Lady Martella Lotheed

GM Peachbottom's page

4,275 posts. Alias of Peachbottom.


RSS

1 to 50 of 4,275 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Round 7

Earth Elemental Will save DC 19: 1d20 + 10 ⇒ (19) + 10 = 29
Earth Elemental Reflex save DC 19: 1d20 + 4 ⇒ (15) + 4 = 19

Earth Elemental Will save DC 19: 1d20 + 10 ⇒ (14) + 10 = 24
Earth Elemental Reflex save DC 19: 1d20 + 4 ⇒ (13) + 4 = 17

The electricity surges through the elementals body and it lets out a roar of pain that sounds like nails on a chalkboard; then the elemental explodes into a pile of loose dirt and stone.

The earth elemental takes a total of 61 electricity damage from the two detonate spells and dies.

Then, Tychus and Xallis hear deafening rhythmic banging as the maze collapses in on itself, but instead of getting crushed, everything goes black and a moment later, the two find themselves standing back in the room of the tomb with the rest of their allies.

Combat over

Status
Tychus (35/101 hp)
Icabhod (88/96 hp)
Xallis (97/107 hp)
Trevor (81/102 hp)
Malphene (70/89 hp)
Henrika (149/133 hp)

Active Spells/Effects
Henrika:False Life (16 hp, 13 hr), ▲Barkskin (+5, 130 min), ▲Freedom of Movement (130 min), ▲Heightened Awareness (130 min), ▲Heroism (130 min), ▲Message (130 min), ▲See Invisibility (130 min), ▲Haste (6 rd)
Icabhod:Barkskin (+5, 130 min), ▲Clay Skin (40 hp, 130 min), ▲Freedom of Movement (130 min), ▲Heroism (130 min), ▲Displacement (7 rd), ▲Haste 6 rd)
Trevor:Haste (6 rd)
Tychus:Heightened Awareness (80 min), ▲Expeditious Retreat (8 min), ▲Dignity’s Barb (Crit 7, 19-20)
Xallis:Overland Flight (12 hr), ▲Barkskin (+5, 130 min), ▲Heroism (130 min), ▲Haste (6 rd)
Malphene:Haste (6 rd)

Follow up post to continue exploring incoming.


Round 7

Earth Elemental Will save DC 19: 1d20 + 10 ⇒ (14) + 10 = 24
Earth Elemental Reflex save DC 19: 1d20 + 4 ⇒ (12) + 4 = 16

Earth Elemental Will save DC 19: 1d20 + 10 ⇒ (5) + 10 = 15
Earth Elemental Reflex save DC 19: 1d20 + 4 ⇒ (1) + 4 = 5


Continuing because there isn’t much those in the tomb can do. But feel free to post something, if there is something you want to do.

Round 7

The earth elemental steps after the attacking demons and tries to punch one. However, its fist harmlessly passes through the incorporeal demon.

The earth elemental is unable to harm the shadow demon so I’m not even rolling. But without meta-gaming, I feel like the elemental would try to hit one.

Round 7
Initiative

16 – Tychus (35/101 hp) (Prone)
14 – Icabhod (88/96 hp)
12 – Xallis (97/107 hp)
12 – Shadow Demon (Pink) (73/73 hp)
12 – Shadow Demon (Green) (73/73 hp)
06 – Trevor (81/102 hp)
06 – Malphene (70/89 hp)

Round 8
Initiative

19 – Henrika (149/133 hp)
19 – Earth Elemental (126 damage)

Active Spells/Effects
Henrika:False Life (16 hp, 13 hr), ▲Barkskin (+5, 130 min), ▲Freedom of Movement (130 min), ▲Heightened Awareness (130 min), ▲Heroism (130 min), ▲Message (130 min), ▲See Invisibility (130 min), ▲Haste (7 rd)
Icabhod:Barkskin (+5, 130 min), ▲Clay Skin (40 hp, 130 min), ▲Freedom of Movement (130 min), ▲Heroism (130 min), ▲Displacement (8 rd), ▲Haste 7 rd)
Trevor:Haste (7 rd)
Tychus:Heightened Awareness (80 min), ▲Expeditious Retreat (8 min), ▲Dignity’s Barb (Crit 7, 19-20)
Xallis:Overland Flight (12 hr), ▲Barkskin (+5, 130 min), ▲Heroism (130 min), ▲Haste (7 rd)
Malphene:Haste (7 rd)

Everyone goes.


Round 6

Earth Elemental Will save DC 19: 1d20 + 10 ⇒ (1) + 10 = 11
Earth Elemental Reflex save DC 19: 1d20 + 4 ⇒ (12) + 4 = 16

Earth Elemental Will save DC 19: 1d20 + 10 ⇒ (18) + 10 = 28
Earth Elemental Reflex save DC 19: 1d20 + 4 ⇒ (17) + 4 = 21

The elemental believes the fireballs and manages to turn its back to shield itself from some of the damage.

The earth elemental failed both Will saves but succeeded on both Reflex saves. It takes half damage which totals 34 damage. It isn’t dead yet.

Round 6
Initiative

16 – Tychus (35/101 hp) (Prone)
14 – Icabhod (88/96 hp)
12 – Xallis (97/107 hp)
12 – Shadow Demon (Pink) (73/73 hp)
12 – Shadow Demon (Green) (73/73 hp)
06 – Trevor (81/102 hp)
06 – Malphene (70/89 hp)

Round 7
Initiative

19 – Henrika (149/133 hp)
19 – Earth Elemental (126 damage)

Active Spells/Effects
Henrika:False Life (16 hp, 13 hr), ▲Barkskin (+5, 130 min), ▲Freedom of Movement (130 min), ▲Heightened Awareness (130 min), ▲Heroism (130 min), ▲Message (130 min), ▲See Invisibility (130 min), ▲Haste (8 rd)
Icabhod:Barkskin (+5, 130 min), ▲Clay Skin (40 hp, 130 min), ▲Freedom of Movement (130 min), ▲Heroism (130 min), ▲Displacement (9 rd), ▲Haste (8 rd)
Trevor:Haste (8 rd)
Tychus:Heightened Awareness (80 min), ▲Expeditious Retreat (8 min), ▲Dignity’s Barb (Crit 7, 19-20)
Xallis:Overland Flight (12 hr), ▲Barkskin (+5, 130 min), ▲Heroism (130 min), ▲Haste (8 rd)
Malphene:Haste (8 rd)


Botting Icabhod and Xallis

Round 5

Tychus hits the elemental with another bolt but it does not slow down its relentless pursuit.

Tychus hits the earth elemental for 37 damage after DR.

Icabhod - Rapier, studied combat, heroism, haste: 1d20 + 16 + 6 + 2 + 1 ⇒ (11) + 16 + 6 + 2 + 1 = 36
Damage: 1d6 + 8 + 6 ⇒ (1) + 8 + 6 = 15

Icabhod - Rapier, studied combat, heroism, haste: 1d20 + 16 + 6 + 2 + 1 ⇒ (12) + 16 + 6 + 2 + 1 = 37
Damage: 1d6 + 8 + 6 ⇒ (2) + 8 + 6 = 16

Icabhod - Rapier, studied combat, heroism, haste: 1d20 + 11 + 6 + 2 + 1 ⇒ (7) + 11 + 6 + 2 + 1 = 27
Damage: 1d6 + 8 + 6 ⇒ (2) + 8 + 6 = 16

Icabhod hits Cryptguard (Red) three times for a total of 17 damage.

Xallis Int check DC 20, heroism, +2: 1d20 + 2 + 2 + 2 ⇒ (8) + 2 + 2 + 2 = 14
Shadow Demon (Pink) Int check DC 20, +2: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Shadow Demon (Green) Int check DC 20, +2: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

F&$* it, I’m having Xallis use a hero point reroll so he’s not stuck in this maze.

Xallis Int check DC 20, heroism, +2: 1d20 + 2 + 2 + 2 ⇒ (19) + 2 + 2 + 2 = 25

Xallis finally locates Tychus and leads his summons with him.

Malphene literally explodes the next statue.

Dang Malphene! Malphene hits Cryptguard (Red) for a total of 89 damage and destroys it.

Round 6

Henrika then finishes off the last remaining guardian.

Henrika hits Cryptguard (Yellow) twice for 59 damage and destroys it.

Earth Elemental – Awesome Blow, earth mastery vs. Tychus’ CMD 32: 1d20 + 30 + 1 ⇒ (12) + 30 + 1 = 43
Damage: 2d10 + 12 + 1 ⇒ (1, 6) + 12 + 1 = 20

Xallis arrives just in time to see a titanic earth elemental stomp up to the intersection, swing its arm like a windmill, and slam Tychus flying into the air like a ragdoll. Tychus lands 10 feet away and prone on his back.

Earth Elemental hits Tychus with an Awesome Blow which hits him for 20 damage and knocks him 10 ft. back and prone.

Round 6
Initiative

16 – Tychus (35/101 hp) (Prone)
14 – Icabhod (88/96 hp)
12 – Xallis (97/107 hp)
12 – Shadow Demon (Pink) (73/73 hp)
12 – Shadow Demon (Green) (73/73 hp)
06 – Trevor (81/102 hp)
06 – Malphene (70/89 hp)

Round 7
Initiative

19 – Henrika (149/133 hp)
19 – Earth Elemental (92 damage)

Active Spells/Effects
Henrika:False Life (16 hp, 13 hr), ▲Barkskin (+5, 130 min), ▲Freedom of Movement (130 min), ▲Heightened Awareness (130 min), ▲Heroism (130 min), ▲Message (130 min), ▲See Invisibility (130 min), ▲Haste (8 rd)
Icabhod:Barkskin (+5, 130 min), ▲Clay Skin (40 hp, 130 min), ▲Freedom of Movement (130 min), ▲Heroism (130 min), ▲Displacement (9 rd), ▲Haste (8 rd)
Trevor:Haste (8 rd)
Tychus:Heightened Awareness (80 min), ▲Expeditious Retreat (8 min), ▲Dignity’s Barb (Crit 7, 19-20)
Xallis:Overland Flight (12 hr), ▲Barkskin (+5, 130 min), ▲Heroism (130 min), ▲Haste (8 rd)
Malphene:Haste (8 rd)

Everyone goes but it’s really up to Tychus and Xallis to finish this. The elemental is more than half way gone.


