Lady Martella Lotheed

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Icabhod wrote:
Looking to buy Slippers of Spider Climbing for 4800 gp and a Cape of the Montebank for 10k.

Yes, you can.


Henrika wrote:
Can you tell me who it was who reported this theft?

The sergeant roughly pokes Henrika with his finger. ”Let’s get one thing straight. I’m the one asking the questions here.”

He looks over the group critically. ”Let’s see. A psychic, a lawyer, a scholar, and a few that seem to have lost their tongues. I’ve never seen such an unlikely gathering. You think we’ve never encountered a ghost or a man with three arms before? Open your bags!”

I don’t know which one of you was carrying the ocarina, but nobody stated they were making any attempt to hide it.

The second guard goes around to each of your and rummages through your belongings, throwing things on the ground and not bothering to pick them back up again. Eventually, he comes upon the ocarina and holds it up for the sergeant to see. ”Sergeant, it looks like we found our thieves.”

The sergeant frowns, ”I’m going to have to take you in for questioning. We’ll sort this out in the morning.”

After a brief moment of panic that you might be arrested, the two guards break into laughter. The sergeant pulls at his neck, peeling off a disguise and revealing the face of a Vudrani woman. You recognize her as the “guard” who waved you through the search of the senate before the Exaltation Gala. The other guard likewise removes his disguise, revealing a familiar purple-skinned companion, Liraela.

”My apologies for having a bit of fun at your expense. We needed to test your ability to deflect nosy authorities. Welcome to the Kitharodian Academy, agents. My name is Kathann Zalar. Please follow me inside for coffee and a brief tour.” While you are walking, Kathann and Liraela offer a few notes about playing to your strengths. Liraela praises Henrika for the way she attempted to confuse curious guards by taking control of the conversation and asking leading questions.

This was a long while back, but you may recall that Kathann while appearing as a Vudrani woman, is actually a reptilian vishkanya, like Liraela. So the two of them are both vishkanyas.

I’ll give Henrika a Hero Point for her entertaining deception.


Neth 26, 4718 (Moonday) (Opparat, Taldor)

The trip to Oppara proves a quiet week’s travel, though as you are traveling by carriage you pass the site of a recent battle between Loyalist and Imperialist forces that took place in southern Tandak while you were in Yanmass. By this point the bodies have been cleared from the impromptu battlefield, but the freshly turned soil of recent graves remains visible from the road, and the faint stink of death lingers.

Selli marvels slack-jawed as you approach the city. When you pass through Lionsgate and the animated stone lions roar, Selli yelps with surprise and gives Henrika’s hand a tight squeeze. You head to Canal Row to find a place to stay (unless you are staying at one of your family homes). You leave Selli and her escort there and wait until sundown. You’ll have time for other activities later.

You were instructed to meet Lion Blades’ representative discretely in the Academy’s gardens at sundown. The location is easy to find; the administrators’ windows are a stained glass affair, propped slightly open in the warm evening, with a large, stone bench below. Your representative is late in arriving, however. Soon after you arrive at your destination, two city guards approach you.

Two men wearing blue‑and‑green guard uniforms and armed with halberds approach. The taller of the two guards calls out, “Good evening. Stay where you are. We have a few questions for you.”

You can easily recognize these men as members of the Opparan city guard; the taller of the two wears the stripes of a sergeant.

Rather than slow things down asking questions one-by-one, I’ll list the first three questions the guards ask.

You can be creative with your responses. You can make Bluff check to give a convincing lie. But you can also come up with other appropriate skills to use.

For example: A Profession check to demonstrate a related skill of a person you claim to be. Or a Perform check if you are a visiting musician. Or a Knowledge (nobility) check if you are impersonating a noble. Etc.

”Who are you?”

Each of you needs to answer this on your own. Unless you give your real identity, you’ll need to make a check to convince the guard. Cohorts can be present but they don’t need to make a check.

”Why are you loitering on the Academy grounds?”

As above, you'll need to give a convincing excuse.

”Someone reported a break-in at the Academy. I’m sure you don’t mind if I have a quick look at your belongings?”

How you respond to this one is up to you. You can make an appropriate skill check depeneding on your action. But you know it would look bad if the guards found the ocarina which is clearly Kitharodian Academy property on your person.


Persona Phase

Henrika

As Henrika spends time in Stachys’ market, she receives a hero’s welcome. Children stop in the streets and gape in awe. A few men brazenly proposition her. When Henrika haggles over the prices with the vendors, they smile and wave her efforts away, offering her deep discounts or even giving away some goods for free. She notes that the statue of the group of heroes that stands in the center of the square has been well maintained and fresh flowers ring the base.

The house domovoi, Blunk, Nodd, and Wink are overjoyed by the gift of fresh food and wine. They invite the party to spend the night with them in their basement burrow and you share the feast while they incessantly ask for stories of your adventures until you run out. The next morning, all the windows of the estate seem to have an extra shine to them and fresh cut flora adorn all the rooms.

Henrika’s Charm Rank increases to 8. She increases her admiration among artists, merchants, and nobles.

When Henrika asks if Selli can accompany her, Baron Okerra says he must think about it overnight. Henrika spends the night and in the morning he gives a reply. ”Selli can travel with you to Oppara. She has never been to the big city and it would broaden her horizons. However, I will send a servant to escort her. I’m sure you have important work to perform for Princess Eutropia and you don’t need to be babysitting my fiery daughter. After your business in Oppara, Selli is NOT to travel to Zimar. It is far too dangerous for her there. My servant will bring her back to Pensaris.” Okerra bends down and gives Selli a hug. ”Go back your things, my love. You be a good girl now and don’t cause the good Lady Karthis any trouble now, you hear. I look forward to lots of stories from you when you return.”

Selli replies joyfully. ”I will!” Although Henrika notices Selli’s fingers are crossed behind Nicolaus’ back while they hug. Then she runs off to get her things.

After Selli goes upstairs, Nicolaus moves close to Henrika. ”I’ve said it before. As much as I love my daughter, I cannot be the mother she lost. I am so glad that she has a female figure in her life again. Take good care of her.”

Icabhod

While the people of Meratt have fully thrown their support behind Princess Eutropia, the secluded people know little of the other claimants to the throne. More than half recognize the name Pythareus especially those amongst the soldiers. And news of the skirmishes between Taldor and Qadira have reached even their ears in this rural part of the country. However, the noble houses of Starborne, Nazezi, and Vort are relatively unknown.

Succession Loyalties

Starborne: This gnome family manages the Wispel settlements within the Verduran Forest, supplying the majority of the worlds Darkwood.

Nazezi: This family of craftsman and tradesman control the corner on the fine jewelry market in Taldor.

Vort: Controlling the critical heartland country of Lionsmane, located next to Meratt and between both Cassomir and Oppara, the Vort family is responsible for securing much of the canals and highways between the two giant cities.

These three families’ claims to be among the royal bloodline are a stretch but their popularity in the counties they control is enough to keep their claim spoken amongst the Senate. And with no sitting Emperor, the Senate is still barely functioning and no resources are being directed to refute them.

There is very little information to come by for these other people and ultimately they don't matter much. I dug up as much as I could find.

Icabhod’s Sagacity Rank increases to 4. He gains admirers among the clergy, druids, and philosophers.

Trevor

Trevor wrote:
I don';t know what to do for a Persona Phase at this time. Trevor's had his first aid tent up several times, and none of the other Persona tasks seem to fit. I wish Trevor could mirror Henrika's Phase.

Bask in Glory (Increase Heroism) (Perform DC 19): 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17

Bask in Glory (Increase Heroism) (Perform DC 19): 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 Reroll

Even though Charming is for Bluff and Diplomacy, it seems appropriate enough that I’ll apply it here to give a little boost to succeed.

Trevor accompanies Henrika through town with Malphene at his side. He too receives a hero’s welcome. Although women look longingly at him from a distance out of fear of Malphene’s wrath. Gossip spreads about how lucky Malphene is to be the one to have caught the eye of such a handsome and famous noble. Knowing Trevor is a priest of Cayden Cailean, the men in town usher him in to the tavern and toast to him and keep the ale flowing.

Trevor’s Heroism Rank increases to 2. He can perform Basic Operations with Heroism.

Tychus

Tychus stands in front of the statue in the market square and draws a large crowd. The villagers are eager to hear of the group’s deeds in Yanmass and boo Pythareus’ name when they hear of his villainy. Some of the villagers set up impromptu targets and beg Tychus to demonstrate his skill with his crossbow. When Tychus scores a bullseye, the crowd whoops and hollers with delight.

Tychus’ Heroism Rank increases to 4. He gains admirers among the athletes, guards, and soldiers.

Xallis

Amongst his other activities, Xallis busies himself with the paperwork for Bartelby’s release. The people of Lotheedar are not pleased for Bartelby to be let go but they trust in Xallis and Princess Eutropia’s judgement. However, as a minor act of defiance, the jailors force Xallis to navigate days’ worth of red tape.

