Dragon

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Organized Play Member. 189 posts (8,511 including aliases). No reviews. 1 list. No wishlists. 3 Organized Play characters. 26 aliases.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Faenia looks like she’s about to argue in the way she does, and in some ways her dulcet voice’s velveteen cadence, while not soporific, would be a welcome sound in the forest trail for the weary travelers. Finally an opinion that made sense, her erstwhile companions brains start telling them as she opens her mouth to try to convince Martella that, of course, Martella’s very own opinion is that the Grand Princess should meet her brother, and that what she said moments ago was mistaken.

But the moment never comes. Eutropia appears and Faenia is surprised for a moment, reflexively bowing to her mistress.

Faenia definitely does not look, for the barest of moments, like she was smirking at Martella. For if they did see the smirk, they realize quickly that they must have been imagining the large woman being smug. Her earnest demeanor would be spoiled by such an expression, and despite her underbite and physicality, her handsomeness would be marred as well. So any such undignified expressions would obviously be unbecoming. So it must not have happened.

The woman moves to Eutropia’s side and scans the forest, alert and attentive. She is at rest, but wary, and seems immediately ready to protect the Grand Princess with her life. She reaches down to the dog and scratches it behind its ears, but it’s clear that the woman takes her charge seriously.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Departure:

Kela raises her eyebrows, "what do you mean? I joined Marius as a guide to Yanmass." She hesitates for a moment, "I admit, I was charmed by their conviction. And the way they solved their problems. So often in my life I have had to resort to violence. It was... different." She inhales slowly, and then exhales, "but the contract was for Yanmass, they have matters to attend to elsewhere, unless , she pauses a half-moment, "well, we rescued you. You are 'following along,' then?" Her demeanor is one of a curious person, but not especially prying. "I take it that you find yourself aligned with Lord Marius' goals for the Queen-in-Waiting?"

Faenia spurs her horse on, and falls inline beside Marius. She cracks open one of her many ledgers, and asks... "yes, I am curious for what happened." She hesitates, and says, "I had matters to attend to for my father." Glancing towards Elmar and the prisoner, quite obviously so Marius can see she adds, "he's always fighting giants or something, I mean, I guess you don't know him very well, but he is." She waves her hand, "it's sort of... adjacent to the ... Princess' matters." She taps her books, "I've collected all sorts of useful information, and he needed some of it, that's all."

I assume the warning from Marius about Carrius (lol) is telepathic or quiet.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

It doesn’t take very long before Kela has started to say goodbye to everyone in Marius’ and Rose’s troupe. She especially pays care and thanks to the service people who guarded their prisoners, through this process, though, she watches the new “companion” carefully for any signs of aggression towards Carrius. Within a few days, Kela augmenting herself with glibness, rides north on a horse, if possible, also glamered, using spell kenning away from the group, with strength of purpose.

The next day, Faenia appears again, just before they return to the palace. She greets Marius, Rose, and Barcos merrily, and then sizes up Elmar, ”who is this you picked up in Yanmass?” and with an even more surprised reaction, says ”and is that the… Prince? Please - tell me everything.” She smiles cheerfully, and though she is on edge a little, she seems eager for someone to tell her a story.

1d20 ⇒ 3
1d20 ⇒ 7
1d20 ⇒ 19


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Male human pitborn tiefling redeemer 7 | HP: 99/99 AC: 27; F: +14, R: +9, W: +12 | Focus Avail: 3/3 |Perc: +10/+12 (+2 Init) | Speed 20ft | Fauchard +16 2d8+6| conditions: disrupting

Zen frowns at Nadja as she scurries off, catching Jeni's expression. He leans on his big polearm, "sure. Or, you know, play a game - some of the guards have been teaching me how to play cards." He holds up his hand, "no gambling or anything, just for fun."


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Male human pitborn tiefling redeemer 7 | HP: 99/99 AC: 27; F: +14, R: +9, W: +12 | Focus Avail: 3/3 |Perc: +10/+12 (+2 Init) | Speed 20ft | Fauchard +16 2d8+6| conditions: disrupting

Zen boggles a bit, ”goes away for good? Do you mean killing him? We have evidence but no proof - he deserves justice.” He adds quietly, ”I’m not going to go murder a guy, Nadja, especially not a citizen of Sandpoint.” He opens his arms somewhat expressively, the mental in his gauntlets groaning ”I’m a guard - not an um… assassin. Is that the word?” He looks at Jeni, then back to Nadja apologetically.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

planes: 1d20 + 9 ⇒ (6) + 9 = 15

Kela isn't sure what is going on, but she notes ably that the others have made a persuasive argument, even if it might not be enough to stop the outsider from attacking.

will save: 1d20 + 13 ⇒ (10) + 13 = 23

She doesn't appear to be particularly afraid as the monster approaches. She quietly interposes herself between the boy and the psychopomp, but does not yet draw a weapon, nor does she threaten them. She simply says, "please, listen to my companions, I believe in them" earnestly, without judgement.

perform oratory check to disguise casting: 1d20 + 21 ⇒ (8) + 21 = 29

Sense motive or perception can pick up that she cast good hope on everyone.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Kela spends some time alone setting her affairs in order around the city, finally summoning the courage to visit a Firewatch station in the poorest neighborhood. There, she grabs the attention of one of the watch and explains. Before she gets there, glibness.

