![]()
![]()
![]() Honey Kunefe is easy enough to find. This small coffeehouse and sweet shop is completely ordinary; nothing distinguishes it from the many similar shops in every neighborhood across the city. It is precisely this anonymity that has made it popular with several Lion Blades. The interior is small but cozy and warm. Inside, you see only a single occupant, a dark-haired man with striking green eyes who matches the description of Gannaius that Kathann gave you. He is wearing a casual button shirt and is updating a portfolio and preparing a large pot of coffee when you arrive. When he sees you enter, he nervously asks, ”Were you followed?” Satisfied that you weren’t, he then closes his portfolio and says, ”Please take a seat.” He pours coffee for everyone, himself included. He sits down with you and takes a sip of the coffee. Then he starts asking questions. ”You must be the friends who were searching around in the Sunrise Spice Importers. Please forgive the secrecy but I need remain hidden. Who are you? What are you doing in Zimar? What is Princess Eutropia’s involvement in this?” Perception DC 20: You notice a fine falcata under Gannaius’s coat—an unusually flashy weapon for a slight and reclusive spy. ![]()
![]() It does have a roll involved but it is a little hidden. Reinforce Cover (Sacrifice, Sagacity, Persistent): Your agents’ good work and sound advice help the locals trust you more readily. While this operation remains in effect, you gain a +2 bonus on Bluff and Disguise checks to maintain a false identity. You can immediately end this operation to reroll a single Bluff or Disguise check and use the new result. Persistent Operations: While most operations conclude at the end of a persona phase, persistent operations begin the first time the PC succeeds at the DC 17 Operation check for that operation and continue until the PC calls back her agents. A PC can maintain only one type of persistent operation at a time, and she must send at least five agents; these agents are not available for other operations until the persistent operation ends. Persistent operations must generally be focused on one location (at the GM’s discretion, though generally limited to one town or a large neighborhood in a city); a PC can maintain the same persistent operation in as many locations as she has enough agents to support. Persistent Operations are always DC 17 unless otherwise specified. You Sagacity Rank is highest at +7, so you can assign 7 agents and roll 1d20+7. Tychus Operations Roll DC 17: 1d20 + 7 ⇒ (19) + 7 = 26 You pass. Tychus gains the benefit of this Operation for as long as those agents are assigned to it. Or as the Operation specifies, it can be dismissed for a free reroll on a Bluff or Disguise check. ![]()
![]() Okay, I guess no one else wants to participate in this Persona Phase. It is still going to count as one of the ones you get this chapter though. Persona Phase Henrika’s agents successfully extract Xallis from the prison. Although ultraorthodox, the city’s government still adheres to a strict legal process. Xallis is held in a very lightly guarded cell awaiting a trial to determine his sentence. And agent slips a potion of gaseous form through a barred window. Xallis drinks the potion and floats to freedom. The next day, a search party is organized to find the escaped prisoner, but it comes up empty. The city’s suspicion is low enough that they give up the pursuit after that. Henrika’s agents also succeed at scouting out the Sunrise Spice Importers and report back that the building is abandoned. They saw no sign of danger. Kuthona 14, 4718 (Fireday) (Zimar, Taldor) Once Xallis is recovered, the next day you head to the Sunrise Spice Importers to investigate the safe house yourselves. Sunrise Spice Importers warehouse is located in the Adobe District and Kathann mentioned it was the best place to connect with a potential survivor of Zimar’s recent purge of Lion Blades. The large interior is left mostly empty in the off season, with only a few barrels of ancient peppercorns and allspice berries lying under a layer of dust in one corner and a stack of large supply crates in another, as well as a disused office filled with mundane ledgers and a calendar marking the owners’ return from their trading expedition in 4 months. Perception Rolls:
Henrika: 1d20 + 17 ⇒ (12) + 17 = 29 Icabhod: 1d20 + 11 ⇒ (14) + 11 = 25 Trevor: 1d20 + 5 ⇒ (10) + 5 = 15 Tychus: 1d20 + 22 ⇒ (1) + 22 = 23 Xallis: 1d20 + 0 ⇒ (8) + 0 = 8 Navia: 1d20 + 18 ⇒ (5) + 18 = 23 While searching the supply crates, Henrika and Icabhod discover that a few of the crates each contain a bedroll, rations, water, maps, and a few changes of clothes rather than goods. These are simple hiding places for compromised agents, where they can lie low or wait until dark before fleeing the city. Because there has been little political trouble in Zimar until lately, only one has ever been used, and that one disheveled unit has obviously not been used for at least several days. You also find a small, wax‑sealed cask next to the supply crates contains dried dates, beef jerky, and other food items. In a pouch inside the crate are a potion of vanish and three potions of misdirection, which Icahbod easily identifies. When you finish searching all the rooms in the warehouse, you notice someone has slipped a note under one of the exterior doors: “If you and K are friends, meet me at her favorite place in two hours. —G.” Oh, when you recovered Xallis, he could take 20 in the inn to identify the two other magic items you found in the wagon. They are an aegis of recovery and a candle of invocation (CG Alignment). ![]()
![]() Surprising everyone, Icabhod creates a masterful disguise and easily passes through the gate. Henrika and Jack are also waved through. When Trevor gets to the head of the line, the guard scrutinizes his paperwork for an uncomfortable silent minute but ultimately lets him pass. However, when it is Xallis’ turn, he completely fails at his deception. ”You’re looking excessively sweaty, Mr. Porcinus. And those hands look way too dainty to be a sellswords’. I’m betting your name isn’t Procleto at all, am I right?” The guard calls out. ”We’ve got a Loyalist spy here! Arrest him!” Two other soldiers move to flank Xallis and roughly throw him to the ground. One knees on his neck while another roughly manacles his hands behind his back. The soldiers throw in a few punches to the back of the head before lifting him to his feet and begin marching him off. The original guard says, ”We’ll let a judge sort it out. Next!” Navia remains completely hidden, as the soldiers cannot beat her Stealth with their Perception. Your Suspicion Points increase by 3.
Tychus Disguise: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23 Tychus snuck a post in while I was working on mine. I'll just cross this out rather than mess up all my other rolls. After seeing what happened with Xallis, Tychus hopes his disguise holds up because he knows he isn’t going to good of bluffing if it comes to questions. Fortunately, it does, and Tychus slips through. I’ll handwave the other cohorts. It’s not a big deal. You could fight the guards at the gate, but you know even if you succeed, Zimar will be on high alert afterwards, which could be bad for you too. It might be better to rescue Xallis from jail. I’m not going to make it too hard to rescue Xallis. We can do a Persona Phase once you get settled and you can rescue Xallis with a Recover Agents Operation. But Xallis won’t be able to participate in the Persona Phase because he will be in jail. Once the rest of you all pass through the gate, a Sentinel comes running after Henrika and flags her down. For a second, Henrika thinks her disguise wasn’t as successful as she thought. But then the Sentinel says, “You’ve neglected to pay your storage fees, and you’ll need to pay a fine and move your wagon elsewhere!” The Sentinel collects 150 gold from Henrika and she unexpectedly finds herself standing in front of a well-built cart with a canvas covering strapped over it. It contains a large tent, a crate of rations, a barrel of water, and two locked chests. Icabhod Disable Device: 1d20 + 15 ⇒ (12) + 15 = 27 Once you find a safe alley to wheel the cart into, Icabhod breaks out his tools and unlocks the chests. One chest holds several changes of clothing and grooming supplies, but the other contains five bolts of silk (10 gp each), a platinum ibex with ruby‑chip eyes (800 gp), and a number of magical items.