Bureaucratic Paperwork (Increase Genius) (Linguistics DC 29): 1d20 + 12 ⇒ (17) + 12 = 29

Xallis’ Genius Rank increases to 7. His skill bonus to Knowledge (any) in Persona Phases increases to +4.

Hopefully, Trevor and Xallis are okay with those increases.


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Listen, I know coming up with ideas for these Persona Phases can be pretty taxing with the number of them that you do. It's just part of this particular adventure path.

If you can't think of anything. Just pick the facet you want to increase and roll a skill for it and that'll be that.

Want to increase Genius or Sagacity?

Copied from the Developing Persona page:

Just say:
1) Give Lecture (Genius or Sagacity)
2) Roll a Knowledge check.
3) Done

I don't care if you don't give any further description.

Also, at this phase, you'll probably want to start looking at the Operations and performing more of them when you get Persona Phases in the future. The main point of getting your facet ranks up is so you can perform a variety of basic and advanced operations when needed.

Lastly, Persona Phases, most of the time are really just downtime. Forget developing persona and operations and just tell me what you want your character to do in Meratt for the week. I think we are getting too wrapped up in the mechanics and getting away from the roleplay. You've been away from home for a long time. You're finally back. You presumably have friends and associates here and in the neighboring towns. You know you'll be back again, but you don't know when.

Maybe you just want to relax in the estate. Maybe you want to hang out in the tavern with Onora. Or go fishing with Baron Okerra. Or have tea with Dame Crabbe. Maybe you want to spend time at the Palace of Birdsong: in the library, or in the garden with the menagerie of birds, or play with Taldogis. The possibilities are endless.


Trevor wrote:
Since Trevor and Malphene, along with the entire Kastner family, has been planning this wedding for months, could Trevor have that as a Persona Phase: Organise a Party (Charm). And since so much prep work and expense went into it, can Trevor take a 20 on the roll?

We can do the wedding as part of a Persona Phase in Oppara. Or maybe I can squeeze in two phases there. One for bachelor/bachelorette party, and one for wedding/reception. And sure, I'll let you succeed on the wedding. The bachelor party we'll leave to luck.

However, currently we are still in the County of Meratt. Pick something not party related and roll for it for now.


Trevor, we're heading to Oppara. If you want to have your Opparan wedding event, when we get there, this would be the best time to do it. You'll only be in Oppara for a few weeks then you are off again to Zimar. And from there, who knows? (Well I know...)


Malphene wrote:
Knowledge (local): 1d20 + 9 ⇒ (15) + 9 = 24

Oppara’s largest bard college, the Kitharodian Academy, is known for producing some of Taldor’s greatest musicians and actors. What few locals know is that the academy hosts a secret shadow school for the Lion Blades, who walk among the faculty and recruit heavily from the academy’s student body.

While the academy teaches the bardic arts to all its students, the most charming, innocent-seeming, and loyal are inducted into the Lion Blades and taught to listen, watch, and even kill for their country. Every lesson serves a dual purpose; dance classes teach the fundamentals of combat footwork and acting classes groom students to read and manipulate others. Students selected for special training by the Lion Blades see more advanced training building off these universal foundations.

Henrika wrote:
Training? At the Kitharodian Academy?

“As I understand it, you’ll be infiltrating Zimar, a fortified city passionately loyal to Pythareus and wary of outsiders. The Lion Blades have done so many times before, and I presume they have insights unknown to the general public that may help you.”

”But the goal is not to attack Pythareus directly. I make no secret of my displeasure with the man, and he’s certainly overextended his internal defenses as he maneuvers forces to the border, but it’s not in my nature to settle disputes with assassination. Taldor is a nation of laws, and to stop Pythareus we need iron‑clad evidence of his crimes against the nation, not brutal violence.”

”And you may be thinking, why don’t we make the evidence we found in Yanmass public? But just because you have proof of a major figure’s wrongs, it doesn’t mean they’ll suffer the consequences. Defenders will claim the documents are faked, or more likely, that I am attempting to smear him. Some people, sadly, are entrenched enough that accusations require a mountain of evidence before decisive action can be taken.”

(This hits a little too close to home.)

Xallis wrote:
Can you tell us exactly what we can expect of this Kathann Zalar?

“Kathann is one of my few remaining contacts within the Lion Blades. She assisted me in my campaign to overturn primogeniture, and rushed to our defense during the Exaltation Massacre. I’ve quite literally trusted her with my life, though her sense of humor can be a bit... overbearing.”

“Though I enjoyed a number of supporters within the Lion Blades’ ranks during my crusade to overturn primogeniture—many in the organization felt advancing Taldor’s internal unity would strengthen our security as well—the organization refuses to act beyond being an internal security force. Even my closest allies among them have removed themselves from me since the War for the Crown began. It’s been frustrating, but I can appreciate their perspective; to ensure the nation’s safety, they must be loyal to that nation and its tenets, not any one politician.”

”While the organization has remained stubbornly neutral in the conflict so far, I hope we can at least work together to prevent a war.”

Xallis wrote:
And out of curiosity... how did the ocarina end up in the palace?

“It seems one of my ancestors borrowed the piece from the Kitharodian Academy and it simply became part of the family collection. A troubling habit in Taldan history. I don’t think it is especially important, beyond serving as a gesture of trust.”

Princess Eutropia has a few items to give to you. The first is the ocarina. The ocarina itself is remarkable in that it is expertly crafted from porcelain and inlaid with silver details, but it’s small and has no magical properties.

The second item is a letter from the Lion Blades’ that requests only that you remain discreet in your association, and meet Kathann in the Academy’s gardens, on a bench under the administrator’s offices at sunset.

The last item is a package left by Martella Lotheed for you. Inside is a clockwork spy, built in the shape of a large beetle with a single, jeweled eye. The unique construct has a 10-foot climb speed in addition to its other abilities, and has been built to obey your commands, offering them the ability to surveil targets and record short audio clips.

Details of the clockwork spy is here: Link

Princess Eutropia has little additional information to share. She dismisses you and wishes you luck.

Here, I’m going to give you another Persona Phase that you can use while in Meratt. You’ll spend another week here and then you’ll depart for Oppara. Like when you went to Yanmass, expect to be gone for a while, so anything you might want to do while in Meratt, you should do before you leave.


Chapter 4: City in the Lion’s Eye

Neth 12, 4718 (Moonday) (County of Meratt, Taldor)

After your brief rest at your estate, you find yourselves back in the Palace of Birdsong standing before the Princess.

Princess Eutropia’s mutt, Taldogis, bounds forward in greeting, wielding a deafening bark and nearly lethal wagging tail. The princess gently shoos him away before inviting you into her office.

“I want to thank you again,” she begins, “both for your loyal service and more personally for returning Carrius to me. I don’t understand who would have the resources to raise him from the dead after so many years, but it seems obvious the plan is to disrupt both Pythareus’s and my own claims to the throne. For now he’s safe and recovering. He seems to be the same boy, but... haunted by this unfortunate transition. Hopefully Carrius can provide us with additional details once the cultists’ drugs wear off and he feels more comfortable returned to his skin. In the meantime, it is an infinite kindness to see my brother again.

“I know normally Martella Lotheed would be offering you assignments, but she is presently in Qadira trying to prevent a war. After your encounter in Yanmass, you returned with evidence that Maxillar is conducting false attacks on Taldan border communities, disguising his soldiers as Qadirans. My follow‑up investigations have revealed he has also conducted ‘retaliatory’ attacks against Qadiran targets in response. He seems to believe that a nation at war will select a general as its emperor, and he’s probably right. But I don’t need to remind you that the last time we went to war with Qadira, it lasted 500 years and cost millions of lives, not to mention half our empire.

“There is some good news: we’re not alone in wanting to prevent this. Up until now, the Lion Blades have been reluctant to take a side in the succession debate, but with Maxillar risking the nation’s safety, they have reached out to me for assistance. It seems all their resources in Zimar have suddenly gone dark, and they need new eyes in the city. You’ve proven yourselves my most loyal and reliable agents; I’d like you to proceed to the Kitharodian Academy in Oppara to meet a woman named Kathann Zalar. She’ll provide you additional information, training, and resources for this joint venture. She also asked that you return an ocarina constructed by a master artisan of the Kitharodian Academy that has been housed here at the palace for the last few centuries, as a sign of good faith.”

The Princess can answer a few questions you might have.


As long as the party agrees, that's fine with me. Jack can have it as a falchion. You have enough downtime that the weapon will be ready before you have another encounter. You can always reforge it again if you want to pass it to someone else later.


Faribus speaks, "I have working with Julania to create a unique magical item. A sort of ankle bracelet that is bound with a divine being. While it has no control over Bartelby's actions, it will allow you to monitor Bartelby's location and is designed to help steer him into making better decisions. Sort of like a lesser geas if you will. Such a binding came at a cost, which Bartelby agreed to and paid for willingly and you may find that Bartelby is not as formidable as when you last fought it. Only Xallis will be able to remove the bracelet. It will be up to you if you ever trust him enough to do so. But his strength will never return."