She looks nervous as she glances down at her hand, ”half of a lifetime in the past, I grew up in this neighborhood.” She gestures at the plaque on the wall of the station, commemorating the fallen. ”my story would have ended, had it not been for the courage and dedication of the watch. Yanmass would not stand.” She seems to hold back some deep emotion, as she rummages through her bag, and retrieves a pouch, ”this is for you all. The girl you saved grew up to be a powerful mercenary. For a time, I was embittered - the burn scars never healed quite perfectly, until they became a badge of a sort, and I did not seek to remove them any longer. I remembered where I came from and what your forbears did.” She removes her mail and extends the scarred hand towards one of the watch, holding the pouch.

Once they accept it, ”my bitterness has faded. I no longer see despair, nor destruction in every face I meet. I have found a purpose and this is the least I could do in thanks for your opportunity to find the purpose. I thought this country was doomed, but now, I think we have hope. Thank you for giving me the chance to find this within myself. I will not waste your gift.” She will give them an opportunity to inquire about what she’s talking about, if they want.

The pouch has gems and such worth about 450 gold pieces, for use by this watch house or others if they want to share them.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

As a bodyguard, Kela stand behind Marius while he eats, looming and considering carefully what the others say.

Kela looks towards Marius briefly, as if waiting for his assent, and begins to explain what happened, ”Your Lordship, we had one additional task we sought to deal with in Yanmass, and that was to investigate the twilight prince.” Her eyes flit towards Marius, ”we were successful. Surprisingly, nobody was badly hurt in this investigation, other than an extraplanar creature that was sent back from whence it came.” She considers carefully, ”it appears that this Vaddrigan character was a charlatan of a sort, but an effective one, as he was able to convince many decent people that the twilight prince was the returned Carrius. It is not clear whether or not he is. So, at Lord Marius’ direction, I believe they intend to return to Queen Eutropia for her council on the matter. For my part, my contract ends soon, and my time here has brought back memories best left in the past.” She flexes her hand idly, and rubs it. ”What is perhaps most of interest is that Vaddrigan had his own motives, unrelated to the struggle between Lord Pythareus and Queen Eutropia. They intend to take him with us for imprisonment. He is quite dangerous. Perhaps over time they may find a way to uncover something else he knows.”


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Kela nods, ”even if you do not remember her, your sister is a kind woman. From what I know, she loved you very much, and she would love to take care of you if you would assent to go to her.” She moves into the room, ”Marius, I understand the need for caution, but my mother is gone. Gone so long enough I struggle to remember her face sometimes.” She seems completely sincere, though obviously she remains in her alias. Though Carrius is in the room, she seems open to speaking in front of him, ”I would give much to see her again. Everything. And life is not fair; I made peace with the idea that it would never happen, but - if somehow she was brought here? To Yanmass? I would want to see her. Even if it was a trap, I would overcome it, such is the strength of love for family.” She seems very emotional and defiant somehow, as if the conversation struck some deep thread of purpose which runs through her, as if the thread - pulled taught, and struck, resonates with a noise that drives the woman before you with unassailable purpose. The loss of her mother seems to have affected Kela deeply, and she is expressing that emotion without artifice. She believes profoundly that at minimum, Eutropia should have the choice to decide.

The fiery woman moves gently towards Carrius and kneels before him, saying, ”may we take you to the Birdsong? You will be safe there.”


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

As a reminder, the Key Lock Killer, Rolth Lamm, murdered Gaekhan and had been abusing-ish Jolistina in some way.

The day moves on a little as some in the party move to pay their respect to the murdered youth, and others busy themselves with tasks around camp.

The cairn where Gaekhan is at rest is small, and a few minute walk away from the center of the camp, and the stacked stones have the skull of what looks like an imp and pseudodragon resting on top, something like an honor to Gaekhan's home. His remains aren't visible, but it's clear that the cairn was set up with care and love.

Thousand Bones kneels briefly before them, and utters a prayer in Shoanti, before standing. He turns to Yazi and Magda, "spirits close to him linger here. I feel them. Do you?" He closes his eyes and raises his hands, inhaling and exhaling. "In his life, they watched over him, but could not stop that... monster" and he says this last word with vitriol, "from taking the young man."