Round 4

Earth Elemental AoO, earth mastery vs. Tychus’ AC 29: 1d20 + 26 + 1 ⇒ (9) + 26 + 1 = 36
Damage, earth mastery: 2d10 + 12 + 1 ⇒ (2, 10) + 12 + 1 = 25

The elemental catches Tychus with another fist as he flees.

Earth Elemental hits Tychus with an attack of opportunity for 25 damage.

I just googled a random maze map. If Tychus runs out of room to move, you put yourself in a different tunnel somewhere. But the encounter shouldn’t last that long.

--------

Icabhod wrote:
Icabhod 5' to the west and strikes at the statue north of him

I adjusted Icabhod’s position so that he is actually adjacent to the north enemy.

Icabhod switches opponents and starts chipping away at.

Icabhod hits Cryptguard (Red) twice for a total of 13 damage after DR.

Xallis summons some shadows to help him search for Tychus. One of the shadows feels like he is on the right trail but hasn’t quite found him yet. As Xallis does this, the bralanis in the tomb vanish back to their home plane.

Xallis wrote:
I don't have a reference for their stats in the summon monster profile, but with N/A strength it doesn't really matter much.

No problem. I can look it up if necessary.

Trevor gives Icabhod more healing.

Icabhod heals 17 more hp.

Malphene joins Icabhod and tries to destroy the next statue. Although the creature feels no pain, it is clearly staggering under the rain of strikes.

Malphene hits Cryptguard (Red) four times for a total of 55 damage.

Round 5

Botting Henrika

Henrika turns around and rushes to the next opponent.

Henrika – Koriana’s Blade, heroism, haste, power attack vs. Cryptguard (Yellow): 1d20 + 21 + 2 + 1 - 3 ⇒ (10) + 21 + 2 + 1 - 3 = 31
Damage: 1d8 + 14 + 9 ⇒ (6) + 14 + 9 = 29

Henrika hits the cryptguard with a single powerful strike bringing it one step closer to destruction.

Henrika moves and hits Cryptguard (Yellow) once for 29 damage.

Crypguard (Red) Slam vs. Malphene’s AC 17: 1d20 + 22 ⇒ (16) + 22 = 38
Damage: 2d6 + 12 ⇒ (5, 4) + 12 = 21

Crypguard (Red) Slam vs. Icabhod’s AC 31: 1d20 + 22 ⇒ (15) + 22 = 37
Displacement 50%: 1d100 ⇒ 16
Damage: 2d6 + 12 ⇒ (3, 3) + 12 = 18

Crypguard (Yellow) Slam vs. Henrika’s AC 31: 1d20 + 22 ⇒ (1) + 22 = 23
Damage: 2d6 + 12 ⇒ (6, 3) + 12 = 21

Crypguard (Yellow) Slam vs. Henrika’s AC 31: 1d20 + 22 ⇒ (2) + 22 = 24
Damage: 2d6 + 12 ⇒ (6, 5) + 12 = 23

Cryptguard (Red) facing two opponents, slams a fist at each of them. Malphene takes a hit and once again, Icabhod’s displacement saves him from the other strike.

Malphene is hit once for 21 damage. Cryptguard (Red) misses Icabhod.

The other Cryptguard tries to attack Henrika however, Henrika’s last strike left it reeling and its arms flail as it struggles to simply not topple over.

Cryptguard (Yellow) attacks Henrika twice and misses with both.

--------

The earth elemental gives chase after Tychus but isn’t able to get close enough to attack.

Earth elemental double moves.

Round 5
Initiative

16 – Tychus (55/101 hp)
14 – Icabhod (88/96 hp)
12 – Xallis (97/107 hp)
12 – Shadow Demon (Pink) (73/73 hp)
12 – Shadow Demon (Green) (73/73 hp)
06 – Trevor (81/102 hp)
06 – Malphene (70/89 hp)

Round 6
Initiative

19 – Henrika (149/133 hp)
19 – Cryptguard (Red) (70 damage)
19 – Cryptguard (Yellow) (80 damage)
19 – Earth Elemental (55 damage)

Active Spells/Effects
Henrika:False Life (16 hp, 13 hr), ▲Barkskin (+5, 130 min), ▲Freedom of Movement (130 min), ▲Heightened Awareness (130 min), ▲Heroism (130 min), ▲Message (130 min), ▲See Invisibility (130 min), ▲Haste (9 rd)
Icabhod:Barkskin (+5, 130 min), ▲Clay Skin (40 hp, 130 min), ▲Freedom of Movement (130 min), ▲Heroism (130 min), ▲Displacement (10 rd), ▲Haste (9 rd)
Trevor:Haste (9 rd)
Tychus:Heightened Awareness (80 min), ▲Expeditious Retreat (8 min), ▲Dignity’s Barb (Crit 7, 19-20)
Xallis:Overland Flight (12 hr), ▲Barkskin (+5, 130 min), ▲Heroism (130 min), ▲Haste (9 rd)
Malphene:Haste (9 rd)

Everyone goes.

If Xallis or one of his summons succeeds on the DC 20 Int check. Xallis can put all three tokens within 30 ft. of Tychus. They can each add a +2 bonus to their checks for their second try.


1 person marked this as a favorite.

Round 3

Dignity’s Barb Additional Crit Range: 1d20 ⇒ 7

Tychus’ shots are extremely accurate however the elemental lacks any sort of vitals to target. Still chunks of stone break off from the creature following the volley of bolts.

Tychus hits the Earth Elemental three times for a total of 55 damage after DR. (DR applied only once with Clustered Shots)

--------

Icabhod wrote:
menacing their cummoner

Is that what we’re calling Xallis now? LOL.

Icabhod Attack 2 Crit Confirmation: 1d20 + 16 + 2 + 1 ⇒ (12) + 16 + 2 + 1 = 31
Crit Damage: 1d6 + 14 ⇒ (1) + 14 = 15

Icabhod hits Cryptguard (Yellow) twice for a total of 45 damage after DR. (His second attack confirms the critical hit)

Botting Xallis

Cryptguard (Red) AoO vs. Bralani (Gold)’s AC 20: 1d20 + 22 ⇒ (11) + 22 = 33
Damage: 2d6 + 12 ⇒ (6, 1) + 12 = 19

Bralani (Gold) Scimitar, flanking vs. Cryptguard (Red): 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
Damage: 1d6 + 11 ⇒ (1) + 11 = 12

Bralani (Gold) intentionally provokes the Cryptguard’s attack, taking a hit, and then attacks back with his scimitar.

Bralani (Gold) moves into flanking with Bralani (Green). He is hit with an attack of opportunity for 9 damage and hits Cryptguard (Red) for 2 damage after DR.

Bralani (Green) – Cure Serious Wounds: 3d8 + 6 ⇒ (1, 4, 6) + 6 = 17

With the cryptguard’s attention on Bralani (Gold), Bralani (Green) can safely step over to Icabhod and heal his wounds. Then Xallis casts plane shift to try to rescue Tychus and vanishes from the crypt.

Icabhod is healed for 17 hp.

Xallis DC 20 Int check, heroism: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19

I was reading the wording on Plane Shift and I see it says, “Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.” So, I’m going to say, Xallis arrives at a random part of the maze and needs to make the same DC 20 Intelligence check to find Tychus in the maze. I let him roll above to check for this round as well. Also, feeling generous, since Xallis isn’t trying to leave the maze, I’ll give him a cumulative +2 bonus on his Int check to find Tychus each round. If Tychus beats the elemental before Xallis finds him, both Tychus and Xallis will return to the Material Plane.

Malphene Attack 1 Crit Confirmation: 1d20 + 23 ⇒ (12) + 23 = 35
Crit Damage: 1d8 + 9 ⇒ (1) + 9 = 10

Malphene brings Cryptguard (Blue) one step closer to rubble and Trevor heals the majority of her serious wounds.

Malphene hits Cryptguard (Blue) twice for a total of 37 damage. Trevor heals Malphene for 35 hp.

Round 4

Then Henrika obliterates the badly damaged construct, leaving it unrecognizable.

Henrika hits Cryptguard (Blue) three times for a total of 82 damage and destroys it.

Crypguard (Red) Slam vs. Bralani (Gold)’s AC 20: 1d20 + 22 ⇒ (13) + 22 = 35
Damage: 2d6 + 12 ⇒ (6, 6) + 12 = 24

Crypguard (Red) Slam vs. Bralani (Gold)’s AC 20: 1d20 + 22 ⇒ (13) + 22 = 35
Damage: 2d6 + 12 ⇒ (4, 3) + 12 = 19

Crypguard (Yellow) Slam vs. Icabhod’s AC 31: 1d20 + 22 ⇒ (17) + 22 = 39
Displacement 50%: 1d10 ⇒ 2
Damage: 2d6 + 12 ⇒ (3, 6) + 12 = 21

Crypguard (Yellow) Slam vs. Icabhod’s AC 31: 1d20 + 22 ⇒ (11) + 22 = 33
Displacement 50%: 1d10 ⇒ 4
Damage: 2d6 + 12 ⇒ (5, 5) + 12 = 22

Cryptguard (Red) continues to pound on Bralani (Gold). The bralani’s damage resistance absorbs some of the blows but the guardian is slowly wearing the azata down. Cryptguard (Yellow) tries to hit Icabhod, but Icabhod’s displacement throws off the attacks and neither one connects.

