Lady Martella Lotheed

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Oh, Henrika, and everyone else, remember when you defeated the bandits, Yanmass reduced taxes for the next 60 days to stimulate trade which earned you a 10% discount on purchases. This is still in effect for anything anyone wants to buy now. Actually, I just did the math of the dates and at the end of this downtime it will be exactly 30 days from that discount starting, so there is 30 days remaining afterwards. This only applies to Yanmass though. So once you leave back to Meratt, Oppara, etc. that's it.

So the celestial armor's cost is reduced to 20,160 gp, instead of 22,400 gp. So does that plus the extra 781 gp give you enough to cover it?


Malphene wrote:
"I am Dame Malphene Trant. The caydenite with the sexy eyes is my fiance, Sir Trevor Kastner. May I please know your names?"

The two women look at each other questioningly and the nod in unison. ”I’m Hildr Ottordottr and this is Sarana Ottordottr. Fortunately for you, the other woman you killed, was not related, otherwise, this conversation would be different. I’m not sure why you’d want to extend this offer to us after we just tried to kill you, but if it keeps us out of prison, we’ll play nice.”

Malphene wrote:
And I understand how hard it is in Opparan society on those who don't fit a certain gender standard."

”We are of Ulfen ancestry. In Avistan, our physique is prized. Yet Ulfens have a history in Taldor. Although not native to these lands, this country’s emperors have long employed us into a position of prestige, the Ulfen Guard, the emperor’s personal protectors. But you speak truly, outside of the Palace, our strength goes unappreciated except by a small few.”

”We are neutral in this country’s politics. Earl Merkondus paid us well and we enjoyed a comfortable lifestyle, receiving the same upscale treatment that he did. His business was his own. We were only hired bodyguards. Working for agents of Pythareus or Eutropia makes no difference.”

The watch captain looks to Trevor. ”If you are willing to vouch for them, you’ve done enough for this city that we’ll trust your judgement. We’ll leave them in your care.”

Xallis wrote:
Later that evening, after significant healing and relaxation, Xallis pens a letter.

In order to receive a response, I’ll make your downtime last two weeks. It is 14 days travel from Yanmass to Meratt. Faribus will use magic to hasten the response back to Xallis.

To my dear brother Xallis Livara

The Project is going well. As you surmised, I do prefer a heavier hand, but I have behaved and so has the subject. His sister insists that he is well cared for despite their enmity and although the bonds between the two have not improved, it has made him more receptive to working with me. I sense that Martella yearns for a resolution beyond imprisonment. When you return, we can negotiate terms for his release.

As for my eidolon. It grows ever stronger as does its temperament. I enjoy pitting my will against its own even though the outcome is inevitable. It is amusing that it thinks it may one day best me. I would gladly accept a friendly challenge upon our reunion. I wonder what form Navia will be in when next we meet. You always did have a fondness for rearranging her.

I look forward to seeing you soon,
Faribus

Persona Phase

So at level 9, you can go up to 18 total Ranks (and 36 agents).

I didn’t enforce this previously, but technically you weren’t supposed to be able to get Ranks higher than your current level, but I have decided that I am going to enforce it for Rank 10. So please wait until you are level 10 before attempting to increase a Rank 9 to Rank 10. Pick something else for this phase.

Henrika

Henrika finds that Earl Merkondus’ remaining agents are open to new employment and sways two of them to join her side.

Henrika’s Charm Facet increases from Rank 6 to Rank 7. She gains two additional agents. And her skill bonus on Bluff and Diplomacy increases to +4.

I'll do the rest of your Persona results when you get a chance to post them.

Tychus and Xallis both had agents watching Yander Merkondus. That no longer applies, so those agents return.


Henrika wrote:
The circlet of persuasion takes up the head slot, not the headband slot. I know it seems weird, but that's what the rules say. Unless you want to change it?

No, I'm not changing it. That's fine then.

Selling the other items, as Henrika said, everyone can add an additional 781 gold and 6 silver to their characters.


I'm looking through the treasure and see a few more things you might want to sell. I'm not checking any off. You can decide.

Henrika
Henrika has a circlet of persuasion and a headband of alluring charisma +2. She can only wear one, so sell the other.

She has a masterwork longsword on her list. She doesn't need this anymore.

Trevor
Trevor has a ring of protection +1 and a ring of protection +2. Sell the +1.

Malphene
Malphene has a +1 longsword and a masterwork longsword. Sell the masterwork longsword.

Tychus
Tychus has a ring of protection +1 and a ring of protection +2. Sell the +1.

Does Tychus still want his +1 handaxe if he has a +1 flaming scimitar?

Party
Scour is a drug. Probably get rid of it.


If Trevor wants to have this wedding in Oppara, at the beginning of Book 4, you return to Oppara, so that would be a good time to do it.

You are almost done with Book 3. Once you deal with the cult and rescue Carrius or find out what his deal is, that's all that's left.


Yanmas Magic Items

Minor: 4d4 ⇒ (3, 2, 3, 3) = 11
Medium: 3d4 ⇒ (2, 2, 3) = 7
Major: 1d6 ⇒ 5

During your downtime, Yanmass has:
(11) minor items of value between 0 to 7,999 gp.
(7) medium items of value between 8,000 to 29,999 gp.
(5) major items of 30,000+

You're sell list looks good. So everyone gets 14,481 gold and 6 silver.

Yes, Henrika can buy the celestial armor if she can afford it. It would be one of the (7) medium items available.


1 person marked this as a favorite.

Oh, you can all level up to level 9, too!


Malphene wrote:
"I am Dame Malphene Trant. The caydenite with the sexy eyes is my fiance, Sir Trevor Kastner. May I please know your names?"

You want to recruit the villain's henchmen (henchwomen)? You never fail to surprise me. I'll allow it though. I'll respond in a post later.

Henrika wrote:
GM: Can I change the latest mesmerist trick that Henrika chose? I think she is likely to need Gift of Will more than Astounding Avoidance for the time being. Mesmeric Mirror is nice, but Jack is pretty vulnerable to enchanters, so she'll keep GoW implanted in him from now on. ;)

I don't mind. You can change it.


You collect the equipment from the Earl and the bodyguards. The bodyguards have been working with Earl Merkondus for a long time and are familiar with his magical items and will tell you what everything is without needed to identify them.

Yander Merkondus had:
Potions of Barkskin (x2)
Scroll of Cure Serious Wounds
Wand of Bear’s Endurance (10 Charges)
Wand of Shield (30 charges)
Mithral Shirt
Masterwork Light Crossbow
Masterwork Rapier
Cloak of the Mountbank
Ring of Mind Shielding
Noble’s Outfit
50 gp

The three bodyguards had a total of:
Potion of Bull’s Strength (x3)
Potion of Cure Moderate Wounds (x3)
Powerhouse Pelt (x3)
+1 Earthbreaker (x3)
Masterwork Handaxe (x3)
Amulet of Natural Armor +1 (x3)
Cloak of Resistance +1 (x3)
Entertainer’s Outfit (x3)

The letters that Yander Merkondus was trying to pack away are several letters between himself and Maxillar Pythareus. Although these letters aren’t enough to formally accuse Maxillar Pythareus of backing Yander’s villainy in Yanmass, they make it clear that Pythareus was at least aware of, and perhaps even complicit in, the earl’s schemes.

It’s not long before the city watch catches up to you and arrives on the scene. They arrest the two bodyguards and send a runner back down to fetch others to recover the bodies. They thank you for your assistance with this matter and curse the Earl’s name for all the troubles he caused the city. They do not disapprove of his death. They also tell you that they will take care of the report to the Mercantile Council. You can go about your business. Unless you’d rather return to the Council personally. They won’t object.

For dealing with Earl Merkondus, you achieve a new triumph and each of your relics gets stronger.

Henrika
Gem: 1d2 ⇒ 1
Another randomly chosen gem repairs itself. The red gem repairs itself. This gem protects against fire effects. In addition, the wielder of the sword gains a +1 insight bonus on all saving throws against effects of any type corresponding to one of the sword’s functioning gems. So a +1 insight bonus on saves against mind-affecting affects, negative energy, and fire.

Icabhod
The subtle mask’s enhancement bonus to Charisma increases to +4. (From +2.)

Trevor
The envoy ring’s competence bonus on Diplomacy, Linguistics, and Perform checks increases to +5. (From +3.)

Tychus
Dignity’s Barb increases from a +2 seeking darkwood repeating crossbow to a +3 seeking darkwood repeating crossbow. In addition, you can now use its ability to roll twice to confirm a critical hit at will! (Instead of twice per day).

Xallis
For the Standard of Conquest, once per day, the standard bearer can activate the banner to teleport himself and up to five allies who are within 10 feet of him. This functions as dimension door, and each transported creature must arrive within 10 feet of the Standard of Conquest.

Relics Link

From here, I’m going to give you some downtime for another Persona Phase. And then after, you can plan how you want to deal with the Cult of the Twilight Child.

Jack still has one more save to make for his disease, but I’m going to handwave it and say Trevor just healed it during the Persona downtime.

I'm also giving everyone one hero point for the achievement.


Round 3

Jack covers Merkondus’ eyes. ”Hey! Get off of me!” he protests.

Jack exceeds Merkondus’ CMD by 5+ and blinds him for 2 rounds.

I think Icabhod forgot the haste bonus attack. I’ll roll it.

Rapier: 1d20 + 11 + 1 + 1 + 2 - 4 - 2 ⇒ (2) + 11 + 1 + 1 + 2 - 4 - 2 = 11
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Icabhod hits Brawny Bodyguard (Blue) once for 7 non-lethal damage.

With Jack’s hands over his eyes, he can’t see Henrika’s attacks. Henrika tears the man open with three cross-slashes. At the end of her assault, the man is no longer alive.

Henrika hits Earl Merkondus three times for a total of 70 damage and kills him.

The hound archon hits the bodyguard facing it with the flat of its sword.

Hound archon hits Brawny Bodyguard (Yellow) once for 13 non-lethal damage.

At the end of the round, the remaining bodyguards are both badly bruised and see that their employer has fallen. They throw down their weapons and raise their hands in surrender. ”We surrender. It was just a paid gig. No hard feelings. We failed at our job. There’s no point in continuing.”

Combat Over

Current Status
Henrika (84/75 hp)
Icabhod (61/61 hp)
Trevor (34/63 hp)
Tychus (65/65 hp)
Xallis (16/67 hp)
Falchion Jack (51/58 hp)
Malphene (50/50 hp/6 non-lethal)
Hound Archon (38/51 hp)

Brawny Bodyguard (Yellow) (36 damage/47 non-lethal)
Brawny Bodyguard (Blue) (20 damage/37 non-lethal)

Active Spells/Effects
Henrika:False Life (9 hp, 6 hr), ▲Bless (8 min), ▲Displacement (6 rd), ▲Haste (6 rd), ▼Crushing Despair (9 min)
Icabhod:Bless (8 min), ▲Haste (5 rd)
Trevor:Bless (8 min), ▲Haste (5 rd)
Tychus:Bless (8 min), ▲Divine Favor (+2, 7 rd), ▲Haste (5 rd)
Xallis:Mage Armor (6 hr), ▲Bless (8 min), ▲Invisibility (8 min), ▲Haste (6 rd)
Jack:Bless (8 min), ▲Mesmeric Mirror (1 image, 8 min), ▲Bull’s Strength (3 min), ▲Haste (5 rd), ▼Crushing Despair (9 min)
Malphene:Bless (8 min), ▲Haste (5 rd)


My measurement was off, Tychus is in the crushing despair.

Tychus Will: 1d20 + 9 ⇒ (9) + 9 = 18

He passes anyway. No change.


Xallis, I just realized, are you wielding the Standard of Conquest relic that you took? You have to hold it in a hand for it to work. Do you plan to hold it all the time or only sometimes?

If you are holding it, I'll have to remember the bonuses that it gives out. At the moment, it could be giving everyone +2 morale bonus on saves and a +5 ft. movement bonus.

That could make Henrika's save against the crushing despair a pass. But not Jack's. I'm not going back to previous rounds to check.


Round 3

Okay, due to my error in the casting time of dominate person, Merkondus will 5-ft. step towards Henrika instead of Jack and instead cast crushing despair which is a cone that can hit Henrika and Jack. Tychus is just out of reach.

Henrika Will save: 1d20 + 12 ⇒ (4) + 12 = 16
Jack Will save: 1d20 + 6 ⇒ (9) + 6 = 15

So, Jack is not dominated. But Henrika and Jack fail against the crushing despair and take a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. It looks like this is an untyped penalty so it should start with the Satire penalty.

Malphene beats at the woman holding her but barely harms her.

Because of the aura of menace Malphene’s first attack hits. The others are misses. Malphene deals 3 non-lethal damage to Brawny Bodyguard (Yellow). Also, since the bodyguards both have a good amount of non-lethal damage on them, you don’t have to finish off the enemy with a non-lethal blow. The enemy will fall unconscious if the total lethal and non-lethal combined exceeds their hp total. You can probably still knock them out without taking the penalty to do more non-lethal damage.

Trevor stabs his attacker once. But his head must still be reeling because his other attacks are way off.

Trevor hits Brawny Bodyguard (Blue) for 10 non-lethal damage

I’m going to assume Jack is going to attack Earl Merkondus, so it should be safe to take the bodyguards’ actions now.

The bodyguard (yellow) grappling Malphene releases her and shoves her away. ”Pathetic!” She draws a small handaxe from her hip and swings it at the hound archon.

Brawny Bodyguard (Yellow) Handaxe, aura of menace, power attack vs. Hound Archon’s AC 19: 1d20 + 16 - 2 - 3 ⇒ (14) + 16 - 2 - 3 = 25
Damage, vital strike, power attack: 2d6 + 6 + 6 ⇒ (6, 5) + 6 + 6 = 23

Although protected by its natural resistances, the bodyguard still hits the hound archon hard enough to leave a mark.