He lowers his arms and turns to the two others. "The plateau is our home, but... so was Korvosa. It does not seem we will ever be allowed to return in great number," he shakes his head, "a shame." He moves to return to his yurt, "if you need anything else before the Bone Council Fire, please see me."

He returns to his Yurt while Magda and Yazi pay their respects. Feel free to describe what you do.

*********************************

Just about when Magda and Yazi get back, a troupe of heavily armed Shoanti approach the camp. Their leader appears to be larger than Marcus by a fair margin, almost 7' tall, and incredibly strong. He appears to have a linen-wrapped corpse over his shoulder. He seems confused for a moment as he approaches, and then signals subtly and the remainder of his troupe starts to spread out. He appears to have a Klar on one arm, and an earth breaker resting on his shoulder in his other hand. He is heavily tattood and his heavy armor seems to be made from the remains of various tough creatures hunted within the Storval Plateau.

His companions seem to all be wielding "totem spears" and as they spread out to surround the camp, none of the other Shoanti seem to pay them any mind, though some of the conversation seems to quiet down. The leader, his heavy footfalls thundering across the packed sand, approaches the center of the camp where one-life is busying himself. Gently, he lowers the body he carries to the ground and furrows his eyebrows. His eyes light upon the outsiders gathered in the center, and the two that are returning from Gaekhan's cairn.

Nostrils flare, and he raises his voice. "One-Life - what is the meaning of this?" The gaunt Shoanti holds out his hands in supplication, and soon the party seems to get the impression that not all of the Shoanti in the camp are friendly, with his troops having taken a little time to spread themselves around.

Thousand Bones now emerges from his own Yurt, and quickly rushes over to Yazi and Magda, joining them as they approach. He whispers, "this is Krojun Eats-What-He-Kills. Be mindful of your words, please. Not all goes well on the Storval."

He quickly ushers the pair towards the rest of the party.

Krojun asks Chief One-Life, “Why do the Skoan-Quah harbor tshamek trespassers?”

As Chief One-Life struggles to find an explanation that won’t further enrage the towering visitor, Thousand Bones inclines his head as though considering Krojun’s words carefully, but then responds sharply. “Tell me, Krojun, when did the Sklar-Quah become judges of who trespasses upon the Kallow Mounds where the ashes of our fathers lie?”

“Your words change the question, Thousand Bones,” answers the Shoanti hero with a snort. “These ones bring trouble to the Cinderlands, and you know it. The coming days shall reveal to us all who is right about them.”

“Perhaps,” says Thousand Bones. “But not today, and not here. Would you have word that Berak’s burial was tainted by bloodshed get back to your Sun Shaman?”

Krojun pauses, the cords in his neck straining, but then he exhales and grins. “You misunderstand me, Thousand Bones. My grief has wounded my words. But see to it that no tshamek defiles our memories here.” His smile broadens as he pulls athin leather loop from one of his packs. “Certainly, though,
guests of the Skoan-Quah must be brave to come this far. You wouldn’t mind if I tested the courage and strength of your guests, would you?”


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Kela speaks deliberately about her life growing up in Yanmass, though it seems as if the revelation of the twilight prince has lifted some of the cloud that had been hanging over her head since she joined the party. The scars on her hands seemed to bother her less, and she explained to the dwarf about her upbringing and what brought her to work for Eutropia. She notes she used to work for less legitimate mercenary companies in the past, but that she grew disillusioned with how incompetent and useless they tended to be. She will spend some time during their trip explaining that the party had slowly come to convince her that they could actually help the country, and that by acting as agents of Eutropia, get the best possible head of state to institute real reforms. She’ll subtly drop in references to dwarves being treated as little more than guards, and how Eutropia was also the best chance for economic and scientific progress, though she’s careful in her speech not to pretend to be an expert on ‘natural philosophy’. She does this by explaining her own pseudo-conversion, and notes that while she may not always work for Marius, she has become a firm supporter of who she already calls the Queen. Notably, she does not try to criticize Huldrigga nor does she directly say the woman should reform, instead she answers questions about her own experiences to let the dwarf infer things. Working on making her an ally? diplomancy change attitude, can’t buff it: 1d20 + 21 ⇒ (3) + 21 = 24

When given a few moments to speak with Vaddrigan, before doing anything she separates herself and for good measure, hides her spellcasting through an oratorical performance, protecting her mind even more than usual from compulsion. Magic circle against evil will prevent all mind control, using spell kenning. She also throws on a glibness, moment of greatness, and good hope for good measure. When she talks to him, she’s using her performance. Then, either in other company or together, she brings Vaddrigan into a room with a table and chair, and sits across from him. The man’s been ungagged, but his feet and hands remain shackled, for all the good that does for a psychic caster. Resting her mailed and plated fists on the table, she opens the conversation. ”So, Vaddrigan. Let’s have a conversation.” Her heterochromic eyes shine. ”We do not need much, we have many of your notes. We know that you kept the prince drugged, and that you had audience plants. The confidence game - it was good. And you managed to avoid my ruse - few do; you are to be commended. But.” She leans forward, ”this being you recovered is the prince. Somehow you or someone else brought him back when the finest priests could not.” She leans back in her chair, ”we have some ideas. ” She opens her hands and spreads them a little, ”your notes were quite extensive… but the skill to pull this off - impressive.”