The magic items include three identical potions, a medallion carved with an image of a poisoned dagger, a candle bearing the holy symbol of Cayden Cailean, a short spear wrapped in a scorched bolt of silk, and a strand of prayer beads. Icabhod can also identify the potions with his Craft Alchemy as three potions of gaseous form. Medallion DC 18
Candle DC 32 – Can’t Identify Short Spear DC 22
Prayer Beads DC 20
You manage to identify the short spear as a +1 holy short spear and the prayer beads as a strand of lesser prayer beads. Maybe when you get Xallis back, he can look at the medallion and candle. What you do with the wagon itself is up to you. While in Zimar, you are on their own. Your task is to investigate Maxillar Pythareus’s conspiracy and seek evidence against him to expose his treachery. Initially, your only clue is the location of the last Lion Blade safe house in the Adobe District, which wasn’t compromised during raids organized by Maxillar Pythareus called Sunrise Spice Importers. However, before you begin your investigation, you shouldn’t leave an ally behind. While you may want to find a secure location to set up base, for now you head to the first inn you come across. Random tavern name generator, go! The road through Abadar’s Gate passes through a neighborhood called Rumside where most of Zimar’s working-class pubs and bars are located. As beer, rum, and other cheap drinks are popular in this part of town, anyone with more than a few coins to spend on drink usually goes elsewhere. Rowdy entertainment, such as boxing matches and gambling, are also available in Rumside. Here you find an inn called The Imperfect Pumpkin and rent some rooms. We’ll pause for a moment for a Persona Phase until Xallis is rescued. Only one person needs to succeed on the Operation to recover Xallis, so anyone who isn’t doing that Operation can choose something else. Some of the other Zimar Operations could potentially be useful as well. ![]()
![]() It doesn’t take long to get from Panemona to Zimar. You sneak back onto the Zimar Highway and you arrive at Zimar’s north gate called Abadar’s Gate. The gate's stone frame is decorated with cavalry soldiers bearing oversized religious icons. The outer gate at the gatehouse is a large wooden double door that can be barred from the inside. At each end of the gateway is a strong iron portcullis, which can be raised using a winch inside the gatehouse. During the day, the doors are left open; they’re closed at sunset until the morning. There are many murder holes in the ceiling, allowing guards inside the gatehouse to fire on attackers. Both gates are closed from sunset to sunrise, and only military units can pass during that time. At night, continual flame spells illuminate the parapets atop the walls. Four Zimar Sentinels inspect visitors’ papers and are overseen by an inquisitor serving the Vault and Chain sect of the church of Abadar. The templar is distracted by paperwork when you arrive, leaving only the Sentinels to inspect your identification papers. After viewing one of your documents, a Sentinel checks that you looks like the person described in the papers. The Sentinel also looks for any obvious contraband or unusual possessions, like obvious magic items or weapons. If two or more of you approach the gates at the same time, the guards ask if you are traveling together. Knowledge (Geography or Local) DC 15:
Because of Zimar’s somewhat conservative gender roles, if a woman is traveling with a man of similar social class, those characters gain a +2 circumstance bonus on their Disguise checks, as the soldiers pay less attention. The same applies to a child traveling with an adult. Each of you has to make a Disguise check DC 20. Add any modifiers from disguise self, disguise kits, or whatever else you were using. If you succeed at your Disguise check:
The guard waves you through. If you fail by more than 5:
The guard tries to arrest her immediately. If you fail the check by 5 or less, or if you act suspiciously or carries unusual goods for your cover identity (like a healer carrying heavy weapons):
The guard insists you answer the following questions:
“What’s the purpose of your travel?”
“Are you carrying magic items or illegal or dangerous goods?”
Lastly, if any of your appearances exhibits any aspects of Qadiran culture, or if you wear Sarenite symbols, are not human or half‑elven, or otherwise looks pro‑Loyalist, the guards also ask the following question. “What is a citizen’s highest calling?” Knowledge (Geography or Local) DC 15: You remember that in Zimar, defending Zimar and the border are a citizen’s highest calling. Any other patriotic or pro‑Imperialist answer will also suffice. ![]()
![]() Navia wrote: "She's wondering if our friend is a master who was merely testing us, or an absolute fool. He could have drank this and saved us the melodrama. Ah well, it doesn't matter." Cyricus had his magic items on his horse. He didn't have them on his person in the inn. Xallis wrote: Translation: "I'm strong enough to use teleportation magic now. I've got two casts per day in me. We should only use it in the case of emergencies, and we should establish a base of operations to minimize teleportation mishaps. If our trips are brief and embarked from private places, we might be able to minimize suspicion." If you mention teleportation around Cyricus before he leaves, he'll say: “They’ve got hundreds of guards on the walls. You have to play it cool. Besides, guards within the city might also check your papers, and so you’re going to need them no matter how you enter the city. Maybe once you know a quiet corner or two inside the walls it’d be safe to teleport in and out, but nothing looks more suspicious than a bunch of well‑armed outsiders appearing in a puff of smoke.” I'll have another post about arriving at the city up a little later today. ![]()
![]() Navia stealthily cracks open the window and Cyricus drinks the potion of gaseous form and floats outside. You do not see any other soldiers waiting outside. It appears to be just the four soldiers you saw. The soldier questioning Trevor is satisfied by his response and then gives the rest of the group at your table just a cursory glance. He waves to the other guard. ”We received a bad tip. He’s not here. Let’s go.” The two guards knock on the door to the kitchen to summon the two in the back and the four depart. Once the patrol leaves, you can breathe a sigh of relief. If you check the kitchen, you find the owner, Papa, badly beaten but not killed. Outside, Cyricus waits for you by his horse. ”Thank you. You just saved my life.” Cyricus offloads some supplies from the horse’s saddlebags. ”I had planned to sell you these disguise supplies, but as thanks, I’d like you to have them for free. If you need any help applying the disguises, I’d be happy to assist.” Cyricus gives you: a disguise kit, a healer’s kit, four artisans’ outfits, an entertainer’s outfit, a noble’s outfit, and three pocketed scarves, as well as a potion of invisibility and a cloak of the hedge wizard (abjuration). ”When you enter into Zimar, you need to beware of the Temple of the Vault and Chain. The Temple of the Vault and Chain is an ultraorthodox offshoot of the main church whose members believe that Taldor is crumbling because its citizens have grown soft and free willed, too obsessed with their personal causes and social advancement to focus on recapturing the glory and purity of their once‑great nation. The sect yearns to return discipline and a strict social hierarchy to Taldan society. While somewhat popular in hypernationalistic Zimar, the cult has little sway beyond the city gates, but that may change now that its interests align with those of Maxillar Pythareus, and the templars have happily embraced him as their new emperor.” (Hits a little too close to home with US politics.) ”I wish you luck, my friends. You won’t be seeing me again any time soon.” In this chapter, while in Zimar, you are going to have to deal with suspicion. Suspicion Zimar is a city of nosy neighbors and sideways glances, where every action is viewed with suspicion—especially in the wake of Taldor’s growing civil unrest. You need to navigate the lion’s den without attracting too much attention to yourselves. Every suspicious action you take or question you ask in public raises eyebrows. As you draw attention to yourselves, you accumulate Suspicion Points as a group. The group’s Suspicion Point total imposes a penalty on all Bluff, Diplomacy, and Disguise checks you attempt in and around Zimar as wary locals scrutinize you ever more intensely. It also grants Zimar Sentinels and Vault and Chain templars actively opposing or investigating you a bonus on initiative checks, as they become increasingly on edge and reactionary. As your aura of suspicion increases, you will also draw additional resistance, investigations, and even assassins. Your Suspicion Point total represents a general pall over the city, rather than being tied to specific identities; you maintain their Suspicion Point total even if you swap identities. The activities listed in the table below add to your Suspicion Point total if you are public or otherwise witnessed. If relatively discreet activities are seen by only one or two witnesses, these witnesses can be captured, bluffed, bribed, or intimidated into silence before they can report your activities. Activity…………………….Suspicion
Suspicious nonviolent………………..2
Criminal activity (break-ins,…………3
Fighting guards, Sentinels,………….4
Violent spellcasting………………..4 Activity is witnessed by…………..+2