Cryptguard (Red) hits Bralani (Gold) twice for a total of 23 damage after DR. Cryptguard (Yellow) misses Icabhod both times.

Earth Elemental Slam, charge, earth mastery vs. Tychus’ AC 29: 1d20 + 26 + 2 + 1 ⇒ (4) + 26 + 2 + 1 = 33
Damage, earth mastery: 2d10 + 12 + 1 ⇒ (3, 5) + 12 + 1 = 21

--------

The earth elemental surges forward towards Tychus. Its body moves through the stone wall as if it weren’t there. A single massive fist slams into Tychus’ chest, knocking the wind out of him.

Earth elemental charges Tychus and hits him once for 21 damage.

Round 4
Initiative

16 – Tychus (80/101 hp)
14 – Icabhod (71/96 hp)
12 – Xallis (97/107 hp)
12 – Bralani Azata (Gold) (28/80 hp)
12 – Bralani Azata (Green) (80/80 hp)
06 – Trevor (81/102 hp)
06 – Malphene (70/89 hp)

Round 5
Initiative

19 – Henrika (149/133 hp)
19 – Cryptguard (Red) (2 damage)
19 – Cryptguard (Yellow) (51 damage)
19 – Earth Elemental (55 damage) (Charged, -2 AC 1 rd)

Active Spells/Effects
Henrika:False Life (16 hp, 13 hr), ▲Barkskin (+5, 130 min), ▲Freedom of Movement (130 min), ▲Heightened Awareness (130 min), ▲Heroism (130 min), ▲Message (130 min), ▲See Invisibility (130 min), ▲Haste (10 rd)
Icabhod:Barkskin (+5, 130 min), ▲Clay Skin (40 hp, 130 min), ▲Freedom of Movement (130 min), ▲Heroism (130 min), ▲Displacement (11 rd), ▲Haste (10 rd)
Trevor:Haste (10 rd)
Tychus:Heightened Awareness (80 min), ▲Dignity’s Barb (Crit 7, 19-20)
Xallis:Overland Flight (12 hr), ▲Barkskin (+5, 130 min), ▲Heroism (130 min), ▲Haste (10 rd)
Malphene:Haste (10 rd)

Everyone goes.


Round 2

Tychus makes no progress finding his way out of the magical maze.

-------

Icabhod begins displacing.

Xallis summons two azatas and hones in on the extradimensional plane where Tychus ended up.

Xallis identifies Tychus’ location with his spellcraft and can plane shift there if he chooses.

The azatas heal Xallis for 42 hp.

Cryptguard (Red) AoO vs. Bralani (Gold)’s AC 20: 1d20 + 23 ⇒ (4) + 23 = 27
Damage: 2d6 + 12 ⇒ (3, 4) + 12 = 19

Bralani (Gold) gets hit for 9 damage after DR.

Trevor heals everyone for 19 hp.

Malphene finds her groove and hacks away at her statue with a series of strikes.

Malphene hits Cryptguard (Blue) three times for a total of 47 damage.

Round 3

Lastly, Henrika struggles but still manages to hit the enemy once and the cryptguard shatters into pieces.

Henrika hits Cryptguard (Purple) once for 29 damage and destroys it.

Cryptguard Attacks:

Cryptguard (Red) Slam vs. Bralani (Gold)’s AC 20: 1d20 + 23 ⇒ (3) + 23 = 26
Damage: 2d6 + 12 ⇒ (4, 1) + 12 = 17

Cryptguard (Red) Slam vs. Bralani (Gold)’s AC 20: 1d20 + 23 ⇒ (4) + 23 = 27
Damage: 2d6 + 12 ⇒ (5, 6) + 12 = 23

Cryptguard (Yellow) Slam vs. Icabhod’s AC 31: 1d20 + 23 ⇒ (13) + 23 = 36
Displacement 50%: 1d100 ⇒ 49
Damage: 2d6 + 12 ⇒ (2, 3) + 12 = 17

Cryptguard (Yellow) Slam vs. Icabhod’s AC 31: 1d20 + 23 ⇒ (4) + 23 = 27
Displacement 50%: 1d100 ⇒ 72
Damage: 2d6 + 12 ⇒ (6, 4) + 12 = 22

Cryptguard (Blue) Slam vs. Malphene’s AC 17: 1d20 + 23 ⇒ (11) + 23 = 34
Damage: 2d6 + 12 ⇒ (6, 5) + 12 = 23

Cryptguard (Blue) Slam vs. Malphene’s AC 17: 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 2d6 + 12 ⇒ (3, 2) + 12 = 17

Bralani (Gold) is hit twice for a total of 20 damage. Thanks to Icabhod’s displacement, Cryptguard (Yellow) is unable to hit him. Malphene is hit twice for a total of 40 damage.

-------

Back in the maze, coming around a corner, in a hulking creature make of earth and stone. It has a vaguely humanoid shape and glowing green gemstone eyes. It is so big that its body brushes against the walls and ceiling.

For simplicity’s sake, I’m just going to group the elemental with the other enemies’ initiative.

Earth Elemental Lore

Knowledge (Planes) DC 16:

•This is an elder earth elemental.
•A earth elemental’s type is outsider (earth, elemental, extraplanar)
•Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.

Knowledge (Planes) DC 21:

•An elder earth elemental has damage reduction that cannot be bypassed.
•The earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water.
•An earth elemental is stronger when both it and its foe is touching the ground.

Knowledge (Planes) DC 26:

•Earth elementals speak Terran.

Elemental Traits

Knowledge (Planes) - Automatic:

•Immunity to bleed, paralysis, poison, sleep effects, and stunning.
•Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.

Tychus is on this separate maze map. Maze Map.

Round 3
Initiative

16 – Tychus (101/101 hp)
14 – Icabhod (54/96 hp)
12 – Xallis (97/107 hp)
12 – Bralani Azata (Gold) (60/80 hp)
12 – Bralani Azata (Green) (80/80 hp)
06 – Trevor (81/102 hp)
06 – Malphene (35/89 hp)

Round 4
Initiative

19 – Henrika (149/133 hp)
19 – Cryptguard (Red)
19 – Cryptguard (Yellow) (6 damage)
19 – Cryptguard (Blue) (63 damage)
19 – Earth Elemental

Active Spells/Effects
Henrika:False Life (16 hp, 13 hr), ▲Barkskin (+5, 130 min), ▲Freedom of Movement (130 min), ▲Heightened Awareness (130 min), ▲Heroism (130 min), ▲Message (130 min), ▲See Invisibility (130 min), ▲Haste (11 rd)
Icabhod:Barkskin (+5, 130 min), ▲Clay Skin (40 hp, 130 min), ▲Freedom of Movement (130 min), ▲Heroism (130 min), ▲Displacement (12 rd), ▲Haste (11 rd)
Trevor:Haste (11 rd)
Tychus:Heightened Awareness (80 min), ▲Haste (11 rd)
Xallis:Overland Flight (12 hr), ▲Barkskin (+5, 130 min), ▲Heroism (130 min), ▲Haste (11 rd)
Malphene:Haste (11 rd)

Everyone goes.


I don't think Malphene's stats are updated for the amulet and belt.


It's no big deal.


Xallis wrote:
Would it be possible to plane shift to find our friend?

I'll allow it.


1 person marked this as a favorite.

The dice are not your friends this fight.


1 person marked this as a favorite.

Will the heroes be defeated by a random group of statues? Stay tuned next time to find out.


Trevor wrote:
GM Peachbottom, Malphene is with the coterie in the tomb. Her natural drive to learn and grow made sure she kept close to Trevor's side. She even helped decipher the murals with the others.

I saw that. I thought maybe you missed where I posted a request that you leave the cohorts outside. I have reasons for wanting to keep the party small here. But if you insist, I can manage one more body.

Round 1

Tychus is completely lost in the maze. The tunnel he is in shakes and dirt is knocked loose from the ceiling as the thundering creature gets even closer.

------

Icabhod stabs the statue-like creature once. His weapon is unable to bypass its damage reduction and leaves only a scratch.

Icabhod hits Cryptguard (Yellow) once for 6 damage after DR

Xallis gives everyone haste.

Trevor stabs at the cryptguard in front of him but his weapon is ineffective.

Trevor misses twice. Trevor would get a third attack with haste but 1d6+1 damage isn’t going to overcome the DR 10 even if it hits, so I’m not bothering rolling it.

Malphene Haste Attack: 1d20 + 22 + 1 ⇒ (20) + 22 + 1 = 43
Crit Confirmation: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24
Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Malphene swings wildly and only manages to hit her opponent once.

Malphene hits Cryptguard (Blue) once for 16 damage. Her weapon does bypass the DR.

Henrika hits her opponent one more time, breaking off another piece, but not felling it.

Henrika hits Cryptguard (Purple) once for 27 damage.

The cryptguards continue to pummel those in front of them.