With the plumped up diplomancy, it’s +21 base, +2 from court poet performance, +2 from good hope, +2 from moment of greatness, so +27. duplomacy change attitude, buffs: 1d20 + 27 ⇒ (12) + 27 = 39


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

A leonine creature, who's body looks like a brassy, scaled dragon, leaps onto one of the mounds about a hundred feet away, settling themselves down and resting. The creature has no wings, but there are scars where wings seemingly were, at some point.

All of the conversations are in Shoanti unless otherwise noted, they're basically ignoring everyone but Yazi and Aru, sorry!

The gaunt man looks suprised at Yazi, and continues in Shoanti "you know Thousand Bones? I am One-Life." He gestures at himself and glances at the elderly woman, who inclines her head, "I am Ash Dancer. We know Thousand Bones. He is here."

One-Life continues, speaking to a gangly teenager that is hanging out "please, Pezi, fetch Thousand Bones." and the kid runs off towards one of the gers. The head of the sun would make the party uncomfortable, but the magic prevents thsi, and so the party only feels emotional discomfort as they stand awkwardly, waiting for something to happen.

A few moments later, Thousand Bones himself emerges from the tent. He raises his hand to his forhead to keep the sun out of his eyes, and looks to the group. His eyes brighten up and the man approaches, saying in Taldan, "do my eyes decieve me? Is this Yaziyah, Marcus, and Magda?" He squints and peers at everyone, "and some others."

He opens his hands expressively, in Shoanti, "One-Life, these are the Korvosans who aided in returning Gaekhan's body. This is the Yaziyah who made the community center." One-Life nods, "I expected as much, from your tale, but I do not know Korvosans, nor their ways."

Thousand Bones sighs, and says in Taldan, "it does not matter. Welcome, all. You should be honored guests." He extends a hand to shake the hands of those who he knows, and in a friendly way, to those he does not know, including Trinia. The ebullient bard returns the handshake cheerily, and seems to be 'taking in the culture', somewhat gobsmacked by the vast differences between her own life and the way of life of the cinderlanders.

The boneslayers and One-Life seem to all relax, and the typical hubbub of the camp slowly returns. Thousand Bones looks around, especially at Marcus, "were you not heavily armed before?" and spies the sack, and frowns at the boneslayers, "give them back their weapons, they mean us no harm" and the various armaments are returned to everyone.


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

15th of Erastus, 4713 AR

The party saddles up, or doesn't, and heads east, now at a slower pace towards the Kallow Mounds.

The remainder of the day's trip is uneventful, other than the hot sun that is not even noticably uncomfortable, beating down on the entirety of the party.

Aru:

Aru once went here with his parents when he was a child, but his memory and the shifting landscape are imperfect, and having changed to an adventurer - he has little memory of specifics.

Kali:
Kaliyah feels a little uncomfortable in her armor, and exposed to some degree within the desert. Since becoming a vigilante, she grew used to the alleys and narrow streets of Korvosa.

Mags:
Magda remains uncomfortable to some degree, with her connection to the spirits somewhat muted. They seem to avoid her - like a hole in the spirit world. She senses that Yazi is having the opposite problem, too many spirits wish to interact with her.

Jolstinia:
As a forlorn elf, she had not been outside of urban environments during her long and... storied life, and the environment remains captivating, despite the weather and the dangers.

Yazi:
Yaziyah has a enhanced connection to the land in this place. Her wandering spirits 'claw' at her each day, begging to be let in, to be understood and to be 'manifested'. She is sometimes overwhelmed by the senory overload in the morning.

Marcus:
Marcus has no particular experience in the desert, nor any transcendant experience. The only thing he notices is weather in the distance, due to his small amount of survival skill.

The party finds a small cave in a canyon and rests, without a fire, for the night, wary of drawing attention to themselves in this dangerous place. Endure Elements is great.

16th of Erastus, 4713 AR

The party finds themselves at midday trekking across more of the expanse. Cinderstorms are in the far distance to the north, near some mountains, but clearly are not going to cross the party's path. Jolstinia can get some more mounts. After a few hours of travel, it becomes clear that the party has entered the formal terriotry of the Skoan-Quah, as they encounter large rock cairns topped with animal skulls—markers that serve as both signposts and warnings to deter strangers, as Aru knows innately and anyone else can guess with a DC 15 local.

