Dr Lucky

Keltoi's page

Goblin Squad Member. Organized Play Member. 196 posts. No reviews. No lists. No wishlists. 2 aliases.


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"Also, there's slightly better magic item support for str builds. A str build usually wants their belt slot to be str, or str+ something else. And there's a chest slot item that gives +2 dex. So for a str build, that's neat and sorted - you can buff your primary and secondary without getting into the two stat belts. Or you can do a two stat belt and buff str+con. It's nice.
Whereas for a dex build, if you wanted a +2 str item while setting your belt to dex, you seem to be out of luck (unless custom items are allowed in your game, or I'm missing something important). "
The chest item costs 8000gp,+2 belt str =4000, a belt of perfection +2 (all physical stats)= 16,000, so really a dex based character could have it all too.


unpainted minis, preferably ones that you could "borrow"


thanks!


Hi!

How long upon subscribing does it take to gain access to the PDF copies of things?

The reason is, I just subscribed to the Player Companion line, starting with Varisia and I am currently at work and bored to tears...I need something to read!

Thanks!


Martin Sheaffer wrote:
Amanda Hamon wrote:
I'm shocked that something that bad can air on a major network, but that very strong sci-fi shows with good writing can be canceled even when they're on smaller networks (my poor "Firefly" ...). /rant :)
Errr, weren't Lost and Firefly both Fox shows? ;)

Lost was ABC


Ok a followup,

Please help convince me by listing reasons as to why Mindchemist is great!


I am building a ratfolk alchemist for an upcoming AP, I am going to be specializing in bombs, however I can't make up my mind on whether to take one of the above archetypes.

I like the idea of being able to dish out cures without having to take the infusion discovery, however as bombs are my bread and butter, i like the extra damage from mindchemist..

Thoughts?


ossian666 wrote:
Keltoi wrote:

I have built a ratfolk mindchemist for an upcoming campaign, not sure how he'll fair but with rapid shot and point blank i have 2 - d6+5 bombs per round at my disposal at lvl 1!

You can't do this at level 1...bombs require a standard action not an attack action. You by RAW can't pull this off until level 8 when you can get Fast Bombs.

missed the part about requiring fast bombs,,Thanks!..now to find a new feat...


I have built a ratfolk mindchemist for an upcoming campaign, not sure how he'll fair but with rapid shot and point blank i have 2 - d6+5 bombs per round at my disposal at lvl 1!


Our campaigns alternate every 2 AP volumes so currently:

CotCT - book 5
CC - book 5
SS - book 4 (currently playing)
RotRL - will start when GM receives Anniversary edition

We play every Sunday for 7 hours.

The only AP we abandoned was Kingmaker and that was because GM had too many real life obligations to be able to fully flesh out the AP so we got bored.


I think I would prefer to see something along the lines of:

"For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes in respect to a ranger's special abilities"


BigJohn42 wrote:
Keltoi wrote:
A ranger is fighting a fire-elemental. He casts Instant Enemy and changes the subtype to Undead, all of a sudden, the Fire elemental is taking damage from the ranger's flaming burst longsword?
Nothing about the spell says that the creature loses it's other types - the "Undead" Fire Elemental would still have all of it's Elemental resistances.

True enough, I guess, however I still believe his undead bane weapon is still ineffective.

Short of an errata to clarify "for all purposes", we shall just have to agree to disagree.


BigJohn42 wrote:


The Bane enhancement doesn't care about anything, since it's simply a magical enhancement to a weapon.

This is exactly my point. The bane weapon is a weapon crafted to harm a specific creature, it doesn't care who wields it or who it's wielded on. It has just been pre-programmed to be more effective against a certain creature type.

I still feel that how the ranger perceives the enemy has no bearing on the bane weapon. It is a tool, specifically crafted to be superior against a certain type of creature.

If the wielder can override this, it doesn't make sense to me.

A ranger is fighting a fire-elemental. He casts Instant Enemy and changes the subtype to Undead, all of a sudden, the Fire elemental is taking damage from the ranger's flaming burst longsword?


If I drink a Cognatogen to increase INT, will I suddenly have the ability to create 2 more bombs?

Could I prepare a bonus extract? If so, what would happen to the bonus extract, once the cognatogen wears off?

Thanks!


BigJohn42 wrote:
Cheapy wrote:

It looks like the ranger can treat the dragon as an evil outsider...

But the arrows don't give a damn what the ranger thinks he's using the arrows against, so bane wouldn't apply anyways.

I would agree, if not for the "for all purposes" part of the spell. The ranger is treating the creature "for all purposes" as if it were another creature type - one that the ranger has as a favored enemy.

Considering that Bane is only a +1 enchantment on a weapon, I don't see why, from a balance standpoint, the 10th level Ranger's use of a Bane enhancement shouldn't qualify as "for all purposes." (10th level being the earliest a ranger can cast 3rd level spells).

Because of the "ranger treats as..."

It seems to me that a bane weapon when created, is attuned to a particular creature type to inflict damage against that specific type. Whether the ranger is pretending that the subtype is a different type, has no bearing.


Honestly, I haven't been spooked by a book since I was a kid, however as a child I remember having nightmares from:

Flowers in the Attic
And Then There Were None

I was also an avid King fan at that time, however his books never scared me.


I have yet to be disappointed in any product, or customer service.. as far as marketing goes, my bank balance seems to think that they are doing just fine in that area too.


Talon Moonwalker wrote:

To be honest, whilst it might fit your campaign world etc, I am not really sure that forcing a ranger character to take an archetype would work. I would love to hear why you have made that rule.

The divine caster ban? Meh it makes sense, although makes any healing seeimingly incredibly rare which makes sense.

Arcane casters can now heal, it's Necromancy now...

Love the idea of switching saves around!


Stable: A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.


I keep a list on my players, detailing the order in which they research about monsters, for instance, the ranger studied monsters firstly looking to see what weapons are least effective(DR), whereas when the wizard studies creatures, he first looks at how they interact with fire.

Prevents metagame or me holding out vital info.

If the roll is high enough, or if there are multiple abilities, I roll.


It sounds like he plays pretty much the same as some of my group plays. The out of character joking around, the asking for healing after battles..minor mistakes etc... and we've been playing reg. for about 15 years!

The difference is our group is on the same page as the game is concerned, therefore with a few minor disagreements, everyone has fun.

Seems to me that your players have different expectations from the game, which makes me wonder. You say you have played with this guy for 8 years, have you been playing with the other players for the same amount of time? I would have thought if you were with the same group for 8 years, they would know what to expect from each other.

Goblin Squad Member

I went with Haunted Crypts, Enigma Vault and Final Exam, although I think I will be happy with anything these guys write!


When it comes time to autograph your nearly 1400 copies of Thornkeep, will you sign your full name with a flourish, or will you invent a J-squiggly-S signature for the sake of avoiding carpal tunnel?


I think Kryzbyn has it exactly right. These situations can be best avoided by the rigorous use of mockery and taunting. If it works on the playground it will work in my living room!

Also, after reading a few posts up, I noticed I am wearing my shoes indoors AND walked over the oriental rug at least a dozen times today...some of us never learn...


I think, the behaviour was a little rude, but I also have a problem with people who don't discuss issues and let them fester until its' unbearable and then the almighty boot comes into play.

I guarantee these problems were stewing with the group for at least the last couple of sessions..

OP - grabs a glass of milk

Rest of Group - exchanges knowing looks.

If I have a situation come up with my group, we deal with it. We throw in for food every session, if someone doesn't pay, we call em on it.

If the host said "get yer own damn milk" or "gimme pizza money" then this whole thing wouldn't have ended the way it did.

I see the situation as thus;

Host to other player "wow that dude is such a cheap-skate, he never chips in for pizza"

Other player " I know right? What's up with that?"

Host " No clue, but next time we play, I'm not gonna bring up chipping in and if he doesn't offer to pay, I'm booting him"

EDIT: I also want to make it clear that I don't excuse the OP's actions, as they were clearly wrong. We used to have a player who never chipped in, with various excuses. Ended up owing the group around 80 bucks all told. He was kicked, and stayed kicked even after he settled his "tab"


The only games I remember playing back then other than Hero Quest were Dragonstrike and Talisman.