Cryptguard Attacks:

Cryptguard (Red) Slam vs. Xallis’ AC 27: 1d20 + 22 ⇒ (7) + 22 = 29
Damage: 2d6 + 12 ⇒ (6, 1) + 12 = 19

Cryptguard (Red) Slam vs. Xallis’ AC 27: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 2d6 + 12 ⇒ (2, 5) + 12 = 19

Cryptguard (Yellow) Slam vs. Icabhod’s AC 31: 1d20 + 22 ⇒ (19) + 22 = 41
Damage: 2d6 + 12 ⇒ (6, 6) + 12 = 24

Cryptguard (Yellow) Slam vs. Icabhod’s AC 31: 1d20 + 22 ⇒ (19) + 22 = 41
Damage: 2d6 + 12 ⇒ (3, 3) + 12 = 18

Cryptguard (Blue) Slam vs. Malphene’s AC 17: 1d20 + 22 ⇒ (7) + 22 = 29
Damage: 2d6 + 12 ⇒ (3, 1) + 12 = 16

Cryptguard (Blue) Slam vs. Malphene’s AC 17: 1d20 + 22 ⇒ (8) + 22 = 30
Damage: 2d6 + 12 ⇒ (4, 1) + 12 = 17

Cryptguard (Purple) Slam vs. Henrika’s AC 31: 1d20 + 22 ⇒ (14) + 22 = 36
Mesmeric Mirror: 1d3 ⇒ 3
Damage: 2d6 + 12 ⇒ (4, 1) + 12 = 17

Cryptguard (Purple) Slam vs. Henrika’s AC 31: 1d20 + 22 ⇒ (10) + 22 = 32
Mesmeric Mirror: 1d2 ⇒ 2
Damage: 2d6 + 12 ⇒ (3, 4) + 12 = 19

Xallis gets hit twice for 38 damage. Icabhod gets hit twice for 32 damage. Malphene gets hit twice for 33 damage. Henrika uses another mesmerist trick to avoid the attacks with mirror images again.

Henrika, I know you get a bunch of tricks per day, but you keep track of how many you’ve used, right? I'm sure you do.

Round 2
Initiative

16 – Tychus (101/101 hp)
14 – Icabhod (35/96 hp)
12 – Xallis (36/107 hp)
06 – Trevor (62/102 hp)
06 – Malphene (56/89 hp)

Round 3
Initiative

19 – Henrika (149/133 hp)
19 – Cryptguard (Red)
19 – Cryptguard (Yellow) (6 damage)
19 – Cryptguard (Blue) (16 damage)
19 – Cryptguard (Purple) (83 damage)

Active Spells/Effects
Henrika: False Life (16 hp, 13 hr), Barkskin (+5, 130 min), Freedom of Movement (130 min), Heightened Awareness (130 min), Heroism (130 min), Message (130 min), See Invisibility (130 min), Haste (12 rd)
Icabhod: Barkskin (+5, 130 min), Clay Skin (40 hp, 130 min), Freedom of Movement (130 min), Heroism (130 min), Haste (12 rd)
Trevor: Haste (12 rd)
Tychus: Heightened Awareness (80 min), Haste (12 rd)
Xallis: Overland Flight (12 hr), Barkskin (+5, 130 min), Heroism (130 min), Haste (12 rd)
Malphene: Haste (12 rd)

Everyone goes.


1 person marked this as a favorite.
Henrika wrote:
I don't think it works, and I also don't think I should bother rolling for Cornugon Smash, right?)

Yes. These are mindless constructs. So they cannot be demoralized. You can use your hypnotic stare if you are planning on using Greater Mesmerizing Feint, but otherwise, it doesn’t take the Will save penalty or Painful Stare.

Henrika catches the nearest guardians off guard and hits it twice before it can react. Her magical sword bypasses its hardness.

Henrika hits Cryptguard (Purple) twice for a total of 56 damage.

Then each construct steps forward and attacks the nearest opponent.

Cryptguard Attacks:

Cryptguard (Red) Slam vs. Xallis’ FF AC 23: 1d20 + 22 ⇒ (15) + 22 = 37
Damage: 2d6 + 12 ⇒ (1, 5) + 12 = 18

Cryptguard (Red) Slam vs. Xallis’ FF AC 23: 1d20 + 22 ⇒ (6) + 22 = 28
Damage: 2d6 + 12 ⇒ (1, 2) + 12 = 15

Cryptguard (Yellow) Slam vs. Icabhod’s FF AC 25: 1d20 + 22 ⇒ (4) + 22 = 26
Damage: 2d6 + 12 ⇒ (5, 6) + 12 = 23

Cryptguard (Yellow) Slam vs. Icabhod’s FF AC 25: 1d20 + 22 ⇒ (5) + 22 = 27
Damage: 2d6 + 12 ⇒ (2, 2) + 12 = 16

Cryptguard (Blue) Slam vs. Trevor’s FF AC 20: 1d20 + 22 ⇒ (17) + 22 = 39
Damage: 2d6 + 12 ⇒ (5, 4) + 12 = 21

Cryptguard (Blue) Slam vs. Trevor’s FF AC 20: 1d20 + 22 ⇒ (14) + 22 = 36
Damage: 2d6 + 12 ⇒ (1, 6) + 12 = 19

Cryptguard (Purple) Slam vs. Henrika’s FF AC 28: 1d20 + 22 ⇒ (6) + 22 = 28
Mesmeric Mirror: 1d3 ⇒ 2
Damage: 2d6 + 12 ⇒ (1, 1) + 12 = 14

Cryptguard (Purple) Slam vs. Henrika’s FF AC 28: 1d20 + 22 ⇒ (14) + 22 = 36
Mesmeric Mirror: 1d2 ⇒ 2
Damage: 2d6 + 12 ⇒ (3, 3) + 12 = 18

Fortunately, the guardians’ attacks are fairly simplistic. Unfortunately, getting punched by solid stone still hurts.

Cryptguard (Red) hits Xallis twice for a total of 33 damage. Cryptguard (Yellow) hits Icabhod twice for a total of 29 damage after DR. Crypguard (Blue) hits Trevor twice for a total of 40 damage.

I’m assuming Henrika will activate a mesmeric mirror, in which case, two images get destroyed.

Round 1
Initiative

16 – Tychus (101/101 hp)
14 – Icabhod (67/96 hp)
12 – Xallis (74/107 hp)
06 – Trevor (62/102 hp)

Round 2
Initiative

19 – Henrika (149/133 hp)
19 – Cryptguard (Red)
19 – Cryptguard (Yellow)
19 – Cryptguard (Blue)
19 – Cryptguard (Purple) (56 damage)

Active Spells/Effects
Henrika: False Life (16 hp, 13 hr), Barkskin (+5, 130 min), Freedom of Movement (130 min), Heightened Awareness (130 min), Heroism (130 min), Message (130 min), See Invisibility (130 min)
Icabhod: Barkskin (+5, 130 min), Clay Skin (40 hp, 130 min), Freedom of Movement (130 min), Heroism (130 min)
Trevor:
Tychus: Heightened Awareness (80 min)
Xallis: Overland Flight (12 hr), Barkskin (+5, 130 min), Heroism (130 min)

Everyone goes.


Henrika wrote:
Looks like the Book 5 Maps document is set to View Only.

Fixed. Thanks for letting me know.


Tychus looks around at the surrounding rooms.

To the west, there are three wooden doors that have weathered the passage of time surprisingly well. And beyond those is a wide oval room.

A6: Hall of History

More than a hundred painted scenes parade clockwise along the walls of this room, showing people celebrating, fighting, traveling, and working. In the center of the room stands a mechanical humanoid with bronze wings embedded with lapis lazuli and a sword embedded in the sculpted form of a dead dragon.

And to the east is another large room.

A7: Hall of Heroes

Five stone sarcophagi with relief-carved covers rest in this irregularly shaped hall. Painted scenes of battle and construction wind around the room, spanning nearly from floor to ceiling. A sprawling floor mosaic portrays a map of the eastern Inner Sea region.

Lastly, Tychus checks the hall to the south.

Icabhod - Perception, heroism: 1d20 + 20 + 2 ⇒ (6) + 20 + 2 = 28

However, as soon as he takes a step in the southern hallway to look further, he completely vanishes from sight.

No one searching perceived the trap. I marked where Tychus disappeared with an X on the map.

Tychus finds himself in a stone labyrinth with 15-ft.-wide and 15-ft.-high hallways. Somewhere off in the distance he hears a loud rumbling that sounds like it is getting closer.

Tychus was subjected to a maze spell. Each round on his turn, he may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. However, if he doesn’t escape in 2 rounds, at the end of his second turn, whatever is stalking him will find him, and he’ll need to fight it instead.

Meanwhile, back in the tomb, the four bird-faced statues animate. They drop their held braziers to the ground with a loud clang and step off their pedestals to attack.

Initiative:

Henrika: 1d20 + 8 ⇒ (11) + 8 = 19
Icabhod: 1d20 + 7 ⇒ (7) + 7 = 14
Trevor: 1d20 ⇒ 6
Tychus: 1d20 + 13 ⇒ (3) + 13 = 16
Xallis: 1d20 + 6 ⇒ (6) + 6 = 12
Cryptguards: 1d20 + 5 ⇒ (14) + 5 = 19

Round 1
Initiative

19 – Henrika (149/133 hp)
19 – Cryptguard (Red)
19 – Cryptguard (Yellow)
19 – Cryptguard (Blue)
19 – Cryptguard (Purple)
16 – Tychus (101/101 hp)
14 – Icabhod (96/96 hp)
12 – Xallis (107/107 hp)
06 – Trevor (102/102 hp)

Active Spells/Effects
Henrika: False Life (16 hp, 13 hr), Barkskin (+5, 130 min), Freedom of Movement (130 min), Heightened Awareness (130 min), Heroism (130 min), Message (130 min), See Invisibility (130 min)
Icabhod: Barkskin (+5, 130 min), Clay Skin (50 hp, 130 min), Freedom of Movement (130 min), Heroism (130 min)
Trevor:
Tychus: Heightened Awareness (80 min)
Xallis: Overland Flight (12 hr), Barkskin (+5, 130 min), Heroism (130 min)

Henrika acts first.