After about an hour of travel past these markers, the party crests a ridge and finds themselves surrounded by a half-dozen men and women with bows trained on the party. One steps out from behind a rock and holds up a hand, speaking in halting Taldan.

"Tshamek, why do you come to these cairns?" They do not appear hostile, but they are not particularly friendly. Shoanti: Tshamek means 'outsiders'. They appear not to give any particular deference to Yazi nor Aru, referring to everyone the same way.


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”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114

If there are no objections, I’d like to make minor h ch anger to make my PC slightly less powerful in favor of flavor. I think the optimization thus far has been sufficiently tuned such that we have a good chance of winning any individual encounter, even with slight power reductions.

For example, I likely would change my character’s primary weapon enchantment from keen to merciful. I may also change his primary weapon from a scimitar to something silly such as a gnomish weapon.

I would also contemplate moving him into being a bleachling gnome in lieu of a regular one. The change would have slightly fewer mechanical benefits but it would make sense from an RP perspective.


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

Trinia, behind everyone, casts a spell on the party, Haste for all and fumbles a bit and says, "oh, um, shoot..." and settles her nerves, before saying, "what do you call a chimera with one head?" she pauses, "I don't know but we're going to try and find out!" She glances at the others, and follows, "chimera means she-goat so, I couldn't make an uno-mera joke." Shaking her head, she hopes her joke inspires the others.

Inspire Courage is now active, everyone has a +2 competence bonus to attack and damage, retroactive to any turns they've already taken. You also have a +2 morale bonus to saves against fear.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Marius had accepted the benefits of the spell that Kela had cast, and Barksley had little comment, but when he and Kela were in the middle of fighting, it became clear that what the woman had given him was a a portion of a long-simmering anger that she seemingly had been holding in herself in the entire short time they’ve known each other. The rage seemed to bleed from her, into him, and as they engaged in the fight, Marius noticed that he remembered all of the indignities he had suffered.

All of the slights.

Her oratory brought to his mind every instance where some crook won. Some charlatan who preyed on the weak.

He found himself barely able to pull back on his blows enough to keep the sentries alive, and while Kela was clearly in the same situation, the woman caught his eye and it became clear that she was almost relishing it. She fought dirty, twisting arms, punching the enemies in the gut, scratching their eyes, all with abandon and supernatural strength.

She breathed heavily as the effects of the inspiration dissipated and raised her eyebrows as if to say do you feel it? Do you understand?

But only for a moment.

It isn’t long before the same canny expression returned to her face and the same odd, scheming, disguised face is back, and she’s kneeling, grabbing what gear she can find as she ties up the sentries before patting them on their bearded faces. ”Sleep well; may your next waking hours be more pleasant than your encounter with us,” she whispers, and turns to the others, ”ready.”


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Before they’re shoved out into the street Kela holds up a hand, ”wait! Before we go, I admit that we have not been honest with you. My name is Almestri al-Dazeem, and I come to you with a proposal. Please hear me out.” Assuming they don’t immediately throw her out, she continues ”I am a princess of Qadira, and I come bearing an offer. The rumors of the power of Carrius travel far. This man,” she points at Marius, ”asked the question on my behalf. We seek to meet the prince up close. May we meet him in person? My man-at-arms was merely trying to ask important questions on my behalf.” She smiles gently and says, ”even an audience, would be enough for now, in return you would have the undying gratitude of my family as well as the considerable resources we have at our disposal. Considerable. A mere few moments in his presence is all I ask. If he truly is the prince, I will let my countrymen know of the glory of the Twilight Prince.”

She nods her head and says, ”in addition we could explore further relationships - I am ambitious, and I seek to explore how to cement ties between Qadira and Taldor. If this truly is the Twilight Prince, Carrius, our two nations could end a thousand years of bloodshed if we join together in peace and prosperity, under his divine protection.” She says this sheepishly, as if a little shy, and she adds ”I also admit that upon spying the young man, I found myself struck by his handsomeness.”

Take 10 on bluff, glibness, no penalties for outlandish lies = 10+34 =44


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The man seems confused about the exchange with Senna, and obviously embarassed, and even more confused at Mila’s response, ”sorry miss, I didn’t mean anything by that”, he mumbles, ”in Mivon half the swordlords are women? What are…?” he shakes his head ”no matter, the same to you as well.” He bows and puts his helmet back on.

He mounts his horse and wheels around to strike Mila.

ride: 1d20 + 15 ⇒ (16) + 15 = 31
cmb: 1d20 + 16 ⇒ (13) + 16 = 29

The pair fail to unseat each other, their lances connecting but glancing off the shields.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Kela looks confused, ”a positive outcome is not necessarily death - our hope should be that a miracle occurred and that a small measure of peace be brought to a family riven with tragedy.” she closes her eyes and says a prayer in Kelish, making a warding sign ” الله يرزقهم هذا السلام والنعمة” she whispers and inhales, exhaling, ”but should the worst come to pass I suppose we should be prepared.”