TriOmegaZero wrote:
And the funny thing about the second instance is that it can easily be the first instance if the DM chooses.

This caused me a ton of grief when we switched from 2nd to 3.0

If any time I would, for the sake of hurrying the game along, do this I would have my players say something to the effect of "Oh gee, glad I put ranks in swim" or "If you aren't going to make us roll a check, can I at least take my ranks out, and put them in something more useful?"

Don't get me wrong, I much prefer 3.5/PF, but there was something to be said about winging it.

Not sure I could go back to playing without a grid though...


I am playing Carrion Crown and finished book 4, and so far we have enjoyed it. Book 3 was probably my least favorite, but as an overall AP it is very fun.

I am also playing CotCT and am in the middle of book 4, this one might be my favorite because the story is really immersive and excellently crafted.

I am GMing Serpent Skull, and am about to GM book 3 in a week or so. It does require a bit of GM work, however the GM threads on these boards are an incredibly useful aid.

The only AP our group didn't adapt to was Kingmaker, as unfortunately, our GM didn't have really any free time to input story arches. It was too much a sandbox for our taste.

I have also read Book 1 of Skulls and Shackles to eventually GM that AP, and I can tell you that it looks incredibly fun, if the pirate life is for you!


Thanks for the advice, I wasn't sure whether our group missed something.

Also Big thanks Ansel for that link, the generator is a HUGE time saver!


Hi!

I need advice on how you handle purchasing magic items. If I am reading the rules correctly, in a metropolis, the highest value of purchasable item is 16000g. This seems reasonable for lower levels, however it seems to pose difficulties in keeping up with things like DR etc. higher levels.

For instance, I am playing in one game, where we are fighting a lot of evil outsiders, many of which have DR/good. Not having a paladin, we are struggling to get through these encounters. A +1 holy weapon being an equivalent +3 is beyond what can be purchased and therefore unavailable so how does one deal with that?

Same goes for any amulet of mighty fists beyond +1.

In other campaigns whether I play or run it, it seems that crafting becomes mandatory to allow for better magic items. Is that the only way?

Has anyone tried or had success with scalable magic purchase limits. for instance doubling the values when PCs attain level 10?

Thanks for any help!


It depends on the game, because I believe any GM should make sure there are other consequences as addiction would have a strong RP aspect to it.

Any character goals would probably change into getting a fix, if drugs are illegal in the game, then it could lead to problems in urban areas, negative reactions from NPCs who determine the person is on drugs.

Symptoms of withdrawal on those long adventures if they run out of stuff.

Come to think of it, I probably wouldn't allow them in my games as it seems like a whole lot more paperwork for me as the GM.


PROBLEM #1
I keep d20pfsrd.com up on my laptop because there is a search function for rules and such, and if there is a rule that is mentioned on another page, generally it is hyperlinked. No book flipping. If for some reason I can't use my laptop (internet issues) I use the prd on my phone.

PROBLEM #2
At my table I use a laptop with a form fillable character sheet (Neceros if a simple character, Bad Ass Bandana if complicated) For abilities that scale, there is plenty of room to add notes. I use a simple excel sheet to keep track of damage and daily use things like spells and items, and I keep a word doc open for campaign notes.

Honestly, I am not sure whether I could ever go back to actually using pen and paper. Downside is, God help me if my laptop crashes....


I don't know about the harvesting, but I know that eating intelligent humanoids is evil.

The witch hex "cook people" spells that one out. I rolled a witch to play in an upcoming game who will take the role of party "chef". I'm praying that the paladin will never figure out that the Leg of Lamb is actually Leg of Larry!


Thanks for the info guys, I have a much clearer picture now!

As for weather, I would imagine the temperature wouldn't drop too much in the winter, if you want a noticeable change, perhaps you could have it rain more.


Between the waves of demons being fended off, you can have the PCs try to topple the remains of the fortress into the crater to "seal off" the portal.

Then they can content with further waves AND falling debris. And if they are doomed to be sealed in also, at least let the bard survive to tell the tale of heroism.


I am wondering how much in game time generally passes before the level 10 "event"?

The reason I ask is that due to many, many PC deaths, the party is lacking in gear. They have taken crafting feats to help get them back up to battle readiness.

I was curious also, as to the speed at which the other factions progress. (unfortunately, due to the many deaths, the PCs arrived 4th)

I read earlier in the thread that it takes a day to research a district, not including encounters and other stuff, so theoretically maybe 15-20 days with encounters and such.

I also read that it takes roughly 30 days to receive an order through the factions.

I guess, in a roundabout way, I am asking if the PCs dedicated 2 weeks or so to crafting, would it essentially ruin the entire expedition, and allow a rival faction to claim the city as their own?


Celestial armor isn't mithral and doesn't follow the normal proficiency rules, thus celestial armor is light and celestial full plate is medium.

James Jacobs wrote:


Celestial armor is not mithral—it's actually made of silver or gold (as mentioned in its description), and thus doesn't gain any of the standard modifiers for being mithral at all. It's its own thing. Its lower arcane spell failure and higher max Dex bonus are a result of its magical qualities, not what it's made out of. In addition, this magic allows folks to wear it as if it were light armor—the mithral versions don't do this because mithral isn't fundamentally magical like the enhancements on celestial armor.
James Jacobs wrote:
Zark wrote:

Thanks James!

Does this mean you don't have do be proficient in medium armor to avoid taking nonproficiency penalties when using Celestial Armor?

Thanks again for the quick answer and the clarification. Have a nice weekend. :-)

Nah; celestial armor only requires light armor proficiency to avoid the penalties. It's a pretty solid armor choice for bards or rogues as a result.


Dear James,

Do you ever abuse your position at Paizo for personal gain, such as requesting a sample sculpt from WizKids for an upcoming line that just happens to coincidentally match the race/class/gear of a BBEG in your home game?

Follow-up, if you answered no, why the heck not??


Yeah, I have read up on the weirdness that is Flurry = TWF

Rope gauntlets are neat, however the EWP would be reasonably unattainable. I am aware that I can probably do a better job with a trip weapon, but I would prefer unarmed so I will bring it up with my GM.

I like the suggestion of making handwraps a double weapon so as not to exploit magic item creation rules.

Thanks for the suggestions!


Would this be silly, or would you allow it?

I am making a maneuver master monk, who specializes in tripping. Would you allow the Heirloom Weapon trait on something like hand-wraps for the +2 bonus to tripping?


Thanks for the info!


Quick question...

When you gain a bonus equal to half your class level, is there a minimum of 1?

So at 1st level in a class would I get a bonus of +1 or +0?

Thanks!


Darkghost316 wrote:


That sounds pretty awesome. I have been thinking long and hard, but I might stick with my barbarian. However, I do like the options the ranger gives and can do respectable damage for melee and range. However, that +6 sounds awesome but where are you getting a high bonus all the time? are you always fighting your favored enemies? Because that makes sense why you are outdamaging your party members. Sadly, I don't think I will get to that amount because I'm not sure what creatures we will always fight.

Also boon companion does boost your druid level for your animal companion? I thought it was only for multiclass?

Thanks for all the input guys, forgot to mention that. :)

As far as Boon Companion goes, SKR clarified it.

Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum effective druid level of equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit.

SKR wrote:


This would make it clearer. And yes, you can take the feat if you're a single-classed ranger. It's actually pretty sweet deal.

Currently we don't have a place to post FAQ/update material for books other than the Pathfinder RPG hardcovers, so I can't attach this to a permanent FAQ, but consider this an official ruling on this question.

As far as the +6 goes, we do fight a lot of undead but the spell Instant Enemy is fantastic!

Instant Enemy:

School enchantment; Level ranger 3

Casting Time 1 swift action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Target one creature that is not your favored enemy.

Duration 1 minute/level

Saving Throw none; Spell Resistance no

With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes.


I am currently playing a switch-hitting ranger, and am 11th level.

In a party consisting of Magus Paladin and Cleric, I often out damage the rest of the party.

The versatility of ranged or melee, gives my character the advantage in most battles.

With a favored enemy at +6 I have zero trouble hitting and do a lot of damage and with Instant Enemy I ensure that any big bad will be nicely handled.