If Trevor wanted to have any spells active, just let me know.

Also, now that you aren’t disguised, is Xallis holding his Standard of Conquest relic? I ask because of the bonus to saving throws it grants.

Monster Lore

Knowledge (Arcana) or (Religion) DC 19:

•These are cryptguards.
•A cryptguard’s type is construct.
•Cryptguards act as a first line of defense against the menace of the dead rising from their graves. Cryptguards stand ever-vigilant in tombs, graveyards, and sepulchers, ensuring that the bodies and souls of the departed do not return to unlife to menace the living.

Knowledge (Arcana) or (Religion) DC 24:

•A cryptguard is vulnerable to adamantine weapons.
•Cryptguards emit an aura of consecration. Undead cannot be summoned or created within this area, and existing undead take a penalty on attack rolls, damage rolls, and saving throws within this area. Additionally, the DC to resist positive channeled energy in the area increases.
•A corporeal creature slain by a cryptguard cannot be transformed into an undead creature unless the body is allowed to lie in state for a minimum of 24 hours in an area under the effects of a desecrate or an unhallow spell. If an undead creature destroyed by a cryptguard has an ability that allows it to reform (such as a ghost’s rejuvenation or a vampire’s incapacitation), this reformation is delayed.
•A cryptguard’s slam attacks have the ghost touch weapon special ability.

Construct Traits

Knowledge (Arcana) - Automatic:

•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
•Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is
harmless).


Icabhod searches the paths forward and finds that both the left and right passages are trapped, each with a different unique trap, however both appear to imbue trespassers with some kind of curse.

Icabhod – Disable Device, heroism: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39

Icabhod – Disable Device, heroism: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36

Icabhod deftly disables the traps and gives the ‘all clear’. The group proceeds forward to the next room.

Bold frescoes of geometric designs cover this room’s walls and domed ceiling, and a quartet of bird-faced statues hold unlit braziers like offering bowls. A large passage leads south, and smaller passages lead east, north, west, and southwest.

Knowledge (History) or Appraise DC 20:
The geometric patterns are intricate but bear no special symbolism, however the artists made heavy use of Icadiun green, a dazzling and valuable pigment used to create paints and dye clothing during the Age of Destiny. It swiftly fell out of fashion around –100 AR, when scholars discovered the pigment could prove toxic from long-term exposure and likely caused the twitching madness of Grand Prince Pelanid IV.


I guess my post wasn't that clear, you were only supposed to make one Knowledge check. But this wasn't supposed to be a difficult challenge.

You identify the meanings behind the four murals.

What do you want to do next?


1 person marked this as a favorite.

I have power back. I'll survive!
But I'm so exhausted. I probably won't post today.


We’ve been hit hard by the snow. No work, school. And we lost power in my home, so I won’t be able to post until the power comes back.


Calistril 26, 4719 (Toilday) (Breezy Creek, Kazuhn, Taldor)

You spend the next few days enjoying the quiet rural countryside while the people of Breezy Creek and your agents look for the hidden tomb. During that time, Kalbio in inaugurated into his position as baron and the player characters are granted the titles is baronets.

Eventually the townsfolk report back that the tomb has been found and your agents begin the process of excavating the entrance. Soon you head out to the dig site yourselves to explore the Tomb of the First Emperor.

The tomb appears to be buried under an unassuming grassy hill that if you didn’t know better, would look just like the dozens of other low hills in the area. A 10-foot-wide hole is dug into one side of the hill and descends for a few more feet before reaching a pair of solid stone doors. The doors have already been pried open allowing you to proceed directly inside, although no agents of villagers have entered any further. You will be the first ones to enter the tomb in thousands of years.

The interior is in darkness. The ceilings are 20-feet high and the walls are plaster-covered masonry.

You expect the tomb to contain cramped narrow corridors, so it may be best to leave your cohorts near the entrance as to not make the place overcrowded.

Entrance

Tall fluted columns line this spectacular hall, the floor of which consists of triangular and rectangular tiles of white and golden marble that fit together precisely. Weathered murals cover much of the south walls, and stocky gargoyles with human and avian heads peer toward the room’s center from the room’s corners and from the columns’ capitals.

Although most of the tomb paintings boast the preimperial “flat” figures and symbolic still life illustrations favored by Taldan artists during the first and second dynasties, the murals in this room display the feathered brushstrokes and subtle expressions favored thousands of years later during Taldor’s third artistic renaissance. Renovations late in the tomb’s public use involved repainting the entrance’s murals, most of which were weathered beyond the point of restoration.

These images depict Taldaris in four scenes with a motto written below each.

With a successful DC 20 Knowledge (history) check, a PC can identify one scene, plus one additional scene for every 2 points by which she exceeds the DC. Each PC should make only one skill check, but different PCs can focus on different scenes if necessary.

Scene 1

Taldaris grips a golden lion by its mane and drives a sword into its throat. The motto reads “What raises us grants us strength.”

Scene 1 - Knowledge (History):

This image shows Taldaris slaying the beast Grogrisant, a supernatural lion that terrorized the Taldan city-states. According to legend, the Mantle of Kings is woven in part from its mane.

Scene 2

Fallen soldiers lie around Taldaris, and he points at a skeletal angel that kneels before him and bears a trio of lilies. The motto reads “All things die, but his kingdom is forever.”

Scene 2 – Knowledge (History):

In this legend, an angel of death was said to visit Taldaris to claim his life, but the king convinced the angel to give him 90 more years in exchange for three lilies. The flowers have been commonly used in funerals ever since.

Scene 3

Taldaris kneels with a hand clasped over his chest as a bearded man resplendent in golden clothing presents a pair of keys atop a folded garment to him. The motto reads “Ordained to rule as a shining example.”

A PC can also identify this image with a successful DC 15 Knowledge (religion) check.

Scene 3 – Knowledge (History) or Knowledge (Religion):

This scene depicts the god Abadar appearing to Taldaris and imparting to him the Mantle of Kings and the symbolic right to rule far and wide.

Scene 4

Taldaris raises one hand wearing a white gold ring to a crowd as he speaks. Many of the onlookers cheer, but some flee in panic. The motto reads “Truth emboldens the good and conquers the vile.”

Scene 4 – Knowledge (History):

This scene depicts Taldaris during a famous speech in which his voice miraculously reached an entire city, both rallying his people and compelling spies to throw themselves upon his mercy.

Two different passageways lead out of the room to the south.


1 person marked this as a favorite.
Henrika wrote:
What title does Henrika's uncle hold, stolen from her after the death of her father? I like the idea that he is a viscount, so that now she would outrank him, though it's unlikely that he would treat her any differently. But it might be that he is also a baron, which would leave him a greater obstacle for her to eventually deal with.

We'll have to make up his title. We can say he is a viscount if you like that.


The party has scrolls of raise dead but Kalbio has been dead longer than a few days, so a resurrection spell is required. Trevor is high enough level to prepare and cast it, so you’ll just need to pay the 10,000 gp for the diamond. I’ll put the cost as an IOU on the treasure sheet. I am not going to make you need to remove the associated negative level.

Tychus makes his case to Kalbio’s parents to allow them to attempt a resurrection. The elderly couple at first protests knowing that they’ll never be able to repay the party. However, when Tychus reassures them that he expects no compensation, they allow the party to proceed.

Calistril 19, 4719 (Toilday) (Breezy Creek, Kazuhn, Taldor)

The tiny hamlet has never seen such a miracle and the entire population gathers in the village square to witness the event. Kalbio’s body is exhumed and Trevor publicly casts the resurrection spell. In moments after the spell casting is complete, Kalbio’s decaying body restores to healthy flesh and he sits up straight with a gasp of surprise. He looks around confused and feels his chest looking for a sword wound and finding none. Kalbio’s parents, Tramail and Edva, fall to their knees and cry out in overwhelming joy.

”Mama? Papa? What happened to me? I thought I died.” questions Kalbio.

”You did. You did die, my poor boy.” cries Edva. ”But we’ve been blessed. This angel has brought you back to us. You’re going to be okay now.”

Kalbio rushes over to his parents and embraces them in a tight hug and can’t hold back his own tears.

The rest of the town cheers and throw a celebration with you as the guests of honor.

During the celebration, Kalbio and his father approach you. Tramail says to you, ”You may not realize just how much you’ve done for us. Kalbio isn’t just our son; he’s also Breezy Creek’s hometown hero. In addition, before he was slain, Kalbio was granted the title of baron by Grand Prince Stavian III. Now that he is restored to life, he can claim the land that he never received to match his title. Thanks to the recent deaths of the local landgrave and baron, Breezy Creek, Piltshaven, and several other nearby towns are in need of leadership.”

Kalbio says, ”I don’t know anything about being a baron, but I promise that I’ll do my best. You’ve given me a second chance at life, so I’m not going to waste it.”

Tramail says, ”Viscount Avenlar isn’t going to be happy about this development, but Kalbio now outranks him so he will need to concede. We can never fully repay you but the people of Breezy Creek will help you on your mission in any way we can. And any time you come visit our tiny hamlet, you can always secure a warm bed and a home-cooked meal.”

You explain that you are looking for Tomb of the First Emperor which you believe is buried somewhere nearby in the lands of Kazuhn.

”No one knows Kazuhn better than the people of Breezy Creek. You came to the right place. Give us a few days and we’ll find your tomb. By the way, I have a small favor to ask of you. In the coming days, it would be my honor if you’d help officiate ceremonies to mark my official first day of managing my barony. In addition, if any of you are willing, I would gladly name each of you baronets in my service.”