The group’s Suspicion Point total automatically decreases by 1 every week. The deflect suspicions operation can also reduce this total. I also summarize the same thing at this link for future reference: Inspiration and Suspicion You’ll also have three new Operations that you can perform while in Zimar: Zimar Operations Deflect Suspicion (Charm, Genius): Your agents sow false rumors about your identity and activities. With a successful DC 15 Operation check, reduce your Suspicion Point total by 1. Reduce your Suspicion Point total by an additional 5 for every 5 points by which you exceed the DC. Reinforce Cover (Sacrifice, Sagacity, Persistent): Your agents’ good work and sound advice help the locals trust you more readily. While this operation remains in effect, you gain a +2 bonus on Bluff and Disguise checks to maintain a false identity. You can immediately end this operation to reroll a single Bluff or Disguise check and use the new result. Scout (Heroism, Subterfuge, Risky): You dispatch agents to examine a location for you. Attempt an Operation check with a DC equal to 8 + the highest Perception bonus of any guards or defenders; if successful, you learn of any obvious defenders and hazards. For locations with multiple rooms, determine the exact room scouted randomly. ![]()
![]() As Trevor stumbles into view of the guards, Cyricus curses, ”No, don’t draw attention to yourselves.” and he ducks under the table. One of the guards sees Trevor and says, ”You there! You’re looking suspicious. Sit down and show identification.” The guard starts walking towards the back. Before the guard reaches Trevor, the inn’s owner, Papa Rasso, yells at the soldiers. ”Hey! Stop bothering my guests!” One guard by the door say, ”We are acting on High Strategos Maxillar Pythareus’ orders. We’ll teach you to interfere with law enforcement.” The second guard says, ”Nobody else move!” Then the two Sentinels escort Rasso back into the kitchen, leaving the front door temporarily unguarded. Of the two remaining guards, one is distracted questioning patrons at another table, and the last guard roughly forces Trevor into a chair and starts questioning him. ”What’s your name and occupation? Have you seen this man?” He holds up a wanted poster with Cyricus’ likeness on it. ”Do you swear alliance to Maxillar Pythareus?” Trevor can attempt a Bluff or Intimidate to either feint ignorance or growl off the soldier. Or he can attempt Diplomacy at a -5 penalty to try to convince the guard to overlook your presence. Everyone else has a +5 bonus to Stealth for the moment while the guards are preoccupied. From the back kitchen you can clearly hear the sound of several punches. ![]()
![]() Tychus wrote: "Do your services end here, or are you able to join us in getting into the city?" ”Yes, my services end here. You are on your own to get into the city after this. Best way’s to walk through the front door, I’ve found. Whole lot less suspicious than climbing in a window. They’ll check your papers and ask what you’re doing, but if you keep a cool head and don’t have any obvious weapons or contraband—and you look like your paperwork describes—you’ll be fine. Probably.” Navia wrote: Regular guards have no shot of seeing me when I don't want them to, but it's gonna get really weird for us if someone catches a peek. Think I can pull it off, or is it too risky?" ”Most of Zimar’s guards are just fighters. They’ll have a difficult time spotting someone invisible. It’s the Vault and Chain Templars that you need to look out for. They are powerful inquisitors who can easily route out lies and hidden foes, but only if you give them a reason to look.” Trevor wrote: "Cyricus. Do you have any hats of disguise available?" “Not a hat of disguise, but yeah, I can sell you some things that’ll help. I have disguise kits, some magic items, and all kinds of outfits in my saddlebags. The horse’s in the stable.” ”So, here’s what to expect when you get to the city gates. They look at your documents and check that you match the description. If you’re carrying a lot of valuables and items that look magical, you’ll seem suspicious unless you’re nobility or some kind of scholar. They also ask questions, things like what business you have in Zimar and if you’re loyal to Taldor and Grand Prince Pythareus.” While you are talking with Cyricus, a group of soldiers enters the inn’s tavern and begins demanding traveling papers from the patrons. The half‑elf immediately panics, whispering, “They’re here for me! You have to help me hide! If they catch me, they’ll torture the truth out of me!” One of the Zimar Sentinels says, ”We’ve received an anonymous tip of a smuggler meeting with clients. Everyone show your traveling papers. If you have nothing to hide, you have nothing to worry about.” Two of the Sentinels spread out and start checking paperwork while the other two guard the front door. The Sentinels haven’t reached your table yet so you have time to prepare or react. You sense that they aren’t necessarily looking for you, just Cyricus, so you could probably satisfy the guards by handing over the panicked smuggler. Otherwise, you’ll need to sneak or bluff your way out. Here’s a map of the inn: Windmill Inn I’m not necessarily expecting combat, but it’ll give a visual of the area you are dealing with. ![]()
![]() Kuthona 13, 4718 (Oathday) (Panemona, Taldor) The rest of the journey to Panemona is thankfully uneventful. On the tenth day, you arrive at Panemona, a tiny farming hamlet that lies 15 miles northeast of Zimar. The hamlet produces a great deal of the grain and herbs that Zimar uses. It’s important enough to have a large inn but otherwise far enough out of the way to be easily forgotten, making it a favorite watering hole for spies and criminals. Windmill Inn stands at the crossroads of four roads, easily spotted thanks to its red tile roof and small windmill, which operates a pump to supply water to the guests and stables. In addition to two dozen cozy rooms, it offers stables and a large tavern for locals and visitors alike. A sign over the entrance reads, “Windmill Inn,” and the four signs on a nearby signpost read, “Zimar 15 miles,” “Landarr 9 miles,” “Zimar Highway,” and “Old Trade Road.” Kathann says, “This is the place. Cyricus will be here in a few hours. I need to push on to rendezvous with a contact east of town, but I should be back here in a few days. You should move on first thing in the morning. Remember, this isn’t about any political agenda; it’s about the security of Taldor. We need evidence of Maxillar Pythareus’s wrongdoing. Gannaius at Sunrise Spice should be able to get you started.” ”Before I go, take this wand. Do not hesitate in contacting me should you need advice or discover anything important.” Kathann gives you a fully charges wand of sending. Then she departs. Ninety minutes after your arrival, Cyricus arrives and takes a seat in a worn old booth in the back of the tavern. The stubbly, nervous half‑elf has been moving goods and people through Zimar illegally since the Grand Campaign, when he worked as a file clerk in the city’s trade office, and he’s familiar with the ins and outs of the city’s bureaucracy. Once you join him, Cyricus begins. “You’re the ones? All right. I’m Cyricus. I just got here from Zimar, and it’s a bad scene. Guards checking your papers at the gates, more carefully than before. And there are lots of patrols in the city—sometimes they stop you for no reason and ask questions. Lots of people I know have been arrested for having a fake set of documents, which means I had dig up some genuine identification papers for you. These are the closest I could find to the descriptions Zalar sent. Have a look and see if there are any that are close enough. You’ll just have to be creative with your disguises.” The smuggler has identification papers for the identities below. You each can pick any one identity that you want but each identity has to be different. I added a few extra identities to the list, so there should be more than enough to cover everyone and their cohorts. To use the documents, you need to disguise yourselves to look like the people described therein, taking penalties for being disguised as a person of different gender, race, age category, or size category, as appropriate. The people are relatively unknown in Zimar, so no modifiers based on familiarity apply to opposed Perception checks. Magical means like hats of disguise or disguise self spells are obviously effective ways to disguise yourselves as well. The list of identities are:
Cyricus is also able to answer a few questions for you, so you can ask him anything you might want to ask now too. ![]()
![]() Round 2 Jack and Henrika both slash at the oncoming hyaleth. Although they both injure the creature, it isn’t enough to stop it and it rolls over them, engulfing them completely in its body. Henrika Will save: 1d20 + 15 ⇒ (15) + 15 = 30
Once inside the creature, it begins to digest them, not their bodies, but their thoughts. Henrika resists, but Jack cannot. He feels the creature rummaging around in his mind, searching for memories and then feasting on them. The process puts Jack asleep. His sword slips from his hand as he floats unconscious in the creature’s body, unable to resist any further. The secretions used to digest thoughts are foamy and oxygenated, allowing Henrika and Jack to breathe normally even though engulfed. Henrika and Jack hits the Hyaleth (Red) for a total of 44 damage. Then the are both engulfed and pinned. Henrika saves against digestion and is unaffected this round. Jack fails. He takes 2 points of Intelligence damage and falls asleep for 1 hour. Navia Reflex, standard, haste: 1d20 + 4 + 2 + 1 ⇒ (12) + 4 + 2 + 1 = 19 Icabhod Will save: 1d20 + 11 ⇒ (1) + 11 = 12 Int Damage: 1d2 ⇒ 2