Bartelby's stats as an enemy where higher than Jack's and Malphene's (and Julania's). They all have 15 point builds, but I calculated that Bartelby when you fought him added up to a 20 point build. So this is just some made up explanation why Bartelby's stats will be lower. Xallis will reduce the stats down to a 15 point build to match the others.

"You have no reason to trust me yet, but I am excited to be working with you. Especially with Xallis who had caught my eye as extremely talented in the arts from our very first meeting. And I am looking forward to seeing Lotheedar once more. From the outside and not a prison window."

I'll give Xallis an opportunity to take over Bartelby from here and explain where Faribus and Julania may be headed off to next. Then we can continue on with the adventure tomorrow.


As for the Scion's Dagger, Icabhod does not seem to want it, so the next other choices would be either Xallis, Malphene, or Jack, because I think Trevor also wants to keep his holy rapier.

If we are giving relics to cohorts, which I think is going to the the case, because Xallis isn't really going to utilize a melee weapon very often, if at all, I'll pull back the curtain for a second to help with your decision.

There are actually only two more relics to find and they are both found in this next chapter. And while I won't spoil the details, it is a ring and a heavy armor.

I think Jack is the only one in the party who can use heavy armor, so I would say maybe hold out for him to use that when found. And maybe the best person for the dagger would be Malphene. And like I said previously, I will let it be reforged into a sword if that is more suitable for the character. Malphene currently uses a longsword. If she wants a Scion's Longsword, we can do that.

But if you want to give the dagger to Jack and make it a falchion, I don't care. The party can decide. I'm just giving my two cents.


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Okay. I've talked with various players and I think we've come to a solution.

Bartelby can join as Xallis' cohort. Replacing Julania. You are all allowed to be wary, distrustful, or however else your character might feel about him. Xallis will have to sell his redemption through actions as we go along. You can decide yourselves if he proves himself or not.

As for cohorts in general, I would like players without cohorts to have equal opportunities in combat. In the next chapter, the party will be doing a good amount of infiltration, which would be better suited for a smaller group. At other times, there will be encounters that will be better suited for a larger group.

As long as it is agreeable with everyone, I will give suggestions about when it would be appropriate for cohorts to come along or when it would be appropriate for them to stay off to the side. I will make sure that there is a fairly even mix of both types of encounters. Even if cohorts sit out of a few encounters, with the Coalition Leader feat, cohorts will still be useful aiding in operations and won't need to just idle.


I'm still waiting to hear from a few people about Bartelby before I continue on but in the meantime I'm going to work on some background work to set up Book 4.

I updated the Succession Loyalties map. You can how the loyalties behind Eutropia and Pythareus are really starting to develop.

Succession Loyalties


Icahbod wrote:
If you wish to make Bartelby a personal redemption project, fine. But I refuse to be in the same group with him, especially if you plan to have him in combat

Well that certainly complicates things. Because I think Xallis wants to use him in combat.

Icabhod, are you going to be able to be convinced over time or is this a flat refusal? I’m hoping there’s some room for compromise.

I would like to an avoid a situation where players are refusing to play together. Otherwise I will need to figure out a resolution.


After a few days of deliberating, you decide to speak with Bartleby himself in order to make a final decision. You make a short trip to Lotheedar where Bartelby is being held in prison. Xallis’ siblings Faribus and Julania are also present and keeping a watchful eye on him.

Bartelby stands and bows from within his cell. ”Faribus informed me to expect a visit. Xallis’ brother has been spending much time with me over the last few weeks. I acknowledge my previous actions as acting Count of Lotheedar were selfish and arrogant. You may even say that I was outright cruel. But your sparing of my life and subsequent treatment while imprisoned has not gone unappreciated. Faribus has shown me the errors of my ways and discussed more constructive uses for my talents. You have no reason to trust me but I swear upon my family’s name that I am ready to make amends. I am willing to submit to any conditions you set for my release and will dedicate myself to making reparations.”

(Any follow up questions can be answered by Xallis. Ultimately, I’m expecting the party will agree to let Bartelby be released under Xallis’ supervision. Whatever restrictions or terms you want to set are up to you.)


Icabhod, please confirm if you want to take the Scion's Dagger / Scion's Rapier. If not, we'll figure out who else will use it.


yes


I’m going to slow drip some information so that you can continue to discuss your characters feelings on Bartelby. Maybe you want to talk to Bartelby yourselves and see what he has to say? If so, Xallis, since you are considering him as a cohort, you can narrate his side of the discussion. Unless you’d rather I did for now. Either way.

You return to your estate to continue to discuss what to do with Count Bartelby Lotheed. You do know that Martella Lotheed, with decades of resentment built up, was all too happy to punish her half-brother at first. But over the passing months has found playing jailer to her own flesh and blood to be painful and craves resolution and support from her family rather than vengeance. She is more than happy to allow your group to act as intermediaries.

By the end of the week, a messenger arrives with a long package and two letters, one from Princess Eutropia and one from Martella. The package contains a staff of healing commissioned for you with a note from Princess Eutropia that simply reads, ”You have the eternal gratitude of a sister. Thank you.”

The second letter from Martella reads, ”I reviewed the two journals you recovered from the Cult of the Twilight Child. The first journal was written by Vaddrigan Pol, the cult leader, and focused on channeling worship into oneself as an attempt to achieve immortality. This you expressed you discovered on your own. However, it is the second journal that shocked me. I recognized the handwriting as soon as I saw it. The book entitled ”Diverting the River of Souls” was written by my great-uncle, Duke Panivar Lotheed! I infer the passage, “fishing out some shred of her soul from the Beyond and in so doing, animating the most resplendent likeness of her youthful days—all at once wondrous and terrible,” is referring to his creation of the trompe l’oeil of his wife, Veleto. I do not know how Vaddrigan got a hold of such a book, but the implications are concerning.”

”By the time you are reading this letter, I will have already left on assignment to Qadira. The flames of war are being fanned and I need to work to quell them. You may not hear from me for awhile, but I know that Taldor is in good hands. Be well.”

With that, you’ve officially completed the third chapter and we are halfway through the campaign! Hurray! Like I said, I’ll give you a little more time to have your own in-character discussions before I move on.


So regarding Bartelby. Yes, he can be reformed. And Xallis checked with me first.

That said, your characters are rightfully suspicious of him. He was an awful person. And roleplaying being cautious around him could have some interesting interactions.

However, to be clear, I would not give a player a cohort that will turn around and backstab you. A regular NPC, sure, that could happen. But a cohort is an extension of your primary character. Xallis will be fully in control of him.


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I do think it would be a good weapon for Icabhod. I would encourage him to use it. You have enough time in Meratt to make it into a rapier. The +3 ghost touch mithral weapon is already stronger than Icabhod's +2 rapier and the enhancement bonus will continue to increase.

But if he doesn't, then sure, we can make it into a falchion for Jack or a longsword or Malphene or something.


GM Peachbottom wrote:

At max, Koriana's Blade goes up to a +4 defending longsword with the rest of the bonuses being unique abilities related to the gems in the pommel, so there is room for additional improvement.

Like with Dignity's Barb, I would like to encourage to use of the relics, so I'm okay with you making additional enhancements to give it a personal touch. Since it does have a semi-automatic progression, I'll let you add you enhancements off of the base weapon, which was a +2 defending longsword ie. a +3 weapon. So to add deceptive would be going from a +3 to +4 weapon, which would be 14,000 gp. Adding keen afterwards would then be going from a +4 to +5.

So I'm letting you ignore the +1 advancement bump the weapon got from +2 defending to +3 defending. And the same when it eventually goes from a +3 defending to a +4 defending. Does that sound fair?

It's already a powerful weapon. It think it would be too cheap to let you start adding enhancements at 2,000 gp.

I think I'm going to retract my statement on improving the relics for now. I've noticed that Dignity's Barb and Koriana's Blade are currently way more powerful than the rest of the party's weapons, so for the sake of not having them completely outshine everyone else, I'm going to cap them at their current level and give the others a chance to catch up and enhance their own weapons if they wish to do so. If things balance out later, we can revisit.


Neth 5, 4718 (Moonday) (County of Meratt, Taldor)

The rest of the journey back to Meratt is quiet. As the drugs wear off, Carrius opens up more. He talks about some memories returning to him. His first riding lesson on a dappled white mare. A funeral for an important woman before he was old enough to understand its significance. If asked about his resurrection, he asserts, ”I just followed the circle back around to the beginning.” but can provide no further details.

When you arrive back in Meratt, winter has set in. You can see that the people of Stachys continue to prosper under the improvements you worked hard to establish. You briefly stop at your estate and are greeted by an excited Biblio, the gishvit, who hops around each of you while barking and licking you with its bookmark-like tongue. The house domovoi have maintained the estate in your absence and everything is in the same condition as you left it in.