A baronet would be a huge jump in title for any of you who claim it. You are currently each Knights, which is the lowest noble rank. From there it goes:
Knight
Lord
Tribune
Viscount
Baronet
Baron

Restoring Kalbio and installing him as Baron is an automatic success for your mission and allows you to completely bypass the need to make any Operation checks. The people of Breezy Creek will find the tomb for you now in a few days. But I’ll pause here for a moment first for any reactions your players might want.

Hero point to Tychus for coming up with this solution!


Yes, it is possible. Kalbio is buried in Breezy Creek if you want to try.


Tychus wrote:
"What do we know about the Choking Death? Mayhaps it was conceived to further conceal the Tomb's location? Not that the knowledge would help us in any obvious way. I'll consult the history books available to me with the Church of Abadar and see if I can glean any extra hints."

Knowledge (History) DC 20:
The Choking Death is a terrible respiratory disease that spread westward from Iobaria in Casmaron throughout most of Avistan in 2742 AR. The disease is said to have killed nearly three-quarters of Iobaria's inhabitants, leaving many of its cities completely abandoned in its wake, and leading to a near total collapse of the nation. Even though it eventually burned itself out, the disease continues to exist in small pockets in Iobaria to the present day, keeping the region's population low. (The current year is 4719, so this occurred 1,977 years ago.)

-------

Lady Morilla says, ”You may be wondering, will the Mantle of Kings even glow for Eutropia? And to answer honestly, I’m not certain given her ancestors’ sins, but the Princess has insisted we follow this route. Historically, the cloak and Taldaris seem to prize honesty, camaraderie, and compassion as much as parentage.”

“Eutropia has decided to retire from the public eye for the time being. She says she wishes to avoid being a catalyzing force in these tense times, but I suspect she also wants to spend some time with her returned brother.”

”Lastly, this mission is to be done in secret. Speak of it with no one outside of this room. Uirtamon II sealed away the Mantle of Kings because it was a political tool he thought others might use against him. According to legend, the mantle resolved matters of succession several times, and there are many pretenders whom the mantle would never recognize. That makes it a threat, and anyone trying to recover the mantle could attract very unwelcome attention.”

”I’ll give you the rest of the day to pack, then I will send a carriage to take you to Breezy Creek in the morning. It is a three-day ride away.”

-------

Calistril 14, 4719 (Oathday) (Meratt, Taldor)

The next day, Lady Morilla disguises several of her agents as the party members and has them overtly head southeast as though riding off on a daring mission. Minutes later, she sends you northeast toward your real destination.

During the three-day journey, Morilla’s agents fill you in on some more details of area you are headed to.

”Centuries of exploitation have left Kazuhn economically battered with its limited infrastructure maintenance dedicated to keeping the few key canals and warehouses able to export the prefecture’s flax, fruit, and grain to Oppara. In Taldor’s heyday, Kazuhn was a patchwork of small, family-run farms. Increasingly, nobles have consolidated these farms into massive estates with tenant farmers. It’s largely due to some aristocrats’ competing interests and overlapping domains that some farming communities remain independent.”

”Such is the case for Breezy Creek, a nonintegrated community northeast of the small town of Piltshaven. For many generations the Avenlar family—most recently Viscount Yemis Avenlar—has merged the farms under its jurisdiction, in the process often leveling diverse family plots to make room for intensive production of a few crops. The Avenlars have profited off this change, though the tenant farmers have struggled under the rigorous taxes imposed. Even with their right to move and seek work elsewhere, many field hands have gone into debt to the Avenlars to make ends meet, tying them to the land in practice if not in name. The respected Landgrave Aldon Parcheau had maintained the ranching lands and agricultural hamlets that speckle the surrounding territory, including the village of Breezy Creek; however, the landgrave and the local baron perished during the succession skirmishes breaking out across the country. With no heir, the landgrave’s lands are unsupervised, and higher-ranked aristocrats are too absorbed in bigger schemes to appoint a replacement. To Viscount Avenlar, that’s been an opportunity to begin poaching more territory.”

”All of this might seem completely beneath you, but securing the cooperation of the local folk is key to tracking down the Tomb of the First Emperor. As it stands, Viscount Avenlar employs many residents. The large fraction that don’t like him have also learned not to trust the likes of you, whom they likely perceive as aristocrats, noble bootlickers, or privileged adventurers. Unfortunately, the people who are most familiar with the countryside and its hidden secrets are the residents of Breezy Creek, who see the viscount as a profiteering vulture. Convincing anyone to stop fighting with the other side long enough to help you very likely involves settling this dispute.”

You may recall that during the Exaltation Gala, the intended recipient of the noble exaltation was to be Kalbio of Breezy Creek, a skilled weaver. He was slain by Stavian III at the start of his massacre.

-------

Calistril 17, 4719 (Oathday) (Breezy Creek, Kazuhn, Taldor)

After your three-day journey, you arrive in Breezy Creek. Breezy Creek is a small, nondescript hamlet in the Kazuhn district. It consists mostly of small one-story thatched roof buildings and plenty of farmland. If you wish to instead address Viscount Yemis Avenlar, he resides in the small town of Piltshaven nearby.

The commoners of Kazuhn have tilled their own plots for centuries, growing dozens of different crops and raising a variety of animals. As the nobles have consolidated massive farms, those working the land have been ordered to sow only a handful of more lucrative crops to feed Oppara’s growing appetites. Having been ruled with a light hand for so long, the peasants find this relatively new organization distasteful.

The people of Breezy Creek are some of the most noteworthy holdouts, and among the most vocal protesters are Tramail and Edva, the late Kalbio’s parents. The two took out a loan from the Avenlar family to pay for their son’s apprenticeship and other aspirations, and they’re in no position to leave until they pay off the debt. Tramail’s especially distressed about the matter, for he knows that the viscount will demand he cut down his generations-old pear orchard. The middle-age farmer readily talks off your ears about pear cultivation, rants about how people don’t appreciate pears enough—he repeatedly advises listeners to pinch the neck to see if a pear’s ripe—and fiercely lectures anyone who has the gall to mention apples around him. Both parents are distressed at reminders of their son’s death, though they try not to cry in front of you.

The people of Breezy Creek, and many from Piltshaven, are only willing to help you if you convince them of your good intentions. This is entirely possible just by dispersing agents throughout the outlying communities and farmsteads to garner goodwill.

Or, if you are feeling more daring, though, you can infiltrate the Avenlar estate and arrange for a series of unfortunate incidents that thoroughly humiliate the viscount and shame him into abandoning his territorial aspirations.

Another option is to work with the viscount. You can arrange a meeting with Avenlar to discuss your needs. The viscount is among the few local nobles who haven’t sought the comforts of nearby Oppara, preferring the satisfaction of lording over peasants to the uncertainty of courtly life. In his 30s, he sports a carefully combed beard, speaks proudly of his five years commanding a company of the Taldan phalanx, and accidentally misquotes famous literature to seem more refined—all qualities that he has exaggerated over the past year to compensate for his failed marriage prospects.

The viscount is amenable to helping you but has a few reservations. First, he’s wary of Princess Eutropia, about whose aspirations he speaks with placating chauvinism. Second, he frames his gradual land grab as a case of the peasantry using the recent chaos to push back against the ruling elite. He wants your assistance in convincing the people of Breezy Creek to stop “rebelling.” Alternatively, you can secure the viscount an official writ that expands his territory and authority to include much of Landgrave Parcheau’s former holdings.

Lastly, although securing local assistance is ideal, you aren’t obliged to get involved in local politics. Instead, you can survey the region with the help of your agents.

This is handled as a number of Persona Phases in which you will perform Operations. The party can pick one of the following four Operations to work on as a group. Once the party gets a number of successes equal to the number of party members (5 successes), you succeed at gaining support (or working alone) and will be able to find the tomb. If you are lucky, you can potentially complete the task in one Persona Phase, if not, you have up to 3 Phases to get the 5 successes you need.

Reminder: an Operation check is a d20 plus the number of agents sent.

Ignore the Conflict: Archaeological Survey (Genius or Sagacity):

With the help of your agents, you map the landscape, dig test pits in promising places, and perform isolated interviews with local people to locate the tomb. The DC of this check is 20. If you cast a relevant divination spell, a spell that can compel a person’s cooperation, or a spell that can excavate large amounts of earth, you gains a circumstance bonus on the Operation check equal to the spell’s level (minimum +1).

Work with the People: Humbling Incident (Subterfuge, Risky):

You send your agents to coordinate a humiliating gaff or public accident, causing the populace (and perhaps even gossipy courtiers in Oppara) to disparage Viscount Avenlar. The DC of the Operation check is 20. Exceeding this DC by 5 or more counts as two successes for earning the people’s support.

Work with the People: Rally Support (Any Facet):

The agents disperse into the community to rally the people’s support. The DC of the Operation check is equal to 15 + twice the number of previous successful rally support operations performed using that facet by any PC. Using heroism or sacrifice is especially effective, and Operation checks using these facets gain a +2 circumstance bonus.

Work with the Viscount: Rally Support (Any Facet):

Your agents disperse into the community to build sympathy for the viscount, establish you as trustworthy advisors to the outlying hamlets, and generally convince the population to accept the Avenlars’ oversight without raising a fuss. This operation is nearly identical to the version in Work with the People, but in place of gaining a +2 circumstance bonus on Operation checks using heroism or sacrifice, the PCs gain a +2 circumstance bonus on Operation checks when using charm or subterfuge.

Breezy Creek Operations added to the Persona link.