Brawny Bodyguard (Yellow) releases Malphene as a free action and draws a weapon as a move action. She hits the hound archon for 13 damage after DR. Since she hit the hound archon, she breaks free of the aura of menace.

Brawny Bodyguard (Blue) Earthbreaker, power attack vs. Xallis’ AC 16: 1d20 + 16 - 3 ⇒ (18) + 16 - 3 = 31
Damage: 2d6 + 18 ⇒ (1, 3) + 18 = 22

Brawny Bodyguard (Blue) Earthbreaker, power attack vs. Xallis’ AC 16: 1d20 + 11 - 3 ⇒ (18) + 11 - 3 = 26
Damage: 2d6 + 18 ⇒ (5, 6) + 18 = 29

”You may be pulling your punches, but I won’t!” The other bodyguard closes the gap between her and Xallis and pulverizes him with two power attacks of her hammer.

Brawny Bodyguard (Blue) 5 ft. steps up to Xallis and hits him two times for a total of 51 damage.

Round 3
Initiative

32 – Tychus (65/65 hp)
20 – Earl Merkondus (39 damage)
20 – Malphene (50/50 hp/6 non-lethal)
19 – Trevor (34/63 hp)
19 – Falchion Jack (51/58 hp)
18 – Brawny Bodyguard (Yellow) (36 damage/34 non-lethal)
18 – Brawny Bodyguard (Blue) (20 damage/30 non-lethal)
13 – Icabhod (61/61 hp)
11 – Henrika (84/75 hp)
02 – Xallis (16/67 hp)
02 – Hound Archon (38/51 hp)

Round 4
Initiative

32 – Tychus (65/65 hp)

Active Spells/Effects
Henrika:False Life (9 hp, 6 hr), ▲Bless (8 min), ▲Displacement (6 rd), ▲Haste (6 rd), ▼Crushing Despair (9 min), ▼Satire
Icabhod:Bless (8 min), ▲Haste (6 rd), ▼Satire
Trevor:Bless (8 min), ▲Haste (5 rd), ▼Satire
Tychus:Bless (8 min), ▲Divine Favor (+2, 7 rd), ▲Haste (5 rd), ▼Satire
Xallis:Mage Armor (6 hr), ▲Bless (8 min), ▲Haste (6 rd), ▼Satire
Jack:Bless (8 min), ▲Mesmeric Mirror (1 image, 8 min), ▲Bull’s Strength (3 min), ▲Haste (6 rd), ▼Crushing Despair (9 min), ▼Satire
Malphene:Bless (8 min), ▲Haste (5 rd), ▼Satire
Yander Merkondus:Satire, ▼Hypnotic Stare (-3 Will)

Crushing Despair:
Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Satire:
A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –2 penalty on attack and damage rolls and a –2 penalty on saves against fear and charm effects as long as the bard continues performing. Satire is a language-dependent, mind-affecting ability that uses audible components.

Jack, Icabhod, Henrika, Xallis and Tychus can go.


Oops. I missed that it was a round to cast. He won’t be able to do that then. I’ll pick a different spell for him to cast in my next post.


Round 2

Icabhod rushes over to the bodyguard and jabs her in the side with the hilt of his rapier. The woman grunts and takes the hit.

[ooc[Icabhod hits Brawny Bodyguard (Blue) for 20 non-lethal damage.[/ooc]

Round 3

Tychus wraps around the room and shoots the same bodyguard.

Tychus hits Brawny Bodyguard (Blue) for 20 damage.

Earl Merkondus switches tunes and begins mocking you all viciously. ”You got in some lucky hits, but you are all talentless hacks. Unskilled fools, tripping over your own weapons. I’ll get the last laugh yet.”

The Earl switches to a different bardic performance: Satire. Basically a reverse Inspire Courage. No save. You all take a –2 penalty on attack and damage rolls and a –2 penalty on saves against fear and charm effects as long as the bard continues performing. Anyone who was flat-footed, no longer is, since the previous performance ends.

Merkondus Cast Defensively DC 21: 1d20 + 14 ⇒ (13) + 14 = 27
Jack Will save: 1d20 + 6 ⇒ (12) + 6 = 18

Then Earl Merkondus casts a spell that dominates Jack’s will. ”Join me. I need a new bodyguard.” Jack’s eyes glaze over and he looks at Henrika as if she is now an enemy. The Earl then takes a step by Jack’s side.

Spellcraft DC 19:
Dominate Person

The Earl starts his Satire bardic performance as a move action. He succeeds at casting defensively and Jack fails his Will save against the Earl’s spell. He becomes dominated. I will control Jack’s actions as long as the spell is active. And he takes a 5 ft-step.

Round 3
Initiative

32 – Tychus (65/65 hp)
20 – Earl Merkondus (39 damage)
20 – Malphene (50/50 hp/6 non-lethal) (Grappled)
19 – Trevor (34/63 hp)
19 – Falchion Jack (51/58 hp) (Dominated)
18 – Brawny Bodyguard (Yellow) (36 damage/31 nonlethal) (Grappling)
18 – Brawny Bodyguard (Blue) (20 damage/20 nonlethal)
13 – Icabhod (61/61 hp)
11 – Henrika (84/75 hp)
02 – Xallis (67/67 hp)
02 – Hound Archon (51/51 hp)

Active Spells/Effects
Henrika:Falise Life (9 hp, 6 hr), ▲Bless (8 min), ▲Displacement (6 rd), ▲Haste (6 rd), ▼Satire
Icabhod:Bless (8 min), ▲Haste (6 rd), ▼Satire
Trevor:Bless (8 min), ▲Haste (6 rd), ▼Satire
Tychus:Bless (8 min), ▲Divine Favor (+2, 7 rd), ▲Haste (5 rd), ▼Satire
Xallis:Mage Armor (6 hr), ▲Bless (8 min), ▲Haste (6 rd), ▼Satire
Jack:Bless (8 min), ▲Mesmeric Mirror (1 image, 8 min), ▲Bull’s Strength (3 min), ▲Haste (6 rd), ▼Dominate Person (9 days), ▼Satire
Malphene:Bless (8 min), ▲Haste (6 rd), ▼Satire
Yander Merkondus:Satire, ▼Hypnotic Stare (-3 Will)
Brawny Bodyguard (Yellow):Aura of Menace (-2 attack and AC)

Grappled:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

Satire:
A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –2 penalty on attack and damage rolls and a –2 penalty on saves against fear and charm effects as long as the bard continues performing. Satire is a language-dependent, mind-affecting ability that uses audible components.

Since Jack is dominated, just Trevor and Malphene go.


Round 2

Henrika destroys the Earl’s last mirror image, then with no more illusions to protect him, she finally lands a solid hit. He screams in pain. ”I am backed by the true emperor, Maxillar Pythareus! If you kill me, you will all hang when he ascends to the throne.”

Henrika hits Earl Merkondus twice. The first destroys the last mirror image and the second deals 32 damage.

Brawny Bodyguard Reflex DC 17: 1d20 + 5 ⇒ (20) + 5 = 25

Xallis greases the bodyguard’s weapon in an attempt to get her to drop it but she refuses to let go.

Brawny Bodyguard (Blue) passes the reflex save against the grease and is unaffected.

The hound archon smacks the grappling bodyguard in the back and bites into her shoulder but the woman does not let go of Malphene. She turns her head slightly. ”Back off beast! I’ll get to you.”

Hound archon hits Brawny Bodyguard (Yellow) twice for a total of 25 nonlethal damage.

Round 2
Initiative

13 – Icabhod (61/61 hp) (Flat-Footed)
11 – Henrika (84/75 hp)
02 – Xallis (67/67 hp)
02 – Hound Archon (51/51 hp)

Round 3
Initiative

32 – Tychus (65/65 hp)
20 – Earl Merkondus (39 damage)
20 – Malphene (50/50 hp/6 non-lethal) (Flat-Footed, Grappled)
19 – Trevor (34/63 hp)
19 – Falchion Jack (51/58 hp)
18 – Brawny Bodyguard (Yellow) (36 damage/31 nonlethal) (Grappling)
18 – Brawny Bodyguard (Blue)
13 – Icabhod (61/61 hp) (Flat-Footed)
11 – Henrika (84/75 hp)
02 – Xallis (67/67 hp)
02 – Hound Archon (51/51 hp)

Active Spells/Effects
Henrika:Falise Life (9 hp, 6 hr), ▲Bless (8 min), ▲Displacement (6 rd), ▲Haste (6 rd)
Icabhod:Bless (8 min), ▲Haste (7 rd), ▼Glorious Epic (Flat-Footed)
Trevor:Bless (8 min), ▲Haste (6 rd)
Tychus:Bless (8 min), ▲Divine Favor (+2, 8 rd), ▲Haste (6 rd)
Xallis:Mage Armor (6 hr), ▲Bless (8 min), ▲Haste (6 rd)
Navia:Bless (8 min), ▲Haste (8 rd), ▼Glorious Epic (Flat-Footed)
Jack:Bless (8 min), ▲Mesmeric Mirror (1 image, 8 min), ▲Bull’s Strength (3 min), ▲Haste (6 rd)
Malphene:Bless (8 min), ▲Haste (6 rd), ▼Glorious Epic (Flat-Footed)
Yander Merkondus:Glorious Epic, ▼Hypnotic Stare (-3 Will)
Brawny Bodyguard (Yellow):Aura of Menace (-2 attack and AC)

Flat-Footed:
A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.

Grappled:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

Icabhod and Tychus still go.


Round 2

Mirror Image vs. Henrika’s AoO: 1d3 ⇒ 3

Henrika’s AoO destroys another mirror image when Earl Merkondus stands. He has 1 image remaining.

Malphene hits the bodyguard over the head but she only succeeds in angering her. The bodyguard does not understand Celestial to know what Malphene is saying. But she turns her head and says, ”Why you little b@!$*! I’m going to punch the teeth right out of your face!”

Malphene hits Brawny Bodyguard (Yellow) for 6 non-lethal damage.

Brawny Bodyguard (Blue) Will DC 15: 1d20 + 7 ⇒ (8) + 7 = 15 Ah, so close. Poor luck.

The other bodyguard feels her body paralyzing but she flexes her muscles and rejects the mental intrusion. ”Did you just try to paralyze me?” she questions, looking directly at Trevor. ”You’re going to get a hammer to the head for that.”

Jack takes advantage of Icabhod’s aid and slashes the flanked bodyguard three times and finally brings her down.

Jack hits brawny bodyguard (red) three times for a total of 58 damage and kills her. (It took all 3 hits.) I moved Jack 5-ft. afterwards.

Brawny Bodyguard (Yellow) Grapple, aura of menace vs. Malphene’s CMD 19: 1d20 + 17 - 2 ⇒ (4) + 17 - 2 = 19
Non-lethal Damage: 1d3 + 4 ⇒ (2) + 4 = 6

The unarmed guard grabs onto Malphene and punches her in the mouth.

Brawny Bodyguard (Yellow) grappled Malphene and hits her for 6 non-lethal damage. The Brawny Bodyguard has Greater Grapple, which lets her make two grapple actions in one round with a single check. This round: grapple and harm.

Greater Grapple:
You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Brawny Bodyguard (Blue), power attack vs. Trevor’s AC 21: 1d20 + 16 - 3 ⇒ (14) + 16 - 3 = 27
Damage: 2d6 + 9 + 9 ⇒ (5, 6) + 9 + 9 = 29

Brawny Bodyguard (Blue), power attack vs. Trevor’s AC 21: 1d20 + 11 - 3 ⇒ (9) + 11 - 3 = 17
Damage: 2d6 + 9 + 9 ⇒ (3, 6) + 9 + 9 = 27

True to her word, the bodyguard that resisted the hold person takes a step towards Trevor and clobbers him in the head with her hammer. The silver lining is that the blow knocks Trevor out of reach of her backswing, sparing him from a second painful strike.

Brawny Bodyguard (Blue) hits Trevor once for 29 damage.

Round 2
Initiative

13 – Icabhod (61/61 hp) (Flat-Footed)
11 – Henrika (84/75 hp)
02 – Xallis (67/67 hp)
02 – Hound Archon (51/51 hp)

Round 3
Initiative

32 – Tychus (65/65 hp)
20 – Earl Merkondus (7 damage)
20 – Malphene (50/50 hp/6 non-lethal) (Flat-Footed, Grappled)
19 – Trevor (34/63 hp)
19 – Falchion Jack (51/58 hp)
18 – Brawny Bodyguard (Yellow) (36 damage/6 nonlethal) (Grappling)
18 – Brawny Bodyguard (Blue)
13 – Icabhod (61/61 hp) (Flat-Footed)
11 – Henrika (84/75 hp)
02 – Xallis (67/67 hp)
02 – Hound Archon (51/51 hp)

Active Spells/Effects
Henrika:Falise Life (9 hp, 6 hr), ▲Bless (8 min), ▲Displacement (7 rd), ▲Haste (7 rd)
Icabhod:Bless (8 min), ▲Haste (7 rd), ▼Glorious Epic (Flat-Footed)
Trevor:Bless (8 min), ▲Haste (6 rd)
Tychus:Bless (8 min), ▲Divine Favor (+2, 8 rd), ▲Haste (6 rd)
Xallis:Mage Armor (6 hr), ▲Bless (8 min), ▲Haste (7 rd)
Navia:Bless (8 min), ▲Haste (8 rd), ▼Glorious Epic (Flat-Footed)
Jack:Bless (8 min), ▲Mesmeric Mirror (1 image, 8 min), ▲Bull’s Strength (3 min), ▲Haste (6 rd)
Malphene:Bless (8 min), ▲Haste (6 rd), ▼Glorious Epic (Flat-Footed)
Yander Merkondus:Mirror Image (1 image) ▲Glorious Epic, ▼Hypnotic Stare (-3 Will)
Brawny Bodyguard (Yellow):Aura of Menace (-2 attack and AC)

Flat-Footed:
A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.

Grappled:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

Icabhod, Henrika, Xallis, and Tychus go.