Eager to reunite Prince Carrius, you don’t stay long and head to the Palace of Birdsong where Martella and Princess Eutropia reside.

Martella wastes little time in examining Prince Carrius herself, asking probing questions about his childhood and comparing him to various sketches and descriptions made of the prince in his lifetime. The young man can’t recall everything, but what he does remember is quite specific. Eventually she sends for Lady Paril, the high priest of Abadar in the nearby town of Lotheedar, to bring additional genealogy notes and cast divinations on her behalf.

Martella continues scrutinizing the lad even as she hands him another cup of tea, which disappears as quickly as the last. “We’ll continue once Lady Paril arrives from town with the family records I requested. For now I want all of you to know you’ve done extraordinary work, even if I don’t understand what exactly you’ve done just yet. If nothing else, we know that Pythareus isn’t just playing dirty; it sounds like he’s trying to fan the old flames of hatred with Qadira. Maybe even drag us into a new war. For now, though, go home. I’ll contact you once I learn anything more about the High Strategos, or about the prince.”

She pauses as the study door opens, revealing not one woman but two: Lady Paril and Princess Eutropia. “Martella, why in Abadar’s name would you need a cler—“ The Princess’s words catch in her throat as she looks at Carrius.

The princess rushes in to embrace her brother, and tears stream down both their faces.

”We should give them some time.” says Martella. ”If you wish to continue to speak, we can talk outside.” Martella ushers you all out of the room to leave Princess Eutropia and Prince Carrius alone.


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Round 2

Since Xallis goes before Henrika, Xan can reply before he dies.

Xallis wrote:
"Did it ever occur to you, even once, that you could SIT US DOWN AND EXPLAIN YOUR SITUATION? Do I LOOK like the kind of person who wouldn't listen to an extra planar agent?"

He replies in a raspy voice, ”The time to talk was before. You have witnessed the abomination yourselves and did not destroyed it, therefore you must be in league with the prince and are plotting more foul crimes against the natural cycle of souls. I cannot show you or him mercy. His body may be flesh, but his soul is made of scraps. His resurrection has left mutilated shadows in its wake. He must be returned back to the Boneyard for judgement! I fear you have the upper hand. Do the right thing before it is too late…”

Round 3

Jack’s limbs may still be recovering but he manages to hit the Ember Weaver once.

Jack hits the Ember Weaver (Blue) for 12 damage after DR.

With Xan defeated and the Ember Weaver badly injured, it finally speaks. ”This was Xan’s fight. The prince will remain under your care. May Pharasma has mercy on your souls.”

And with that, she steps away from Jack and casts plane shift, returning to her home plane, the Boneyard.

Combat over.

Xan had a magical scythe called Red Reaper which is a +1 Conductive Mithral Scythe. He also had Bracers of Armor +3, and his red leather mask. The Ember Weaver did not drop anything.

From here, you can continue the rest of the journey to the County of Meratt uninterrupted. You are travelling for 9 days so all healing will be taken care of. I’ll continue with your arrival in the next post.


Round 2

Everyone heals up to 20 hp from Trevor’s channel energy.

Round 3

Henrika strikes into Xan’s broken ribcage to pierce its heart. A blinding light flashes and Xan let’s out a dying scream. Then the vanth’s bones clatter to the floor. The remaining Ember Weaver let’s out a gasp.

Henrika successfully feints Xan. She hits him twice for a total of 94 damage and kills him. (The first hit would have killed him too but it’s a shame to pass up a critical hit.)

Tychus shocks the Ember Weaver out of her surprise by hitting her with a crossbow bolt.

Tychus hits Ember Weaver (Blue) for 34 damage.

Round 2
Initiative

09 – Icabhod (75/75 hp)
07 – Trevor (79/79 hp)
07 – Malphene (65/66 hp)
06 – Xallis (82/83 hp)
06 – Navia (75/76 hp)

Round 3
Initiative

26 – Henrika (93/93 hp)
22 – Tychus (79/79 hp)
18 – Falchion Jack (21/76 hp)
11 – Ember Weaver (Blue) (34 damage)

Active Spells/Effects
Henrika:Enchantment Foil (10 hr), ▲Message (100 min), ▲Remove Fear (100 min), ▲See Invisibility (100 min), ▲Battlemind Link (10 min), ▲Mesmeric Mirror (2 images, 10 min)
Icabhod: None
Trevor: None
Tychus:Divine Favor (+3, 8 rd), ▲Bane (Outsider [Psychopomp], 2 rd), ▲Dignity’s Barb (Crit 15, 19-20)
Xallis:Overland Flight (10 hr), ▲Mage Armor (10 hr), ▼Eerie Radiance (Blue)
Navia:Mage Armor (10 hr), ▲Shield (10 min), ▼Eerie Radiance (Blue)
Jack:Remove Fear (100 min), ▲Battlemind Link (10 min), ▲Bull’s Strength (3 min), ▲Gift of Will
Malphene:Gift of Will
Carrius:Mage Armor (10 hr), ▲Remove Fear (100 min)
Ember Weaver (Blue):Glitterdust (9 rd)

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

Eerie Radiance:
An ember weaver can wreath itself in an aura of cinders similar to dancing lights. Any living or dead creature within 300 feet with line of sight to the dancing embers must succeed at a Will save or else any protections or immunities it has against charm, fear, and mind-affecting effects are suppressed for as long as the ember weaver uses a free action to maintain the effect each round and for 1 round thereafter. Once a creature succeeds at this saving throw, it can’t be affected by an eerie radiance for 24 hours. The light has no effect on psychopomps, creatures that can’t see, and creatures the ember weaver chooses to exclude. This is a sight-based abjuration effect.

Xallis and Jack can go.


To clarify a few things:

Trevor didn't actually die and go to Pharasma's Domain. He was just dying (in negative hp). What he saw could have been an out-of-body experience or a hallucination or a vision but he wasn't physically on another plane.

You know Eutropia is not that power hungry that she'd want you to sacrifice her brother so she could take the throne. If this is her brother, she absolutely wants him to stay alive.

These psychopomps are likely rogue agents and they attacked first. You are justified in fighting against them.

The roleplaying is certainly okay and appreciated. Ultimately, just don't feel too bad about beating these guys.


Round 1

I need to work on my post before it gets too late so botting Tychus

Dignity’s Barb, divine favor, bane, rapid shot vs. Ember Weaver (Red): 1d20 + 17 + 3 + 2 - 2 ⇒ (20) + 17 + 3 + 2 - 2 = 40
Crit Confirmation: 1d20 + 17 + 3 + 2 - 2 ⇒ (13) + 17 + 3 + 2 - 2 = 33
Crit Confirmation: 1d20 + 17 + 3 + 2 - 2 ⇒ (3) + 17 + 3 + 2 - 2 = 23
Damage: 2d10 + 34 + 6 + 4 + 2d6 ⇒ (5, 10) + 34 + 6 + 4 + (4, 2) = 65

Dignity’s Barb, divine favor, bane, rapid shot vs. Ember Weaver (Red): 1d20 + 17 + 3 + 2 - 2 ⇒ (17) + 17 + 3 + 2 - 2 = 37
Damage: 1d10 + 17 + 3 + 2 + 2d6 ⇒ (1) + 17 + 3 + 2 + (4, 2) = 29

Dignity’s Barb, divine favor, bane, rapid shot vs. Ember Weaver (Red): 1d20 + 12 + 3 + 2 - 2 ⇒ (14) + 12 + 3 + 2 - 2 = 29
Damage: 1d10 + 17 + 3 + 2 + 2d6 ⇒ (7) + 17 + 3 + 2 + (4, 5) = 38

Tychus sees a straight shot at an Ember Weaver and fires three bolts with one bolt hitting directly in the face. The Ember Weaver lets out a pained wail then collapses into a flat sheet. It is dead.

Tychus hits Ember Weaver (Red) three times for a total of 132 damage and kills it.

Xan, scythe, power attack vs. Henrika’s AC 23: 1d20 + 21 - 4 ⇒ (19) + 21 - 4 = 36
Damage: 2d4 + 22 ⇒ (4, 1) + 22 = 27

Xan, scythe, power attack vs. Henrika’s AC 23: 1d20 + 16 - 4 ⇒ (1) + 16 - 4 = 13
Damage: 2d4 + 22 ⇒ (1, 1) + 22 = 24

Xan, scythe, power attack vs. Henrika’s AC 23: 1d20 + 11 - 4 ⇒ (1) + 11 - 4 = 8
Damage: 2d4 + 22 ⇒ (2, 1) + 22 = 25

Henrika Will save, standard: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37

Wow. Okay.

Xan, takes a step away from Jack and swings his scythe at Henrika. Henrika activates her mesmeric mirror trick but Xan can instinctively sense Henrika’s true form and ignores the illusions. Fortunately for Henrika, the weakened psychopomp falters after his first attack. Henrika also feels Xan attempt to channel necromantic energy through his scythe upon hitting her but she resists the effect.