Breezy Creek Operations


Henrika wrote:
"What should we do with the other grave goods and objects we find in the tomb, once we locate the mantle and reinvent the ritual? Does the Pathfinder Society have a prior claim on its artifacts and treasures?"

Morilla takes a moment to formulate an answer. “The Tomb of the First Emperor was and still is property of the Primogen Crown. Assuming Princess Eutropia dons the crown, she would have full ownership of the tomb’s contents, and she would want the more useful tools in her agents’ hands—at least until she has consolidated her rule and can return or bequeath those items as she sees fit.” She pauses another moment then concludes, “You may take and use any magical items that could be of use in the coming days, and do so with respect. Leave any purely decorative items and currency.”


Apparently my treasure sheet is all wonky then


My mistake then. I'll update it.


Trevor wrote:
Trevor smiled wide, and stepped forward. "Lady Morilla. So wonderful to see you again." If Gorianna offered her hand to the Kastner noble, he took it and kissed it. Diplomacy (Charming): 1d20 + 30 ⇒ (6) + 30 = 36

Glorianna will offer her hand. ”I’m charmed to see you again to, Trevor.

Trevor wrote:
A secret tomb nearly as old as Taldor itself.

“Uirtamon II ruled slightly more than two millennia ago—that’s plenty of time to forget a monument—and his administration took considerable pains to scramble the public records, and the Choking death hit Kazuhn particularly hard. Many families who may have known the tomb’s location lost grandparents and parents, and with them much of their oral history.”

Trevor wrote:
"Xallis. Bartleby. We will likely lean on your collective arcane knowledge for proper ritual set up."

“The Pathfinders pieced together most of it and translated old references where they could. I suspect, though, that there are some pieces you’ll need to reinvent based on context. The more extravagant Taldan tombs boast considerable artwork, so see what further clues you can secure.”

----

“To find the tomb, you’ll need to do some archaeology. It’s possible to trip over ruins in Taldor, but the Tomb of the First Emperor was a marvel of colorful marble, travertine, and alabaster. When attempting to find a site, one of your best resources is the local populace. See whether they’ve noticed anything amiss or can help. The area identified lies within the greater Piltshaven farming community and its neighboring hamlet of Breezy Creek. Just be aware that these settlements are off the beaten path and have likely received only fragmentary news about the succession conflicts.”


Persona Phase

Icabhod

Icabhod’s Sagacity Rank increases to 5. He adds the feat, Insightful Advice, to the list of bonus feats he can take.

Henrika

Henrika recovers 4 agents with the first operation and the remaining 1 agent with the second operation. She is back up to full agents.


Going through the treasure sheet, I also found a few duplicates:

Under Trevor, there was a cloak of resistance +2 and a cloak of resistance +4. I marked the cloak +2 to sell next time.

And Tychus had two gold holy symbols. I marked the second one to sell.

Icabhod has a cloak of resistance +2 and a cape of the mountebank. Both take up the shoulders slot so they can't be worn at the same time. So he has some options. 1) He can keep both and wear one at a time. 2) He can sell one. 3) He can have Xallis combine them and pay the difference. It would cost 3,000 gp for Xallis to add a cloak of resistance +2 ability to the cape of the mountebank. Selling his +2 cloak would give back 2,000 gp, so it'd only be 1,000 gp difference to add them together.


My suggestions for some of the other treasure on the sheet. Please consider:

Amulet of Natural Armor +2
Malphene’s AC is really low for a front-line fighter. She does not have an amulet and could benefit from this.

Belt of Str/Con +2
Trevor doesn’t have any belt. I’d suggest he takes it.
Malphene has a Con +2. She could benefit from the +2 Str as well.

Bracers of Armor +5
Probably only Navia could benefit from this. She doesn’t have any armor item at the moment, so she could use it. Otherwise sell it.

Cloak of Resistance +3
Icabhod and Xallis both have cloaks +2. One of them should take the upgrade.

Greater Book of Extended Summoning (Lawful)
Does Xallis want this? He’s the only one primarily summoning things. It’s only a 1 time use item though. Otherwise sell it.

Pearl of Power (2nd)
Bartelby and Trevor are the only prepared spellcasters, so one of them can use this.

Spectacles of Understanding
Does anyone want this? Otherwise sell it.

Band of the Crusader's Alliance
This is probably one of the least impressive relics, I know. But still +2 luck bonus to certain saves will stack with most other buffs and prayer, death ward, and wall of stone are decent spells to be able to cast. Anyone without a wrist item could benefit from it. Someone should take it.


Calistril 13, 4719 (Wealday) (Meratt, Taldor)

After your brief vacation, you return to the Palace of Birdsong to meet with Martella Lotheed.

When you arrive Martella greets you and she guides you not to her office, but one of the servants’ quarters, where a maid diligently polishes candelabra. As Martella closes the door, the maid nods and pulls off her bonnet, transforming her dingy uniform into an elegant but functional dress and her weathered scowl into the visage of delicate features and careful makeup.

“You may recall my guest from the Exultation Gala, but if not please allow me to introduce you to the Lady Gloriana Morilla, member in good standing of the Pathfinder Society, and lover of the dramatic.”

Gloriana shoots Martella a look of irritation before smiling and blowing a wisp of hair out of her face. “It is my pleasure to congratulate you on your many extraordinary deeds from the last several months, but I’m afraid my visit isn’t merely a polite social call.”

“The last few days have certainly been…exciting,” Martella remarks with chagrin.

Gloriana continues. “Your work deposing Maxillar Pythareus was decisive, yet he was no fool. Within the past decade he had uncovered evidence that the entire Stavian line was born illegitimately, beginning with Stavian I two-hundred years ago. Worse, their line seems descended from the long-lost Adella family, utterly reviled for their indulgence, treachery, and violence. Pythareus’s closest agents held this damning information in reserve, and now that their leader is undone, they have verified and published the documents. This discredits the entire family and delegitimizes Eutropia’s claim based on her parentage. Now more contenders than ever are circling like vultures. We need a decisive sign.”

“Taldor takes its name from its founding emperor, Taldaris.” Gloriana continues. “His name’s still uttered from the fields to the palaces, and although historical records of his policies are vague, that doesn’t stop senators from claiming to act on his vision. In Taldor’s past, the grand prince could call upon Taldaris’s spirit for guidance, and it was said that Taldaris’s legendary Mantle of Kings would glow when donned by the empire’s rightful ruler. The First Emperor‘s blessing was practically sacred, and it would be equally decisive today.”

“Unfortunately,” Martella chimes in, “it’s not as simple as it sounds.”

“Indeed,” Gloriana confirms. “The dubious Grand Prince Uirtamon II worried his rivals would use the mantle against him, so he had it reinterred in Taldaris’s tomb, which he then ordered buried and its location scrubbed from public records. Thankfully, my Pathfinder Society agents are excellent archivists.” Morilla picks up a leather folio from the seat next to her and places it on the table. “Together we have pieced together the approximate location of the Tomb of the First Emperor, as well as the rudiments of the ritual to call upon Taldaris’s spirit to empower the Mantle of Kings. What we need now are capable operatives able to survey the area, locate the tomb, find the Mantle of Kings within, and contact the spirit of Taldaris to ask that he bless the garment.”

“We need this—not just for Eutropia but for Taldor,” Martella concludes. “If the mantle reappears and glows on her shoulders, it stands to prevent considerable bloodshed. Even if it does not select her, it will allow us a nonviolent means to identifying a worthy heir without the need for drawn blades.”

Lady Morilla provides you with the leather portfolio, which contains written reports from 11 different Pathfinder scholars. These trace the tomb’s location to a roughly 25-square-mile area in Kazuhn with additional notes that the tomb’s superstructure stood about 20 feet high (and so would form a small hill) and had an entrance facing north. The Pathfinders have pieced together significant parts of the ritual and secured a collection of aromatic oils, candles, and incense. However, the ritual is difficult to decipher because it uses extinct forms of measurement, cites ritual practices from millennia ago, references parts of the Tomb with unknown dimensions, and in some places is just incomplete with the Pathfinders’ annotated best guesses.

Ladies Morilla and Lotheed are prepared to answer your questions.


Persona Phase

Trevor

Trevor’s time showing off his wings has left a lasting impression on the people of Oppara and has many believing he has been blessed by Caiden himself.

Trevor’s Heroism Rank increases to 3. He gains a +2 bonus on Intimidate and Perform (any) during Persona Phases.

Xallis

Xallis’ lecture attracts many eager scholars. However, the rumors surrounding Eutropia’s lineage are strong and maybe people believe anyone of the banished Adella bloodline have no right to succession. Still, his attempts are considered a success.

Xallis’s Genius Rank increases to 9. He gains another Friend in High Places.

I need Henrika and Icabhod’s Persona actions. But I’m going to continue on while you decide.


1 person marked this as a favorite.

If Trevor only already has a +2 glamered breastplate, it only costs 12,000 gp to upgrade to +4. And only 6,000 gp by having Bartelby craft it.

Bartelby can craft that in 3 days.

To craft Tychus' armor to +4, it'll cost him 3,500 gp and take Bartelby 2 days.

He has enough time to upgrade Henrika's armor too; Henrika can upgrade her armor to +4 for 3,500 gp. And two more days of crafting.

Bartelby still has enough time to craft 7 more days worth if needed.

Does Trevor maybe want to upgrade his weapon? It'd be 7,000 gp to add another +1 to his weapon.

Xallis, I don't see Craft Wondrous Item on your character sheet. But I'll assume it is just an error for now.

The increase Tychus' cloak and ring, it'll cost Tychus 7,500 gp and take Xallis 3 days.