I selected Boon Companion for a tougher animal, favored defense for a nice AC boost and favored critical for a nice boost to threat range.

I will try to post my build later, but I think switch-hitter is a great party asset.


wanders into this thread and is briefly shrouded in a golden glow

Oooh I leveled....in AWESOME!!


This week was pork-chops and a potato celery gratin

Last week was chicken stuffed with sausage, wrapped in bacon served with a bacon broccoli mac N cheese.

My brother cooks, and goes all out.


shallowsoul wrote:
Just what the title says. Why was XP cost eliminated from certain spells and magic item creation. I always thought it was a great way to keep things in check but now the DM really has to watch how much gold he gives out and keep an eye on the players if they try and find ways to exploit getting massive amounts of gold. I think they should bring back this rule.

Are there trust issues within your group that require so much oversight to prevent abuse?

I have GMed a fair amount of campaigns now, and most have had 1 or 2 players craft magic items.

Not once have I had to deal with abuse. The time constraints are the biggest obstacle, and with the PCs busy with that whole adventuring stuff, there isn't pools of downtime.

I would suggest trying the rules as written out first, as your concern may be for nothing.

I just think speculating that players MAY try to exploit the rules, and basing this speculation on other threads that go above and beyond to TRY to exploit item creation is a stress that probably won't serve any purpose.


Life Oracle works really well, choose feats etc. to be a front line fighter, your revelations will take care of the healing.

Energy Body combined with the grace spell is a nice front line combo, when activated for in a pinch healing of others.

Swift to cast Grace to ignore AoO, walk through an ally's square to heal d6 plus level, then still have a standard for some smackage!

Also you will be the talkie of the party, with your 4+ skills and mega charisma.


There was some discussion on this in the Ask James Jacobs thread. It centered on the lack of Extra Ninja Trick feat. I believe the verdict was GM discretion, can't remember. Either way, I am assuming that it doesn't work for PFS.

In any case, Jiggy is right about the trait. The trait only implies that the Pathfinders showed you a bunch of anatomy books and you studied them, so if you happen to be someone who is particularly good at pinpointing weaknesses (Ninja, Rogue, Vivisectionist etc.) you will benefit from the trait.


How specific do you have to be when stating the conditions of a ready?

Example: An archer readies to fire an arrow at a cleric when he/she casts a spell. The cleric then chooses to channel negative energy. As channeling is not a spell, I would guess that the readied condition has not been met.

Example: An archer readies to fire an arrow at a cleric when he/she uses any divine power. This would be a catch all for channeling, spell-casting, domain powers.

Is the above example allowable? Or should the readying PC be very specific?

Full Name

Cуровую зиму "Surovuyu Zimu" which means Bitter Winter in Russian

Race

Aasimar

Classes/Levels

Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Gender

Female

Size

Medium

Age

90 (looks 20)

Alignment

Neutral Evil (Lawful tendencies)

Languages

Trade Tongue, Abyssal, Celestial, Draconic, High Elven, Fey, Frost Giant, Goblin, Infernal, Ignan

Occupation

Fourteenth in line to the Throne Irrisen, Thirteenth in line to the Throne of Perrenland, The Whispering Artiste de Cadavres Gelés

Strength 9
Dexterity 16
Constitution 14
Intelligence 21
Wisdom 14
Charisma 16

About Cуровую зиму

'Never interrupt an enemy that is graciously making a fatal mistake.'

'Those of us about to die, would rather not'

'немного трусы'

Level : 6
Race: Aasimar
Class: Wizard (Evoker)
Sex: Female
Alignment: Neutral Evil (Lawful tendencies)
Age : 90 (but appears 20)
Height : 5' 9"
Weight : 120 lbs
Hair: Bone White (dyed and maintained Umbral Black)

HP : 53
AC : 14 (+3 Dec, +1 Ring of Protection)

HP : 53
AC :

Stats:

Spoiler:

Initiative +3 (0 natural,+3 dex)
Senses Darkvison 60 ft., Perception +11
Speed 30 ft
Armor AC=13 (10+3 dex), Touch=13 (10+3 dex), Flat-footed=10
Hit-points 53 (Base + con + favored class)

Saves
Fort= 2 (base) +2 (con) + 1 = 5
Reflex= 2 (base) + 3 (dex) +1 = 6
Will= 5 (base) + 2 (wis) + 1 = 8

Scores:

STR 9 (-1)
DEX 16 (+3)
CON 14 (+2)
INT 19 +2 (+5)
WIS 14 (+2)
CHA 16 (+3)

Standard Racial Traits

Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Intelligence and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Defense Racial Traits

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits

Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.

Magical Racial Traits

Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the Aasimar's class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Spell Focus: Enchantment
Spell Focus: Evocation

Greater Spell Focus: Enchantment

Concentration Check +13 (level 6 + Int + Trait)

Caster Check +6 (level 6)

Combat

Spoiler:

BAB +3 ; CMB +3; CMD 16
Melee +3
Ranged +7

Skills:

Spoiler:

Acrobatics 6
Appraise 9
Climb
Craft (Alchemy) 9
Bluff 13
Diplomacy 9
Disguise 5
Escape Artist 6
Fly 6
Heal 2
Intimidate 3
Knowledge Arcana 11
Knowledge Dungeoneering 9
Knowledge Engineering 9
Knowledge Geography 9
Knowledge History 9
Knowledge Local 12
Knowledge Nature 9
Knowledge Nobility 10
Knowledge Planes 12
Knowledge Religion 11
Linguistics 9
Perception 11
Sense Motive 8
Spellcraft 14
Stealth 8
Survival 11
Swim
Use Magic Device 7

Equipment:

From the prison

Spoiler:

2 throwing knives
light crossbow and 11 quarrels
Guards tunic
Two days worth of food

Map and paper work from the prison

Spoiler:

Scroll of Glitter Dust in a ceramic case wrapped in leather

Scroll of Mount for Edmin

Scroll of Mount, Communal

Scroll of Minor Image caster level 2

Scroll of Levitate caster level 3 x2 wrapped in leather

Scroll of Infernal Healing caster level 1

Scroll of Disguise Self caster level 1, in a ceramic case wrapped in leather

Scroll of Disguise Self caster level 3, in a ceramic case wrapped in leather

Scroll of Protection from Evil caster level 1

Scroll of Scorching Ray caster level 3

Scroll of Blood Transcription caster level 3 in breast pocket

Scroll of Mirror Image caster level 3 x2, tied in right wrist sleeve

Scroll of Fox's Cunning caster level 4, in breast pocket

Scroll of Invisibility caster level 3

Scroll of Invisibility caster level 4 wrapped in leather

Scroll of See Invisibility caster level 4 in a ceramic case wrapped in leather

Scroll of Shield caster level 2 x2 tied around left wrist

Scroll of Fly caster level 5 in breast pocket

Scroll of Haste caster level 5 in breast pocket

Scroll of Stinking Cloud caster level 5 in robe's left sleeve

Potion of Expeditious Retreat in a wax mold

Potion of Cure Light Wounds in a wax mold

Potion of Cure Light Wounds

Headband of Intelligence +2 (Skill Acrobatics/Diplomacy)

Ring of Protection +1

Cloak of Resistance +1

Weapons

Masterwork Silver Dagger
Silver Dagger
Cold Iron Dagger

Clothing

Xen's Stylish and Beautiful hat
Travelers Outfit
Heavy Cloak 3 cp
Leather Gloves, with white Ermine trim 3 gp
Belt with two pouches 9 sp
Soft Leg Boots, with white Ermine trim 3 gp

Misc.