1d20 ⇒ 20

Rose:

Kela obviously heard your slip up and buried inside the artifice of this performance that she’s been maintaining is a deep, and profound rage and fear. She uses her facial expressions and tone of voice to communicate this to Rose nearly flawlessly. By now, Rose knows some of her anger is performative - meant to serve a purpose when demonstrated to their foes, or to throw people off balance. This is not. This is borderline existential, at least as far as Kela is concerned.


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The crowd is laughing jovially when Ankus is caught, and the dwarf sheepishly gets off the stage, he and his bard friend becoming spectators.

Irovetti raises a hand chuckling, ”it was a good effort, but we prefer a traditional approach,” and he nods for the next participant.

The master of ceremonies continues, ”the next to boast is the representative of Gliocas,” and he waves his hand invitingly for Chrysa to step onto the stage and speak into the tube which will magically augment her voice. The other competitors watch her and the crowd for signs of what they may or may not be receptive to.

******

When Chrysa finishes her boast, there is an eruption of applause, and Irovetti judges, ”few have come close to matching my own skill at boasting, but with Chrysa at least - one has come close. Well done!” The king applauds and gestures for the next to continue, with the crowd cheering wildly.

Chrysa got an 87.

Pitax - Annamede Belavarah - Bard:

Intimidate: 1d20 + 16 ⇒ (12) + 16 = 28
Bluff: 1d20 + 16 ⇒ (20) + 16 = 36
Diplomacy: 1d20 + 16 ⇒ (3) + 16 = 19
Perform(comedy): 1d20 + 16 ⇒ (7) + 16 = 23
46

Pitax is first after Gliocas and the well-known comedian and satirist steps up, I won’t attempt ‘good’ satire and comedy because it likely would be worse than she could do. It’s commonly known that the woman, Annamede Belavarah, has a strained relationship with Itovetti, but as one of the most famous and popular entertainers in the River Kingdoms, it seems he’s loathe to lose an advantage for his kingdom.

The woman appears to be in her early 30s or late 20s and smiles wryly as she approaches the podium, nodding respectfully to Chrysa. Interestingly, all of her boasts seem to be about the Stolen Lands - and it becomes clear (perhaps only to Chrysa) that she claims to have been responsible for most of the seemingly random misfortunes which affected the barons and baronesses who had been given charters, including Shadowfall. And the boasts are effective and at least a little embarrassing, but unfortunately the targets for embarrassment have all either fled the stolen lands, retired to live within Gliocas, or become absorbed by it.

Some notable examples include : Destabilizing the Android Annala’s unicorn and fey themed barony with a subtle propaganda campaign that escalated to the point that the barony collapsed.

Finding a way, somehow, for Sootscale’s kobold allies to betray him, though she admits that the goal was to overthrow the governor, not kill him.

Sending in someone to seduce the leader of Shadowfall, as she mischievously winks at Chrysa, so they could take over the country after getting married to her.

Slowly poisoning Orri Lebeda with non-lethal stomach ailments to get the young man to quit running the barony.

She buttons this by noting that all of ways that she tries to embarass Gliocas failed, and she lists a half-dozen, from trying to smuggle in some imps to cause mischief to pure-direct disinformation campaigns. She notably does not mention the failed assassination attempt.

Interestingly, the way she explains this, with humor - is extremely effective. But when it comes to skewering Sophiel or Gliocas, she’s notably joking with a sense of respect, and in some ways, her language mocks Irovetti, placing blame upon him for the failures of the more outlandish schemes.

At the end, she has 46 points and Pitax is in second place..

Mivon - Ceala Ravenbow - Fighter/Bard:

Intimidate: 1d20 + 16 ⇒ (19) + 16 = 35
Bluff: 1d20 + 11 ⇒ (1) + 11 = 12
Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
Perform(sing): 1d20 + 11 ⇒ (3) + 11 = 14
14

Ceala’s boast is a tale of blood and danger—she tells of how she single-handedly saved a small village in northern Galt from the ravages of a demonic chimera who had wings of fire and a scorpion’s tail. If her tale is to be believed, Ceala lopped off the chimera’s dragon head with her sword, crushed the goat head under a falling rock, and tore the chimera’s tail from its body and strangled its remaining lion head in order to kill it—all without spilling the glass of elven absinthe she’d started to drink when the chimera spotted and attacked her.

It falls a little flat and she only gets 14 points.