Xan hits Henrika once for 27 damage. Psychopomps have an ability spirit sense which let them locate living creatures as if they had blindsight so they ignore the mirror images, Xan’s scythe has the conductive property and he attempted to affect Henrika with an ability but Henrika passed the save and is unaffected. After Xan attacks, his invisibility ends, although he was covered in glitterdust anyway.

Ember Weaver (Blue) Concentration DC 25: 1d20 + 15 ⇒ (10) + 15 = 25
Touch vs. Jack’s Touch AC 12: 1d20 + 15 ⇒ (3) + 15 = 18
Jack Fort save, standard: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Damage: 12d6 + 11 ⇒ (1, 2, 2, 3, 5, 2, 6, 4, 3, 3, 4, 1) + 11 = 47

Spellcraft DC 20:
Slay Living

The remaining Ember Weaver recovers from her blindness. Her hand glows with eerie dark fire and she places it upon Jack. The necromantic flames very nearly slays Jack outright.

Ember Weaver (Blue) successfully casts defensively and touches Jack dealing 47 damage. Jack did not pass the Fortitude save against it.

Round 2
Initiative

09 – Icabhod (65/75 hp)
07 – Trevor (69/79 hp)
07 – Malphene (45/66 hp)
06 – Xallis (62/83 hp)
06 – Navia (55/76 hp)

Round 3
Initiative

26 – Henrika (83/93 hp)
22 – Tychus (79/79 hp)
18 – Falchion Jack (1/76 hp)
15 – Xan (135 damage)
11 – Ember Weaver (Blue)

Active Spells/Effects
Henrika:Enchantment Foil (10 hr), ▲Message (100 min), ▲Remove Fear (100 min), ▲See Invisibility (100 min), ▲Battlemind Link (10 min), ▲Mesmeric Mirror (2 images, 10 min)
Icabhod: None
Trevor: None
Tychus:Divine Favor (+3, 9 rd), ▲Bane (Outsider [Psychopomp], 3 rd), ▲Dignity’s Barb (Crit 15, 19-20)
Xallis:Overland Flight (10 hr), ▲Mage Armor (10 hr), ▼Eerie Radiance (Blue)
Navia:Mage Armor (10 hr), ▲Shield (10 min), ▼Eerie Radiance (Blue)
Jack:Remove Fear (100 min), ▲Battlemind Link (10 min), ▲Bull’s Strength (3 min), ▲Gift of Will
Malphene:Gift of Will
Carrius:Mage Armor (10 hr), ▲Remove Fear (100 min)
Xan:Hypnotic Stare (-3 Will), ▼Glitterdust (9 rd)
Ember Weaver (Blue):Glitterdust (9 rd)

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

Eerie Radiance:
An ember weaver can wreath itself in an aura of cinders similar to dancing lights. Any living or dead creature within 300 feet with line of sight to the dancing embers must succeed at a Will save or else any protections or immunities it has against charm, fear, and mind-affecting effects are suppressed for as long as the ember weaver uses a free action to maintain the effect each round and for 1 round thereafter. Once a creature succeeds at this saving throw, it can’t be affected by an eerie radiance for 24 hours. The light has no effect on psychopomps, creatures that can’t see, and creatures the ember weaver chooses to exclude. This is a sight-based abjuration effect.

Everyone can go again.


Round 1

Calm Emotions Will saves DC 15:

Icabhod: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Trevor: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Tychus: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Xallis: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Navia: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17

Trevor makes a stunning exclamation which gives Icabhod and Malphene pause. He tries to calm the emotions of those near the cart to little effect.

Everyone passes the save against calm emotions. How everyone reacts to Trevor, I’ll leave to you.

Glitterdust Will saves DC 18:

Xan: 1d20 + 15 ⇒ (4) + 15 = 19
Ember Weaver (Red): 1d20 + 12 ⇒ (1) + 12 = 13
Ember Weaver (Blue): 1d20 + 12 ⇒ (14) + 12 = 26

Xallis sets off a burst of glitter in the middle of the enemies, outlining all three of them. The northmost Ember Weaver is also blinded by a cluster of rainbow sparkles covering the veil over her face.

Ember Weaver (Red) failed the Will save against the glitterdust and is blinded. Xan and the other Ember Weaver (Blue) pass but are still outlined by the spell. But I am giving Xallis a Hero Point for neutralizing Xan’s invisibility. Xan is able to cast quickened invisibilty at will so Xallis stopped a large piece of his tactics.

Henrika steps forward and hits Xan hard. Xan spins and growls. ”You know nothing. If you saw its soul like I do, you would not say that.”

Henrika hits Xan for 38 damage. Her sword bypasses Xan’s DR.

Jack slashes at Xan twice with his sword. One strike even shatters some ribs. Then he headbutts Xan but Xan’s head proves harder. Nevertheless, Xan looks badly battered after the assault.

Jack hits Xan twice with his falchion. The first attack confirms the critical. The second doesn’t. And the headbutt misses. He does a total of 64 damage after DR. Jack’s weapon does not bypass the DR.

Round 1
Initiative

09 – Icabhod (65/75 hp)
07 – Trevor (69/79 hp)
07 – Malphene (45/66 hp)
06 – Xallis (62/83 hp)
06 – Navia (55/76 hp)

Round 2
Initiative

26 – Henrika (110/93 hp)
22 – Tychus (79/79 hp)
18 – Falchion Jack (48/76 hp)
15 – Xan (135 damage) (Invisible)
11 – Ember Weaver (Red) (Blinded 10 rd)
11 – Ember Weaver (Blue)

Active Spells/Effects
Henrika:Enchantment Foil (10 hr), ▲False Life (17 hp, 10 hr), ▲Message (100 min), ▲Remove Fear (100 min), ▲See Invisibility (100 min), ▲Battlemind Link (10 min)
Icabhod: None
Trevor: None
Tychus:Divine Favor (9 rd), ▲Bane (Outsider [Psychopomp], 4 rd), ▲Dignity’s Barb (Crit 15, 19-20)
Xallis:Overland Flight (10 hr), ▲Mage Armor (10 hr), ▼Eerie Radiance (Red, Blue)
Navia:Mage Armor (10 hr), ▲Shield (10 min), ▼Eerie Radiance (Blue)
Jack:Remove Fear (100 min), ▲Battlemind Link (10 min), ▲Bull’s Strength (3 min), ▲Gift of Will
Malphene:Gift of Will, ▼Eerie Radiance (Red)
Carrius:Mage Armor (10 hr), ▲Remove Fear (100 min)
Xan:Hypnotic Stare (-3 Will), ▼Glitterdust (10 rd)
Ember Weaver (Red):Glitterdust (Blind, 10 rd)
Ember Weaver (Blue):Glitterdust (10 rd)

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

Eerie Radiance:
An ember weaver can wreath itself in an aura of cinders similar to dancing lights. Any living or dead creature within 300 feet with line of sight to the dancing embers must succeed at a Will save or else any protections or immunities it has against charm, fear, and mind-affecting effects are suppressed for as long as the ember weaver uses a free action to maintain the effect each round and for 1 round thereafter. Once a creature succeeds at this saving throw, it can’t be affected by an eerie radiance for 24 hours. The light has no effect on psychopomps, creatures that can’t see, and creatures the ember weaver chooses to exclude. This is a sight-based abjuration effect.

Blinded:
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.

Invisible:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

I’ll give Tychus a little more time to post his turn.


Trevor wrote:
Trevor holds his holy symbol aoft and cast calm emotions on everyone. (Will DC 15 negates)

Who is Trevor targeting? The area is not big enough to cast on everyone.

Also, the way this spell is being used is borderline PVP because it could put an unwanted effect on players. I don't allow PVP but I'll cautiously let this spell go through because the effect is easily broken, but please be careful with such things.


Henrika wrote:
I think we are allowed to say up to six words during other characters’ turns, so there’s no reason Xallis couldn’t have heard Henrika’s warning, right?

I don't enforce any restrictions on talking. You can talk as much as you want on any turn.

Xallis wrote:
Glitterdust (sadly going off before Henrika's warning) in the area where he last saw Xan, centering it where his square and Red's touched.

Xan went invisible after moving at the end of his turn, so if Xallis targets the area where he last saw him, he'll hit Xan within it.


Round 1

Henrika CL check vs. Xan: 1d20 + 10 ⇒ (9) + 10 = 19
Henrika CL check vs. Ember Weaver (Red): 1d20 + 10 ⇒ (6) + 10 = 16
Henrika CL check vs. Ember Weaver (Blue): 1d20 + 10 ⇒ (1) + 10 = 11

Henrika casts confusion and finds out that all three of the psychopomps are resistant to magic and they shrug off the effect.

Henrika does not beat the spell resistance against Xan or either Ember Weaver.

Tychus holds for Xan to make the first move.

Jack grabs the Ember Weaver’s dress and manages to entangle her with it. The psychopomp silently struggles in protest.