Backpack
Three Alchemist's Fire
Tinder box, flint and steel
3 pints oil 2 sp
Whetstone 2 cp
Feathers for fletching and writing quills
Ink (330 gp worth for Scribing Scrolls, 175 more used)
Bandages 2 sp
Rations (2 days) 2 gp
Wineskin (w/ spring water)
Signal Whistle 5 sp
Chalk 1 sp
6' Staff (used for long travels)
Soap

2 bottles of wine from the mansion
2 bottles of wine from the fort cellar

Additional Gold

234 gp 3 sp 3 cp

Spells currently memorized (Wizard level 5 + Intelligence bonus):

Spoiler:

0 Level (DC 15/16/17)

Daze, Detect Magic, Mage Hand, Message (cast)

1st Level (DC 16/17/18)

Mage Armor (cast), Magic Missile x2, Shocking Grasp x2, Vanish, one more

2nd Level (DC 17/18/19)

Mirror Image, Hideous Laughter, Invisibility, See Invisibility (cast), Scorching Ray x2

3rd Level (DC 18/19/20)

Cуровую's Call forth the North, Fireball (cast), Fly (cast), Haste

Most likely spells for fort

Spoiler:

0 - Daze, Detect Magic, Mage Hand, Message

1 - Disguise Self, Charm Person, Magic Missile (x2), (either) True Strike if the had Bref's head, or Shocking Grasp or Color Spray

2 - Invisibility (x2), Scorching Ray (x2), See Invisibility (she will cast Levitate via scroll or Darkness or Pyrotechnics or Web or Summon Monster II bonded item if needed)

3 - Fireball, Cуровую's Call forth the North, third slot either Hold Person or a second Fireball

Cуровую зиму on a Good hair day.

Prelude to adventure:

Spoiler:
The black passageways deep underneath the city streets were lit by a single torch that was well past half spent and began waver in the darkness. The filthy torch bearer's steps looked less unsure to Surovuyu.

"Are you sure this is the way Weross? You seem ... Lost." She half admonished her filthy wererat guide.

From ten paces in front of her the torchbearer twitched his long furred nose and sniffed the stale air, "Yessss, yesss my lady, Weross knows these tunnels well. We are close now, yesss, close."

The pair travelled further down the underground corridors, and as nearly another half hour passed with no clear sign of what Surovuyo had sought, bowel entrance to the prison she was hoping to infiltrate. Her patience had worn thin.

"Weross we have clearly travelled long enough to be well under the prison, if not passed it. We entered close enough, are you certain of your steps? I have paid you well in coin, I pray, for your sake, that you know what you are doing." Even as she asked the question, unseen by her guide, Surovuyo made intricate hand gestures and incanted arcane words in a whisper.

"And my lady is quite generousss with her coin, but otherssss have even been more generous with Weross in making sure my lady does not draw breath on the surface again. " and with that the Wererat dropped the nearly spent torch to the ground and kicked dust into the embers and plunged them in a deep darkness.

In a fluid motion the Wererat threw a poisoned dagger towards Surovuyo, the blade flying in a straight line for her chest ... Only to be deflected by the unseen Shield she had invoked a moment earlier.

In the darkness the Wererat stood in brief disbelief, with his dark vision he followed the woman's movement, she was backing up, her hands moving in further intricate patterns and a long chant coming from her lips.

How could this human see in the dark?! He drew a rusted curved blade and licked it, make a shrill squeek of defiance and charged the woman.

Again to his amazement the woman side stepped his assault, and before he could begin to shift his movement and reorient himself for another lunge magical Sleep came over him.

The Wererat fell to the ground, forced senseless by the Aasimar woman who was not hindered by the darkness.

Weross, for the briefest of moments awoke, as blood slipped through his mouth, nose, and the long gash that rung his neck. The last thing he saw was a magical light being cast upon a silvered dagger in the hand of Surovuyo.

"I guess I'm going to have to do this the hard way then." Surovuyo said to no one in particular as she began her trek back to the streets above.

For GM Douglas M

Spoiler:
Epilogue: Because of the events above, Cуровую зиму will have to commit a crime just to force the issue and get into the jail. The premise behind this is she want to make contact with the other PC(S), for whatever reason you deem fit (as best that can be run with the campaign), free them, thus making them in debt to her.

Spellbook

Spoiler:

0 - All; Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Jolt, Light, Mage Hand, Message, Open/Close, Penumbra, Prestidigitation, Ray of Frost, Read Magic, Spark

1 - Alarm, Burning Hands, Charm Person, Color Spray, Disguise Self, Grease, Infernal Healing, Mage Armor, Mount, Magic Missile, Obscuring Mist, Protection from Evil, Protection from Good, Ray of Enfeeblement, Reduce Person, Sculpt Corpse, Sleep, Shield, Shocking Grasp, True Strike, Vanish

2 - Alter Self, Bear's Endurance, Blood Transcription, Bull's Strength, Burning Gaze, Darkness, Detect Thoughts, Eagle's Splendor, Flaming Sphere, Fox's Cunning, Frigid Touch, Glitterdust, Gust of Wind, Hideous Laughter, Invisibility, Levitate, Make Whole, Mirror Image, Mount, Communal, Protection from Arrows, Pyrotechnics, Scorching Ray, Summon Monster II, Web

3 - Clairvoyance/Clairaudience, Cуровую's Call forth the North, Dispel Magic, Flaming Arrow, Fireball, Fly, Haste, Heroism, Hold Person, Lightning Bolt, Sepia Snake Sigil, Stinking Cloud

Warden's Spellbook

Spoiler:

Bound in handsome blue leather. The book has the Richter family coat of arms on the front and the Warden's initials (MR) engraved onto it.

1 - Alarm, Mage Armor, Clarion Call, Color Spray, Magic Aura, Magic Missile, Mount, Shield

2 - Bull's Strength, Flaming Sphere, Hypnotic Pattern, Minor Image, Mirror Image, Summon Monster II

63 blank pages remain in the spellbook.

Tacitus’ Spellbook “The Heart of All Flame”

Spoiler:
Bound in the crimson, scaled leather of some indeterminate reptilian beast, this large locked tome bears its title proudly in Common across the front cover. Inside is found not just spells but a lovingly written treatise on the beauty and purity of flame and how ice, when it grows cold enough, also burns.

SPELLS

0th – standard plus spark

1st – burning hands, dancing lantern, expeditious retreat, mage armor, magic missile, sleep

2nd – bull’s strength, burning gaze, flaming sphere, protection from arrows, pyrotechnics, scorching ray, web

3rd – dispel magic, flaming arrow, fireball, fly, sepia snake sigil

4th – fire shield, ice storm, stoneskin, wall of fire

Cуровую зиму's Treatise on the Great Noble Houses of Talingarde that Will Bend the Knee or Will Be Brought Low

Spoiler:
Suzerain King Markadian IV

Note King Markadian is respected and pretty popular, most people perceive his rule as on the whole both fair and good.

King Markadian IV court

Chancellor Morton, Pilkington's superior, is in charge of finance. Morton is seen as strict and meticulous, he is also seen as a man who is simply enforcing the law. He may be disliked, but he's respected rather than feared.

The High Pontiff of the Church is seen as an amiable old dodder.

Princess Bellinda is universally beloved.

The Inquisition is feared, but that's not part of the Royal Court.

There was a bad Lord Chief Justice a few years back, but he was eventually exposed and banished. Justice Turpin resigned in disgrace, six or seven years ago. He was allowed to retire to his country estate. Presumably he's still there.

Forged paperwork for the Coast Guard Cutter incident shows that the Frosthammer has been requisitioned to the service of the Talirean Admiralty for an urgent mission to Bamborough, the watchtower where the Wall meets the sea. It's cosigned by Baron Kirkmont, the Second Lord of the Admiralty, a man who does not suffer fools gladly.

Wealthy in the North

The clan of the Praceys, and their rivals the Bearwicks. Lord Stanely is probably the single richest noble in the north, but he's eccentric and strange.

In the central regions of the kingdom, a certain proportion of the nobility has elvish blood; the former royal family, the Barcans, were half-elves. It's also more common to find nobles who dabble in arcana, or are scholars. But in the North, the nobility is mostly affiliated with the house of Darius. They're all human, and mostly fighting men (almost all men). The North abuts the Wild (where you're going), separated by the Wall. So, the local leadership has always had to be ready for sudden incursions.

In the last couple of generations things have mellowed a bit, and some families (like the aforementioned) have grown wealthy in trade as well as land. Some towns have grown into small cities, and some semblance of polite society has emerged there. (That's where you saw your cousin Elise.)

Warden Mathias Richter

The Richters. Family of the last King's wife, so maternal relatives of the current King. Duke Richter is the King's first cousin. Large, well connected, greedy. An unqualified Richter getting appointed to a civil service job? Not a surprise.