Ok. A 16 is a pass. Henrika isn't stunned. Merkondus will still stand up. So Henrika can make an attack of opportunity on him.


Round 1

Icabhod gets into position and stabs the bodyguard in the back. The guard yelps and tries to turn her body so that her back isn’t facing either flanker.

Icabhod hits Brawny Bodyguard (Red) for 15 damage.

Henrika wrote:
She moves at half speed, using Acrobatics to tumble past without provoking. Then she tries to overrun Earl Merkondus to end up flanking him. (He doesn’t have a weapon drawn, does he? I guess I’ll risk the attack of opportunity.)

He does have a rapier drawn, but he’s not that good with it.

Brawny Bodyguard AoO, power attack vs. Henrika’s AC 20: 1d20 + 16 - 3 ⇒ (20) + 16 - 3 = 33
Displacement 50%: 1d100 ⇒ 1
Damage: 2d6 + 18 ⇒ (4, 4) + 18 = 26

Merkondus AoO vs. Henrika’s AC 20: 1d20 + 7 ⇒ (3) + 7 = 10
Displacement 50%: 1d100 ⇒ 46
Damage: 1d6 - 1 ⇒ (2) - 1 = 1

Merkondus Mirror Image: 1d4 ⇒ 4

Yander’s bodyguard swings her hammer at Henrika as she tries to sneak past. Her displacement saves her from a possibly deadly strike. Then she overruns the Earl, knocking him on his back, while he puts up a feeble defense. Henrika stabs at the man on the ground but chooses the wrong target, destroying only an illusion.

Henrika provokes attacks of opportunity from both Brawny Bodyguard (Red) and Earl Merkondus. Both miss. Henrika’s overrun succeeds by 5+ and she knocks Earl Merkondus prone. Her attack would hit but destroys a mirror image. He has 2 images remaining.

”I won’t surrender to the likes of you!” the Earl spits from the ground.

Aura of Menace Will DC 16
Brawny Bodyguard (Yellow): 1d20 + 7 ⇒ (8) + 7 = 15
Brawny Bodyguard (Blue): 1d20 + 7 ⇒ (10) + 7 = 17

Bodyguard (yellow) fails against the aura of menace.. Bodyguard (blue) passes.

Xallis’ hound archon suddenly appears behind the bodyguard near Malphene. It strikes once, cutting a deep gash, then thanks to its aura of menace cowing the enemy, he manages to get in a second strike. When the archon comes in for a bite, the bodyguard finally gets up her defense and grabs the hound by the throat to keep its maw from her flesh.

Hound Archon hits Brawny Bodyguard (Yellow) twice for a total of 36 damage.

Round 2

Lastly, Tychus takes an aimed shot at the left bodyguard. The bodyguard takes the hit but lives up to her brawny nature and keeps on fighting.

Tychus hits Brawny Bodyguard (Red) for 23 damage.

Merkondus Concentration Cast Defensively DC 19: 1d20 + 14 ⇒ (20) + 14 = 34

Sonic Damage: 1d8 ⇒ 7

Henrika Fort: 1d20 + 7 ⇒ (7) + 7 = 14
Jack Fort: 1d20 + 8 ⇒ (8) + 8 = 16
Merkondus Fort, well-versed: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24

Spellcraft DC 17:
Sound Burst

Despite his embarrassing position, Earl Merkondus maintains his epic tale. He weaves in a flourish that results in an ear-piercing burst of sound. Henrika can’t stand the sonic attack and clasps her ears, dropping her weapon in the process, and wobbles temporarily stunned. Jack grits his teeth as blood drips from his ears but maintains his autonomy. The Earl is also caught in his own attack but is resistant to sonic abilities. With at least one opponent disabled, he stands back up and steps out of flanking.

Henrika, Jack, and Merkondus each take 7 sonic damage from his spell. Henrika is also stunned for 1 round. Jack and Merkondus passed the Fortitude save. Since Henrika is stunned and Jack took and attack of opportunity on the bodyguard, Merkondus can stand up without provoking another attack. Then he 5-ft. steps.

Round 2
Initiative

32 – Tychus (65/65 hp)
20 – Earl Merkondus (7 damage)
20 – Malphene (50/50 hp) (Flat-Footed)
19 – Trevor (63/63 hp)
19 – Falchion Jack (51/58 hp)
18 – Brawny Bodyguard (Red) (51 damage)
18 – Brawny Bodyguard (Yellow) (36 damage)
18 – Brawny Bodyguard (Blue)
13 – Icabhod (61/61 hp) (Flat-Footed)
11 – Henrika (84/75 hp) (Stunned 1 rd)
02 – Xallis (67/67 hp)
02 – Hound Archon (51/51 hp)

Active Spells/Effects
Henrika:Falise Life (9 hp, 6 hr), ▲Bless (8 min), ▲Displacement (7 rd), ▲Haste (7 rd)
Icabhod:Bless (8 min), ▲Haste (7 rd), ▼Glorious Epic (Flat-Footed)
Trevor:Bless (8 min), ▲Haste (7 rd)
Tychus:Bless (8 min), ▲Divine Favor (+2, 8 rd), ▲Haste (6 rd)
Xallis:Mage Armor (6 hr), ▲Bless (8 min), ▲Haste (7 rd)
Navia:Bless (8 min), ▲Haste (8 rd), ▼Glorious Epic (Flat-Footed)
Jack:Bless (8 min), ▲Mesmeric Mirror (1 image, 8 min), ▲Bull’s Strength (3 min), ▲Haste (7 rd)
Malphene:Bless (8 min), ▲Haste (7 rd), ▼Glorious Epic (Flat-Footed)
Yander Merkondus:Mirror Image (2 image) ▲Glorious Epic, ▼Hypnotic Stare (-3 Will)
Brawny Bodyguard (Yellow):Aura of Menace (-2 attack and AC)

Flat-Footed:
A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.

Stunned:
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).
Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Malphen, Trevor, and Jack are next.


To Navia's defense, sometimes I specifically target her because she can't die. So in some ways, she becomes the punching bag to save a PC.


Round 1

The bodyguards are armed with heavy earthbreaker hammers. Malphene manages to wrench the weapon from the other large woman’s hands to the woman’s surprise. The crashes to the floor and shatters the floorboard underneath it.

Malphene disarms Brawny Bodyguard (Yellow).

Jack wrote:
He doesn’t have Improved Overrun so this provokes, but he gets a +2 bonus to his AC vs provoked maneuvers.

Yes, they would, but they are still flat-footed until their first turn, so they don’t get an AoO this time.

Mirror Image: 1d5 ⇒ 4

Jack bowls over the guard standing in his way, knocking her prone. Then he grabs at the Earl’s cloak and yanks it over his face, but it turns out to be an illusion, and the real Earl still stands unharmed with a smirk on his face.

Jack’s overrun maneuver exceeded the brawny bodyguard’s CMD by more than 5, so he moves through her space and knocks her prone. Jack’s dirty trick would have succeeded but missed because of mirror image. Jack destroys one of the mirror images instead. Yander has 3 images remaining. Even though Jack failed this time, I can see Yander’s low CMD is going to be the death of him.

Jack AoO, bull’s strength, bless, haste: 1d20 + 10 + 2 + 1 + 1 ⇒ (20) + 10 + 2 + 1 + 1 = 34
Crit Confirmation: 1d20 + 10 + 2 + 1 + 1 ⇒ (3) + 10 + 2 + 1 + 1 = 17
Damage, bull’s strength: 2d4 + 5 + 3 ⇒ (4, 1) + 5 + 3 = 13

Brawny Bodyguard (Red) Earthbreaker, power attack, vital strike vs. Jack’s AC 24: 1d20 + 13 ⇒ (14) + 13 = 27
Mesmeric Mirror: 1d3 ⇒ 2
Damage: 4d6 + 18 ⇒ (4, 2, 4, 3) + 18 = 31

The woman Jack knocked over, groans and stands back up. Jack cuts her once while she is getting up. Then the woman raises her hammer over her head and brings it down in a single deadly slam, aiming to crush Jack’s skull, but at the last second, Henrika’s mesmeric mirror trick takes effect and an illusion of Jack is destroyed instead. The hammer crashes through the illusion and smashes into the floor, throwing up splinters with a thundering SMASH.

Brawny Bodyguard (Red) provokes from Jack for standing up. Jack hits her for 13 damage. The bodyguard attacks Jack, but destroys a mirror image instead of damaging Jack. Jack has 1 image remaining.

Brawny Bodyguard (Yellow) Grapple vs. Malphene’s FF CMD 19: 1d20 + 17 ⇒ (1) + 17 = 18

The unarmed bodyguard, rather than going for her weapon, reaches out barehanded to attempt to grab Malphene, but she stumbles over her hammer on the floor and fumbles the attempt.

Brawny Bodyguard (Yellow) tries to grapple Malphene and fails. The bodyguard has Improved Grapple and does not provoke from this attempt.

The third bodyguard takes a step forward to block off the path to the right. She sees Navia within her reach and swings her hammer at her.

Brawny Bodyguard (Blue) Earthbreaker, power attack vs. Navia’s FF AC 18: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 2d6 + 18 ⇒ (6, 3) + 18 = 27

Brawny Bodyguard (Blue) Earthbreaker, power attack vs. Navia’s FF AC 18: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 2d6 + 18 ⇒ (6, 6) + 18 = 30

With two hits, Navia gets obliterated. When her body hits the ground, it is barely recognizable. She calls out. ”Hey boss. You got nothing to worry about. These guys ain’t so tough.”

Brawny Bodyguard (Blue) hits Navia twice for a total of 57 damage. That puts Navia at -18 hp, which makes her dead (for now).

Round 1
Initiative

13 – Icabhod (61/61 hp) (Flat-Footed)
11 – Henrika (91/75 hp)
02 – Xallis (67/67 hp)
02 – Navia (-18/39 hp) (Dead)

Round 2
Initiative

32 – Tychus (65/65 hp)
20 – Earl Merkondus
20 – Malphene (50/50 hp) (Flat-Footed)
19 – Trevor (63/63 hp)
19 – Falchion Jack (58/58 hp)
18 – Brawny Bodyguard (Red) (13 damage)
18 – Brawny Bodyguard (Yellow)
18 – Brawny Bodyguard (Blue)
13 – Icabhod (61/61 hp) (Flat-Footed)
11 – Henrika (91/75 hp)
02 – Xallis (67/67 hp)
02 – Navia (-18/39 hp) (Dead)

Active Spells/Effects
Henrika:Falise Life (16 hp, 6 hr), ▲Bless (8 min), ▲Displacement (8 rd), ▲Haste (8 rd)
Icabhod:Bless (8 min), ▲Haste (8 rd), ▼Glorious Epic (Flat-Footed)
Trevor:Bless (8 min), ▲Haste (7 rd)
Tychus:Bless (8 min), ▲Divine Favor (+2, 9 rd), ▲Haste (7 rd)
Xallis:Mage Armor (6 hr), ▲Bless (8 min), ▲Haste (8 rd)
Navia:Bless (8 min), ▲Haste (8 rd), ▼Glorious Epic (Flat-Footed)
Jack:Bless (8 min), ▲Mesmeric Mirror (1 image, 8 min), ▲Bull’s Strength (3 min), ▲Haste (7 rd)
Malphene:Bless (8 min), ▲Haste (7 rd), ▼Glorious Epic (Flat-Footed)
Yander Merkondus:Mirror Image (3 image) ▲Glorious Epic

Flat-Footed:
A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.

Icabhod, Henrika, Xallis, and Tychus are next.


Round 1

Tychus wrote:
Ranged Steal Re-Roll: 1d20 + 19 ⇒ (2) + 19 = 21

A 21 is a success!

Tychus shoots the bag out of Yander’s hand and papers go flying in every direction. ”Shelyn’s tits!” the Earl shouts.

Then the Earl begins weaving a captivating epic tale of his own achievements.

Will Saves
Henrika: 1d20 + 12 ⇒ (18) + 12 = 30
Icabhod: 1d20 + 10 ⇒ (3) + 10 = 13
Trevor: 1d20 + 11 ⇒ (15) + 11 = 26
Tychus: 1d20 + 9 ⇒ (18) + 9 = 27
Xallis: 1d20 + 8 ⇒ (13) + 8 = 21
Navia: 1d20 + 5 ⇒ (11) + 5 = 16
Jack: 1d20 + 6 ⇒ (17) + 6 = 23
Malphene: 1d20 + 2 ⇒ (9) + 2 = 11

Icabhod, Malphene, and Navia are engrossed and are flat-footed as long as Yander Merkondus maintains the bardic performance.

Mirror Image: 1d4 + 3 ⇒ (1) + 3 = 4

He then follows up with a spell creating four illusory copies of himself within close proximity.

Round 1
Initiative

32 – Tychus (65/65 hp)
20 – Earl Merkondus
20 – Malphene (50/50 hp) (Flat-Footed)
19 – Trevor (63/63 hp)
19 – Falchion Jack (58/58 hp)
18 – Brawny Bodyguard (Red)
18 – Brawny Bodyguard (Yellow)
18 – Brawny Bodyguard (Blue)
13 – Icabhod (61/61 hp) (Flat-Footed)
11 – Henrika (91/75 hp)
02 – Xallis (67/67 hp)
02 – Navia (39/39 hp) (Flat-Footed)

Active Spells/Effects
Henrika:Falise Life (16 hp, 6 hr), ▲Displacement (8 rd), ▲Haste (8 rd)
Icabhod:Haste (8 rd), ▼Glorious Epic (Flat-Footed)
Trevor:Haste (8 rd)
Tychus:Divine Favor (+2, 10 rd), ▲Haste (8 rd)
Xallis:Mage Armor (6 hr), ▲Haste (8 rd)
Navia:Haste (8 rd), ▼Glorious Epic (Flat-Footed)
Jack:Bull’s Strength (3 min), ▲Haste (8 rd)
Malphene:Haste (8 rd), ▼Glorious Epic (Flat-Footed)
Yander Merkondus:Mirror Image (4 image) ▲Glorious Epic

Malphene, Trevor, and Jack go next.