Xallis can do Henrika's headband to +6 for 10,000 gp and 5 days. And her runestones (2nd and 3rd) for 13,000 gp. And 7 days.

Crafting the above, Xallis has spent 15 out of the 14 days. (I'll give you the 1 extra day.) But he cannot craft anymore.


There is a Persona Advanced Operation for crafting magic items, but unfortunately it requires Genius and Henrika's Genius is 0.

Invention (Genius): Your agents help you create magic items and research spells. Select one spell or magic item. If you succeed at an Operation check, your agents find or create the chosen spell or item, and you can then purchase it for the standard cost. The DC of the Operation check is equal to 10 + caster level for a magic item, or 10 + twice the spell level for a spell.


yes


Just waiting for some more posts.


Trevor wrote:
"Prince Carrius. If you should need a man of faith to speak to. About anything. I hope you will consider my aid", Trevor said with a serious tone.

”Thank you Trevor. I appreciate that. Truly.” responds Carrius.

Persona Phase

Tychus

Tychus’ efforts do many to discredit a few minor nobles campaigns but something more substantial is going to be needed to solidify Eutropia’s support again.

Tychus’ Sagacity increases to 8. His admirers ability can affect clergy, druids, and philosophers who are unfriendly.

Trevor

Trevor’s party is booming.

Trevor’s Charm rank is already maxed at 10. It can’t increase any further. Do you want to maybe do a different facet instead? I could see maybe still doing the party but doing Bask in Glory (Heroism) to increase Trevor’s Heroism Rank.


1 person marked this as a favorite.

Okay. Selling your treasure, each of the five PCs gets 30,897 gold.

FYI: I removed the primogen rod from the treasure because that should be returned to Eutropia now.

Henrika wrote:
As we've got downtime, I wonder if Xallis and Bartelby would be willing to help Henrika craft a few magic items?

I am a little concerned that if only Henrika utilizes Xallis' crafting, her gear is going to outpace the other PCs. If another PC wants something crafted, I think they should have priority this time. However, of course if no one else does, I'm fine with Xallis crafting for Henrika too.

---------

Xallis, when you get a chance, it looks like your character sheets for Xallis and Bartelby still need to be updated to the next level.

---------

When you finalize your purchases, can you post them in the discussion? I like to add them to the treasure sheet as well.


I'm just thinking of the logistics of trying to fit a size Huge Navia anywhere.


Carrius catches the apple and smiles appreciatively.

”There are still a lot of gaps in my memory, but I’m feeling stronger every day.”

”Did you know she used to be terrified of dogs? She was bitten before I was born; still has the scar on her arm. After that she would shriek and cry at any dog.” He starts laughing. “One time—one time Countess Talbot’s little lapdog got loose and chased her all over the Imperial Palace. She was so scared, she wet herself !”

”Carrius!” scolds Eutropia.

Then Martella comes and stands in the doorway. “The prince seems to like you,” Martella comments. “He’s been skittish since his return, so it’s nice to see him opening up to someone besides Eutropia.”

”I need to speak with you. My informants have reported that suddenly numerous academics all happened to discover credible evidence that undermines Princess Eutropia’s claim to the crown. I’ve dedicated my time to investigating these reports, their claimants, and their validity, and I’ve called in a close associate to meet with you soon in the next several days. Give me a little time and then we will have a more formal briefing. Take some time off. You’ve earned it.”

I’ll give you all two weeks of downtime that you can spend doing whatever you want in Meratt. You can roleplay it (or not) if you want to. You can purchase, train, etc. You can each also take one persona phase during the downtime doing whatever you want with it.

Once that is resolved, you’ll meet back with Martella and she’ll explain what needs to be done next.

I updated the Succession Loyalties. What was once looking pretty solidified, has now become a fractured mess.

Succession Loyalties


1 person marked this as a favorite.

I'll get in a post a little later. I was waiting to see if anyone had anything else they wanted to say first.

But I'll thinking of giving you 2 weeks down time before the next "mission". So you'll be able to shop, train, etc.

I'll throw in a persona phase too, but you can wait until after I get my next post up.

Runestones of power are expensive but I'm okay with you buying them. Wands are easy enough to come by too.

Since Xallis can now basically teleport to any city in Taldor, I'll handwave keeping track of how many items are available for purchase in a given city (at least for now).


1 person marked this as a favorite.
Henrika wrote:
I cannot remember if we learned anything in Zimar about how he came back from the dead in the previous book. :) If we did, Henrika would probably ask him about it, if he can remember anything about the rakshasas or the night hags or monks.

You didn’t learn much. And not all the factions had any direct involvement with Carrius.

Each faction had one “thing” about them, although all three were involved with the mysterious Immaculate Circle organization.

The rakshasas were manipulating Maxillar Pythareus into becoming emperor.

The monks were mostly just hired assassins. You learned that Maxillar tried marrying Eutropia as an alternative to being adopted. And since that failed, he ordered the monks to assassinate Eutropia.

The hags probably had the closest tie to bringing Carrius back but you didn’t get any solid information. You found a book that contained extensive research on Taldor’s history and a collection of stories surrounding various former kings that seemed to serve as a focus for some kind of ritual. You also know that in general, night hags are collectors of souls. But that’s all you found.

--------

When you ask Carrius about what he remembers, he says, “No, all of that is a blank. I remember being dead like... like the feeling of a breeze on a hot day, sitting in the sun, with the smell of leaves in the air. But coming back... I don’t really recall any of it.”


1 person marked this as a favorite.

”Very well. Your judgement is sound. I shall find a suitable imprisonment for him. He can’t stay at the Palace of Birdsong. And he certainly can’t be seen in Oppara. I’ll speak with Martella about finding somewhere both secure and remote later.”

Henrika wrote:
"With the strange events surrounding your brother's return, I wonder if your father, treated well, might be persuaded to more clearly establish his line of succession for the good of Taldor. A document declaring you as his heir would settle a lot of potential battles in this War for the Crown that we are fighting."

”I am Stavian’s heir. There was never a question there. But father would sooner die than support my claim to the throne. Or try to kill me again…”

”But let’s speak of more pleasant things. You want to see Carrius? He’s doing well. I believe he is up in my office at the moment. Let’s take a walk.” says Princess Eutropia.

Upon ascending the stairs toward Eutropia’s office, a lean young man is lost in a book and chomping absentmindedly at an apple. He doesn’t seem to notice anyone approach for several seconds, before finally sitting up with a start. He sets the book aside—choking down a mouthful of fruit—and jumps to his feet, wiping a hand on his trousers before offering it warmly.

“I remember you, don’t I? You’re my sister’s friends?” His eyes light up after a few moments of awkward staring. “No! No, I do remember you! You were the ones who saved me in Yanmass! I’m so sorry for the trouble I must’ve caused you! I’m not sure we’ve formally met. I am Prince Carrius II, second born of Stavian III. Brother to the Grand Princess Eutropia...”

“Heh. That’s a bit awkward to say, isn’t it? I’m still used to just thinking of her as Eutie, my annoying elder sister. But yes. Thank you for rescuing me.”

Carrius will entertain a few questions if you have anything you want to talk to him about.


Xallis, Bartelby, and Tychus take Stavian III and teleport away to the Palace of Birdsong. The rest of the party departs by more mundane means.

Kathann arranges for a horse and carriage to take those in Zimar back to Meratt. While she takes a second coach to Oppara with her prisoners Maxillar and Astor. She bids farewell for now but expects you’ll meet again.

It takes about a week to make the overland journey. Along the way, as you make stops on the road, you begin hearing gossip that a hundred new claimants to the throne have emerged, that the princess is not of royal birth, or that Stavian III was only ever a pretender to the throne, invalidating both his daughter’s and his adopted son’s claims on the crown, though no one seems to have details just yet.

The reunion between Princess Eutropia and Stavian is bittersweet. The princess waits until you all arrive before arranging a meeting with her father with all of you present.

Stavian is brought in and he remains angry and hateful. He immediately curses Eutropia, and her mother for bearing her. Princess Eutropia, on the other hand, is brought to tears. While the princess is happy to see her father alive, she is deeply wounded after years of neglect and his failed assassination attempt.

After the brief meeting, Princess Eutropia has her father escorted out and then speaks to you. She says, ”Thank you for sparing my father’s life despite the evil in his heart. Yet, I am in a quandary with what to do with my aging, unstable father and I need your council. Stavian is no longer in a fit state to rule, and returning him to the throne in his current state of confusion and extreme emotional outbursts would be a far greater disaster than his previous rule. Therefore, the three most likely options are to execute him, exile him from Taldor, or imprison him for the remainder of his life. Whatever their choice, it will hold great weight with my final decision. You have proven yourselves time and time again as heroes of Taldor and more importantly my friend.”


Trevor wrote:
"No, Xallis! I will not relent in the face of tyranny! When I looked in to The Prince's eyes, I could see all the machinations of The Archfiend come to fruition!

Trevor is right on this one. Stavian III was a s!!%ty emperor and a s*&@ty father and he went on a murderous rampage during the Exaltation Gala. He doesn't deserve any goodwill.


Henrika wrote:
For some reason song of discord isn't listed on the mesmerist spell list, but greater song of discord is.

It looks like the reason is greater song of discord was added from a Player Companion, Chronicle of Legend. It wasn't published in the same book as song of discord. I'll allow you to take it though.

Henrika wrote:
Since Jack is likely to use Intimidate more now that he wears a relic that encourages it, I'd like to retrain his skills out of Ride and Handle Animal and into Intimidate and Sleight of Hand if that's all right?

You will have some downtime in Meratt, so you will have time to retrain Jack's skills. That is fine too.

1 to 50 of 4,275 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>