This must be Mathias Richter. Yes, that's right -- he went to the Wizard's Academy back in the '60s. He must be in his seventies by now! Still got his feet up in the trough, apparently.

Wizardry has gone out of style among the aristocracy in the last two generations -- not consistent with the pure worship of Mitra, or something. Richter and a couple of others have been the examples of "good" wizards... honorable and pure Mitrans, through and through. Maybe he is honorable and pure, who knows. Doesn't make him good at his job.

The Flandrys, a continental House noted for producing bold adventurers and dragonslayers. Ensign Sir Domink Flandrys was slain by Captain Ondenkirk.

Sir Dale, a Barca, Cousin twice removed to the last Barcan king, son of the second most noble house in the kingdom, died in an expedition with Sir Nonus.

House Vandermir, uses a variant of the arms of House Barca -- the ruling dynasty of Talingarde before they were overthrown by the current royal house, the Darians. The Vandermirs were originally a cadet branch of the Barcans after all.

The Havelyns are a very old family -- among the oldest. They've been noble for centuries. They have produced a number of famous aristocratic leaders, warriors, generals, and priests. (They were among the first to adopt the Mitran faith, way back when.)

Their coat of arms is an arm against a field per fess indented argent and sable, emerging from a thicket of thorns sanguine and grasping a branch aveline, surmounted by a Mitran sunburst or.

The Old Talirean name for a hazelnut was "aveline". This tree, common today, was an introduced exotic at first, and so became associated with nobility, especially the nobility of service. Several noble families have names derived from this plant, or make use of it in their coats of arms. -- Cуровую зиму's Treatise on the Great Noble Houses of Talingarde that Will Bend the Knee or Will Be Brought Low

Notes from Sir Edmin Al'Roth

The Vandermirs were firm allies of the Barcans. Got to keep their lands in the Victor's Amnesty. The Barcans are mostly a bunch of arrogant, inbred, obnoxious incompetents, but you don't know if that applies to the Vandermirs as well.

Possible skill advances at level up

Spoiler:
Bluff +1
Diplomacy +1
Escape Artist +1
Knowledge Geography +1
Knowledge Nature +1
Perception +1
Survival +1

0 Level Daze

1st Level (spells not yet prepared today)

Charm Person, Disguise Self, Grease, Mage Armor (cast), Magic Missile, Ray of Enfeeblement

2nd Level (spells not yet prepared today)

Alter Self, Flaming Sphere, Invisibility, Scorching Ray

Charm Person, Disguise Self (cast), Magic Missile, Vanish

2nd Level

Invisibility (x2), See Invisibility

The magister's tower

Spoiler:
He had four scrolls. Three of them were destroyed. One survived -- a single scroll of Dispel Magic, caster level 8th.

He had two potions; both were destroyed.

He had a spell pouch, which included a number of interesting spell components, including enough diamond dust for two castings of Stoneskin. Unfortunately, diamond dust burns just great. Destroyed.

Magical cloak... yeah, you guessed it. Destroyed.

His masterwork silver dagger, on the other hand, came through intact. So did his set of keys. Of his various rings, four, worth 50 gp each, survived.

His metamagic rod (Lesser Extend Spell) survived.

His wand of Fireballs survived.

Caster level 8. DC 18 Reflex save. Nine charges left. (Two charges used)

-- a complete alchemist's lab (value 200 gp, weight 40 lbs, includes some rather bulky and fragile glassware.) Would give +3 on craft (Alchemy) checks.

-- a Cauldron of Brewing (+5 on craft [Alchemy]).

-- 66 gp in gold and silver, tossed rather carelessly into the back of a drawer. (The Magister wasn't very interested in money.)

-- miscellaneous spell components, alchemical reagents, gewgaws and doodads. None look immediately valuable. If you like, you could spend ten minutes and do a craft (Alchemy) check to see if anything interesting could be done with them.

-- A locked strongbox that was pushed under the Magister's bed. It's about 2' x 2' by six inches thick, and weighs about 20 lbs. The lock looks pretty strong. The strongbox bears the trefoil symbol for "magical hazard".

The magister's Tower part II

Spoiler:
Note please add a masterwork healer's kit from the acolyte (5 uses left) and total of 57 gold pieces from the acolyte and dwarf, a fire forged masterwork longsword, another master work sword (from the dwarf), masterwork shield, masterwork armor to the inventory.

Treasure: The Captain had the following items in his cabin.

Spoiler:

6,000 gp cash. This was his payment from the Cardinal. It's neatly stacked good-quality Talirean crowns in a small chest. (Note that just carrying this amount of money around is a bit of an encumbrance, so keep track of who has it.)

Another box containing letters of credit worth 2,500 gp against banking houses on the Continent. (The Captain didn't love banks, but he saw the sense of having an emergency cash reserve.) Whether these could ever be converted into cash in Talingarde, and if so at how steep a discount, would be an Appraise or Knowledge check.

The Captain's petty cash box. This contains 86 gp, 575 sp, and 400 cp.

A pouch of pearls. (Appraise check needed, but they look pretty valuable.)

A statuette of a mermaid, carved from scrimshaw. It's lovely work. (Appraise check needed.)

A massive golden ring with a ruby, carved with some unknown crest. (Appraise check, possibly some Knowledge as well.)

A leather vest covered with stitching and shiny metal buttons. It radiates faint conjuration magic.

A vial of some clear liquid. It radiates transmutation.

The merman's trident. It's a +1 trident.

The Captain's other axe. It's a masterwork axe.

A barrel of glogg, national drink of Homeland.

Cуровую's Lingering Presence

Spoiler:
School Transmutation; Level Bard 0, Sorcerer/Wizard 0, Witch 0
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes

With this cantrip, you can cause the most minor of alterations to the touched target, decorating skin and hair with cosmetics, and altering the length, type, style and color of hair and nails. You can use this spell to add or remove tattoos or henna decorations, temporarily. If you use this spell as part of a Disguise check to change only minor details, you can perform this action as a standard action, and may allow for a +1 bonus to the check, but the spell is of no use for more involved Disguise attempts, such as to change apparent gender, race, or size category.

An appearance change generated with this spell might prove worth a +1 circumstance bonus to certain Bluff or Diplomacy checks, at the GM's discretion, particularly when dealing with a culture that has different standards of beauty than your own. (Such as finding a white pallor more dignified, long hair more alluring or finding tattoos unseemly.)

Cуровую's Call forth the North

Spoiler:

School Evocation [Cold]; Level Magus 3, Sorcerer/Wizard 3, Witch 3; Domain Ice 3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Fortitude half; Spell Resistance yes

DESCRIPTION

Call Forth the North spell conjures a whirling globe-shaped blizzard that appears with a loud bitter crack, and lasts but a split-second and draws the heat from everyone in the area of effect, leaving behind a rime of frost patterns on all surfaces, dealing 1d6 points of cold damage per caster level (maximum 12d6) to every creature within the area. Unattended objects also take this damage. The explosion of cold creates very little pressure.

You point your finger and determine the range (distance and height) at which the globe of cold is to burst. A snow white pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the sphere of cold at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.

Call Forth the North turns small amounts of liquid to ice and damages objects in the area. It can freeze metals and objects vulnerable to cold.

Its like a Fireball but more in keeping with Winter Witch theme.

Zimu, you are a bit distracted by something you can't quite remember.

Zimu only:

Spoiler:

The Old Talirean name for a hazelnut was "aveline". This tree, common today, was an introduced exotic at first, and so became associated with nobility, especially the nobility of service. Several noble families have names derived from this plant, or make use of it in their coats of arms. -- The Book of the Great Houses

Stationery, special paper. Stationary, a thing unmoving or settled. Her letter signed with a little sigil like a narrow face with three eyes. She knows about the Cardinal. How? How?

The Cardinal is standing by the fire. Faint smell like dust and spices, overriden by woodsmoke and the sharp tang of magic. The Inquisitor coming to visit, riding to Thorn House down an alley of newly planted saplings, bright sun on new green leaves. The sunlight gleams on his polished armor, blue and white enameled breastplate of holy Mitra. Something. Something there. The Cardinal... has a weakness. What is it?

