasn’t expecting a visit from you today.” Then her face suddenly turns into a scowl and she says harshly to Henrika, ”Get over here. Now!”
Assuming Henrika approaches, when she does, Estella says, ”You aren’t Milon, are you? You can’t fool my eyes. The real Milon Jeroth detects as lawful evil. But you don’t. Explain!”
Henrika will need to make three checks. First, a Disguise DC 29 and Bluff DC 20 for the normal deception to impersonate Milon Jeroth. Then she needs to make an additional Bluff DC 28 to explain the alignment discrepancy to convince Estella of her identity.
Estella Perception:1d20 + 18 ⇒ (13) + 18 = 31
Everyone else needs to make a Disguise DC 22 check to pass off their disguises. However, those with a good alignment, Icabhod and Trevor, take a -5 penalty to the check.
If anyone fails their disguise, if Henrika successfully convinces Estella that she is Milon, she can make one more Bluff to cover for her allies again.
"You truly think you could kill and replace Baron Roderus? Unlikely. And just how would you accomplish that?"
One of the marais responds. ”Well…normally, we rely on Milon to come up with the plans. But I suppose it would only be a matter of assuming the identities of some guards in Abadar’s Pillar, learning the Baron’s schedule, and then catching him alone.” He turns to Milon/Henrika. ”Just give us an order and we will follow.”
Since the rakshasas currently believe your ruse, they can be used to gather information on your behalf or harass enemies, though they grow suspicious if asked to risk their lives. You can also set the network on the task of undermining Pythareus’s defenses; while the rakshasas can’t kill every guard in Abadar’s Pillar, they can provide basic intelligence on the building’s layout and defenders after 1 week, and assassinate Baron Astor Roderus after 1d4 weeks of planning. You must maintain your deception for this entire time, meeting with the rakshasas at least once per week.
”You w-want one of us to give a tour? Well, you are the master.” The dandasuka shrugs. He introduces himself to the rest of you. ”I am Oaca, Milon’s right hand. Please follow me.”
I’ll list the valuables you see but I’m not adding anything to your treasure sheet unless you specifically try to take something.
Henrika discretely places her hypnotic stare on Oaca.
1. Living Room This large living room is built in three tiers, ascending from the area adjoining the front door to a large, semicircular wall of windows looking out over the city to the west. Plush blue sofas line the walls, intermixed with statuary and potted plants. A short flight of stairs rises to the north, steeper stairs leading up to the south, and a hallway lies to east. An ugly, gray ring sits on a red pillow under a bell jar between the two uppermost couches.
”This is the living room. You may have notice the ring we have on display here. It is a minor piece of Taldan history: the Band of the Crusader’s Alliance. This impressive ring was designed by the dwarves of Kraggodan and used as part of a wedding to secure an alliance between their Sky Citadel and Taldor’s own forces in the Shining Crusade, with mechanical bits for the notoriously anxious General Shae Varitan to fiddle with while she worked. The ring saved the bride’s life twice on the day of the wedding: once when it caught on and tore a would‑be enchanter’s scroll, and again when the General’s fidgeting accidentally knocked over a poisoned wineglass. Both the ring and General Varitan gained a reputation for fortuitous accidents that day that followed both ever after. Please don’t touch.”
The ring is a powerful magic item.
”Next, I’ll show you the dining room.”
2. Dining Room A large dining room overlooks the living room, separating only by a wrought iron railing. A long table of purple wood is set with porcelain tableware. Each plate is painted in intricate geometric patterns.
”This dining table, made from a rich, purple wood, is imported all the way from the Mwangi Expanse.”
Icabhod appraises the table to be worth 50 gp but also weighs 400 pounds. And the porcelain dining set is worth 300 hp as a set. You also notice a bottle of magical oil labeled oil of arcane lock sitting on a shelf near the kitchen.
5. Kitchen Decorative blue and sienna tiles decorate the walls of this large, well‑appointed kitchen.
”This is the kitchen. The hearth here burns day and night without the need for fuel, thanks to a bound elemental spirit created with Keleshite magic centuries ago, during the last Qadiran occupation. We also have an unseen servant capable of handling the cooking and cleaning, but sometimes I like to cook in here just to hone my skills.”
Oaca points to a door in the corner. ”That leads down to the basement. Don’t go down there without permission or I’ll bite off one of your hands.” Oaca’s grin widens from ear to ear, showing off his dagger-like fangs. ”It wouldn’t be the first time, right Milon?” Oaca pokes Henrika mirthfully.
You don’t see anything particularly valuable in the kitchen.
Oaca leads you through the southern door of the kitchen, which opens into a hallway with two doors on the south wall and another door to the east. Oaca leads you through the eastern door. He briefly gestures to the doors to the south (Rooms 3 and 4). ”Those rooms are the servants’ quarters. There is nothing to see in there.”
You notice that the door to Room 3, is locked with a good padlock on the outside.
6. Bath Tiles decorated with colorful patterns line the walls and floor of this exquisite bath, which holds both a tepid cooling pool to the north and a steaming‑hot pool to the south, separated by a large planter of lush, tropical blooms that flourish in the humidity.
”This elaborate bath sates a rakshasa’s need for luxury like few other things can, and Milon spends much of his free time lounging in the pools. Keleshite elemental magic, similar to the effect binding the elemental spirit in the kitchen, helps fill the pools and maintain their respective temperatures—cool in the northern bath and hot in the southern.”
”Keep following me as we head upstairs now.”
7. Guest Rooms Four comfortable bedrooms serve the house’s rotating residents as they come and go, with ornate beds, carpeting, desks, and wardrobes.
”Up here, the four smaller rooms serve as rooms for our guests when we have them. And last on our tour is the master suite.”
8. Master Suite A plush bed overflowing with pillows sits beneath a half‑dome of windows looking west across the city. A wardrobe, a desk, bedside tables, and an overstuffed sofa fill out the rest of this massive bedchamber.
Oaca says, ”This here is master Milon Jeroth’s master suite. And here you can meet the rest of the agents currently at the manor, Chandar and Joneius.”
Two scantily clad Qadiran dancing girls lounge on the large bed here. They purr and eye your group lustfully. Then the two women change form. Joneius has the head of a crocodile, while Chandar’s is that of a hyena, but both otherwise look like slender human women. They crawl off the bed and seductively run their hands over Tychus and Trevor. ”Come play with us. We don’t bite.”
Oaca replies with a chuckle. ”Don’t believe them. They indeed do bite. Recently, they accidentally devoured two of Milon’s favorite human informants, who plied high‑profile admirers with liquor to extract valuable secrets from them. Milon thought making them take the women’s place would teach them a lesson in humility, but so far they find the assignment uproariously fun.”
Magical spectacles sit on the bedside table.
Perception DC 30:
You notice a hidden wall safe in this room.
Chandar and Joneius are common rakshasa, the same type that Milon was.
That makes sense. Can I send Jack with one of Henrika's teams of agents instead? Him being present might have turned the failed teahouse scouting mission into a success. (Or it might mean Jack is also in danger now!)
I would have given the +2 bonus, but it wasn't enough to change the outcome. And no, if you use a cohort to aid an operation, the cohort is not in danger.
Henrika wrote:
Since Henrika can't use her Fearsome Guise trick on Jack or Malphene, can she have used it on Tychus and Icabhod instead?