You all make it through the crowd without any trouble. At the entrance to the Gilded Baldachin, Icabhod gets into an arguing match with the doorman but then Henrika manages to smooth things over and earn the group access. The guard informs you that the Earl is in the penthouse at the top floor.

You rush upstairs and kick down the door. Inside, three burly female bodyguards watch over Earl Merkondus as he hastily stuffs documents into his bag. When he sees you enter, he turns and screams, ”You just don’t know when to give up! I won’t let you capture me quietly. I’ll kill you if I have to!”

Gilded Baldachin Map

Okay, so I had to find a map for this encounter. The room I found is more sci-fi but I thought it looked cool, so just ignore the television and such. I drew red lines to show walls/barriers.

Initiative:

Henrika: 1d20 + 7 ⇒ (4) + 7 = 11
Icabhod: 1d20 + 6 ⇒ (7) + 6 = 13
Trevor: 1d20 ⇒ 19
Tychus: 1d20 + 12 ⇒ (20) + 12 = 32
Xallis: 1d20 + 1 ⇒ (1) + 1 = 2
Falchion Jack: 1d20 ⇒ 19
Malphene: 1d20 ⇒ 20
Earl Merkondus: 1d20 + 2 ⇒ (18) + 2 = 20
Brawny Bodyguards: 1d20 + 1 ⇒ (17) + 1 = 18

Round 1
Initiative

32 – Tychus (65/65 hp)
20 – Earl Merkondus
20 – Malphene (50/50 hp)
19 – Trevor (63/63 hp)
19 – Falchion Jack (58/58 hp)
18 – Brawny Bodyguard (Red)
18 – Brawny Bodyguard (Yellow)
18 – Brawny Bodyguard (Blue)
13 – Icabhod (61/61 hp)
11 – Henrika (75/75 hp)
02 – Xallis (67/67 hp)
02 – Navia (39/39 hp)

Tychus starts.

As for active spells, you didn’t have to time cast buff spells while running through the crowd, but if you had any long-term spells like mage armor, you can have those going, and you all can cast one spell before breaking into the room. Just let me know what you want to have cast and I’ll add it on.


Xallis wrote:

diplomacy: 1d20 + 19 ⇒ (1) + 19 = 20

hero point: 1d20 + 19 ⇒ (1) + 19 = 20

It's okay. The Baron will still listen to you.

Baron Kustious looks over the documents and looks aghast. ”To think that an envoy under our hospitality would have the gall to use such underhanded and criminal tactics.” He points at Earl Merkondus and shouts. ”Arrest that man!”

”And I would have gotten away with it too, if it weren’t for these meddling adventurers. But you won’t catch me so easily!” replies Earl Merkondus. And with a puff of gray smoke, the Earl vanishes.

Lord Rudig Autun says, ”He couldn’t have gotten far. Go after him.” Lord Autun practically shoves you off the stage. ”He’s not going to leave town without his belongings. He must be returning to his inn.”

To Chase Earl Merkondus, you need to complete three steps.

1: Learn Yander’s Destination
Because you had agents watching him, you know he is staying at an upscale inn called the Gilden Baldachin. You don’t need to make any checks for this.

2: Race Through Yanmass
Because of the ceremony, the streets between the Commerce Hall and the inn are very crowded. The PCs must each succeed at a DC 14 Escape Artist check or DC 19 Acrobatics or combat maneuver check to move through the crowds. Because you saved the Chief Enumerator Palliettor from the assassins, acolytes of Abadar among the crowds recognize you and assist by parting portions of the crowd, reducing the DCs. (The DCs above are the reduced DCs).

If all the PCs fail, that counts as a failure in catching Yander. If at least one PC succeeds, the PCs who failed simply arrive at the confrontation with Yander 1 round after its start.

3: Enter the Gilded Baldachin
Although the Gilded Baldachin eschews conventional guards and bouncers as too pedestrian, its owners pay for discreet security services to intercept the “wrong sort” of potential patrons before they even get to the door, and this includes you.

You must succeed at a DC 15 Bluff, Diplomacy, or Intimidate check encourages the security to stand aside instead of delaying you. Certain allies you have made in Yanmass have spread word of you to these lookouts, easing your passage.

Sparing Argentus’ life at Savories, befriended Lietenant Gallidnra Jonrek on Hedge Hill, and rescuing Erdmond Navin from Sanguine Brothers each lowered the DCs by 5 for a total of 15 less. (The DCs above are the reduced DCs).

Only one PC needs to succeed on step 3 and you can retry this check (or have other PCs try), but each failed check counts as a failure in catching Yander.

If you accumulate 3 or more failures, Yander escapes.

If you succeed at Entering the Gilded Baldachin, I’ll move you to a confrontation with Earl Merkondus.


You make sure the Navins get out safely. Then you decide that you aren’t in any condition to address the Mercantile Council at the moment. Many of you are covered in blood or slime or who knows what else. So you return to your inn to rest, bathe and get clean clothes and will go to the council tomorrow.

Lamashan 5, 4718 (Fireday) (Yanmass, Taldor)

With the pairakas dealt with you can finally sleep soundly without worrying about horrible nightmares during the night. Four of you contracted diseases from the pairakas. Trevor can memorize four castings of remove disease in the morning to try to remove the disease before anyone suffers any harmful effects from it.

Trevor’s Caster Level Checks DC 17
Xallis: 1d20 + 8 ⇒ (13) + 8 = 21
Navia: 1d20 + 8 ⇒ (13) + 8 = 21
Jack: 1d20 + 8 ⇒ (3) + 8 = 11
Malphene: 1d20 + 8 ⇒ (18) + 8 = 26

Trevor succeeds at removing the disease from Xallis, Navia, and Malphene, but Jack’s disease persists. Since Jack is still infected he takes an antiplague to help resist the disease on his own. Trevor can help treat disease to give Jack a bonus to the save as well or Trevor can try another remove disease at that time too.

Trevor Treat Disease DC 17: 1d20 + 13 ⇒ (16) + 13 = 29

Jack Fort Save DC 17: 1d20 + 8 + 4 ⇒ (15) + 8 + 4 = 27
Jack Fort Save DC 17: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19

Jack resists the effects of the disease for now, but this particular disease, bubonic plague, requires two consecutive saves to be fully cured. He’ll have to make another save the next day.

While you are finishing getting ready, Sir Meir Dratavis, knocks on your door. He says, ”I just received word that Rhundil Navin spoke with the Council ahead of you and that a public event has been set up in the square outside Commerce Hall to congratulate you. Make sure you wear something nice.”

When you arrive, you find that a stage is set up and the council members stand upon it with a crowd of Yanmass citizens gathered in the square to observe the event. You also spot someone new amongst the council members, an elderly man who seems haggard but regal. Sir Dravatis who accompanies you says, ”That’s Baron Kustios. This is his first appearance in weeks since becoming ill from the pairaka’s nightmares.”

The Council makes a show of calling you up to the stage and announcing that you’ve ended the plague of nightmares by rooting out their source and eliminating the pairaka threat. The crowd cheers wildly at the announcement. Then Baron Kustious personally thanks each one of you and presents each of you with a signet ring bearing his personal seal. No mere trinkets of favor, these rings are rings of protection +2. Near the end of the event, the councilmember, Rhundle Navin, thanks you for rescuing him in front of the entire Mercantile Council. Then he privately whispers that he will endeavor to ignite Loyalist sympathies on the Mercantile Council on your behalf.

You spot Earl Merkondus among the crowd, looking none too pleased. Now is your opportunity to accuse him of being the mastermind behind these events.

I’ll let those who had cohorts also receive a ring for their cohorts, but to make up for those who don’t have a cohort, they will receive an extra 8,000 gp each so that every receives an even amount. (I also see Henrika already has a +2 ring, so she can get the extra gold too.)

So Trevor/Malphene, and Xallis/Navia/Julania each receives two rings of protection +2. Henrika, Icabhod and Tychus receive one ring of protection +2 and 8,000 gp each.


You search the upstairs room. The furniture in this room isn’t particularly valuable, but there are eight gold medallions sewn onto the divan’s upholstery. Icabhod appraises them as worth 400 gold in total.

On the desk, there is a stack of books. The books on the desk are shockingly explicit erotic novels, but the papers mixed in with them are far more interesting: correspondence from Earl Yander Merkondus to unnamed recipients, in which he identifies himself as the “Gray Kingmaker” several times. The correspondence doesn’t include anything incriminating but it’s damning in connection with the materials in Jaliessa’s chambers at Tallgrasses. The combined documents implicate him as the man behind both schemes: the plague of nightmares and the cavalry’s defection. You have enough evidence now to accuse Earl Merkondus of these crimes and have him arrested.

Searching the lower level, you determine that the rugs in this room are colorful but not particularly valuable; many bear bloodstains and the pervasive odor of rotten meat, and so cannot be sold for any significant value. However, you find a hidden trap door underneath one of the rugs. The crawl space below contains an elegant silver vase adorned with images of foxes worth 120 gp, a chalcedony beetle worth 150 gp, a gold drinking stein set with emeralds worth 1,450 gp, and 34 pp.

Since Soraya escaped alive, Rhundle is still charmed. But you use a dispel magic to remove the effect before reviving him.

When revived, Rhundil falls to his knees and pleads. ”I am so sorry. I was not in my right mind. I meant you no harm. Please forgive me. I am a member of the Mercantile Council. All I want is to be reunited with my son and to get out of this place. My son, Erdmond, tried to escape. I don’t know if he did. Have you seen him?”

”You have my gratitude. Please, take my magical gear. It is the least I can do. I insist. And I will see to it that the Council is made aware of your deeds as well.”

Rhundle gives you a +1 silver dagger, bracers of armor +2, a cloak of resistance +2, and a periapt of health.

He says, ”I suspect the pairaka wasn’t aware of my periapt’s properties. She spent many hours tried to inflict me with disease to no avail. Yet it seemed she enjoyed tormenting me with her touch all the same."

When reunited with his son, the two embrace and weep with joy.

I suspect you’ll want to go to the Council from here. But if you have another idea, that’s fine too.

Trevor wrote:
"Let us make damn sure this butchery is clean of outsiders, so we can safely take our injured Abadaran friend downstairs back to get proper treatment."

The butchery is clear.


Round 2

Henrika hits the pairaka with one powerful strike.

Henrika hits Soraya for 34 damage.

Jack then also hits the pairaka two more times. The pairaka staggers and looks badly wounded after the assault.

Jack hits Soraya twice. The first hit is a critical hit. He does a total of 39 damage after DR.

Henrika AoO vs. Doru (Red): 1d20 + 15 + 1 - 2 ⇒ (2) + 15 + 1 - 2 = 16
Damage: 1d8 + 10 + 2 + 6 ⇒ (6) + 10 + 2 + 6 = 24

Doru Bite vs. Henrika’s AC 22: 1d20 + 9 ⇒ (2) + 9 = 11
Mirror Image: 1d6 ⇒ 1
Damage: 1d4 - 1 ⇒ (3) - 1 = 2

Navia AoO vs. Doru (Blue): 1d20 + 12 - 2 ⇒ (14) + 12 - 2 = 24
Damage: 1d4 + 6 + 4 ⇒ (2) + 6 + 4 = 12

Doru Bite vs. Navia’s AC 24: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d4 - 1 ⇒ (4) - 1 = 3
Navia Fort save: 1d20 + 6 ⇒ (11) + 6 = 17

Soraya directs the summoned dorus to attack Henrika and Navia. Henrika bats the doru attacking her away so it can’t bite her. Navia swipes at the doru moving towards her. She hits it but no enough to deflect its trajectory. It bites Navia’s arm and she feels venom entering her veins but fortunately her body resists.

Doru (Red) enters Henrika’s space. Henrika’s AoO misses Doru (Red). Doru (Red) bites at Henrika and misses. Doru (Blue) enters Navia’s space. Navia’s AoO hits Doru (Blue) for 2 damage after DR. Doru (Blue) bites Navia for 3 damage. The bite inflicts poison but Navia succeeds on the save and is not poisoned.

Malphene AoO vs. Soraya: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Icabhod AoO vs. Soraya: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Then Soraya takes a step away from Henrika and Jack and casts a spell. ”F$&# this. I’m out of here. Send Merkondus my regards. Don’t bother coming after me. I’m leaving Yanmass for good.” Malphene and Icahbod swing swords at her but are unable to stop her. A dimension door opens and she vanishes somewhere outside the building. With no windows, you can’t tell where she ended up. Regardless, she’ll be long gone before you can exit the building to search for her.

Without their master, the summoned dorus pose very little threat. You easily dispatch them without suffering any further harm.

Combat over.

Follow up post coming separately. You don’t really need to bother with any healing, you’ve clearing the Sanguine Brothers Fine Meats and there won’t be any more combat this day.


Round 2

Henrika smacks Rhundil with the flat of her blade and the old man falls unconscious, out of the fight.

Henrika hits Rhundil with an attack of opportunity for 33 non-lethal damage, which knocks him out unconscious. He’s alive, but I’ll take his token off the map to free up some room. Soraya isn’t going to wake him.

With Rhundil down, Tychus makes it into the corner and pelts Soraya with a bolt. The bolt injures her but only minorly, so her focus remains on Jack.

Tychus hits Soraya for 5 damage after DR.