Jack’s dirty trick succeeds, just barely, so Ember Weaver (Blue) is blinded and entangled for 1 round.

Trevor wrote:
"My good beings of The Spire. Are you telling us this person is the actual Prince Carrius? How in the Nine Hells was that feat accomplished? We have tried to discover if what Carius said was true, or if he was a clever impostor!"

Xan responds, ”That is the being you know as Prince Carrius. He has resurrected himself by sheer force of will, and in the process committed horrible crimes against creation. I will not rest until I can drag the mutilated soul of the young prince, kicking and screaming, before Pharasma herself. The wards around the Encircling Bower kept me from entering the basement to retrieve him back then. And you should have done your job and killed the abomination. But even though you failed at that task, you did at least bring him out of the wards so I can now finish the job myself.”

A bunch of saves against various auras. The ember weavers’ auras are huge and everyone is within them. Henrika and Jack are currently within Xan’s. I’m going to do the ember weavers’ first since it might matter for the saves against Xan’s. I’ll mention I’ll include the +2 from the standard of conquest to each roll so I don’t need to write it out on each line.

Will saves vs. Ember Weaver (Red)’s Eerie Radiance:

Henrika: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36
Icabhod: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Trevor: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Tychus: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Xallis: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Navia: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Jack: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Malphene: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Will saves vs. Ember Weaver (Blue)’s Eerie Radiance:

Henrika: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20
Icabhod: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Trevor: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Tychus: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Xallis: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Navia: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Jack: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Malphene: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24

Will saves vs. Xan’s Fear Aura:

Henrika, remove fear: 1d20 + 15 + 4 ⇒ (18) + 15 + 4 = 37
Jack, remove fear: 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21

Xallis and Malphene fail against (Red)’s Eerie Radiance. And Xallis and Navia fails against (Blue)’s. Any protections or immunities they have against charm, fear, and mind-affecting effects are suppressed for as long as they are within the Ember Weaver’s aura and then 1 additional round thereafter. Henrika and Jack both pass against Xan’s aura of fear and are unaffected. If Malphene wants to activate her Gift of Will, it would make her save against the Eerie Radiance a success.

Xan, scythe, power attack vs. Jack’s AC 21: 1d20 + 17 ⇒ (5) + 17 = 22
Damage: 2d4 + 22 ⇒ (2, 4) + 22 = 28

Xan, scythe, power attack vs. Jack’s AC 21: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 2d4 + 22 ⇒ (1, 2) + 22 = 25

Xan, scythe, power attack vs. Jack’s AC 21: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 2d4 + 22 ⇒ (3, 3) + 22 = 28

Xan steps towards Jack and swings his scythe in a flurry of blows.

Xan hits Jack once for 28 damage.

Tychus sees Xan attack an ally and fires a shot. The bolt smashes into Xan and shatters bone.

Tychus hits Xan for 33 damage. Because of Tychus’ enhancement bonus on his crossbow, he bypasses Xan’s DR. Henrika adds painful stare for 7 additional damage.

Then Xan vanishes from sight. Henrika can see that Xan is invisible.

Force Damage: 6d6 ⇒ (3, 4, 3, 3, 3, 5) = 21

Reflex saves:

Henrika: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Icabhod: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Trevor: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Tychus: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31
Xallis: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Navia: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Malphene: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17

Recharge: 1d4 + 1 ⇒ (3) + 1 = 4

The ember weaver to Xan’s right, takes a step to align with the gate then let’s out a wail. As she does so, hundreds of souls from the Boneyard are called forth and rush forward to trample over you. Then as quickly as they appeared, they vanish back to whence they came.

Ember Weaver (Red) unleashes a rush of souls in a 60-ft. cone, dealing 21 force damage, Reflex save for half. Xallis, Navia, and Malphene fail and take 21 damage. Tychus has evasion and takes 0 damage. Everyone else, except Jack who is out of the area, takes 10 force damage.

The blinded ember weaver swings flaming hands in Jack’s general direction.

Ember Weaver (Blue) Touch, blinded, entangled vs. Jack’s Touch AC 10: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25
Miss 50%: 1d100 ⇒ 35
Fire Damage: 4d6 ⇒ (4, 2, 5, 6) = 17

Ember Weaver (Blue) Touch, blinded, entangled vs. Jack’s Touch AC 10: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28
Miss 50%: 1d100 ⇒ 25
Fire Damage: 4d6 ⇒ (2, 3, 3, 3) = 11

Unable to see, the psychopomp is unable to locate Jack with her attacks.

Ember Weaver (Blue) misses Jack twice. The blinded and entangled will last until Jack’s turn.

Round 1
Initiative

09 – Icabhod (65/75 hp)
07 – Trevor (69/79 hp)
07 – Malphene (45/66 hp)
06 – Xallis (62/83 hp)
06 – Navia (55/76 hp)

Round 2
Initiative

26 – Henrika (100/93 hp)
22 – Tychus (79/79 hp)
18 – Falchion Jack (48/76 hp) (Charged -2 AC 1 rd)
15 – Xan (40 damage) (Invisible)
11 – Ember Weaver (Red)
11 – Ember Weaver (Blue) (Blinded 1 rd, Entangled 1 rd)

Active Spells/Effects
Henrika:Enchantment Foil (10 hr), ▲False Life (17 hp, 10 hr), ▲Message (100 min), ▲Remove Fear (100 min), ▲See Invisibility (100 min), ▲Battlemind Link (10 min)
Icabhod: None
Trevor: None
Tychus:Divine Favor (9 rd), ▲Bane (Outsider [Psychopomp], 4 rd), ▲Dignity’s Barb (Crit 15, 19-20)
Xallis:Eerie Radiance (Red, Blue)
Navia:Eerie Radiance (Blue)
Jack:Remove Fear (100 min), ▲Battlemind Link (10 min), ▲Bull’s Strength (3 min), ▲Gift of Will
Malphene:Gift of Will, ▼Eerie Radiance (Red)
Xan:Hypnotic Stare (-3 Will)

Standard of Conquest:
The standard-bearer (Xallis) and all allies within 60 feet who can see the banner gain a +2 morale bonus on saving throws. They also increase their base speed or fly speed and the base speed or fly speed of mounts they ride by 5 feet.

Eerie Radiance:
An ember weaver can wreath itself in an aura of cinders similar to dancing lights. Any living or dead creature within 300 feet with line of sight to the dancing embers must succeed at a Will save or else any protections or immunities it has against charm, fear, and mind-affecting effects are suppressed for as long as the ember weaver uses a free action to maintain the effect each round and for 1 round thereafter. Once a creature succeeds at this saving throw, it can’t be affected by an eerie radiance for 24 hours. The light has no effect on psychopomps, creatures that can’t see, and creatures the ember weaver chooses to exclude. This is a sight-based abjuration effect.

Blinded:
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.

Entangled:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Invisible:
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).

Everyone goes.


Icabhod wrote:
Actually Icabhod follows Nethys but uses the Pharasma cleric/follower icon. :)

Oh, that's right.


Lamashan 27, 4718 (Moonday) (Yanmass, Taldor)

By the end of the week, you’ve finalized your preparations for the journey back to the County of Meratt. Since you need to transport Prince Carrius safely, you arrange for a wagon for him to ride in. You acquire enough food and supplies for the 9 days-long trip and then head out.

You aren’t expecting trouble but as you are passing through the gate to exit the city, you find it eerily quiet. Then stepping out into the middle of the road to block your path is the red-masked man flanked by two gossamer-veiled women.

You disembark the carriage to meet this threat. Carrius shakes with fear and remains safely in the wagon.

He calls out in rage, ”You! You were meant to destroy the abomination. Not ally with it. Your actions are contravening Pharasma’s judgment and I, Xan, have come to deliver Pharasma’s wrath upon you. That thing should not be! Turn it over immediately so that I may return it to the Great Beyond and I will stay my hand against you. If not, you will face my righteous fervor!”

Xan sheds the pretense of his human form, changing his appearance to that of a skeletal bird-creature with the same red leather bird mask he wore in his human guise. The women remain obscured by their shawls but glow with an eerie radiance.

Icabhod, as an inquisitor of Pharasma is likely wary of battling her servants but psychopomps are not normally this aggressive so Xan may be overstepping his directives. Likewise, Pharasma will not penalize you for defending yourself.

I think it is safe to assume you will not give up Prince Carrius.

Xan Lore

Knowledge (Planes) DC 17:

•Xan is vanth psychopomp.
•A vanth’s type is outsider (extraplanar, psychopomp).
•Also known as reapers, angels of death, or amzranei, vanths protect the departed from those wishing to eat or steal their mortal souls, recapture escaped souls trying to flee their assigned fates, and are death’s foot soldiers against whatever would disrupt the natural cycle of mortality. They may also guard the dead and death’s assets, such as forgotten cemeteries, unattended mausoleums, and sacred groves.