Sex and demons? Ridiculous rumor, but... why now? Your aunt's calm voice and hard hand. "For Grandmother's children, there are no coincidences." If you are clever you can dodge the blow, but you must pay attention.

Sex and demons makes you think of Jax, though you know that a tiefling can be formed in more ways than the obvious. The taint of the Abyss can spread... unpredictably. Still, Jax. What about Jax? Was he the man with the black sword in her letter? Or was that someone else? Who?

A name you heard once, half remembered, something in a story told, someone said that someone said. Who?

Hazelnuts and fire and the smell of spices, the connections are there, but under the snow and frozen ground like tree roots in winter. You are missing a piece.

Zimu has gone unusually quiet.

Surovoyu Zimu, they are piling the wood to burn you.

You can see that the branches are seasoned, not fresh, and pine. A compromise, of sorts. Hardwood burns slower, a more lingering death. But fresh pinewood smokes, allowing asphyxiation to bring merciful unconsciousness to the victim before the flames have done their work. Seasoned pine burns fast, and hot, but smokeless.

You can smell the pine from here. You will die smelling it.

* * * * *

Bref takes your hand. "Hello Witchy Witch!" he grins. His grin is a bit disrupted by the sword that has been jammed into his mouth; he has to talk around the hilt of it, making his speech a little mushy. You're mildly surprised to see him, but only a little, because this is a dream.

"Come come! Follow Bref!" He turns and scampers off into the icy winter forest. As you turn to follow him, you can see that a foot of sword blade is sticking out of the back of his head.

* * * * *

"Consider the wisdom of the bees." Your aunt cocks a glance at you. You don't answer. Best not to speak unless asked a direct question. A single bee, black and gold, drones through the summer afternoon.

No blow comes, so obviously this is the correct response. "Tens of thousands of them, armed and diligent. Yet all serve the Queen. The single Queen." Your aunt reaches out a hand, quite suddenly, and plucks the bee out of midair. She can do this sort of thing. All your family are talented in their different ways. "Look here." She holds the bee helpless between two fingers, squeezes its abdomen. The black stinger is forced out. You can just make out the tiny barbs, the bead of venom at the tip.

"Before the old Queen departs, she will lay a last brood of eggs. The loyal workers will feed them a special food, the royal jelly. These eggs will develop into new, young Queens." Your aunt takes the stinger between two fingernails, wiggles it a little. The captured bee buzzes frantically. "When the new Queens hatch, deep inside the hive, they fight. They fight to the death. And then the victor goes to the cells where the Queens yet unhatched are growing, and she stings them. She stings them and stings them until they die." Your aunt pulls the sting out of the bee. Then she crushes the insect between her fingers, flicks the tiny body away.

"Grandmother's Rule protects you until you are sixteen. This is a wise amendment, since otherwise each generation would murder the one beneath. Until then you may be punished, but not broken or killed, unless you yourself break Grandmother's Peace. But when that day has passed..." Your aunt holds up the tiny, barbed stinger before your eyes. "Remember, child. One Queen. One."

--

Chains, a token of your disgrace. You have always been brave -- nobody can take that away -- and you would walk to the place of fire with a calm, unhurried tread, as befits your name and your House. But crimes so monstrous, sin so great, cannot be allowed such dignity. You are dragged to the stake in chains.

* * * * *

"Deeper!" giggles Bref. "Into the woods, Witchy-Witch!"

Bref is dead, and looks it. His eyes are sunken, his face is grey, and he's just beginning to stink. But he scampers about with vigor nonetheless, leaping over stones and tree roots, turning like a dog to make sure you are following him.

"Into the woods..." You don't like these woods. You're a creature of the north, and a little snow won't ever bother you, and your eyes can pierce any darkness. But there's something about these tall trees, and the silence that they hold between them, and the smell of pine that's all around you, and the way the snow seems to beckon you forward...

Who lives in the center of the woods?

* * * * *

"A pawn, advanced to the final rank, may become a more powerful piece, though never a King, because a side can never have more than one King. So most typically, a pawn chooses to become a Queen.

"Queens, like the pieces themselves, come in different colors. Thus Queens may be White or Black or Red.

"Occasionally, it happens that a pawn chooses differently. In this case, the most typical choice is a Knight. While much weaker than the Queen, the Knight's special move means that sometimes he is a preferred choice." Two pieces are held out to you. They are both black Knights, but one carries a little black sword, the other an axe. "Some sets distinguish between a King's Knight and a Queen's Knight. One might think this odd, as strictly speaking there is no need, as they are the same piece with the same function.

"But of course, the game is always a simplification. In life, who knows? The difference between a Queen's Knight and a King's might be all the difference. All the difference in the world."

* * * * *

The Inquisitor is riding down the alley of fresh-planted saplings towards Horn House, which is really Thorn House. Cardinal Thorn, a thorn in the flesh of the kingdom. The wound a thorn makes is small, but if it becomes infected it can lead to great illness and even death. Sunlight sparkles on the Inquisitor's armor, bright blue and white.

* * * * *

Bref lopes before you, going on all fours sometimes. The smell of him is getting stronger.

The Oracle stands beside a tree and watches you as you pass. She is whole, but slightly transparent. "I warned you, Suvoroyu Zimu," she says softly. Her voice is faint, like the wind through distant trees. "You had your chance." She is fading slowly from view.

"Witchy-Witch, no talking! Follow Bref! Hee hee!"

--

The Oracle disappears from view, gradually growing more transparent until she is gone like a morning mist. As you walk deeper into the forest, you hear her voice, faint, fading.

"She defeated me, but she makes her own mistakes. She was wrong. Her spell succeeded. She was wrong about who was saved..."

You walk on, snow crunching under your boots. Ahead of you, Bref giggles.

* * * * *

The bell tolls noon as they bind you to the stake. This is how it is done: in the bright light of holy Mitra, that all may see how evil is punished.

The smell of pine is very strong.

* * * * *

Elise and you are dancing at the ball. But, oh no! You're wearing the same dress, all white and ivory. Best change color.

You both change at the same instant. Elise's new dress is jet black. What color is yours? You don't have a moment to look, because now you are dancing, and if you put a step wrong you'll die.

Elise and you are dancing, step and step. You hope she'll stumble but she doesn't.

"I strike," says Elise, "and you parry."

"I strike," you reply, "and you parry."

"I prefer the bowling metaphor," says Elise dreamily, turning to the music in a perfect pirouette. "I strike, and they scatter."

"But then you're not a queen," you reply nastily, "you're just a Queen pin."

Elise smiles, perfect teeth and perfect confidence. "This Queen will have no King, little cousin, but an Ace of hearts and another Ace in the hole, always. Black is the new black, little cousin, and clubs are trumps. Your Joker was wild, little cousin, but you lost him. What's left in your hand?"

"I have... jacks?" You're terribly unsure, and it's terrible to be unsure at the ball. You can't run away, because you can't get out of the dance. In a moment they'll all see and start laughing. Elise smiles, and her eyes are full of hateful triumph.

* * * * *

Sergeant Blackerly grins at you. Despite the massive claw marks all over his body, and the fact that his eyes have been cut out, he seems cheerful enough.

"Eh, cheating and stealing, selling and dealing... knew it would catch up with me sooner or later. I blame that dumb aristo bastard Warden, he should have been watching me. Hey, goblin. Can I have my eyes back?"

"Goblin eat stupid Blackie's eyes." Bref sounds smug.

"Little bastard... So, you're going into the woods? That doesn't seem smart. I used to patrol in the woods, out West. Farholde and beyond. Wild places. They said the trees walked. There were wolves, big and bad. And a goblin as your guide, yeah, that's not going to end well, even I can tell you that." Blackerly leans against a tree and begins shuffling a pack of cards, fwip, thwiiiiip.

"Are you a ghost? you ask. "Am I dead too?"

Blackerly laughs. "Oh, and they said you were a smart one? Look, you ate an Oracle. I mean, you bloody ate her, like with toast and bacon. You pretty much invited her in. What did you think was going to happen, hey? A nice clean dream? Maybe some sweet little riddles? Oh ho ho." Blackerly shakes his head. "You asked for it, sweetheart."