Round 2
Initiative

23 – Henrika (75/75 hp)
20 – Falchion Jack (42/58 hp)
17 – Trevor (53/63 hp)
15 – Tychus(59/65 hp)
13 – Soraya (5 damage)
13 – Doru (Red)
13 – Doru (Blue)
12 – Icabhod (51/61 hp)
10 – Malphene (29/50 hp)
05 – Xallis (63/67 hp)
05 –Navia (33/39 hp)
04 – Rhundil (33 non-lethal) (Unconscious)

Active Spells/Effects
Henrika:Barkskin (+3, 70 min), ▲Heightened Awareness (70 min), ▲Message (70 min), ▲See Invisibility (70 min), ▲Remove Fear (70 min) ▲Hermean Potential (1 rolls, 8 min), ▲Mirror Image (5 images, 8 min), ▲Bull’s Strength (3 min)
Icabhod:Barkskin (+3, 70 min), ▲Heroism (70 min), ▲Shield (8 min), ▲ Displacement (3 rd)
Trevor:Spiritual Ally (4 rd)
Tychus: None
Xallis:Mage Armor (1 hr)
Navia:Mage Armor (1 hr), ▼1 Dex Damage
Jack:Remove Fear (70 min), ▲Mesmeric Mirror (1 image, 8 min), ▲Bull’s Strength (3 min), ▲Protection from Evil (5 rd)
Malphene:Remove Fear (70 min)
Rhundil:Hypnotic Stare (-3 Will)

I’ll give Henrika and Jack a little time to take their turn since they were waiting for me. Either way, I’ll post again this afternoon to keep moving.


Round 1

Doru (Blue) AoO vs. Icabhod’s AC 26: 1d20 + 9 ⇒ (13) + 9 = 22
Displacement 50%: 1d100 ⇒ 39
Damage: 1d4 - 1 ⇒ (4) - 1 = 3

Doru (Red) AoO vs. Icabhod’s AC 26: 1d20 + 9 ⇒ (6) + 9 = 15
Displacement 50%: 1d100 ⇒ 73
Damage: 1d4 - 1 ⇒ (1) - 1 = 0

Soraya AoO vs. Icabhod’s AC 26: 1d20 + 16 ⇒ (19) + 16 = 35
Displacement 50%: 1d100 ⇒ 8
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Icabhod runs up the stairs and past all the enemies, drawing their attacks and making it safe for Malphene to follow.

Both dorus and Soyaya’s attacks of opportunity on Icabhod miss. Malphene then can move past them without provoking any. I didn’t know exactly where either of you wanted to go so I picked spots that I thought would be helpful.

Lightbolt Reflex Saves DC 13
Wasp Swarm #1: 1d20 + 3 ⇒ (16) + 3 = 19
Wasp Swarm #3: 1d20 + 3 ⇒ (13) + 3 = 16
Wasp Swarm #4: 1d20 + 3 ⇒ (12) + 3 = 15

Xallis shoots a lightning bolt through the swarms. The swarms thin but don’t vanish.

Three of the swarms takes 12 damage each. (Half 17 is 8, then x1.5 = 12)

Navia Fort vs. Poison: 1d20 + 6 ⇒ (18) + 6 = 24

Navia swipes at a doru but it is nimble and dodges out of the way.

Navia misses Doru (Blue). Navia saves against the poison, ending the effect.

Rhundil, still charmed, grabs for his knife and stands back up.

Move action to pick up weapon. Move action to stand up. This provokes from Jack, Henrika, and Navia. But I don’t know if you want to take one, so I’ll let you decide and roll if you want to.

Round 2
Initiative

23 – Henrika (75/75 hp)
20 – Falchion Jack (42/58 hp)
17 – Trevor (53/63 hp)
15 – Tychus (59/65 hp)
13 – Soraya
13 – Doru (Red)
13 – Doru (Blue)
12 – Icabhod (51/61 hp)
10 – Malphene (29/50 hp)
05 – Xallis (63/67 hp)
05 – Navia (33/39 hp)
04 – Rhundil

Active Spells/Effects
Henrika:Barkskin (+3, 70 min), ▲Heightened Awareness (70 min), ▲Message (70 min), ▲See Invisibility (70 min), ▲Remove Fear (70 min) ▲Hermean Potential (1 rolls, 8 min), ▲Mirror Image (5 images, 8 min), ▲Bull’s Strength (3 min)
Icabhod:Barkskin (+3, 70 min), ▲Heroism (70 min), ▲Shield (8 min), ▲ Displacement (3 rd)
Trevor:Spiritual Ally (5 rd)
Tychus: None
Xallis:Mage Armor (1 hr)
Navia:Mage Armor (1 hr), ▼1 Dex Damage
Jack:Remove Fear (70 min), ▲Mesmeric Mirror (1 image, 8 min), ▲Bull’s Strength (3 min), ▲Protection from Evil (5 rd)
Malphene:Remove Fear (70 min)
Rhundil:Hypnotic Stare (-3 Will)

Henrika, Jack, Trevor, and Tychus are next.


Round 1

Rhundil Will DC 11, hypnotic stare: 1d20 + 9 - 3 ⇒ (20) + 9 - 3 = 26

Rhundil resists the color spray but he can’t resist the strength of a half-orc wrenching the dagger out of his hand.

Rhundil passes the save against color spray. FYI, his HD is greater than 5. Jack acrobatics past Rhundil and successfully disarms him.

Trevor heals himself for 15 hp. I moved you straight to the next tower, so Trevor still has a few more rounds with the spiritual ally if he wants to use it.

Tychus – Trip vs. Rhundil: 1d20 + 8 ⇒ (19) + 8 = 27

Tychus gets out of the swarm and sweeps Rhundil's feet out from under him and he falls prone on the stairs.

Tychus trips Rhundil. Since Rhundil was disarmed, he doesn't provoke.

Soraya looks at the old man in disgust. ”Useless old fool.” Then seeing Jack in his red-stained tunic, leaps over the couch and claws at him with rage.

Soraya – Claw vs. Jack’s AC 24: 1d20 + 16 ⇒ (14) + 16 = 30
Mirror Image: 1d3 ⇒ 3
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Soraya – Claw vs. Jack’s AC 24: 1d20 + 16 ⇒ (19) + 16 = 35
Mirror Image: 1d2 ⇒ 1
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Soraya takes a 5-ft. step and destroys one of Jack’s images and hits Jack once for 10 damage. He is already diseased (from the first pairaka you fought) so he doesn’t need to make another Fort save. Since the dorus were summoned by Soraya, they’ll go on her initiative.

Jack AoO vs. Doru (Red): 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Damage: 2d4 + 5 + 2 ⇒ (2, 1) + 5 + 2 = 10

The first doru flies at Jack to bite him. Jack smacks the floating head with his sword but the enemy is unharmed. Then before the doru can bite Jack, it is stopped by an invisible barrier. It gnashes at Jack, about a foot from his face, but can’t get any closer.

The doru is size tiny so it needs to enter Jack’s space. Jack hits doru (red) with an attack of opportunity but does no damage after DR. Because Jack has protection from evil, the doru cannot hit Jack.

Doru (Blue) Bite vs. Tychus’ AC 26: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d4 - 1 ⇒ (4) - 1 = 3

The second doru flies over the railing of the stairs and bites at Tychus, however Tychus easier dodges.

Doru (Blue) misses Tychus.

Round 1
Initiative

23 – Henrika (75/75 hp)
20 – Falchion Jack (42/58 hp)
17 – Trevor (53/63 hp)
15 – Tychus (59/65 hp)
13 – Soraya
13 – Doru (Red)
13 – Doru (Blue)
12 – Icabhod (51/61 hp)
10 – Malphene (29/50 hp)
05 – Xallis (63/67 hp)
05 – Navia (33/39 hp) (Poisoned 3 rd)
04 – Rhundil (Disarmed, Prone)

Active Spells/Effects
Henrika:Barkskin (+3, 70 min), ▲Heightened Awareness (70 min), ▲Message (70 min), ▲See Invisibility (70 min), ▲Remove Fear (70 min) ▲Hermean Potential (1 rolls, 8 min), ▲Mirror Image (5 images, 8 min), ▲Bull’s Strength (3 min)
Icabhod:Barkskin (+3, 70 min), ▲Heroism (70 min), ▲Shield (8 min), ▲ Displacement (4 rd)
Trevor:Spiritual Ally (5 rd)
Tychus: None
Xallis:Mage Armor (1 hr)
Navia:Mage Armor (1 hr), ▼1 Dex Damage
Jack:Remove Fear (70 min), ▲Mesmeric Mirror (1 image, 8 min), ▲Bull’s Strength (3 min), ▲Protection from Evil (5 rd)
Malphene:Remove Fear (70 min)
Rhundil:Hypnotic Stare (-3 Will)

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.

Icabhod, Malphene, and Xallis go.

Since the dorus are size Tiny, you can move through their squares. And since Rhundil is prone, you can step over him, if you want to.


The door to the lower east tower is also unlocked.

A few steep steps lead down into the room. Several elaborate rugs of Keleshite design adorn the floors here, with additional rugs hanging from pegs driven into the brick walls. A stone staircase ascends to the northeast.

With no enemies on the lower level, you move towards the staircase. As you do so, you set off a trap! A rug at the bottom of the stairs, decorated with hundreds of tiny, stylized wasps activates and thousands of wasps immediately appear from the rug and fill the room with buzzing, stinging insects.

Without a character with the trapfinder ability, there was no way to detect this trap. The trap was protected by a magic aura spell so that even if you used detect magic or such, it would not detect as magic either. The effect is another insect plague like the pairakas cast. Everyone is caught in the area.

Henrika
Damage: 2d6 ⇒ (2, 2) = 4
Poison Fort Save: 1d20 + 7 ⇒ (15) + 7 = 22
Hermean Potential: 1d20 + 7 ⇒ (14) + 7 = 21
Herinka is immune to distraction.

Icabhod
Damage: 2d6 ⇒ (4, 6) = 10
Poison Fort Save, poison resistance, heroism: 1d20 + 6 + 6 + 2 ⇒ (9) + 6 + 6 + 2 = 23
Distraction Fort Save, heroism: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26

Trevor
Damage: 2d6 ⇒ (5, 1) = 6
Poison Fort Save: 1d20 + 9 ⇒ (8) + 9 = 17
Distraction Fort Save: 1d20 + 9 ⇒ (10) + 9 = 19

Tychus
Damage: 2d6 ⇒ (3, 3) = 6
Poison Fort Save: 1d20 + 10 ⇒ (11) + 10 = 21
Distraction Fort Save: 1d20 + 10 ⇒ (6) + 10 = 16

Xallis
Damage: 2d6 ⇒ (3, 1) = 4
Poison Fort Save: 1d20 + 6 ⇒ (16) + 6 = 22
Distraction Fort Save: 1d20 + 6 ⇒ (14) + 6 = 20

Navia
Damage: 2d6 ⇒ (2, 3) = 5
Poison Fort Save: 1d20 + 6 ⇒ (1) + 6 = 7
Distraction Fort Save: 1d20 + 6 ⇒ (7) + 6 = 13

Jack
Damage: 2d6 ⇒ (3, 3) = 6
Poison Fort Save: 1d20 + 8 ⇒ (14) + 8 = 22
Distraction Fort Save: 1d20 + 8 ⇒ (12) + 8 = 20

Malphene
Damage: 2d6 ⇒ (6, 3) = 9
Poison Fort Save: 1d20 + 7 ⇒ (17) + 7 = 24
Distraction Fort Save: 1d20 + 7 ⇒ (11) + 7 = 18

Henrika takes 4 damage, Icabhod takes 10 damage, Trevor takes 6 damage, Tychus takes 6 damage, Xallis takes 4 damage, Navia takes 5 damage, Jack takes 6 damage, and Malphene takes 9 damage. Everyone passed all their saves except for Navia failing against the poison. Navia is poisoned and takes 1 Dex damage. No one is nauseated.

You’re not sure if the pairaka was aware of your presence before but she certainly is now.

If you go upstairs:
An overstuffed divan and ottoman squat near the top of the stone stairs descending from this room in the northeast corner. Several low couches and benches, all cushioned and draped with rugs and tapestries, are scattered around the room. A low desk leans against the west wall, laden with papers and books.

At the far end of the room is another pairaka. She is thin but well muscled, with deep blue skin. Flanking her are two floating disembodied and bestial heads covered in lashing hair and curling horns. And blocking the top of the stairs is a sallow, older man with haunted eyes and untidy gray hair. Bearing a familial resemblance to Erdmond Navin, this must be his father, Rhundil Navin. The man holds a dagger unsteadily in his hand and speaks weakly. ”I m-must defend my mistress. You c-cannot pass.”

Rhundil is blocking the stairs, so you’ll need a way to maneuver around him or disable him to get passed him and into the upper level.

Initiative:
Henrika: 1d20 + 7 ⇒ (16) + 7 = 23
Icabhod: 1d20 + 6 ⇒ (6) + 6 = 12
Trevor: 1d20 ⇒ 17
Tychus: 1d20 + 12 ⇒ (3) + 12 = 15
Xallis: 1d20 + 1 ⇒ (4) + 1 = 5
Falchion Jack: 1d20 ⇒ 20
Malphene: 1d20 ⇒ 10
Soraya: 1d20 + 9 ⇒ (4) + 9 = 13
Rhundil: 1d20 - 1 ⇒ (5) - 1 = 4

Round 1
Initiative

23 – Henrika (75/75 hp)
20 – Falchion Jack (52/58 hp)
17 – Trevor (38/63 hp)
15 – Tychus (59/65 hp)
13 – Soraya
12 – Icabhod (51/61 hp)
10 – Malphene (29/50 hp)
05 – Xallis (63/67 hp)
05 – Navia (33/39 hp) (Poisoned 3 rd)
04 - Rhundil

Active Spells/Effects
Henrika:Barkskin (+3, 70 min), ▲Heightened Awareness (70 min), ▲Message (70 min), ▲See Invisibility (70 min), ▲Remove Fear (70 min) ▲Hermean Potential (1 rolls, 8 min), ▲Mirror Image (5 images, 8 min), ▲Bull’s Strength (3 min)
Icabhod:Barkskin (+3, 70 min), ▲Heroism (70 min), ▲Shield (8 min), ▲ Displacement (4 rd)
Trevor:Spiritual Ally (5 rd)
Tychus: None
Xallis:Mage Armor (1 hr)
Navia:Mage Armor (1 hr), ▼1 Dex Damage
Jack:Remove Fear (70 min), ▲Protection from Evil (6 rd)
Malphene:Remove Fear (70 min)

Henrika, Jack, Trevor, and Tychus start.