Icabhod and Navia both choose to try to dodge away from the hyaleth. Unfortunately, they both stumble over undergrowth and the creature catches them. Like with Jack, the hyaleth begins to digest their thoughts, putting them asleep in the process. Icabhod and Navia failed their Reflex saves to avoid being engulfed. They failed their Will saves against digestion and each take 2 Int damage and fall asleep for 1 hour. Round 3 Jack is asleep so he can’t attack. He also would not be able to attack while pinned. Henrika can keep her Hero Point. Trevor stabs the hyaleth engulfing Icabhod and Navia. The point of his rapier pushes against its flesh only to be expulsed back out. Trevor hits Hyaleth (Blue) but deals 0 damage after DR. Also, the creature is just Neutral, so the holy damage doesn’t apply. Malphene’s longsword, however, has no trouble cutting the aberration. She hits it two more times. Malphene hits Hyaleth (Blue) twice for a total of 33 damage. Botting Xallis Xallis sees his allies all being digested by these leeches and takes out his wand of magic missiles and fires them at the hyaleth holding Henrika and Jack. Use Magic Device DC 20: 1d20 + 18 ⇒ (10) + 18 = 28
The force bolts hit the hyaleth and it bursts like a balloon. Its entire form turns into a foul liquid and begins seeping into the loose soil. Henrika and Jack are deposited on the ground, covered in slime; Jack still sleeps soundly. Xallis hits Hyaleth (Red) for 9 force damage and kills it. Jack and Henrika are no longer engulfed, but Jack is still asleep. Botting Tychus Tychus unloads the rest of his clip into the remaining hyaleth hoping to kill it. Dignity’s Barb, studied target, bane, blessing, haste, point-blank: 1d20 + 16 + 3 + 2 + 1 + 1 + 1 ⇒ (20) + 16 + 3 + 2 + 1 + 1 + 1 = 44
Dignity’s Barb, studied target, bane, blessing, haste, point-blank: 1d20 + 16 + 3 + 2 + 1 + 1 + 1 ⇒ (3) + 16 + 3 + 2 + 1 + 1 + 1 = 27
Dignity’s Barb, studied target, bane, blessing, haste, point-blank: 1d20 + 11 + 3 + 2 + 1 + 1 + 1 ⇒ (12) + 11 + 3 + 2 + 1 + 1 + 1 = 31
Tychus absolutely destroys the last hyaleth, causing it to explode like the other. Tychus hits hyaleth (blue) three times for a total of 105 damage after DR, killing it. Combat over. Once the immediate threat is over, you can slap those who are asleep back awake. Their heads are a little fuzzy and feel like they are forgetting a memory but can’t recall what it was. Henrika wrote: Henrika's a psychic caster, which means she doesn't need verbal or somatic components, so I think grappled has no effect on her. She casts freedom of movement on herself and steps out of the creature's grasp. She doesn’t need to because she was freed, but if she was still engulfed, yes, she could attempt to cast freedom of movement but she would still need to make the Concentration check. “A pinned 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.” Nobody took any actually damage that fight and the Int damage will heal on its own over the rest of the journey, which is 5 more days. I’ll do a follow up post to continue in a little bit. ![]()
![]() Round 1 Tychus wrote: Forgot to add the 2d6 damage from Bane. Welp, I'll add it moving forward. Does the effective +5 enhancement bonus of Dignity's Barb ignore the DR? Bane: 2d6 ⇒ (6, 1) = 7 I’ll add the bane damage on for you for the first round. The hyaleth’s have DR 10/slashing. The enhancement bonuses only bypass material types, so the DR still applies to Tychus’ bolts. I’ll bot Xallis. He’ll cast haste but everyone is spread out so he’ll hold until after Malphene goes. He still won’t be able to get everyone but he’ll be able to get more people. Hyaleth (Red) AoO Stinger vs. Jack’s AC 23: 1d20 + 16 ⇒ (7) + 16 = 23
The hyaleth strikes at Jack with the stinger on its tail. Despite his displacement, it pierces his skin unerringly, as if it can somehow sense his correct location. Jack feels the area around the wound tingle with numbness. He senses the stinger contains a paralytic agent, but he shakes it out. The he slashes at the aberration only for his sword to bounce off of its rubbery flesh. Hyaleth (Red) hits Jack with an attack of opportunity for 8 damage. The attack includes poison but Jack saves against the effect and is unaffected. Jack’s attack against the hyaleth is a miss. The hyaleth possesses Thoughtsense. Thoughtsense: You automatically detect and locate conscious creatures within 60 feet, as if you possessed the blindsight ability. Trevor and Malphene move closer. Then Xallis will act and cast haste. He can get Henrika, Xallis, Trevor, Navia, Icabhod, and Malphene. Jack and Tychus are slightly out of reach. Navia steps up and attacks with all her claws. Navia – Claw, haste, blessing: 1d20 + 12 + 1 + 1 ⇒ (19) + 12 + 1 + 1 = 33
Navia’s claws easily slice through the hyaleth’s body, tears long gashes in multiple locations. Navia hits Hyaleth (Blue) five times for a total of 42 damage. Round 2 Tychus shoots again. The creature’s body resists somewhat, but the aberration bane makes up the difference. Tychus hits Hyaleth (Blue) for 17 damage after DR. Henrika shows Jack how it’s done and hits the creature twice with her sword. This one also shrieks in pain. Henrika hits Hyaleth (Red) twice for a total of 81 damage. Tychus wrote: I figured spacing ourselves out would lessen the odds of engulfing multiple party members. Almost as if reading Tychus’ mind, the two Hyaleths surge forward to engulf the foes in front of them. Their bodies become almost gelatinous, threatening to absorb their targets directly through their skin. Hyaleth (Red) moves over Jack and Henrika and Hyaleth (Blue) moves over Navia and Icabhod. Engulf: The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. Henrika, Jack, Icabhod, and Navia each have to choose to either make an attack of opportunity before getting engulfed or make a Reflex save to avoid being engulfed. I’ll let each of you decide and roll for yourselves. I’ll tell you the Reflex DC is 22 so you can know if you succeeded or not for your next turn. If you do get engulfed, you are pinned, and can escape the same way you would escape a grapple. Round 2
Round 3
Active Spells/Effects[
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. (25 days remaining) Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet. Dim Light:
In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Darkness:
In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks. Everyone can go. ![]()
![]() Sure, Jack's weapon can glow. I'm fine with that. But it can't go back and forth, so if it is a glowing weapon, it'll always be a glowing weapon. Like is says in the description, if you have a glowing weapon, you can't turn off the glow. but you can sheath it, to hide the light. Half-orcs usually have darkvision. I assume Jack does too. But the light can benefit his human allies. ![]()
![]() I decided to add light and dim light around the campfire on the map. Round 1 Tychus hits the nearest hyaleth and it lets out a psychic squeal of pain that rings loudly in all of your minds. Tychus hits Hyaleth (Blue) for 18 damage after DR. He hits thanks to it still having not acted yet. Then you all hear telepathically in your minds (in Common), ”Tasty humans. Intelligent Humans. Let us feast.” Hyaleth (Red) – Sting vs. Henrika’s AC 24: 1d20 + 16 ⇒ (1) + 16 = 17
Hyaleth (Blue) – Sting vs. Navia’s AC 31: 1d20 + 16 ⇒ (6) + 16 = 22
Hyaleth (Blue) – Tentacle vs. Navia’s AC 31: 1d20 + 14 ⇒ (15) + 14 = 29
Hyaleth (Blue) – Tentacle vs. Navia’s AC 31: 1d20 + 14 ⇒ (6) + 14 = 20
Hyaleth (Blue) – Tentacle vs. Navia’s AC 31: 1d20 + 14 ⇒ (4) + 14 = 18
The first leech-creature crawls towards Henrika and shoots its barbed tail in her direction. The stinger lodges itself into a nearby branch, missing Henrika completely. Then the second creature moves towards Navia. It attacks Navia with both its tail and three slimy tentacles. All the attacks slap against Navia’s mage armor, leaving her unharmed. Round 1
Round 2
Active Spells/Effects[
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. (25 days remaining) Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet. Dim Light:
In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Darkness:
In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength– and Dexterity-based skill checks. Dignity’s Barb Crit Range: 1d20 ⇒ 12 Everyone can go. ![]()
![]() Henrika wrote: Rumormonger operation, 10 agents (DC 17): 1d20 + 10 ⇒ (6) + 10 = 16 Henrika’s operation fails. I’ll go with Icabhod. The agents return with rumors wild hogs. Nothing of use to you. Trevor's and Malphene's Wedding Reception! When Trevor toasts to Cayden Cailean, everyone in attendance is overcome with a feeling of warmth and elation. Trevor is sure the Drunken God has given his blessing. I’m going to grant everyone the benefit of a modified heroes’ feast as Cayden’s blessing. 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. In addition, blessedly, the next morning, everyone wakes without any hangover or stomach aches and feel fully rested regardless of the amount of sleep they received that night. I’m going to assume the party starts crafting when you first arrive in Oppara. Since you were planning on spending 2 weeks (or 14 days) in Oppara, as long as you aren’t crafting anything else, you can complete the 10 days of crafting and leave without spending any additional time in the city. At the end of the week, you meet back up with Kathann Zalar and begin your journey to Zimar. Zimar lies about 210 miles southeast of Oppara. The fastest way to get there is to travel 90 miles up the River Porthmos to the newly revitalized city of Elsekulp, then follow old trade roads across a vast expanse of grassland and scrubland to the isolated artisan town of Ortalaca, and finally press south 50 miles on the main highway or 75 miles on the winding back roads to reach Zimar. Overall, you expect the trip to take 10 days of travel. During the reconstruction era that followed the war with Qadira, a paved road called the Zimar Highway was built between Ortalaca and Zimar, but Kathann suggests that you use an older trade route once employed by local woodcutters, farmers, and artisans, which you agree to. The old trade route sees little use nowadays—not only has it fallen into disrepair due to centuries of disuse, but the many abandoned villages along the road have a reputation of being haunted. Thanks to the lack of patrols along the old trade route, more dangerous residents have claimed stretches of road. Random Encounters:
Day 5: 1d100 ⇒ 31 Night 5: 1d100 ⇒ 8 Encounter Chart: 1d100 ⇒ 5 Since I don't want to bog the trip down with random encounters, I'm just going to do the first one that you come across, which happens to happen on the fifth night of your journey, and the first night on the old trade route. Kuthona 8, 4718 (Starday) (Road to Zimar, Taldor) I don’t see Bartelby’s revised character sheet, so I’m going to base the rolls on what Xallis currently has there, but please update, when you can. Perception:
Stealth: 1d20 + 22 ⇒ (2) + 22 = 24 Henrika: 1d20 + 15 ⇒ (17) + 15 = 32 Icabhod: 1d20 + 11 ⇒ (19) + 11 = 30 Trevor: 1d20 + 5 ⇒ (1) + 5 = 6 Tychus: 1d20 + 21 ⇒ (1) + 21 = 22 Xallis: 1d20 + 0 ⇒ (3) + 0 = 3 Navia: 1d20 + 20 ⇒ (20) + 20 = 40 Falchion Jack: 1d20 + 12 ⇒ (8) + 12 = 20 Malphene: 1d20 + 3 ⇒ (13) + 3 = 16 Bartelby: 1d20 + 4 ⇒ (13) + 4 = 17 Initiative:
Henrika: 1d20 + 8 ⇒ (13) + 8 = 21 Icabhod: 1d20 + 6 ⇒ (12) + 6 = 18 Trevor: 1d20 ⇒ 4 Tychus: 1d20 + 12 ⇒ (13) + 12 = 25 Xallis: 1d20 + 2 ⇒ (5) + 2 = 7 Falchion Jack: 1d20 ⇒ 7 Malphene: 1d20 ⇒ 4 Bartelby: 1d20 + 2 ⇒ (1) + 2 = 3 Hyaleth: 1d20 + 6 ⇒ (12) + 6 = 18 Surprise Round
Round 1
Active Spells/Effects
You set up your camp on the first night on the trade route. You’ve finished your evening meal and are preparing to sleep when Henrika, Icabhod, and Navia spot an enemies’ approach, spoiling their attempt to sneak up on you and get to act in a surprise round. You see two giant translucent leeches that have three squirming tentacles around an orifice on one end and a stinger on the other. The leeches were slithering through the trees towards the camp. Monster Lore
Knowledge (Dungeoneering) DC 20:
•This is a hyaleth. •A hyaleth’s type is Large aberration (aquatic). •Hyaleths are translucent, tubular aberrations hailing from deep underground waters. They occasionally travel to the surface, usually during heavy downpours, emerging into lakes, streams, swamps, and sometimes wells. Inquisitive and aggressive, hyaleths come to the surface to explore and to hunt sentient humanoids. Despite their large size, hyaleth can swim and hide in surprisingly shallow waters, allowing them to remain undetected while approaching their prey. Once it closes in on a target, a hyaleth uses its stinger to deliver a paralyzing neurotoxin before engulfing its victim within its elastic body. Though hyaleths cannot breathe air, they can leave the water and slither along the ground for short periods of time. Knowledge (Dungeoneering) DC 25:
•A hyaleth is immune to acid. •A hyaleth is resistant to cold. •A hyaleth is vulnerable to slashing weapons. •A hyaleth’s sting inflicts poison. •A hyaleth can engulf Medium or smaller creatures. Knowledge (Dungeoneering) DC 30:
•A hyaleth can alter the makeup of its digestive secretions to suit one of two different purposes. It can switch between secretions and each secretion has a different effect on creatures the hyaleth has engulfed with its engulf extraordinary ability. The hyaleth can choose one of the following effects: digest body or digest thoughts. •Hyaleths speak Aklo and Common. They can communicate telepathically. Henrika, Icabhod, and Navia can take a single standard or move action in the surprise round. Then Tychus, Henrika, and Icabhod act first, in round 1. Since it is the end of the day, only long-term spells that would have still been active before camping for the night are still active. Kathann is also here and is capable of fighting, but we have enough combatants, so she’ll hang back. 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. (25 days remaining) Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet. ![]()
![]() You aren't restricted with any time limit. If you want to spend longer crafting, you can. At the beginning of the campaign, when we crafted Tychus' crossbow, I said I'd half the crafting time. So for magic item creation, it takes 1 day per 1,000 gp. But instead of using the base price, you can use the selling/crafting price. So Henrika's items would take 5 days. The Baldric Bane would be another 5,000 gp and 5 days. 10 days of crafting altogether so far. ![]()
![]() Henrika wrote: According to the spreadsheet, we have 19,159 gp, which is approximately 3,800 gp each. I was thinking I could sell Jack's old headband of inspired wisdom +2 for 2,000 gp A good portion of that gold is factoring in selling the +2 headbands/belts you each had, replacing them with +4 versions. Xallis, also let me know which belt or headband reward you take from Kathann. For now, I'm going to assume he will probably upgrade his headband of Charisma. So, that'll add another 2,000 gp to the pot, making the total 21,159 gp. Everyone can add 4,231 gold, 8 silver to their characters. In Oppara, anything you want to purchase should be available. I'm fine with Xallis crafting those items for Henrika as well, as long as Xallis is. I'm going to wait a little longer for Trevor to post about his reception, and you all can do any shopping you want or anything else you might want to do in Oppara before you leave. Then we can continue. ![]()
![]() Persona Phase Trevor The Kastner wedding is an outrageous affair. You’d think the princess herself was getting married from the guest list in attendance. Several senators make an appearance. Lord Remilliard Kastner, of course. But also the senators and Pathfinders, Lady Gloriana Morilla in bright pink and Marquess Charlotte Deschamps in all black. The gnomish representative Marquess Tanasha Starborne makes a surprise appearance, bringing a frock of color to the crowd. And then there are the representatives from Meratt. Baron Nicolaus Okerra and Dame Parthena Crabbe and Sepsinia Crabbe made the journey to Oparra to attend. The Baron’s daughter Selli goes and sits with her father but then returns to Henrika with whom she thinks will be more fun to be with during the reception. Lastly Kathann Zalar and Liraela attend, representing new and old friends amongst the Lion Blades. Trevor’s Charm Rank increases to 10. He becomes Master of Operations for Charm. Trevor can follow up with how he wants his reception to go. Tychus Sagacity (7 Agents): 1d20 + 7 ⇒ (4) + 7 = 11 Tychus’ agents come back empty-handed. They are unable to provide any useful news. The Operations check failed. Icabhod Icabhod’s agents return with information on Baron Astor Roderus. Baron Astor is castellan of the fortress, Abadar’s Pillar, which is Maxillar Pythareus’s stronghold. He is 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 shot down enemy defenses before charging into battle. Icabhod’s Operation is a success. Henrika Henrika finds that most in attendance already either support Eutropia or have leanings towards her. Henrika ferrets out those holdouts and gives them a further nudge. Henrika’s Charm Rank increases to 10. She becomes Master of Operations for Charm. ![]()
![]() Henrika wrote: GM Peachbottom did say we could upgrade the relics, so a discount would certainly be nice. I did say I was pausing upgrading the relics to see how things played out. I think the weapon relics especially are very powerful on their own. But we'll see how things go. Koriana's Blade and Dignity's Barb are essentially +7 or greater magic weapons. While others have +2 or +3 weapons. But if everyone catches up, which might be awhile, I am open to discussing upgrading relics again. ![]()
![]() Trevor wrote: @GM Peachbottom, are we resolving the Wedding and the Reception at the same time, or will those two be separate? If you want to break it into separate posts, I can pause a moment for you to do that. But it will take place over a single Persona Phase. I know you've been looking forward to this, so we can spend a day or two one it before continuing on. ![]()
![]() Tychus wrote: "And what of these identities you have crafted for us? What manner of cover stories have you made up to mask our true purpose? Or are we to make them ourselves?" ”When we arrive in Panemona, which is a tiny farming hamlet which lies 15 miles northeast of Zimar, you will meet with a smuggler named Cyricus. Cyricus has been moving goods and people through Zimar illegally since the Grand Campaign, when he worked as a file clerk in the city’s trade office, and he’s familiar with the ins and outs of the city’s bureaucracy. He isn’t affiliated with the Lion Blades, however, only working as a free agent from time to time with me. He will provide you identification papers for the identities that you will assume.” ”Before you leave, I have more information that you need to know.” “Zimar is a fortified military city, more paranoid than most after centuries on the front line between Taldor and Qadira. Almost every citizen drills with the militia until becoming a parent, and almost everyone is fanatically patriotic. However, Zimar is also the heart of Taldor’s spice trade, and its people are happy to put their xenophobia on hold to make money. There are lots of suspicious eyes watching, but also lots of people coming and going.” “You should expect trouble both in and around the city. In southern Taldor, Maxillar Pythareus’s soldiers patrol all major roads, so it’s absolutely necessary to avoid them. I have a route planned that uses farm roads and old hunters’ trails. Once inside the city walls, you’ll be surrounded by soldiers, spies, and paranoid citizens who will report you if you give them a reason to. Pythareus’s personal support includes a powerful diviner named Avenna who studied at the Magaambyan, his spymaster Milon Jeroth, and his majordomo Baron Astor Roderus. Zimar is also home to a sect of Abadar worshipers called the Vault and Chain—law‑and‑order types who are almost certainly loyal to him.” “You are already familiar with High Strategos Maxillar Pythareus. Maxillar is the high strategos—the supreme commander of Taldor’s military—and according to him and a few select witnesses, he was formally adopted by Stavian III hours before the grand prince’s death. He comes from a long line of commanders and war heroes who’ve always made Zimar proud, and he’s all but a god to the locals.” ”But the other person you need to worry about the most is Milon Jeroth. Sir Jeroth has never formally been a member of the Lion Blades, but he and his family have worked with us on and off for decades, infiltrating Qadira throughout the Grand Campaign. He’s a master of disguise, an adept sorcerer, and an expert barehanded combatant who studied with the monks at the Monastery of Seven Forms, not to mention a stone-cold killer. He’s difficult to find or track, so if you have even the slightest chance, hit him fast and hard.” ”Zimar is about 210 miles southeast of Oppara. The journey will take 10 days on foot or 6 days on horseback. I will accompany you as far as Panemona, then you will be on your own.” ”For now, I’d like to award each of you a boon to help you in your mission for completing your training.” Kathann hands out the boons then says, ”Dismissed. I will meet you at the city gate at the end of the week.” For your gift, each PC can select one from the following: a belt of giant strength +4, a belt of incredible dexterity +4, a belt of mighty constitution +4, a headband of alluring charisma +4, a headband of inspired wisdom +4, a headband of vast intelligence +4, or a headband of mental prowess +2. Since Trevor wants to get his wedding in, we’ll do one more Persona Phase. Then we’ll hit the road. Henrika wrote: As part of preparing for this adventure, would it be all right if Henrika exchanges one of her mesmerist tricks, Shadow Splinter for Fearsome Guise? That would allow her to keep herself and two others in the party constantly disguised (as disguise self), in exchange for not being able to use any of her other tricks while it is active. That seems like a pretty fair trade though, if we are worried about being recognized. Yes, Henrika can retrain that trick during her downtime in Oppara. Trevor wrote: Since Trevor and Malphene, along with the entire Kastner family, has been planning this wedding for months, could Trevor have that as a Persona Phase: Organise a Party (Charm). And since so much prep work and expense went into it, can Trevor take a 20 on the roll? I told Trevor he can succeed on his roll for his wedding, assuming he is boosting his Charm Rank. The rest of you are one your own to succeed. ![]()
![]() Xallis wrote: Are there any surefire ways we can signal him? Codewords, a particular combination of circumstances to prove we aren't just another hunter sent after him? I can only assume our target has gone quite deep into hiding and won't be easy to locate one way or another." “Gannaius is a paranoid but very talented Lion Blade who prefers to work alone. Our divinations haven’t confirmed his death yet, so we’re hoping he survived. One of his favorite drops is a warehouse for Sunrise Spice Importers in the Adobe District, so we’ll have you start your search there.” "Take this cypher. You can give it to Gannaius to explain the situation. It is encoded so if it falls into the hands of a Vault and Chain Templar, they won't be able to decipher it. Howeover, beware, a spymaster like Milon Jeroth would have little difficulty." Navia wrote: "And what's a good disguise for, uhm.... us? Xallis has four arms and I'm about as far from human as you can get while still walking on two legs." “You'll need disguises because I’m afraid you’re too good at your jobs protecting Princess Eutropia’s interests, and you’re well known to Pythareus’s forces. They expect you to attack him any day now, and they tell stories of you to frighten their children. Even without your reputations, Zimar is a paranoid city, and guards check identification regularly.” "I have a contact in Panemona who will provide you with identification papers. But I admit, four arms will by difficult to explain. You'll need to conceal them." ![]()
![]() Round 5 Icabhod shouts an does a cross-slash against the dragon’s serpentine body. Icabhod hits the Crag Linnorn twice for a total of 15 damage (15+0). Tychus after finally reloading his crossbow, unleashes the full clip at the linnorm. The powerful bolts pierce the linnorn’s scales with ease. Tychus hits the Crag Linnorm 3 times for a total of 98 damage. Henrika feints the linnorm again, drawing its attention upward then strikes at its underbelly, landing the killing blow. Henrika feints the Crag Linnorm then hits it for 40 damage. This kills it. Combat over. The linnorm vanishes. The simulation ends and you can remove your masks. Kathann is too impressed by their display or martial ability to criticize their lack of subtlety or self‑preservation. Her only feedback is “No one’s ever beaten the linnorm...” Liraela brings you all to the Kitharodian Academy’s hospital ward to receive medical attention for your wounds. You are fully healed. Once you are patched up, Kathann invites you to her office for a final briefing. She offers drinks—this time free of any magical additives—and says the following. “You’ve shown great promise, and I see why Eutropia relies on you. I’m sorry that the question of succession has soured the relationship between the princess and the Lion Blades, but ultimately our loyalty must always be to the nation and the Taldan people. To take sides in a political conflict is to dilute our power and purpose. But now it seems that political conflict is spilling over into national security. Lady Lotheed brought us the documents you recovered in Zimar, and they corroborate similar reports we’ve gathered from Sardis Township, Pol, and Demgazi. Maxillar Pythareus is rattling his saber for war, and he appears to be spilling Taldan blood to get it. “For a time we shared the same uneasy peace with Maxillar Pythareus’s Imperialist faction that we share with Eutropia’s Loyalists. But all at once, as we began to receive reports of these ‘Qadiran’ attacks, our agents in Zimar were set upon and eliminated in a single, coordinated attack. I barely made it out of the city alive, and I appear to be the only one. Now I’m too well known in the area to keep a low profile. You’ll be the ones to continue the investigation in Zimar on behalf of the Lion Blades. “This is not an easy task laid out before you. Many believe Pythareus is the Grand Prince of Taldor, and he is defended accordingly, not to mention that you will be attempting to prove him guilty of high crimes. Furthermore, he is obviously operating his own intelligence network, one run by Milon Jeroth, a former associate of the Lion Blades and one of the most ruthless and underhanded operatives I have ever encountered. We believe one of our agents, Gannaius, may have escaped the purge, and locating him will be your top priority for now. We can provide you with false identities, and I can accompany you as far south as Panemona to act as an advisor, but you will be alone in the lion’s den. I cannot enter the city to protect you without alerting Pythareus’s diviner and bringing far more pain down upon you. Are you clear on what your nation needs from you?” Kathann waits to answer any questions you might have. INFILTRATION INSPIRATION The intensive training received by the PCs is not merely window dressing; it provides a real benefit to assist them in their infiltration of Zimar. For every event at the Kitharodian Academy a given PC succeeded at, that PC gains two uses of inspiration. A PC can expend one use of inspiration as a free action to add 1d6 to the result of a check he just made with one of the five skills (or attack check) selected during training, or he can expend two uses of inspiration to add 1d6 to the result of any other skill check, saving throw, or attack roll. The inspiration PCs gain from this training is of limited value—consisting of factoids, local names to drop, and jargon—and can be used only in and around Zimar. Unlike an investigator’s inspiration, these uses never replenish; they are a one-time boon to assist PCs in their adventure. If a PC has additional inspiration from another source (such as the Investigator class or the Amateur Investigator feat), track these uses separately. If a PC has a larger inspiration die from a class ability, she can roll that die instead of 1d6 for this adventure’s additional inspiration. This inspiration otherwise functions identically to the ability granted by the investigator class. The inspiration points you earned are:
The skills you trained at are:
Since Icabhod gets inspiration from his Investigator class, he can roll 1d8 when he uses these points. Everyone else rolls 1d6. I'll give everyone an extra hero point for defeating the linnorm and completing training. ![]()