Knowledge (Planes) DC 22:

•A vanth is resistant to cold and electricity.
•A vanth is immune to death effects, disease, poison.
•A vanth is vulnerable to adamantine weapons.
•A vanth emits an aura of fear.

Knowledge (Planes) DC 27:

•A vanth has spell resistance.
•Its spell-like abilities include: deathwatch, detect undead, greater teleport, invisibility, sift, bestow curse, locate creature, nondetection[i], [i]rebuke, searing light, wrath, and true seeing.
•Xanths speak Abyssal, Celestial, and Infernal.

Female Psychopomp Lore

Knowledge (Planes) DC 18:

•This is an ember weaver psychopomp.
•An ember weaver’s type is outsider (extraplanar, psychopomp).
• Ember weavers are beacons for dead souls seeking the afterlife, and escorts for other psychopomps. Most ember weavers patrol graveyards, ley lines, and other places where the dead enter into the river of souls, beckoning them to step toward eternity. Ember weavers also perform services in payment for knowledge about lost souls.

Knowledge (Planes) DC 23:

•An ember weaver is resistant to cold and electricity.
•An ember weaver is immune to charm, death effects, disease, fire, poison, and spells with the [light] descriptor.
•An ember weaver is vulnerable to adamantine weapons.
•An ember weaver emits an aura of eerie radiance which strips other creatures of their protections against charm, fear, and mind-affecting effects.
•An ember weaver can call forth the souls of the dead to assault its foes.

Knowledge (Planes) DC 28:

•An ember weaver has spell resistance.
•Its spell-like abilities include: continual flame, dancing lights, searing light, suggestion, whispering wind, dispel magic, freedom of movement, fly, locate creature, plane shift, and slay living.
•Ember weavers speak Abyssal, Celestial, and Infernal.

Psychopomp Traits

Knowledge (Planes) DC 10:

•Immunity to death effects, disease, and poison.
•Resistance to cold and electricity.
•Psychopomps speak Abyssal, Celestial, and Infernal.
•A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
•A psychopomp notices, locates, and can distinguish between living and undead creatures.

Initiative:

Henrika: 1d20 + 8 ⇒ (18) + 8 = 26
Icabhod: 1d20 + 6 ⇒ (3) + 6 = 9
Trevor: 1d20 ⇒ 7
Tychus: 1d20 + 12 ⇒ (10) + 12 = 22
Xallis: 1d20 + 2 ⇒ (4) + 2 = 6
Falchion Jack: 1d20 ⇒ 4
Malphene: 1d20 ⇒ 7
Xan: 1d20 + 5 ⇒ (10) + 5 = 15
Ember Weavers: 1d20 + 6 ⇒ (5) + 6 = 11

Round 1
Initiative

26 – Henrika (93/93 hp)
22 – Tychus (79/79 hp)
15 – Xan
11 – Ember Weaver (Red)
11 – Ember Weaver (Blue)
09 – Icabhod (75/75 hp)
07 – Trevor (79/79 hp)
07 – Malphene (58/58 hp)
06 – Xallis (83/83 hp)
06 – Navia (76/76 hp)
04 – Falchion Jack (76/76 hp)

You can have any long-term spells casts and cast one buff spell in preparation when you sense something amise. Then Henrika and Tychus start.

New Map


The description says:

PCs leverage their influence in periods called persona phases, which are abstract representations of time spent building up their reputations or directing their agents to complete missions on their behalf. These phases take place separately from normal gameplay; a player typically makes all related decisions at the start of each persona phase, and those decisions stay in effect until the start of the next persona phase.

At the beginning of a persona phase, each PC chooses from one of two actions: developing her persona or launching an operation. The phase ends when the PC has chosen her action and made the associated decisions and actions.

As written the skill bonuses are really only going to be used for Developing Persona rolls, since Operations typically don't use specific skills checks.

But if you guys want to petition me for a one-time skill bonus in between Persona Phases, I might consider it. It wouldn't be game-breaking.

As for the feats, you are correct. You can only use one feat at a time. But you can swap between any available feats each time you have a new Persona Phase.


Correct. Henrika's +4 bonus on Bluff, Diplomacy, Intimidate, Perform (any) are only during a Persona Phase not during regular adventuring.

Typically, you only get one roll per Persona Phase anyway, but if somehow you got more than one, you only apply a bonus on a single roll per phase.


Trevor, it looks like Malphene may still need to be updated to 8. After that, everyone should be leveled up and good to go.


Icabhod

Icabhod discovers that while some drugs made it to the streets. The majority of the drugs were used within the Encircling Bower. Powerful misters were used to addle the minds of the attendees during services and other drugs were used on Prince Carrius to keep him confused and docile. Identifying this, Icabhod is able to work with the local authorities to locate those who previously attended service and provide treatment for any lingering effects.

Canny Investment: 2d6 ⇒ (4, 6) = 10

Icabhod’s Sagacity increases to Rank 3. He gets a skill bonus of +2 to Perception and Sense Motive during Persona Phases. And he gains 2 agents. He also earns 10 gold from his agents in the market. Afterwards, they pack up shop and return to Icabhod since you are preparing to leave town.

Xallis

The last time Xallis tried to give a lecture, he put the crowd to sleep. This time however, thanks to his notoriety, scholars eagerly attend and rigorously take notes on his teachings.

Xallis’s Sagacity increases to Rank 1 and he gains 2 more agents.

Everyone succeeded on their checks this time around. Well done!

I’ll do a post to continue on shortly.


Tychus

Pallietor gladly accepts Tychus’s aid. Together they hold sermons throughout the week, educating those who previously attended the Cult of the Twilight Child’s masses, that the cult was not affiliated with the church of Abadar but anyone who wish to learn about Abadar’s teachings are welcome to learn. The sermons are well received and Tychus’ influence grows.

Tychus’ Sagacity Rank increases to 7. His skill bonus with Perception and Sense Motive increase to +4. And he gains 2 agents.

Henrika

The citizens of Yanmass already view your group and heroes so Henrika’s performances are met with packed crowds and standing ovations. Henrika needs not worry about food or drink for the rest of her stay here as patrons shower her with gifts.

Henrika’s Heroism Rank increases to 10. She becomes a Master of Operations and can perform an additional operations of the Heroism facet each phase. And she gains 2 agents.

Trevor

Word that the hero Trevor is holding a Healing Tent Event spreads and many people come to be treated by him. Trevor finds that a number of women faked injury just for the chance to get close to Trevor as if he were a celebrity. These fans are met with Malphene’s stern disapproving stare.

Trevor’s Sacrifice Rank increases to 7. His skill bonus with Heal and Survival increase to +4. And he gains 2 agents.

Icabhod and Xallis still need to pick Persona Phase actions.


Xallis is going to have 4 arms now? Well that'll make holding the banner easier. =)


For summon monster spells, the summoned creatures are alive but if they are reduced to 0 hp, they aren't killed, just sent back to their home plane. Usually, you'd just summon random no-name creatures. But they certainly can have names if you want to name one. If you know a planar being's name, you can summon the same one each time rather than a random one. It having a name has no other mechanical effect.

I'd imagine, when you cast a summon monster spell, a call is sent to an outer plane and one or more of the creature you are summoning chooses to answer the call. So monsters aren't randomly scooped off the toilet or in the middle of a task. A specific named creature could refuse the call, and you'd get a random version instead, but I'd say it would be highly unlikely that that situation would ever come up. You can assume if you want to summon a named version, you can do so without issue.


That's a real head-scratcher. I'm inclined to say just ignore the hypnotic stare requirement, because as you said, without the psychic inception bold stare, your hypnotic stare won't work on undead.

Just make the feat say:

You can feint against mindless creatures at a –4 penalty, and the creature has a 50% chance of ignoring the effects of your feint.

Does that sound good? If not, I'm open to discuss further.


Ok, selling all the stuff checked off, the 5 of you each get 10,884 gold.


Realistically, I guess the priest might get upset, but it's just a game. Go ahead and sell it if no one wants it.


A was going to wait another day or two to have you level because there is actually one more encounter before this chapter closes. But since I'm going to be leaving on vacation tomorrow morning, my next post might not be until Monday. So, I'll give you this time to work on leveling up to 10 while I am awhile. So go ahead and level to 10 when you have time.


Detect Thoughts Will DC 19: 1d20 + 7 ⇒ (6) + 7 = 13

Cassaranda’s thoughts align with what she is saying. Her thoughts are focused on returning to the Kitharodian Academy and meeting with someone named Kathann Zalar.

Navia wrote:
Navia's sense motive: 1d20 + 19 ⇒ (20) + 19 = 39

Navia senses that most of Cassaranda’s emotions are feigned. She’s not actually frightened nor helpless. Her youthful appearance is not an illusion but likely aids her when attempting deception.

Lamashan 22, 4718 (Moonday) (Yanmass, Taldor)

The Council is not in session on Sunday, so you wait one more day and address the Mercantile Council on Moonday.