"But what are you? Dead? Undead? Or just a memory that I've dreamed up?" Although you only knew Blackerly briefly, you remember that you disliked him quite a bit. Being dead hasn't made him any more agreeable.

The sergeant spreads his hands and smiles. (The effect is somewhat ruined by his slashed, empty eye sockets.) "I'm dear old Sergeant Blackerly, same as always." He holds out the pack of cards. "Care to play a hand? Ah, speaking of hands, I see you still have that scar I gave you. That was good work, if I say so myself. Good work lasts. But of course it's not what's on your hand, but what's in it. You could have picked a card and you didn't, right? Like the lady said, you had your chance." Blackerly shakes his head, as if commiserating. Then he turns from you to Bref and gestures at the pack of cards. "Hey, goblin. High, low. You win, you give me my eyes back. I win, I'll tell you where there's food. Lots of food!"

"Really?" Bref rubs his chin, but then shakes his head. The sword stuck through his face gives the gesture emphasis. "No. Stupid Blackie cheat at cards. Also, lots of food where Goblin going. Also, Goblin dead."

"Ahh, little bastard. Goblins, worthless vermin, you..." His curses fade as you walk on.

* * * * *

Crunch, crunch through the snow. "Bref? Where exactly are we...?"

The scent of pine is very strong indeed.

--

(Another Vision)

The Fray Magister leans over the dead deer. "You see, here they are. These lesions along the legs?'

You nod. The Fray Magister is here to train you and your cousins in the rudiments of magic. He is a scrawny little man with a mop of wild grey hair. You don't like him, exactly -- you're not a child who does "like" much -- but he's pleasantly not a threat, and his lectures can be interesting.

The Fray Magister makes a neat incision and pulls out a fat, squirming larva. "The warble fly. The larvae are tiny, almost microscopic. They enter the host and begin chewing. Chewing and growing. It's quite painful, and can leave the animal incapacitated."

"Do they infect people?"

"In these parts? Rarely. There is a tropical species, related, that preys on humans with some regularity." The Magister stands and wipes his hands. "The larvae have bristles, which dig into the flesh and make them impossible to remove. They eat and eat and grow until they are ready to pupate, at which point they chew their way out of the deer and depart..."

"So, the mother stings the deer, and inserts the eggs?"

"Ah! The Magister smiles fondly; he likes a good student. "No! She does not. She lays the eggs, but not on the deer." The Magister raises one finger and begins to hum. "uuuuUUUUUuuuuuUUUUUuuuuu... The warble fly produces a very distinctive drone. Animals flee as soon as they hear it. Also, it is large, and brightly colored. Actually rather lovely to look at... but conspicuous. Any potential host will notice it, and run away, or defend itself.

"So the fly attacks an intermediate host... a different fly. A bloodsucker, like a horsefly or a blackfly. Or," he gestures at the dead deer, "a deerfly. It catches this host in midair... and infects it with its eggs. This second fly, all unknowing, carries and protects the eggs. And when the deerfly battens on to a host and begins to drink blood, the eggs quite suddenly hatch. And then the larvae of the warble fly can enter through the hole that it so generously has made."

You are not a squeamish child, but this is faintly unsettling. "So the warble fly... impregnates, another fly, and uses it as a suicide device to implant its young?"

"Fascinating, is it not?" The Fray Magister stands up from the deer carcass and wipes his hands. "There are demon cultists who take it as a symbol, you know. All the treachery and cruelty and horror of nature, in a shining singing flying package... well." The Magister begins to stroll away. "And now, young Zimu, I think it's time we practiced that cantrip again..."

It was a Harbinger Archon with PC levels... specifically, four levels of Oracle. It was a close personal friend of Lord Havelyn. Many years ago, the paladin did something incredibly difficult, exposing a hidden servant of evil at great personal cost. In gratitude, the forces of light sent him an angelic companion. Hazzakah the archon has been with him ever since.

* * * * *

(Another vision)

IT'S HER

Bref giggles and scampers forward, sharp teeth bared. "Come, witchy witch! You make Bref wait too long!"

IT'S HER

The flames are dancing around your feet. The pain begins. You will not scream. You will not scream. You will not scream.

Sir Richard, many years younger, stands directly across from you. His hair is not grey, but thick and dark brown. His face is impassive.

The smell of pine. The smell of burning pine.

IT'S HER

Bref grins, and something huge and dark and terrible dances behind his dark eyes. The pine trees gather around like a crowd at an execution. You try not to shrink back. Somehow you know that if you run, he'll be on you in a moment, biting. Your leg aches horribly where he bit you before.

"You wanted to know, witchy witch! You invited! Bref came! Now follow Bref!" The dead goblin turns and scuttles off into the darkness under the trees. He turns and looks over his shoulder, like a dog. "Like the warble fly! Hee hee heeee!"

You do not want to follow Bref.

You do not want to know about the warble fly. Something bad is waiting there, behind the trees, in the dark.

You follow Bref.

YOU WOULD HAVE DONE ANYTHING
ANYTHING FOR HER
ANYTHING
ANYTHING

You lift your face up to the blue sky. The sun, symbol of holy Mitra, shines down mercilessly as the flames devour you. Flesh blisters, blackens, cracks. You writhe in your chains but you do not scream you do not scream you do not scream

"Anything," you choke through the smoke and the pine. "Anything."

--

The trail turns and emerges at the edge of a cliff. The smell of pine mixes with the smell of salt; there's a sheer drop into the sea. You can't see far across the dark water... but near the bottom of the cliff, there's something in the water. A boat? A raft.

The raft is made of dead men. Captain Odenkirk, axe in hand, stalks its surface. Sometimes he raises a foot and then stomps down hard, crushing a face or an arm beneath his boot.

Bref snickers and points. "Yoo hoo! Sailor man!"

The Captain looks up. "Du?" He raises his axe and brandishes it up at you. "Jag ser dig, häxa! Jag ser dig och jag förbannar dig!" But as he raises the axe, the surface of the raft begins to heave and move. Dead men clutch at the Captain's legs. You recognize some of them -- Deaf Olaf, Sverker Clubfoot -- but there are many, many more.

The Captain curses and begins hacking and chopping at the writhing dead. Bref giggles. "Fun!" He turns away and continues scrambling along the path, which turns back and descends into the dark forest.

* * * * *

NEVER
NEVER
IT WILL NEVER

here is what you remember in the moments of your death. your agonizing death, surrounded by smoke and flames and the overwhelming scent of pine.

the three of you, running along the avenue aveline. late spring and the pale golden blossoms falling on the breeze. he always ahead, always taller and stronger. the jealousy already there, the seeds that would one day bloom into dark, luxuriant flowers of hate. but today, just the three of you, running down the avenue, gasping, laughing.

the moment she turned. the light and shadow of the aveline branches, weaving across her face. she raised her hand to shade her eyes. the fine brown hairs on her forearm, smell of hazelnut blossoms and faint clean sweat from running.

the moment you knew.

NEVER
SHE WILL NEVER
NEVER AGAIN

* * * * *

"Do you want to know more, witchy witch?" It's very dark beneath the trees. Snow crunches underfoot. You can't see the gobling except for a faint gleam of eyes beneath the branches up ahead. "You wanted to know. That's good! So many questions." Bref giggles. "Why don't you just ask? Hee hee hee. Just ask."

There's a silence beneath the dark pine trees. A waiting silence.

- - - -

- - - -

"Hee hee hee heeeeee! Question! She asked a question!" The dead goblin leaps and capers with delight. Bits of rotting flesh fly off him as he dances a wild jig of glee.

Then he suddenly goes still. He turns to you, dead eyes gleaming. For a long moment there's silence. Then he speaks. And when he speaks, his voice is... different. Deeper, slower, with a strange bass gurgle. He doesn't sound like Bref at all.

"She is Lady Bronwyn Havelyn.

"Beautiful, talented and kind, she was beloved by all. Most particularly by her cousins, the Havelyn brothers. Childhood friends and comrades, at adulthood both sought her hand.

"She chose Sir Thomas. The Mitran Church had to provide a dispensation for cousins to marry, which it did gladly, as the Havelyns have long been loyal servants of the Light. (Not always! But long.) To celebrate their union, a painting was commissioned, showing her sitting beneath two hazelnut trees with branches entwined. For the hazelnut, or aveline, has long been the chosen symbol of the Havelyns.