![]() Round 4 Icabhod gets a few good hits into the creature’s gut. Super-heated blood spills out and sizzles on the stage. Icabhod’s rerolled first attack hits but does not confirm the crit for 5 damage after DR. And his third attack is a critical hit for 12 damage after DR. Henrika adds 7 more damage from painful stare. Henrika succeeds at throwing the colossal linnorm off-balance at the expense of throwing herself off-balance but she recovers and drives her blade into the beast with a surprise attack. Henrika succeeds at feinting the Crag Linnorm. The linnorm has a significant amount of Dexterity for its size and its AC drops by 6! Her first attack misses but the surprise attack hits (doesn’t confirm) for 38 damage. Henrika’s weapon bypasses the DR and stops its regeneration for the round. I’m not really sure what Xallis would do here but I’ll do my best. Crag Linnorm AoO Bite vs. Navia’s AC 32: 1d20 + 25 ⇒ (2) + 25 = 27
Navia – Bite, flanking, haste vs. Crag Linnorm: 1d20 + 15 + 2 + 1 ⇒ (1) + 15 + 2 + 1 = 19
Navia pushes herself off the ground determined to continue the fight. The linnorm notices and gnashes at her with its jaws. Navia defiantly bares her teeth right back. The two bring each other to a temporary stand still. Xallis Cast Defensively DC 19: 1d20 + 15 ⇒ (5) + 15 = 20 Xallis takes the opportunity to cast another spell on Navia to boost her defenses even further with barkskin. Trevor channels energy trying to keep up with the damage the linnorm is dishing out. Trevor heals himself, Xallis, and Navia for 19 hp. Icabhod and Henrika are out of range. Round 5 The linnorm roars defiantly at the tiny attackers all around it. You’ve hurt it and it is no longer playing. It throws additional power behind each strike, to squash you for good. Crag Linnorm Bite, power attack vs. Navia’s AC 36: 1d20 + 25 - 4 ⇒ (3) + 25 - 4 = 24
Crag Linnorm Claw, power attack vs. Henrika’s AC 25: 1d20 + 25 - 4 ⇒ (7) + 25 - 4 = 28
Crag Linnorm Claw, power attack vs. Icabhod’s AC 22: 1d20 + 25 - 4 ⇒ (11) + 25 - 4 = 32
Crag Linnorm Tail, power attack vs. Xallis’ AC 20: 1d20 + 20 - 4 ⇒ (2) + 20 - 4 = 18
The linnorn’s jaw snaps at Navia again. Navia just grabs its face with her four arms and holds the creature at bay. But then it shreds Henrika and Icabhod with its claws badly bloodying them. Its tail sweeps around in Xallis’ direction but without much accuracy. Xallis does an arial flip around it. Then it lumbers a step closer to Trevor and Tychus. The Crag Linnorn attacks with power attack. It misses Navia with its bite. It hits Henrika with a claw for 30 damage. It hits Icabhod with a claw for 26 damage. And it misses Xallis with its tail. Lastly it 5-ft. steps. Round 5
Active Spells/Effects
Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet. Everyone goes. ![]()
![]() FYI, the linnorn is a significantly higher CR than most things you've faced. But you have the safety net of it being a simulation, so no one can die in this encounter. You do get bragging rights if you take it down though. Likewise, if you get poisoned or Con drained, that doesn't carry over out of the simulation so you won't have to heal it after the fight. ![]()
![]() Round 3 Crag Linnorm AoO Bite vs. Icabhod’s AC 22: 1d20 + 25 ⇒ (3) + 25 = 28
The linnorm bites Icabhod as he moves towards it. Its teeth are coated in venom that could cause a man’s blood to boil but Icabhod’s body is trained to resist all manner of poisons. Icabhod hits the linnorm but he finds out that its body is like iron without the correct metal to harm it and leaves barely a scratch. Crag Linnorm hits Icabhod for 21 damage with an attack of opportunity. Icabhod saves against its poison. Icabhod hits the Crag Linnorn but after DR does only 1 damage. Normally, I’d give a chance for Acrobatics to avoid an AoO but Icabhod wouldn’t be able to roll high enough. I don’t see on Tychus’ character sheet any ability that he doesn’t provoke when attacking with the crossbow. I see he gets that ability at 11th so I’m going to assume he doesn’t. Tychus finds out the linnorm has 20 ft. reach and combat reflexes when he makes his attack. Crag Linnorm AoO Tail vs. Tychus’ AC 28: 1d20 + 20 ⇒ (7) + 20 = 27
Oh you got lucky! Tychus fires off a shot. Then he ducks under a swinging whip-like tail which comes less than an inch from wrapping around him. The bolt pierces the linnorm’s scales. Its magical enhancement is sufficient to fully damage it. Tychus hits the Crag Linnorm for 21 damage. His weapon bypasses the DR and also stops its regeneration for the round. The Crag Linnorn makes an attack of opportunity against Tychus but misses. What is Henrika’s AC? In her header, she has 23 but in her description she has 24. I’m going to assume 24, with haste 25. Crag Linnorm AoO Claw vs. Henrika’s AC 25: 1d20 + 25 ⇒ (2) + 25 = 27
Henrika moves into melee with the linnorm. The linnorm stares directly at her as if it can see right through her illusions and batters her with a claw, knocking her off-balance. Her own attack is too unsteady to properly hit. Henrika misses the Crag Linnorm. The Crag Linnorm hits Henrika with an attack of opportunity for 20 damage. It has constant true seeing so ignores the mirror images. Is Xallis still flying after using dimension door? With Navia’s size, he could probably remain 10 ft. up if he wanted to. Navia Reflex, standard, haste: 1d20 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8
Navia appears next to the linnorm and bites and scratches wildly. Unfortunately, like Icabhod experienced, Navia is unable to exploit the linnorn’s weakness and hardly injures the beast. Then the magma clinging to her burns her body once more. Navia succumbs to her wounds and collapses, dying. Fortunately, the magma cools to ash afterwards. Navia only hits the Crag Linnorm once. After DR, she does 9 damage (2 plus 7 from painful stare). Navia fails her Reflex save against the second round of magma and takes 24 fire damage. She is at -7 hp and dying. I moved Trevor a little closer to get more people within range of his channel. Unfortunately, he can’t get both Navia and Icabhod within range without getting in the linnorn’s reach. Trevor Reflex, standard, haste: 1d20 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8
Trevor channels energy to heal himself and Navia. Navia’s eyes open wide and she gasps as she’s brought back to consciousness. Then the magma on Trevor burns, negating any healing he had done to himself. The magma on the ground cools, turning into a line of harmless brittle stone. Trevor heals himself and Navia for 14 damage each. Then Trevor fails the Reflex save against the magma and takes 23 fire damage. After that the magma stops. Round 4 Crag Linnorm Bite vs. Henrika’s AC 25: 1d20 + 25 ⇒ (6) + 25 = 31
I’m going to assume Henrika will use Koriana’s Blade’s once/day effect to make herself immune to the poison effect. Otherwise she failed the save against the poison and will take 2d6 fire and 1d4 Con drain for 10 rounds. Crag Linnorm Claw vs. Icabhod’s AC 22: 1d20 + 25 ⇒ (9) + 25 = 34
Crag Linnorm Claw vs. Xallis’ AC 20: 1d20 + 25 ⇒ (4) + 25 = 29
Crag Linnorm Tail vs. Tychus’ AC 28: 1d20 + 20 ⇒ (7) + 20 = 27
The linnorm unleashes bites and claws upon all those around it. Henrika gives bitten and the blood in her veins explode in pain as if she is burning from within but then Koriana’s Blade’s protection washes over her, soothing and protecting her from the poison. It slashes Icabhod and Xallis with its claws. Then Desna is on Tychus’ side as he dodges the swinging tail once more. Crag Linnorm hits Henrika for 22 damage. She uses Koriana’s Blade to negate the poison effect. The linnorm hits Icabhod for 21 damage and Xallis for 17 damage. It misses Tychus with its tail. Round 4
Active Spells/Effects
Prone:
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity. Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet. Everyone goes. ![]()
![]() Round 1 Haste grants a +1 to attack rolls as well. Off-balance from his charge, the guard is unable to defend against Trevor’s rapid strikes. Trevor hits Elite Bodyguard (Blue) three times for a total of 14 damage. Trevor correctly didn’t add the holy damage. The enemies are Neutral. Round 2 Tychus’ bolt pierces the guard’s hand and sends his longsword flying. The guard’s skin pales from blood-loss. Tychus’ disarm is a success. Then he deals 26 damage to Elite Bodyguard (Black). Henrika swings her sword left and right and at the end of her attack, the area around her is clear of enemies. Instead of falling to the floor, the guards’ bodies distort briefly then simply vanish. Henrika hits Elite Bodyguard (Orange) twice for a total of 85 damage and kills him. Then she hits Elite Bodyguard (Black) once with a critical hit for 42 damage and kills him. Navia eviscerates the enemy in front of her, tearing off limbs until it ultimately vanishes like the others. Navia hits Elite Bodyguard (Blue) 5 times for a total of 95 damage and kills him. Then, the images from the masks begin to swirl and heave. The remaining guards vanish, and you hear a bone-chilling roar from behind you. You turn to see an immense, wingless dragon rearing up on a serpentine body. A triple tail and powerful talons swipe at the air. Monster Lore
Knowledge (Arcana) DC 24:
•This is a crag linnorm.
•A crag linnorm’s type is CE dragon. •Like all linnorms, the deadly crag linnorm is a powerful, primeval dragon, a denizen of the wild regions far north of where most civilizations dare to tread. The crag linnorm is among the weakest of its kind, yet still a devastating predator in its own right. Favored, if not by the gods, then by some primal intelligence of the mysterious world of the fey, the linnorm bestows a powerful curse on any who manage to slay it. Knowledge (Arcana) DC 29:
•A crag linnorm is immune to curse effects, fire, mind-affecting effects, paralysis, poison, and sleep.
•A crag linnorm is vulnerable to cold iron weapons. •It has regeneration that is stopped with cold iron weapons. •A crag linnorm can expel a line of magma. •A crag linnorm’s bite inflicts poison. Knowledge (Arcana) DC 34:
•When a creature slays a crag linnorm, the slayer is affected by the curse of fire.