Doru Div Lore

Knowledge (Planes) DC 12:

•This is a doru.
•A doru’s type is outsider (div, evil, extraplanar).
•Dorus are the divs that whisper in the night, the foul inspiration that drifts upon fetid winds, the messengers of pretender gods. Wild hair whips around a doru’s six twisting horns, while a flat nose, a fanged mouth, and red glowing eyes complete the terrifying image of this bodiless monstrosity. Dorus almost always fly, preferring to stay at heights that keep them at the eye level of those with whom they would have dealings. When not flying, dorus roll across the ground in a disturbing manner, horns bouncing and teeth clattering as the creatures cackle and cartwheel, terrifying children and shocking the faint of heart.
The least of the divs, dorus serve as messengers and servants of other divs and sometimes mortal spellcasters. While not strong combatants, dorus prefer to sow ruin in more subtle ways. They enjoy tainting mortals with exaggerated news and outright lies, trying to turn impressionable beings to waste and wickedness. Even if a doru fails to fully corrupt an intelligent being itself, it attempts to weaken the target’s will, making the victim more pliable to future corruption and ruin.
All divs have some manner of esoteric flaw in their personalities—dorus are obsessed with secrets. These covetous fiends hoard secrets and legends like a miser hoards gold. This thirst for information causes the curious dorus to enter into ridiculous bargains to obtain hidden knowledge from those they believe hold tales of special interest or value, especially when such information has the potential to aid in the corruption of future souls.

Knowledge (Planes) DC 17:

•A doru is immune to fire and poison.
•A doru is resistant to acid and electricity.
•A doru is is vulnerable to cold iron or good-aligned weapons.
•A doru’s bite inflicts poison.

Knowledge (Planes) DC 22:

•A doru has spell resistance.
•Its spell-like abilities include: detect good, detect magic, invisibility, charm person, minor image, suggestion, and commune.
•Doru’s speak Abyssal, Celestial, and Infernal. They can communicate telepathically.

Div Traits

Knowledge (Planes) DC 10:

•Immunity to fire and poison.
•Resistance to acid and electricity.
•Telepathy.
•Divs speak Abyssal, Celestial, and Infernal.

Wasp Poison Information

Heal or Knowledge (Nature) DC 13:
Injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save.

The doru divs are summoned, so protection from evil will protect you from them.


Henrika wrote:
Mirror image (1 is Jack): 1d3 ⇒ 3

Ok. The attack hit an image. Giving Jack 6 hp back.

Round 2

Tychus turns and shoots the pairaka right through the eye as she appears on the lower level. She shrieks. ”My eye! My beauty! You’ve mutilated me!”

Tychus hits Meregan (Red) with a critical hit for 34 damage after DR. She’s still standing. Barely.

With Jack’s blood-spatters shirt drawing the pairaka’s attention, Henrika feints past her defenses and slashes twice. ”Impossible!” Batu shouts in disbelief as she dies.

Henrika’s feint is a success. She hits Batu (Blue) two for a total of 50 damage and kills her.

Meregan AoO vs. Jack’s AC 24: 1d20 + 14 ⇒ (20) + 14 = 34
Mirrror Image: 1d2 ⇒ 2
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

With the upstairs div vanquished, Jack rips a curtain off the bed and rushes back down the stairs. The second div claws at Jack, destroying his remaining mirror image then Jack throws the curtain over the div’s head but she shreds it with rage.

Meregan’s AoO destroys Jack’s mirror image. He has zero images remaining. Jack’s dirty trick just barely failed.

It’s getting crowded on the stairs, so I’ll leave Malphene where she is. Her first attack would be a miss anyway.

Trevor CL vs. Spell Resistance: 1d20 + 8 ⇒ (10) + 8 = 18

Trevor moves to the top of the stairs and throws a holy javelin at the pairaka. The javelin hits the pairaka then vanishes harmlessly.

Trevor’s holy javelin did hit the enemy’s touch AC but did not beat the enemy’s spell resistance. I just realized that the spiritual ally also should have been subject to spell resistance, but that’s my mistake, so I’ll give you that success for free.

The spiritual ally flies over everyone’s heads and strikes at the pairaka from the air. Somehow, even badly injured, the pairaka dodges the attacks.

Trevor’s spiritual ally misses Meregan (Red).

Round 3

Meregan – Cast Defensively DC 23: 1d20 + 19 ⇒ (3) + 19 = 22

Jack AoO: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 2d4 + 5 ⇒ (4, 4) + 5 = 13

”I must warn Soraya.” Meregan begins to open another dimension door but the spell fails before she can step through. ”No!” With her magical escape fumbled, she tries a more mundane method and turns to run. Jack slashes her as she turns and the pairaka fails dead before gets two steps.

Meregan attempts to cast dimension door defensively but fails. She moves away, which provokes from Jack, Navia, and the spiritual ally, but only one hit was needed so I'm not even rolling the others. Jack hits Meregan for 3 damage and kills her.

Combat over.

The silks and furs on the beds here are worth 800 gp in all, but weigh a total of 120 pounds. You find no other treasure in the central tower.

I’ll post the third tower in a new post shortly.

Status
Henrika (79/75 hp)
Icabhod (61/61 hp)
Trevor (44/63 hp)
Tychus (65/65 hp)
Xallis (67/67 hp)
Navia (38/39 hp)
Falchion Jack (58/58 hp)
Malphene (38/50 hp)

Active Spells/Effects
Henrika:False Life (17 hp, 8 hr), ▲Barkskin (+3, 70 min), ▲Heightened Awareness (70 min), ▲Message (70 min), ▲See Invisibility (70 min), ▲Remove Fear (70 min), ▲Bull’s Strength (3 min)
Icabhod:Barkskin (+3, 70 min), ▲Heroism (70 min), ▲Shield (8 min), ▲ Displacement (5 rd)
Trevor: None
Tychus: None
Xallis:Mage Armor (1 hr)
Navia:Mage Armor (1 hr)
Jack:Remove Fear (70 min), ▲Protection from Evil (7 rd)
Malphene:Remove Fear (70 min)


Round 1

Tychus fires at the enemy, knowing she is resistant to his bolts. He hits the pairaka squarely but is unable to shake her concentration.

Meregan (Red) Concentration DC 22: 1d20 + 19 ⇒ (18) + 19 = 37

Tychus hits pairaka (Red) for 9 damage after DR. The pairaka passes the concentration check to maintain casting.

Henrika – Koriana’s Blade, bull’s strength, power attack: 1d20 + 15 + 1 - 2 ⇒ (14) + 15 + 1 - 2 = 28
Damage: 1d8 + 10 + 1 + 6 ⇒ (8) + 10 + 1 + 6 = 25
Painful Stare: 2d6 ⇒ (1, 4) = 5
Meregan (Red) Concentration DC 40: 1d20 + 19 ⇒ (8) + 19 = 27

I just realized Koriana’s Blade has a +3 enhancement, so the weapon can overcome cold iron and silver DR, so Henrika can bypass the pairaka’s DR.

Henrika attacks the same enemy. The pairaka is surprised by the blade’s sharpness and the explosion of pain afterwards is too much for her to endure. Meregan’s summoning is spoiled and the portal vanishes before growing big enough for a creature to pass through.

Henrika hits pairaka (red) for 30 damage and the pairaka fails its concentration and loosses its spell.

Jack – Falchion, power attack: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
Crit Confirmation: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
Damage: 4d4 + 10 + 12 ⇒ (4, 4, 1, 4) + 10 + 12 = 35
Batu (Blue) Concentration DC 35: 1d20 + 19 ⇒ (8) + 19 = 27

Jack charges into the room on Henrika’s heels. Emboldened by Henrika’s success, he strikes at the pairaka’s raised wrists. Batu screams and her spell is lost. The wasps fly off harmlessly and vanish.

Jack hits pairaka (blue) with a critical hit for 25 damage after DR. This pairaka also fails its concentration and looses its spell.

Malphene slams into the pairaka with her shoulder but the pairaka doesn’t budge despite its smaller stature.

Malphene’s CMB check fails.

Trevor wrote:
The caydenite casts spiritual ally at the top of the stairs.

The spiritual ally can attack on the turn you summon it.

Spiritual Ally, flanking: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Crit Confirmation: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Damage: 1d10 + 2 ⇒ (5) + 2 = 7

Spiritual Ally, flanking: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Damage: 1d10 + 2 ⇒ (4) + 2 = 6

The drunken spirit gets a lucky strike and stabs the pairaka in the back with a ghostly rapier.

Trevor’s spiritual ally hits pairaka (blue) for 7 damage. Spiritual ally ignores DR.

Navia runs along the wall and leaps at pairaka, Meregan, from a different angle. However, without the need to focus on her spell, the pairaka sees the attack coming and dodges.

Navia misses pairaka (red).

Round 2

The expressions on the pairakas’ faces change from joy to frustration. ”It would look like these adventurers have brought us a serious challenge. What do you say we make a game of it and see who can kill the most of them, Meregan.” says Batu. ”You’re on, Batu. This will be fun.”

Batu – Claw vs. Malphene’s AC 16: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Malphene Fort save: 1d20 + 7 ⇒ (3) + 7 = 10

Batu – Claw vs. Jack’s AC 24: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Jack Fort save: 1d20 + 8 ⇒ (8) + 8 = 16

Batu lashes out with two claws hands. She scratches both Malphene and Jack and infecting their wounds with the disease on her nails.

Batu claws Malphene for 5 damage and Jack for 6 damage. Both Malphene and Jack fail their Fort saves against disease.

Meregan takes a step out of melee range and through a dimensional rift that opens behind her. The other end of the dimensional doorway opens behind Xallis. Meregan steps out and the doorway closes behind her.

Since you learned the spells at a pairaka’s disposal, you know she used a dimension door.

Round 2
Initiative

21 – Batu (Blue) (32 damage)
21 – Meregan (Red) (39 damage)
17 – Tychus (65/65 hp)
17 – Icabhod (61/61 hp)
13 – Henrika (79/75 hp)
12 – Falchion Jack (52/58 hp)
08 – Malphene (38/50 hp)
06 – Trevor (44/63 hp)
05 – Xallis (67/67 hp)
05 – Navia (38/39 hp)

Active Spells/Effects
Henrika:False Life (17 hp, 8 hr), ▲Barkskin (+3, 70 min), ▲Heightened Awareness (70 min), ▲Message (70 min), ▲See Invisibility (70 min), ▲Remove Fear (70 min), ▲Bull’s Strength (3 min)
Icabhod:Barkskin (+3, 70 min), ▲Heroism (70 min), ▲Shield (8 min), ▲ Displacement (6 rd)
Trevor: None
Tychus: None
Xallis:Mage Armor (1 hr)
Navia:Mage Armor (1 hr)
Jack:Remove Fear (70 min), ▲Protection from Evil (8 rd)
Malphene:Remove Fear (70 min)
Batu (Blue): None
Meregan (Red):Hypnotic Staire (-3 Will)

Everyone goes.


I can help with the tokens.


You carefully step over the not so subtle trap to avoid warning the enemy of your approach.

Three large beds are jammed into this room. Each is covered with silks and furs, as though each bed’s owner were trying to outdo the others in opulence. Stone stairs lead down from the northwest corner. Other than a few narrow windows near the ceiling, there are no other exits from this room.

Two pairakas currently occupy this chamber. You overhear them plotting as you climb the stairs.

”Tell me, Meregan, which of Earl Merkondus’ enemies should we inflict lustful nightmares on tonight? I’m thinking maybe another council member this time.”

”Yes, Batu. They are difficult to approach, but I do enjoy a challenge. Which form do you think would work best, a goat or a waifish human woman? Or maybe an owl? That form has worked well when visiting Baron Kustios.”

When you appear at the top of the stairs, they stop their conversation and turn. ”Intruders!” they shout in unison.

Initiative:

Henrika: 1d20 + 7 ⇒ (6) + 7 = 13
Icabhod: 1d20 + 6 ⇒ (11) + 6 = 17
Trevor: 1d20 ⇒ 6
Tychus: 1d20 + 12 ⇒ (5) + 12 = 17
Xallis: 1d20 + 1 ⇒ (4) + 1 = 5
Falchion Jack: 1d20 ⇒ 12
Malphene: 1d20 ⇒ 8
Pairakas: 1d20 + 9 ⇒ (12) + 9 = 21

Both pairakas react first and begin summoning. Batu (Blue), begins summoning more wasps, while Meregan (Red) starts opening a rift to another plane.

Batu and Meregan’s summons are 1 round actions.

Round 1
Initiative

21 – Batu (Blue)
21 – Meregan (Red)
17 – Tychus (65/65 hp)
17 – Icabhod (61/61 hp)
13 – Henrika (79/75 hp)
12 – Falchion Jack (58/58 hp)
08 – Malphene (43/50 hp)
06 – Trevor (44/63 hp)
05 – Xallis (67/67 hp)
05 – Navia (38/39 hp)

Active Spells/Effects
Henrika:False Life (17 hp, 8 hr), ▲Barkskin (+3, 70 min), ▲Heightened Awareness (70 min), ▲Message (70 min), ▲See Invisibility (70 min), ▲Remove Fear (70 min), ▲Bull’s Strength (3 min)
Icabhod:Barkskin (+3, 70 min), ▲Heroism (70 min), ▲Shield (8 min), ▲ Displacement (7 rd)
Trevor: None
Tychus: None
Xallis:Mage Armor (1 hr)
Navia:Mage Armor (1 hr)
Jack:Remove Fear (70 min), ▲Protection from Evil (1 min)
Malphene:Remove Fear (70 min)

Everyone goes.

You can move full speed on the stairs now. Moving half-speed was just to avoid making noise which no longer matters. Since you did you up the stairs quietly, the enemies didn’t get time to prepare.

If I'm missing any spells or you wanted to add anything, just let me know.