"Their love was deep and true. Alas, it was not to last. They had but three years together, and then she died giving birth to her single child.

"Twenty years later, the Commander still venerates her memory. A lamp burns before her painting, day and night, and he carries her token with him always."

Bref cocks his head. "Answer good, witchy-witch? Know more now?" His voice has gone back to being Bref... almost. "Ask another! So much more to know!"

- - - -

stands beside you in the woods.

"Surovoyu Zimu, what have you done?" Her bright green eyes almost seem to glow in the shadows beneath the pines. She turns slowly, scanning your surroundings. Her eye falls upon Bref and she inhales sharply. "What... what is that?"

Cуровую looks at Bref.

'What lays ahead of us Bref?'

'Where will this MMMF'

Irin has clapped her hand over your mouth. "Don't talk to it! Don't ask it questions!"

- - - -

You are determined to know! You throw off Irin's attempt at control with an effort that is both mental and physical.
Quote:

What lays ahead of us Bref?

Bref's voice roughens and deepens again. "That's easy enough. You travel to the Dark Tower, as your puppet master instructs. Heroism at your front, treachery at your back, you seek to succeed where the Sons failed. All paths cross there. It is the axis on which this age of the world will turn."

Now -- since Irin is momentarily taken aback by your surprisingly intense resistance, you get between one and three additional questions. Pick from among these, and prioritize.
Quote:

'Bref why would one brother turn against the other? Because of HER? Did one blame the other? Did her death begin the end?'

'Was the cardinal put to the torch? By his brother?'

'There was a son ... born on her death bed. Where is he now?'

* * * * *

'The Warble Fly ... why did you bring it up?'

'Where will this all lead?'

There is a pause.

'You have taken Xen ... are we all to follow?'

- - - -

'Bref why would one brother turn against the other? Because of HER? Did one blame the other? Did her death begin the end?'

"Indeed it did." Bref chuckles... a strange, deep sound with a hint of a gurgle. He doesn't sound like Bref at all when he does that.

"Samuel, the younger, was ever jealous of his taller, stronger older brother. And yet there was love there too, as well. But not enough.

"Both brothers vied for the affection of their beautiful cousin. Thomas, the older, won. Was it simply because he was taller, more handsome, the heir? Or did lovely Bronwyn somehow sense the worm that gnawed at young Samuel's heart? Whatever the reason, she chose as she chose.

"Did one blame the other? Of course. Of course. Samuel smiled... but inwardly he grieved and raged and hated.

"Now, both brothers were set upon traditional careers. The older rose quickly in the ranks of the Army. The younger, clever and consumed by jealousy, rose even faster through the ranks of the Church.

"Studious Samuel! A bookish boy, very unlike his tall, athletic brother. He researched and he read, turning to dry tomes in a hopeless attempt to forget his jealous misery and hate. And one day, in the dusty and disintegrating pages of a long-lost manuscript, he discovered something amazing: the Havelyns had not always been Mitrans. Long, long ago they had been loyal servants of Asmodeus! They converted to the new faith, yes. But a hint remained in their coat of arms: a hand holding a hazelnut branch, pushing towards the sun through a thicket of bloody thorns. For their conversion, centuries past, had been bloody and difficult indeed.

"The family had tried its best to erase that dark history. But Hell never forgets! And in that dry and crumbling tome, Samuel Havelyn read of the ancient pact that his family had made, so very long ago. A pact that enabled a scion of the Havelyns to pledge and to bind his soul in return for dark and terrible power. A pact that had been forgotten, but never broken.

"And so Samuel Havelyn turned away from the light of the sun and towards the flame that burns in darkness. Though outwardly still a servant of bright Mitra -- brilliant and talented, the kingdom's youngest Bishop -- in fact he now bowed to Hell.

"So: did her death begin the end? No. You could say rather that it ended the end. By the time she died, Samuel had turned altogether to the dark. But her death caused him great grief and pain nonetheless, for he still loved her. And in his grief, he became careless. And was discovered."

Bref's voice suddenly changes, as if he is quoting someone else. "Many years ago, the paladin did something incredibly difficult, exposing a hidden servant of evil at great personal cost. Just so! It was Thomas who brought his own brother to justice, in the end. Hard it was for him, for he still loved his brother. Like forcing his own hand through thorns, you might say. But he did it. And in gratitude, the forces of light sent him an angelic companion. So that the man who had lost wife and brother need not be alone, altogether alone. So kind! Virtue rewarded eh? A happy ending, heh heh heh?" The slobbery, gurgly note in Bref's voice has become very strong. He twitches and jerks, his dead eyes spinning randomly.

"You fool," says Irin quietly beside you. "That's no goblin."

"STOP!" Irin is doing something to stop you from asking more questions. In this realm, it comes across as a physical attack swift uppercut to your jaw.

- - - -

"That will be difficult. She can already use it to watch you freely. The day will come when she can use it to strike at you. Certain protective spells can ward you, but they are either temporary and fleeting, or fixed in space, requiring you to remain in a small area.

"An alternate method would be to pledge yourself to some greater power, and so gain its protection --"

"Oh, that is enough." Irin glares at Bref. "Enough. No more games." She raises one hand, palm outstretched. "Show yourself!"

- - - -

"Not scrying," says Irin grimly, "and not divinations."

Bref grins at her... and starts to rise. He rises up off the ground into the air.

You can see now that Bref is hollow. There's a hole in his back. Something -- an enormous limb, bigger than a tree trunk -- is inserted into the hole. It's a hand, an arm. It's wearing Bref like a glove.

With a sibilant rushing hiss, the trees part like a crowd. Above them, a huge full moon stares down out of a black and starless sky. The moon grins at you. It grins and becomes a face.

The face is huge, immense. It is the face of a deformed beast-thing, combining the most loathsome qualities of ape and pig. Broken tusks jut from a slobbering muzzle. Below it, you can barely glimpse the outline of a vast, obese body, fold upon fold of fat, covered with oozing sores. A smell comes to you, deep and foul, like ages of ancient garbage mixed with the musk of a filthy animal, all overlain with the sharp reek of vomit.

The thing looks down at the two of you, grinning. You might think it just a monster, a ravening beast... except for the eyes. The eyes are bright and alert, and dancing with hideous intelligence. It sees you deeply, and it knows.

It raises its arm, with the twitching Bref-puppet still on it. Bref grins down at you, and giggles. His arms flap and wave wildly. "Hellooooo, witchy witch! Hee hee hee!"

Irin speaks, and her voice drips with loathing.

"Nalfeshnee."

- - - -

Not this time. Not yet.

The thing grins, muzzle full of blunt yellow teeth. "Hello, Lady. A pleasure to make your acquaintance." Its breath washes over you, making you gag a little.

"And not just any nalfeshnee." Irin is tense, as if ready to fight or run. "One of the Seers, if I don't miss my guess."

"Was that a question?" The thing's voice is a deep basso with a gurgle in it. "Ha ha! Just joking. I've already had plenty of questions tonight from your little friend there. But, yes." It bobs its head, in grotesque courtesy. "I have that honor. And before we do the silly business with the names, you can call me... Doctor Moon."

"I'm not calling you anything, spawn of the Abyss." Irin says, tight lipped. "We're leaving this place. Zimu, take my hand." She reaches out to you --

"Ahem." Doctor Moon clears his throat -- and around him, the night sky ripples and seems to boil. Something dances around his figure like an aurora, purple and red streaks of twisting light. Looking at it hurts your eyes. "Miss Zimu and I have not finished our conversation yet. Don't be rude."

- - - -

Irin forcefully grabs your hand, and pulls.

Doctor Moon lunges after you. He reaches out with the hand that has the Bref-puppet on it. Bref grabs your arm. "No, witchy witch! Stay with Bref!" For a moment, there's a desperate, frantic tug of war --

-- and then you're tumbling backwards and down

-- and Doctor Moon is calling after you, "We'll meet again, little witch! Ho ho ho!"

-- and you are sitting up bolt upright on the stone floor at the bottom of the stairs to the Keep of Balentyne.