Tymon- Miaolessa - Cleric:

Intimidate: 1d20 + 7 ⇒ (5) + 7 = 12
Bluff: 1d20 + 14 ⇒ (11) + 14 = 25
Diplomacy: 1d20 + 17 ⇒ (12) + 17 = 29
Perform(oratory): 1d20 + 11 ⇒ (7) + 11 = 18
36

Mialolessa is a beautiful elven woman, well known and well loved in her home kingdom of Tymon. She boasts of her days spent in Kyonin, and of how she seduced a succubus who had been sent from Tanglebriar to enslave her and drag her back to Treerazer to serve as the demon’s consort. After she seduced the succubus, Mialolessa sent her back into Tanglebriar and, to this day, receives gifts of strange fungal potions and wines with which the succubus attempts to win her back. If her tale follows Memon’s, she adds a stinger to her story, mentioning that it took her weeks to recover from a particularly embarrassing condition she “caught” from her succubus lover, and how she hopes none of her other lovers since then have been suffering from a painful rash of late. She casts a sly glance at Memon, who seems to look a bit worried, but the performance is well done and she receives 36 points.

Daggermark- Memon Esponde - Rouge:

Intimidate: 1d20 + 17 ⇒ (3) + 17 = 20
Bluff: 1d20 + 17 ⇒ (2) + 17 = 19
Diplomacy: 1d20 + 17 ⇒ (12) + 17 = 29
Perform(dance): 1d20 + 9 ⇒ (15) + 9 = 24
24

Shaking off a look of concern, Memon spins an implausible tale about how he stole into a temple of Calistria and seduced all seven of its priestesses, including the high priestess, in a single night. When the clergy realized he loved none of them, he escaped on the back of the temple’s sacred giant wasp with the high priestess’s corset as a trophy. The priestess’ boast seems to have gotten to Memon who ends with 24 points.

With the boasting concluded, Chrysa wins easily - all but guaranteeing victory for Gliocas in the Rushlight festival. Chrysa stands at the podium while she is awarded a first place ribbon, and Annamede graciously accepts second place, though she has a smirk on her face. The announcer raises his voice, saying ”congratulations to Gliocas!”

Irovetti’s genial composure seems, at the margins - shaken, and he stands, commanding the quiet attention of those assembled Shadowfall and Gliocas it seems. How interesting is it that the borders of our neighbors have changed so recently. And convenient. But, of course! It is not against the rules. I will remind all assembled that a competitor must be fielded in every competition - even if caught cheating -“ He grins at Ankus ”to win the festival, and that second place is wide open. The Midnight Joust awaits!” He smiles down at the competitors and he and his retinue dose appear into the viewing tent to return to the pavilion.

Annamede turns to Chrysa, as the crowd begins to disperse, ”well done - you should be proud of yourself. Not everyone can subject themselves to the slings and barbs of the stage.” She breathes in deeply, ”I think my time in Pitax draws to a close. Soon.” She hesitates and adds ”as for my boasting … well, it is just that, boasting. Irovetti isn’t nearly smart enough to do all that.” She extends a hand, ”Annamede.”


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

As they are finishing up, Kela clears her throat, ”thank you, council. I am not an agent of Rashaid Beyamara and cannot speak for Keleshites in general, but for my part I believe your course of action to be best for all of our shared prosperity. شكرا لكم والبركات في بيوتكم.“ She bows her head.

Otherwise, Kela is largely emotionless when the council makes their decision, but she does stretch her scarred hand reflexively. As they file out, she sticks relatively close to Marius. He will probably be the bodyguard target. As they move away from the council building, she finally exhales in relief and allows a hint of a smile on the corners of her mouth, and rolls her shoulders. The woman stands a little straighter and follows the others to the nearby park space I found a map that has a small forest on it - don’t know what it is called - but it looks like the only one, so I assume we go there. When Rose begins to explain what their options are, she remains standing, watchful, as she guards the park for threats.

Kela shakes her head slightly at most of the potential next steps, ”forgive me, Lady Talbot, but the matters in Yanmass which you and Lord Erallan were most concerned with have been addressed, to some degree. The council is on your side. I would ask…” she seems to be thinking about her word choice, ”erm” she exhales carefully, measuring her breath, ”ask… that we investigate the Queen’s brother. It’s probably very important to the Queen that if he truly lives, that we free him and they be reunited.” She purses her lips, ”of course, I work for Lord Erallan and would not wish to overstep.” Rose gets the sense, through her body language, communicated only to those in the party, that she is extremely motivated to head to the Whispering Bower as soon as is conceivable.

She passes a secret message to this end, take 10 bluff if we’re being observed for a 24.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Kela listens carefully at Rose’s speech and waits until long after the tailor is done, and the merchant council is almost ready to start deliberating, before clearing her throat.

”Excuse me, I apologize if I am speaking out of turn. I am Kela, and my background is Yanmass, as you can probably guess.” She inhales and exhales nervously, ”I think Miss Talbot is correct, though if her words are unpersuasive, perhaps I have another perspective.”