Sounds good. I’m working on a post.


Oh, you know what. I missed this detail, but just came across it when looking back at some notes. At the very beginning of the chapter, the halfling attendant at the Mercantile Council mentions Rhundle was missing.

Gregor Hamble wrote:
The halfling leads you down a long echoing corridor. While you walk, he provides further information. ”The 19-member Mercantile Council consists of five principals and 14 associates who represent the wealthy interests of Yanmass. Today, one of the associate councilors, banker Rhundle Navin, is also unexpectedly absent. I admit that Baron Kustios’ absence isn’t surprising, as the baron has been ill at home for many days, leaving the task of city governance entirely in the hands of the Mercantile Council. Banker Navin, however, was not ill as far as I am aware. Our other guest today, Earl Merkondus, is a wealthy aristocrat from southwestern Taldor who has expressed strong Imperialist leanings. The Mercantile Council itself doesn’t lean particularly strongly either way—although certain members have their own opinions.”


Yeah, I see Icabhod and Tychus both are going with the Dex belts. Henrika's Belt was Str/Con +2. Trevor might benefit too. He uses his longsword often.


I think you'll like it even more once you get the 1st triumph on it, which isn't too far off.


So I don't know if anyone is interested or not, but I started playing in a PF2E Pbp game for the Prey for Death adventure and the GM needs to replace a player.

I told the GM I'd ask and see if any of you wanted to join. There's only one spot though. But truly I have to say everyone in this group has been great. I couldn't think of just one person to single out and ask, so I figured I'd put out an open post.

Here's a link to the discussion board for the campaign if you want to look. We've barely just started.

Link

Pop in there if you are interested. I'll leave it up to the GM to make any decisions.


Ok, I made a minor mistake. Erdmond talked about the left tower, but I’m reading the description and it is locked, so he didn’t see in there. It’s not a big deal though.

Once up on the catwalk, you start with the tower to your left. You find that the door is locked and rusted and looks like it hasn’t seen use in many years.

Navia Disable Device: 1d20 + 19 ⇒ (18) + 19 = 37

Navia disables the lock with ease and opens the door.

Dust lies thick on the floor of this empty room, except for a few footprints in the middle of the room that ascend the stairs in the northwest corner but do not return. A short set of stairs leads up to a door in the south wall.

You find nothing of interest on the lower floor so you ascend the stairs to the top of the tower.

Dust swirls in the still air of this room, which is enclosed save for a few narrow windows near the room’s ceiling. Shelves contain several rolled rugs, tapestries, and a few framed paintings and documents stacked carefully. Most of the documents stored here prominently bear the symbols of Taldor or Yanmass. One banner hangs unfaded and curiously devoid of dust. A set of stone stairs leads down from the northwest corner. Footprints in the dust ascend the stairs, reach the middle of this room, and disappear.

You know that pairaka divs can use dimension door which would explain the footprints without then needing to use the door.

The noteworthy banner here—acquired at an auction—bears the heraldry of Taldor and the Knights of Ozem and is perhaps the most valuable treasure in Yanmass: a relic called the Standard of Conquest.

This meticulously woven flag depicts a horse and an elephant, both about to charge. The tapestry’s green and blue colors underscore the beasts’ connection to Taldor’s distinguished cavalry, the Taldan Horse, in which they have long been the most commonly used mounts. Though this particular piece of heraldry is rather rare in all reaches of the empire, those who know their Taldan military history know that this banner’s design has been used for hundreds of years.

The following effects apply only if the standard is wielded or carried, and it must be attached to the shaft of a lance, polearm, spear, staff, or similar. The standard-bearer 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. This is treated as an enhancement bonus and doesn’t give a creature a base speed or fly speed if it didn’t have one already. A creature determines whether it can see the banner for the purposes of speed increase at the start of its turn, and it keeps the extra speed even if it moves out of sight later in that turn.

Once per day when the wielder begins a charge action, the standard bearer can use a swift action to call for a battle charge, causing the speed increase from the standard to become 20 feet for 1 round. Any affected creature that charges during this round also ignores the penalty to AC from its charge.

Appraise
Icabhod, heroism: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20

Spellcraft
Xallis: 1d20 + 13 ⇒ (20) + 13 = 33

In addition to the relic, Icabhod appraises the remainder of the memorabilia to be worth 1,200 gp to political historians or collectors if you gathered it up and sold it. The memorabilia is too bulky to be carried around until after you deal with the divs.

Lastly you find a magical belt. Xallis identifies it as a belt of physical perfection +2.

Treasure sheet and relic sheet have been updated.

You go back down the stairs and try the central tower. The door to this tower is unlocked.

Much of this room is crowded with human-size dressmaker’s dummies, each wearing an elaborate gown, shawl, or cloak. The floor near the dummies is cluttered with pairs of nice shoes. The northwest corner contains a set of stone stairs leading up.

When you examine the room, you notice that the stairs are covered with small fragments of a shattered ceramic jar. Although the shards are not sharp enough to cause damage, stepping on these fragments would make a loud noise. A few of your perception scores were high enough that you didn’t need to roll to notice this. You can move at half speed up the stairs to avoid stepping on the shards.

This room contains several ostentatious outfits that the pairakas have stolen or charmed away from their owners. A variety of fashions are represented here, but the most valuable are four ball gowns worth 150 gp each, a string of pearls worth 100 gp, a bejeweled shawl resembling a map of Avistan worth 450 gp, and six pairs of elegant leather shoes worth 10 gp each.

Like with the memorabilia, it may be difficult to carry these until later, so you can come back for them.

From the trap on the stairs and the description given by the banker, Erdmond, you assume there is likely to be at least one pairaka up these stairs.

I’ll pause for a moment for if you have any last preparations are plans of attack and if anyone wants to equip and treasure you found in the last room.


Xallis wrote:
If Nazinina has red blood

Sure, her blood can be red. I guess, she's making herself a target.

Xallis wrote:
Thanks to Navia's natural climbing and a bit of rope, it should be easy to get up there. Navia is, naturally, enthusiastic about leading, but if someone else wants to be up front that's fine too.

Yeah, that works. No need to make this overly complicated. Navia can climb up and with her rope you can all get up there. You don't need to bother with climb checks.

Just let me know where you want to go first, then.


Clean up

I’ll allow antiplague to work on the infestation. You have 18 of them. But with the Con damage, you’ve taken, we’ll see how it goes.

Antiplague wrote:
If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.

I also see on the treasure sheet that Tychus has a flaming scimitar that isn’t on his character sheet. The fire damage could have worked on the swarm. Oh well. But I will also let him use it to burn out the grubs if a character fails to expel them with the antiplague. I’m not going to roll the damage either. He can hold the fire up to the infestation until the character and swarm take 5 damage and end the effect.

To give Navia an antiplague, she’ll need to be brough to consciousness first. Trevor can channel first.

Channel Energy: 4d6 ⇒ (2, 2, 2, 3) = 9

Everyone injured heals 9 hp. Then Trevor, Malphene, and Navia take antiplagues.

Trevor Fort DC 19, sickened, Con damage (-3): 1d20 + 9 - 2 - 3 ⇒ (3) + 9 - 2 - 3 = 7
Trevor Fort DC 19, sickened, Con damage (-3): 1d20 + 9 - 2 - 3 ⇒ (6) + 9 - 2 - 3 = 10

Malphene Fort DC 19, crushing despair, Con damage (-3): 1d20 + 7 - 2 - 3 ⇒ (4) + 7 - 2 - 3 = 6
Malphene Fort DC 19, crushing despair, Con damage (-3): 1d20 + 7 - 2 - 3 ⇒ (18) + 7 - 2 - 3 = 20

Navia Fort DC 19, Con damage (-4): 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Navia Fort DC 19, Con damage (-4): 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18

Only Malphene overcomes the infestation this way, so Tychus quickly burns off the grubs from Trevor and Navia before they take any more Con damage, but they each take 5 fire damage this way.

Navia Sickened Duration: 1d4 ⇒ 2
Malphene Sickened Duration: 1d4 ⇒ 2

When Navia and Malphene’s nauseated effects end, they both become sickened for 2 minutes. I’m going to advance the time until everyone’s sickened condition ends. Xallis had the longest with 4 minutes. Malphene also had 7 minutes of crushing despair remaining, so I’ll advance time 7 minutes so that wears off too.

You have a wand of lesser restoration with 50 charges. I’m going to assume you are going to want to cure all this Con damage with it.

Trevor (6 Con damage)
Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 3
Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 1

Malphene (7 Con damage)
Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 3
Restoration: 1d4 ⇒ 3

Navia (9 Con damage)
Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 2
Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 4
Restoration: 1d4 ⇒ 1

Jack (1 Con damage)
Restoration: 1d4 ⇒ 1

You expend 13 charges from the wand to remove all the Con damage from everyone.

Channel Energy: 4d6 ⇒ (2, 5, 3, 2) = 12

Afterwards, Trevor channels energy one more time for 12 hp, so Navia isn't in the negatives. From there, I’ll let you decide on your own healing for anything remaining.

Current Status
Henrika (79/75 hp)
Icabhod (61/61 hp)
Trevor (44/63 hp)
Tychus (65/65 hp)
Xallis (67/67 hp)
Navia (8/39 hp)
Falchion Jack (58/58 hp)
Malphene (43/50 hp)

Active Spells/Effects
Henrika:False Life (17 hp, 8 hr), ▲Barkskin (+3, 70 min), ▲Heightened Awareness (70 min), ▲Message (70 min), ▲See Invisibility (70 min), ▲Remove Fear (70 min)
Icabhod:Barkskin (+3, 70 min), ▲Heroism (70 min)
Trevor: None
Tychus: None
Xallis:Mage Armor (1 hr)
Navia:Mage Armor (1 hr)
Jack:Remove Fear (70min)
Malphene:Remove Fear (70 min)

With the swarm gone, you can finally take a better look in the room. The only thing that survived on the victims in here is a waterproof satchel that still contains 4 doses of a drug called scour which Icabhod can identify.

With the first floor cleared, you are ready to get up to the catwalk.

A narrow metal catwalk lines the north wall of the main slaughterhouse floor, twelve feet above the floor. The catwalk curves gracefully around three rounded towers set into the north wall and connects to a wooden door in each tower. A thin railing rises only a foot above the catwalk, offering little protection from a fall. At the east and west ends, the railing is gone, and the former metal staircases are merely jagged scrap.

Climbing the walls up to the catwalk requires a successful DC 25 Climb check. At the ends, the DC is only 20, but here a fall onto the scraps of the stairs is treated as falling onto pit spikes. The easiest method to climb to the catwalk is to scramble up the jumbled machinery in the center of the slaughter house which only requires a DC 10 Climb check and you will not get injured on a failure.

Once you get up to the catwalk, you will need to decide which of the three doors you want to explore first.


Round 1

Jack wrote:
The treasure sheet says we have six flasks of alchemist's fire split amongst the party. Can Jack have one of them?

Yes.

Jack wrote:
I believe the flask only does 1 point of splash damage (fire) to everything in or adjacent to the square. That might burn off some of the infestations, though?

You need to do 5 damage to end an infestation.

Jack throws a flask of alchemist’s fire into the swarm but only manages to splash them. Navia also gets caught in the splash.

The rot grub swarm and Navia each take 1 fire damage.

Trevor – Infested Duration: 1d6 ⇒ 3
Trevor Con Damage: 1d4 ⇒ 3

Malphene – Infested Duration: 1d6 ⇒ 2
Malphene Con Damage: 1d4 ⇒ 4

Trevor and Malphene flee the swarm. The grubs burrowing in their flesh continue to feed.

Trevor takes 3 Con damage. Now that he is out of the swarm, the infestation will last 2 more rounds. Malphene takes 4 Con damage and the infestation will last 1 more round. I subtracted the current round from the duration. Trevor is no longer nauseated.

Round 2

Tychus is no longer sickened.

Henrika hits the swarm again. It is now a quarter of its size but still active.

Henrika hits the rot grub swarm once for 21 damage. Unfortunately it doesn’t kill it yet. The mask misery ends so Henrika now gains the sickened condition but it only has 1 round remaining.

Navia Con Damage: 1d4 ⇒ 4

Xallis – Sickened Duration: 1d4 ⇒ 4
Icabhod – Sickened Duration: 1d4 ⇒ 3

Navia remains in the swarm. No longer able to withstand the swarm eating her flesh, she goes down dying.

Navia takes 4 more Con damage and falls unconscious dying. She is at -8 hp and her max hp from Con damage is only 7. Xallis’ and Icabhod’s nauseated conditions end but the nauseated condition now becomes sickened. Xallis is sickened for 4 minutes and Icabhod for 3 minutes.

Henrika AoO, power attack, sickened vs. Rotgrub Swarm: 1d20 + 15 - 2 - 2 ⇒ (10) + 15 - 2 - 2 = 21
Damage: 1d8 + 10 + 6 - 2 ⇒ (5) + 10 + 6 - 2 = 19

The swarm abandoned Navia and turns directions towards Henrika. Henrika swings again when the swarm moves to engulf her. With this final swing, the swarm finally disperses. A few remaining grubs flail helplessly on the ground and Henrika grinds them under her boot.

Henrika hits the rot grub swarm with an attack of opportunity for 19 damage and kills it.

Combat over

We got some clean up to do, which I’ll going to separate into a second post.


Round 1

I don’t see anything on Tychus’ sheet that will let him affect the swarm, so I’m going to keep the fight going, but he can post an action if he wants to take one any time. Same with Icabhod but he only gets a move action.

Henrika slashes away at the maggots and afterwards the swarm looks to be about half its original size yet still just as dangerous.

Henrika hits the rot grub swarm twice for a total of 37 damage.

Navia – Infestation Con Damage: 1d4 ⇒ 1

Navia takes 1 more Con damage as the grubs continue to burrow.

The swarm moves away from Henrika and instead engulfs those in the corner, Navia, Malphene, and Trevor.