The Council’s general consensus is that the Cult of the Twilight Child was never a real problem. Nevertheless, Chief Enumerator Palliettor makes it a point to personally thank you for your help with the matter and encourages you to keep the magical crossbow Scofflaw Hunter that he previously loaned to you as a gift. Further, he offers to send genuine representatives of the Church of Abadar to minister to the lay members of the cult and address their spiritual needs.

The Council will put Vaddrigan Pol under arrest for kidnapping and blasphemy and will question him at a later time to see if anything else can be learned.

As your business in Yanmass is coming to a close, Yanmass’s citizens are overwhelmed by the support Princess Eutropia offers as much as they’re disgusted by Maxillar Pythareus’ treachery, so they—and with it, most inhabitants of Avin prefecture—throw their public support behind Eutropia in the War for the Crown. Eutropia and Martella will be pleased.

After your meeting, soldiers are sent to the Encircling Bower to clear out the building. They report that if anyone else was inside, they evacuated before the soldiers arrived. They did find an advanced alchemical laboratory where an alchemist was brewing up several illegal hallucinogenic drugs including powdered flayleaf, opium, and shiver. The mastermind behind the creation of the drugs must have escaped. The drugs are confiscated and not given to you.

I’m going to give you one final Persona Phase while in Yanmass while you make preparations to bring Carrius back to the Palace of Birdsong. You can post your actions when you get a chance. You can also sell any treasure and if you purchase anything, you still get the 10% discount in Yanmass. This is the last opportunity to take advantage of the discount since you will be leaving the city soon afterwards.

Lastly, rescuing Prince Carrius is another triumph and all of your relics get more powerful again. Some of the first relics you found will have reached their full potential now, while a few of the newer ones still have some room to grow.

Dignity’s Barb: Dignity’s Barb is a +4 seeking darkwood light crossbow. At the start of each day, the crossbow’s owner rolls a d20, rerolling any results of 1, 19, or 20 and recording the final result. For the rest of that day, when the owner rolls the recorded number on an attack roll with Dignity’s Barb, the attack roll is a critical threat. This has no benefit for anyone other than the owner who rolled at the start of the day.

Envoy Ring: The wearer can use mass suggestion (DC 24) once per day.

Koriana’s Blade: Koriana’s Blade is a +4 defending longsword. The final gem repairs itself. The green gem protects against poison effects.

Subtle Mask: The mask’s enhancement bonus to Charisma is +6. When the wearer mentally activates the mask, she also detects whether the target is lying throughout the concentration, as per discern lies (DC 22). Once per day, the wearer can speak a command word to use true seeing.

Standard of Conquest: When the standard bearer calls for a battle charge, each affected creature gains a fly speed of 30 feet for 1 minute. The standard bearer can call for a battle charge twice per day.

Scion’s Dagger: Once per day, the dagger’s wielder can teleport any number of her bodyguards to her location, as per teleport. They must be willing and within 100 miles, and when they arrive, they appear within 20 feet of the dagger’s wielder in unoccupied spaces chosen by the GM.


Icabhod wrote:
No attempts at confirming her identity? We already had to deal with beings like the Divs and we find another shapeshifter?

I'll let you make any attempt you want.


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FYI: I am going on a weekend vacation this coming weekend from Friday through Sunday. I can probably do a short post to respond to a question or something but I won't be able to do a full post during that time.


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”You’re servants of Princess Eutropia? In that case, I can tell you the truth. I’m not just some innocent teenager. I’m actually in my late thirties. I’m a member of the Lion Blade and a talented spy. I was passing through Yanmass on another mission when I heard of the Cult of the Twilight Child. I sought some preliminary information about them to report back to my superiors in the Kitharodian Academy in Oppara when I was accidentally captured and imprisoned. I’d gladly share what I know about the Cult but truth-be-told, you probably know more than I do at this point.”

Vaddrigan’s key ring does not have a key to this cell. But when Henrika takes a look at the lock, she finds that the lock has already been picked and the door easily swings open. Cassaranda shrugs with a smirk. ”I guess I didn’t really need help getting out after all. I was just waiting for a good opportunity to escape because that blasted golem was still a problem. It seems like you figured out a way to get passed it though.” She steps out of the cell. ”Well, shall we get out of here then?”

There was no treasure in the jail or the prison. Except for the dead cultist’s gear.

Upstairs, the contingent of Abadarran guards that Tychus brought along have stopped and captured the fleeing wererats. One of the guards says, ”These fellows admitted to being hired to serve as full-time wardens as well as to spread disinformation around the city. We’ll make sure they stay off the streets for a good long time.”

There were no ambushes, so I’ll let the operation at least have some effect.

The wererats had: masterwork studded leather, short swords, and light crossbows. Nothing of any significant value, but I added it to your treasure sheet.

Once you are out of the Encircling Bower, Cassaranda bids you farewell. ”Thank you again. Perhaps we’ll meet again if you are ever in Oppara. I need to report back there now. I’ve been gone for too long.”

The return to the Whistling Wyvern is uneventful. A few citizens point, perhaps recognizing Carrius from previously attending a ceremony at the Encircling Bower, but no one approaches or hinders your journey.

You can rest and recover in the inn or do whatever else you might want to do. Once you’ve recovered, you should report back to the Council.

I’m not going to make Trevor roll caster level checks for all his healing to remove the cursed wounds. I’m just going to say it takes to majority of his spells for the day with some successes and some failures until all the cursed wounds are removed. A full day passes, then the next day, he can start with a fresh repertoire. Also, the restoration needed to remove Henrika’s Dexterity drain costs the party 100 gold. I’ll just take it out of the total treasure gained.


Around the time you finish preparing to escort Prince Carrius out of the building, you hear the door at the far end of the hall open and a female cultist speak, ”Better luck next time boys. Nobody beats me at a game of dice. Now keep watching that prisoner like we’re paying you to.”

Then you hear the heavy footsteps of clay golem stomping down the hallway. ”Oh gods! No! Ahh!!!”. You hear the woman’s screams followed by the sound of crunching bones and the wet splashes of gore. Then silence.

By the time you get back out into the hall, you see the clay golem standing motionlessly over the crushed body of a female aasimar in blue cultist robes. You see four wererats scurry fearfully past the golem and up the stairs, fleeing for their lives. The creatures were not wearing robes and the golem does not pursue them.

Then you hear another female voice call out from within the far room. ”Hello? Is anyone out there? I’m being held prisoner here. Please let me out.”

You can’t just leave someone in need, so you squeeze past the golem to get into the room.

This square room has a musty, unpleasant smell. A scarred wooden table surrounded by wooden chairs is shoved into the room’s northwestern corner. The southeast corner contains several pallets of straw jumbled together like a nest. A target hangs on the back of the wooden door in the east wall. A wooden door in the south wall has a small barred window and a heavy bar to keep it closed.

You open the barred door to reveal another jail cell. This jail cell has floor-to-ceiling iron bars running from the west wall to the east wall to separate off the room’s northern edge. A padlocked cell door in the bars is framed in iron. The cell is a gruesome affair, strewn with moldy straw and a leaky bucket overflowing with foul fluids.

A single woman occupies this cell. She appears to be a frightened baby-faced young woman barely out of her teens. When she sees you, her eyes light up. ”Please, I’m nothing but a too-curious young girl. I knew I should have snuck backstage and now I’m paying for that mistake. Vaddrigan doesn’t believe me and has kept me prisoner for over a week. Please let me out. The conditions in here are beyond horrible. I’m barely fed and my bucket is never emptied.”

The woman strains her neck to see Prince Carrius standing silently behind your group. ”Is that The Twilight Child? If you’ve freed him, free me too. Who are you people? You can call me Cassaranda Florint.”


Henrika wrote:
"We are friends of your sister, Eutropia.

When Henrika mentions Eutropia, Carrius’ face brightens and a few tears fall from his eyes. He wipes them away and says, ”I’m sorry. I don’t know why I did that. If you are working with my sister, I would like to see her. I will come with you.”

With Icabhod’s detect thoughts, Carrius’ mind appears muddled and confused. When talking about Eutropia, he briefly thinks of a warm afternoon playing with his father and older sister in a well-appointed garden. When talking about the cultists, he is scared.
(Carrius does not resist the spell.)

Xallis wrote:
We've come to get you out of this prison and away from the cult that wanted to turn you into a puppet."

”Am I a puppet?”

To Icabhod, Carrius’ head is just spinning as if trying to grasp ideas only for them to slip through his fingers.

Henrika wrote:
Vaddrigan tried to kill us, so we defeated him in battle. Would you have us spare his life? After everything he has done to you?"

”I don’t know this man…Not really. I can’t make a decision like that.”

To Icabhod, Carrius is trying to recall how he met Vaddrigan in the first place but cannot.

With Carrius willing to accompany you, you use one of Vaddrigan’s keys to unlock the cell and let Carrius out. He timidly walks with you.

So, what’s your plan? Are you going to check the remaining rooms or just try to leave?

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