•Crag linnorms speak Aklo, Draconic, and Sylvan. Dragon Traits
Knowledge (Arcana) Automatic:
•Immunity to magic sleep effects and paralysis effects. Linnorm Initiative: 1d20 + 10 ⇒ (15) + 10 = 25 Seeing your unusual reaction, Kathann simply says, “Are they malfunctioning again? Last week Cassaranda had to fight a two‑headed goat. Stay here and I’ll fetch an artificer.” Round 3 Fire Damage: 15d8 ⇒ (6, 1, 3, 7, 4, 1, 4, 2, 5, 2, 6, 8, 2, 6, 2) = 59
The linnorm lowers its head and breathes a line of magma dividing the stage in half. Tychus deftly evades out of the way but Trevor and Navia are covered in molten stone that clings to them and continues to burn. The magma on the ground also remains red-hot. Luckily for Xallis, he hovers over the destruction unharmed. The linnorn’s breath weapon deals 59 fire damage to Trevor and Navia. They did not pass the Reflex save. Tychus passes with Reflex save and with evasion, takes no damage. Xallis was flying in the air so was about the effect. A crag linnorm can expel a 120-foot line of magma, dealing 15d8 points of fire damage to all creatures struck (Reflex halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take 6d6 fire damage the second round (Reflex negates), as does any creature that walks across the line of magma. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours. Round 3
Active Spells/Effects
Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet. Everyone goes. ![]()
![]() Round 1 Icabhod runs up and stabs the guard that shouted. Despite knowing it is a virtual illusion, the guard feels completely real. His arm feels resistance as the blade slides into “flesh”. Icabhod hits Elite Bodyguard (Orange) for 25 damage. Dignity’s Barb Crit Range: 1d20 ⇒ 13 Tychus levels his crossbow at the guard to the left of Icabhod and fires a barrage of bolts at him. Tychus – Dignity’s Barb, studied target, point-blank shot, rapid shot vs. Elite Bodyguard (Black): 1d20 + 16 + 2 + 1 - 2 ⇒ (8) + 16 + 2 + 1 - 2 = 25
Tychus – Dignity’s Barb, studied target, point-blank shot, rapid shot vs. Elite Bodyguard (Black): 1d20 + 16 + 2 + 1 - 2 ⇒ (2) + 16 + 2 + 1 - 2 = 19
Tychus – Dignity’s Barb, studied target, point-blank shot, rapid shot vs. Elite Bodyguard (Black): 1d20 + 11 + 2 + 1 - 2 ⇒ (9) + 11 + 2 + 1 - 2 = 21
Tychus hits Elite Bodyguard (Black) twice for a total of 63 damage. Since he dealt sneak attack damage, he studies the target as an immediate action gaining +2 attack and +2 damage against it. Henrika slips behind her foe and swings her sword. However, her weapon rings harmlessly off his banded mail. Up close, she notices that the enemy’s skin also has a woody texture to it, further increasing his defense. Henrika misses Elite Bodyguard (Orange), even with +2 for flanking with Icabhod. Xallis hastes the party and Navia readies for a charge. Xallis wrote: two castings of mage armor I see Xallis is wearing a mithral chain shirt which gives +6 armor. The +4 armor bonus from mage armor won’t stack. It will still provide AC against incorporeal enemies if it came up though. Elite Bodyguard (Red) – Screaming Bolt vs. Tychus’ AC 28: 1d20 + 10 ⇒ (16) + 10 = 26
Elite Bodyguard (Yellow) – Screaming Bolt vs. Navia’s AC 32: 1d20 + 10 ⇒ (1) + 10 = 11
The two bodyguards to the left fire crossbows at Tychus and Navia. The bolts they use whistle with an ear-piercing scream. Thanks to Xallis’ Standard of Conquest most of you are unaffected by the effect. Unfortunately, Navia succumbs to the second shot and is slightly unnerved. Elite Bodyguard (Red) fires a screaming bolt at Tychus and misses. Tychus, Xallis, Trevor, and Navia are withing the effect of the attack but all pass the save and are unaffected. Elite Bodyguard (Yellow) fires a screaming bolt at Navia and misses. This time, Tychus, Trevor, and Navia are within the effect. Tychus and Trevor pass. Navia fails and is shaken for 1 round. Elite Bodyguard (Blue) – Longsword, charge vs. Navia’s AC 32: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Elite Bodyguard (Purple) – Longsword, charge vs. Xallis’ AC 20: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
The two guards to the south draw longswords and fearlessly charge forward. Xallis blocks with his standard and Navia easily bats away the sword with a claw. Unfortunately for the guard charging Navia, she was waiting for him. The guard screams as Navia bites down onto his head and slashes a claw across his midsection. Elite Bodyguard (Blue) and (Purple) both charge, attacking Navia and Xallis. Both miss. Navia hits Elite Bodyguard (Blue) with her readied attack and attack of opportunity for a total of 53 damage. The last two bodyguards cautiously position themselves to flank Henrika to try to overwhelm her defenses. Elite Bodyguard (Black) – Longsword, flanking vs. Henrika’s AC 24: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Elite Bodyguard (Orange) – Longsword, flanking vs. Henrika’s AC 24: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Elite Bodyguard (Orange) – Longsword, flanking vs. Henrika’s AC 24: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Henrika deftly splits into four mirror images and lets one illusion take the first strike. Then she parries the other two attacks on her own. Elite Bodyguard (Black) and (Orange) attack Henrika. Henrika activates her Mesmeric Mirror to create three mirror images. One mirror image gets destroyed, leaving two remaining. The other attacks miss. Round 1
Round 2
Active Spells/Effects
Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet. Everyone goes. ![]()
![]() Yes, Lord Remiliard Kastner would work. Princess Eutropia might not be out of reach but to avoid everyone picking the princess as their friend, let's leave main characters like Princess Eutropia and Martella Lotheed off the friends list. They consider you friends but are also very busy. I'm also showing Xallis has Friend in High Places for Charm 9. But I don't have a person listed for him. Did Xallis ever pick one? ![]()
![]() Kuthona 3, 4718 (Moonday) (Oppara, Taldor) After you train for a week with different specialists, Kathann Zalar gathers you in the Kitharodian Academy’s grand performance hall for one last test to see what they’ve learned. A wave of Kathann’s hand encompasses an enormous performance hall, which now stands empty and echoing. “The instructors have praised your progress this past week, so I believe it’s time for a final test of your skills.” She gestures to several ornate, lion themed masks on the edge of the stage. “These masks are tools the Lion Blades use to discreetly simulate dangerous training scenarios. Once your don them, you’ll be able to see, hear, and feel opponents as if they were real. Your task is simple: eliminate the witnesses. And please be careful with the masks, as they are quite old.” Liraela is also present and helps you don the masks. ”We only have five of these, so please be careful with them. I used one during my training as well. The experience is quite exhilarating.” Icabhod can analyze the masks with his subtle mask before putting the lion mask on. The lion masks radiate magic thanks to a permanent magic aura spell, but otherwise serve only as a focus for a unique spell the Lion Blades employ that functions as a combination of phantasmal killer and shadow conjuration, creating a phantasm that looks and feels real and reacts appropriately if attacked, but that can be controlled by the spellcaster. The same phantasm is shared by everyone who wears one of the focus masks, for all intents and purposes creating a perfectly real opponent as long as the characters continue to wear the lion masks. Phantasms created by this spell cannot reduce a target below –1 hit point, as once the target is rendered unconscious, it automatically slips out of the spell’s effect. Basically they are magical VR headsets. Because of Navia’s link to Xallis, she can experience the phantasms even without a mask. The other cohorts will need to watch from the sidelines, although they won’t be able to see the phantasms, only the heroes reacting to invisible foes. As you don your masks, you can see six guards milling about on the performance stage. Once all of you are wearing your masks, one of the guards points and shouts, “There! Arrest the traitors!” Initiative:
Henrika: 1d20 + 8 ⇒ (4) + 8 = 12 Icabhod: 1d20 + 6 ⇒ (16) + 6 = 22 Trevor: 1d20 ⇒ 1 Tychus: 1d20 + 12 ⇒ (7) + 12 = 19 Xallis: 1d20 + 2 ⇒ (6) + 2 = 8 Elite Bodyguards: 1d20 + 3 ⇒ (2) + 3 = 5 Round 1
Everyone except Trevor goes before the enemy. Trevor is still working off a hangover from the night before. As for buff spells, this time, let’s go with only hours-long spells, like mage armor and stuff without a duration, like Henrika embedding mesmerist tricks. The rest you’ll have to cast on the fly if you want them. ![]()
![]() Icabhod’s training goes well and by the end of the week he completes all his courses. Icabhod Nobody gets past Icabhod’s ‘iron wall’. And no amount of prodding to “lighten up” will get him to break his sobriety to which Icabhod is quite proud of. Icabhod’s Charm Rank increases to 1. Icabhod is becoming a Jack-of-all-trades for Operations. Tychus Try as he might, Tychus had a little too much to drink before attempting a speech. He stands up on a chair to get the crowd’s attention, then loses his balance and falls backwards into a wench carrying food and ale and sending the contents flying in every direction. Icabhod grumbles as he has to escort Tychus to a place where he can sober up. Tychus’ attempt to increase Sagacity fails. Trevor Trevor and Malphene’s parallel parties both go off exquisitely. A wonderful time is had by all and all of Taldor’s problems are forgotten about, at least for a night. Trevor’s Charm Rank increases to 9. Trevor gets his first Friend in High Places. He can pick someone appropriate with that he is familiar yet. Or if you don’t have anyone in mind yet, you can decide later. ![]()
![]() Training goes well over the course of the week. Kathann doesn’t slip in any additional deceptive tricks. All the instructors just focus on rigorous training of the skills that you selected to work on. Kathann Zalar is serious yet has a playful side. She wears a suit of glamoured armor that changes appearance on any given day. One day it will be a military uniform, the next day a ballroom dress, the day after that a suit of heavy armor. Liraela enjoys seeing her old adventuring companions. She shows off the skills she has learned as a Lion Blade while marveling over how each of you have improved on your own. She especially enjoys working with Navia with whom she had formed a bond with. Cassaranda Florint is a bard at heart and laments at the lack of those who want to act or play instruments. However, she is overjoyed when Tychus wants to work on singing with her. Dominicus Rell is a stern and intimidating teacher. He is exceptionally knowledgeable in a wide range of subjects. Although his classes are difficult, his approving nod when you succeed give you a strong sense of accomplishment. Xallis is the star pupil, completing all his classes without error and earning himself the weekend off. While Trevor struggles; his mind is focused on wedding plans rather than the task at hand and earns himself a few reprimands. Since Henrika needed an Int- skill, I'm going with she swapped Knowledge (local) in instead of Perception. Persona Phase Henrika I’m assuming Trevor has no problem with the ladies among the Lion Blades attending. Kathann, Lireala, Cassaranda, and a few other local noble ladies that Malphene knew all agree to attend. They dress in fancy yet comfortable dresses suitable for a night of partying and head out to the tavern in the carriage that Henrika commissioned. With Henrika’s planning and hosting, the night goes off incredibly well. Henrika’s Charm Rank increases to 9. She gets another Friend in High Places, which she indicated that she wanted Dominicus Rell. Xallis Xallis’ party bralani is a hit. The attending nobles all approach Xallis about getting their own outsiders for their next party. The contracts Xallis draws up could prove to be a boon for the upper-class society in Oppara. Xallis’ Genius Rank increases to 8. His admirers among academics, arcane spellcasters, and instructors improve further. I’ll wait a little longer before I continue. I still need training from Icabhod. And persona phases from Icabhod, Trevor, and Tychus. |