Swarm Damage - Trevor: 2d6 ⇒ (1, 5) = 6
Swarm Damage - Navia: 2d6 ⇒ (1, 3) = 4
Swarm Damage - Malphene: 2d6 ⇒ (6, 4) = 10
Malphene Reflex Save, crushing despair: 1d20 + 1 - 2 ⇒ (7) + 1 - 2 = 6 Con Damage: 1d4 ⇒ 2

Trevor takes 6 damage, Navia takes 4 damage, and Malphene takes 10 damage. Malphene also becomes infested with grubs and takes 2 Con damage.

Round 1
Initiative

09 – Falchion Jack (39/58 hp) (Sickened 3 rd)
04 – Trevor (44/63 hp [Temp 55]) (Infested, Sickened 2 rd, Nauseated 1 rd)
03 – Malphene (34/50 hp [Temp 44]) (Nauseated 4 rd)

Round 2
Initiative

28 – Tychus (65/65 hp) (Sickened 1 rd)
21 – Henrika (79/75 hp) (Sickened 2 rd, Mask Misery [Sickened] 1 rd)
14 – Xallis (67/67 hp) (Nauseated 1 rd)
14 – Navia (9/39 hp [Temp 23]) (Infested, Nauseated 3 rd)
11 – Icabhod (61/61 hp) (Nauseated 1 rd)
09 – Rotgrub Swarm (52 damage)
09 – Falchion Jack (39/58 hp) (Sickened 3 rd)
04 – Trevor (44/63 hp [Temp 55]) (Infested, Sickened 2 rd, Nauseated 1 rd)
03 – Malphene (34/50 hp [Temp 44]) (Nauseated 4 rd)

Active Spells/Effects
Henrika:False Life (17 hp, 8 hr), ▲Barkskin (+3, 77 min), ▲Heightened Awareness (77 min), ▲Message (77 min), ▲See Invisibility (77 min), ▲Remove Fear (77 min)
Icabhod:Barkskin (+3, 77 min), ▲Heroism (77 min), ▲Shield (5 min)
Trevor: ▼3 Con damage (-8 hp, -1 Fort)
Tychus:Protection from Evil (5 min)
Xallis:Mage Armor (1 hr)
Navia:Mage Armor (1 hr), ▲Shield (6 min), ▲Evolution Surge (5 min), ▼5 Con damage (-16 hp, -2 Fort)
Jack:Remove Fear (77 min), ▲Mesmeric Mirror (2 images, 6 min), ▼1 Con damage
Malphene:Remove Fear (77 min), ▼Crushing Despair (7 min), ▼3 Con damage (-6 hp, -1 Fort)

Infested:
Any living creature that takes damage from a rot grub swarm becomes infested unless it succeeds at a Reflex save. On a failed save, the infested creature takes 1d4 points of Constitution damage per round as the rot grubs burrow through and consume its flesh—this effect continues as long as the victim remains in the swarm and continues for 1d6 rounds after it leaves the swarm. Any energy-based attack (including damage from negative energy) that deals at least 5 points of damage to the victim automatically destroys all of the rot grubs infesting it, ending the effect prematurely. Additionally, any effect that removes disease instantly ends a rot grub infestation. Immunity to disease offers no defense.

Nauseated:
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Everyone goes.


Thanks for letting me know. Enjoy your vacation.


Henrika wrote:

GM, would it be all right for Henrika to activate her Mask Misery trick with Reflexive Trick in response to the initial Fortitude save? If I'm reading it right, that would remove the sickened penalty for 1d4 rounds, which might also affect the success and potency of her subsequent rolls. For example, she might make her Reflex save and not become infested. :)

Also, I don't think she's still enlarged, because her potion wore off the round she defeated the pairaka, but she is large on the map and I noticed you included a penalty for size on her Reflex save. I'll shrink her back again. :)

Yes, you can use Mask of Misery. And you are correct, Henrika should not still be large. I removed the status in my tracker but didn't update the token. I'll change the size now.

So, if you do that, then you will pass the Reflex save and Henrika is not infested. I'll make the appropriate corrections next post.

Henrika wrote:
They're immune to criticals, right?

Yes, under swarm traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking.

Xallis wrote:
She's having a pretty bad time.

That picture is great!


Henrika wrote:
I think Xallis cast barkskin on Henrika before we arrived at the building.

Ok. I’ll add it in.

Henrika wrote:
"You were on the catwalks? What did you see up there? Are there more rooms, where you and your father were kept? How far is it?"

”Yes, I was charmed at the time, but I still remember what I saw. There are three towers, each with a lower and upper level. They looked like they were at once mostly empty but the pairakas have made them into their homes. The west tower is still mostly storage. The central tower is where most of the pairakas stay and they filled the upper level with rugs and plush beds covered in silks and furs. I don’t want to speak of what they did to me there. The east tower is where what I assume is the pairaka’s leader lairs. They are completely self-absorbed in their own debauchery and the sounds of torture are all too common. They may not have even noticed you are here.”

With Navia’s warning, you gather around the last door on the lower floor to deal with whatever is inside before you attempt the catwalks.

When you throw open the door, the smell is suffocating. Three corpses reduced to unrecognizable rancid gobbets are in the center of this bare room. Surrounding the corpses is a nauseating carpet of wriggling white grubs. The grubs were pressed against the door and spill outwards as soon as the door is open.

Fortitude Saves
Henrika: 1d20 + 7 ⇒ (14) + 7 = 21 Sickened Duration: 1d4 ⇒ 3
Icabhod, heroism: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 Nauseated Duration: 1d4 ⇒ 2
Trevor: 1d20 + 9 ⇒ (18) + 9 = 27 Sickened Duration: 1d4 ⇒ 2
Tychus: 1d20 + 10 ⇒ (6) + 10 = 16 Sickened Duration: 1d4 ⇒ 2
Xallis: 1d20 + 6 ⇒ (4) + 6 = 10 Nauseated Duration: 1d4 ⇒ 2
Navia, Large: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 Nauseated Duration: 1d4 ⇒ 4
Jack: 1d20 + 8 ⇒ (20) + 8 = 28 Sickened Duration: 1d4 ⇒ 3
Malphene: 1d20 + 7 ⇒ (4) + 7 = 11 Nauseated Duration: 1d4 ⇒ 2

The smell is so bad, it sickens everyone just being near the doorway. Even passing the Fortitude save, characters become sickened and characters that failed are nauseated. Henrika and Jack are sickened for 3 rounds. Trevor and Tychus are sickened for 2 rounds. Navia is nauseated for 4 rounds. Icabhod, Xallis, and Malphene are nauseated for 2 rounds. Those who wear nauseated will also become sicked for 1d4 minutes after the nauseated condition wears off.

I’m sorry. I know nauseated sucks and is basically miss a turn. =(. But fortunately Henrika passed the save because her and Xallis are probably the only ones able to harm the swarm anyway. Hero point to Henrika for thinking to wear the swarmbane clasp. You needed it.

I’ll let you make the knowledge check as a free action to identify the swarm even if you are nauseated.

Swarm Lore

Knowledge (Nature) DC 17:

•This is a rot grub swarm.
•A rot grub swarm’s type is vermin (swarm).
•Rot grubs are foul, nauseating parasites that feed on flesh and use corpses as nests in which to grow. While a rot grub can derive nourishment from dead flesh, its true hunger is for the flesh of the living. Thankfully, rot grub swarms occur only rarely, as they require the infested carcass of a Huge or larger creature and many weeks to build up the numbers necessary to constitute a swarm.

Knowledge (Nature) DC 22:

•A rot grub swarm is immune to mind-affecting effects and weapon damage.
•Any living creature that takes damage from a rot grub swarm may becomes infested. The infested creature takes Constitution damage per round as the rot grubs burrow through and consume its flesh—this effect continues as long as the victim remains in the swarm and continues for a number of rounds after it leaves the swarm. Any energy-based attack (including damage from negative energy) that deals at least 5 points of damage to the victim automatically destroys all of the rot grubs infesting it, ending the effect prematurely. Additionally, any effect that removes disease instantly ends a rot grub infestation. Immunity to disease offers no defense.

Vermin Traits - Automatic:

•Mindless

Swarm Traits - Automatic:

•A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking.
•A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons.
•A swarm composed of Fine or Diminutive creatures is immune to all weapon damage.
•Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage.
•A Swarm cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
•A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
•A swarm deals automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover.

Surprise Round

Everyone not nauseated around the swarm can make attacks of opportunity but since it is immune to weapon damage, I’m only rolling for Henrika.

Henrika AoO, sickened vs. Rot Grub Swarm: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26
Damage, sickened: 1d8 + 10 - 2 ⇒ (7) + 10 - 2 = 15

Navia
Rotgrub Swarm Damage: 2d6 ⇒ (4, 6) = 10
Reflex Save, Large: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16 Con Damage: 1d4 ⇒ 3

Henrika
Rotgrub Swarm Damage: 2d6 ⇒ (2, 4) = 6
Reflex Save, sickened, Large: 1d20 + 8 - 2 - 1 ⇒ (13) + 8 - 2 - 1 = 18 Con Damage: 1d4 ⇒ 3
Immune to Distraction

Trevor
Rotgrub Swarm Damage: 2d6 ⇒ (2, 3) = 5
Reflex Save, sickened: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12 Con Damage: 1d4 ⇒ 3
Fortitude Save, sickened: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8

Jack
Rotgrub Swarm Damage: 2d6 ⇒ (3, 6) = 9
Reflex Save, sickened: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
Fortitude Save, sickened: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25

Henrika slashes the swarm when it bursts out of the doorway but still hundreds of insect larvae spill over Navia, Henrika, Trevor, and Jack.

Henrika hits the swarm for 15 damage. The swarm deals Navia 10 damage, Henrika 6 damage, Trevor 5 damage, and Jack 9 damage. Trevor overcame the stench but he couldn’t overcome a wave of grubs covering him. Some even got in his mouth. Trevor is nauseated for 1 round. Lastly some of the grubs latch on and begin burrowing into Navia, Henrika, and Trevor’s flesh. They each take 3 Con damage and are infested. Jack passed both his saves and is completely fine.

Infested:
Any living creature that takes damage from a rot grub swarm becomes infested unless it succeeds at a Reflex save. On a failed save, the infested creature takes 1d4 points of Constitution damage per round as the rot grubs burrow through and consume its flesh—this effect continues as long as the victim remains in the swarm and continues for 1d6 rounds after it leaves the swarm. Any energy-based attack (including damage from negative energy) that deals at least 5 points of damage to the victim automatically destroys all of the rot grubs infesting it, ending the effect prematurely. Additionally, any effect that removes disease instantly ends a rot grub infestation. Immunity to disease offers no defense.

Initiative:

Henrika: 1d20 + 7 ⇒ (14) + 7 = 21
Icabhod: 1d20 + 6 ⇒ (5) + 6 = 11
Trevor: 1d20 ⇒ 4
Tychus: 1d20 + 12 ⇒ (16) + 12 = 28
Xallis: 1d20 + 1 ⇒ (13) + 1 = 14
Falchion Jack: 1d20 ⇒ 9
Malphene: 1d20 ⇒ 3
Rot Grub Swarm: 1d20 + 2 ⇒ (7) + 2 = 9

Round 1
Initiative

28 – Tychus (65/65 hp) (Sickened 2 rd)
21 – Henrika (71/75 hp [Temp 67]) (Infested, Sickened 3 rd)
14 – Xallis (67/67 hp) (Nauseated 2 rd)
14 – Navia (13/39 hp [Temp 23]) (Infested, Nauseated 4 rd)
11 – Icabhod (61/61 hp) (Nauseated 2 rd)
09 – Rotgrub Swarm (15 damage)
09 – Falchion Jack (39/58 hp) (Sickened 3 rd)
04 – Trevor (50/63 hp [Temp 55]) (Infested, Sickened 2 rd, Nauseated 1 rd)
03 – Malphene (50/50 hp) (Nauseated 4 rd)

Active Spells/Effects
Henrika:False Life (17 hp, 8 hr), ▲Barkskin (+3, 77 min), ▲Heightened Awareness (77 min), ▲Message (77 min), ▲See Invisibility (77 min), ▲Remove Fear (77 min), ▼3 Con damage (-8 hp, -1 Fort)
Icabhod:Barkskin (+3, 77 min), ▲Heroism (77 min), ▲Shield (5 min)
Trevor: ▼3 Con damage (-8 hp, -1 Fort)
Tychus:Protection from Evil (5 min)
Xallis:Mage Armor (1 hr)
Navia:Mage Armor (1 hr), ▲Shield (6 min), ▲Evolution Surge (5 min), ▼4 Con damage (-16 hp, -2 Fort)
Jack:Remove Fear (77 min), ▲Mesmeric Mirror (2 images, 6 min), ▼1 Con damage
Malphene:Remove Fear (77 min), ▼Crushing Despair (7 min), ▼1 Con damage

Infested:
Any living creature that takes damage from a rot grub swarm becomes infested unless it succeeds at a Reflex save. On a failed save, the infested creature takes 1d4 points of Constitution damage per round as the rot grubs burrow through and consume its flesh—this effect continues as long as the victim remains in the swarm and continues for 1d6 rounds after it leaves the swarm. Any energy-based attack (including damage from negative energy) that deals at least 5 points of damage to the victim automatically destroys all of the rot grubs infesting it, ending the effect prematurely. Additionally, any effect that removes disease instantly ends a rot grub infestation. Immunity to disease offers no defense.

Nauseated:
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Tychus, Henrika, Xallis, and Icabhod start. Xallis and Icabhod are unfortunately nauseated at the moment.


You don't detect anything suspicious from Erdmond. He takes the holy symbol from Tychus. "Thank you. I am not a spellcaster but Abadar may look over me. And may he look over you as well. Good luck."


"Thank you." says the man as Trevor tends to him. "I haven't introduced myself. My name is Erdmond Navin. My father is Rhundle Navin. I don't know how many pairakas you've dealt with to get here but I counted at least four of them."

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