She opens her hands, ”I am nobody. Most of the people in this town are like me, nobodies. But we represent two worlds, and perhaps a vision of what Taldor could be, what it should be. One more concerned with peace, prosperity, and safety than ancient grudges.” She gestures to the folks who are partly Kelish, ”we are your neighbors, we are Yanmass. As much as you are. Especially those of us who are of mixed ancestry.” She grows emotional and seems to struggle to control her voice, which cracks slightly, ”th… these outsiders, they came to destroy that acceptance and tolerance. To what end? Power? Money? For them, of course - not you. But who would suffer? Our people, those of two worlds. And Yanmass would never be the same. A thousand years of peace destroyed in the name of petty sectarianism.” The emotions shift to anger and she struggles even further to compose herself, closing her eyes.

She opens them, ”I am nobody, as I said. But I am the people of this city. And if you do not take these allegations seriously, the people of Yanmass, Firewatch, perhaps even the council, will be scoured away like a statue in a sandstorm. All in the name of Taldor’s supremacy. Speaking to these people -“ She gestures to the others in the party, ”they made it clear that the Queen will not try to change this and force us to become something we are not. The Queen knows this, I … I think, and knows what made us successful.” She falters a bit and bows her head. ”Thank you for your attention.”

Diplomancy to assist, add another +3 if this counts as “handling a crowd“(court poet), Kela is helpful so it adds +3: 1d20 + 21 ⇒ (9) + 21 = 30


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Kela approaches Marius from the side, and nudges him before whispering to the lord, ”we are in the open, I would advise some caution - boss - we don’t know who’s listening. The … drake is out of the bag about them being deserters, but …” She hesitates, ”should we get off of the street?”


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Kela keeps her hand on her falchion, "and let us all be clear, we can talk about things but - we are not going to go back and forth on this forever. Decide soon - it does not really f!$&ing matter why you all tried to start a war," She shakes her head, "فشلت خطتك." She draws the falchion, "if the conversation is over - here's a final choice - lay down your arms and come along or, if you're lucky - we'll beat you unconscious and drag you behind our horses while Jondus watches your body hit every rock along the way." Kela seems somehow to be bulkier in the saddle, and she seems angrier.

intimidate: 1d20 + 21 ⇒ (18) + 21 = 39
bluff?: 1d20 + 14 ⇒ (16) + 14 = 30

She flicks her sword to point at Jondus' neck, "or I can just kill your husband now and we can fight it out. I do not f*!~ing care. I am tired of dealing with you a!!!~~%s." Her brow is furrowed, and she looks on the verge of losing it.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Faenia Level-Ups

1 level of Ulfen Guard

+8 HP

Skill points- various added, bluff, oratory, acrobatics, sense motive
Retraining - rage power (scent) to strength surge

New powers: chosen ally, rage pool (separate)

Feats added: deflect arrows, amplified rage

Saves boosted: +1 fort, +1 will


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Iorvetti laughs, ”it is no matter. I know of her tendencies very well, and it comes as no surprise- she isn’t much for games or fun, is she. Not like Grand Pitax! We’re absolutely the pinnacle of perspicuity, aren’t we, Naomi!” He’s voice is deep and powerful, and it’s clear he can command a room with ease.

”Come, we have prepared liberations for you all, even the … guests.” He looks a little confused as to who the newcomer is, but there’s no malice in his tone or expression. He waves and the pair of women move to offer the party some food and drink. Notably, they hesitate before offering Senna anything, but a glance to the king is enough to resolve their indecision.

Can choose to eat or drink, or not. Regardless, he continues. ”A pleasant trip? I hear your mistress can travel at great speed when pressed. Some would say in unnatural ways… not I, of course. I daresay that any miscreate who spreads such scabrous lies suffers a punishment - isn’t that right Naomi?” He takes a swig of his drink and looks at his advisor. His two servants nod agreeably.

GM SECRETS:

You peeked!

1d20 ⇒ 11

1d20 ⇒ 18
1d20 ⇒ 18
1d20 ⇒ 2
1d20 ⇒ 4
1d20 ⇒ 16

1d20 ⇒ 5
1d20 ⇒ 9
1d20 ⇒ 19
1d20 ⇒ 18
1d20 ⇒ 18

Anyone can make a lore check related to art. Or if you have any other applicable similar skill with a -5 penalty. Also, if your Pc isn’t too bright, but is well versed in linguistics, they can try that too. Finally, anyone walking around with a 14 or better int knows something else without a roll. PM me if you want to know the last thing.


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Mila, 5 Years Ago…:

Mila distributes the payment and for a moment, she’s overcome with a sense of loss. Whatever their success, it came at quite a cost. To move things along and wrap them up, I’m going to assume Mila thinks and does a handful of things in order to set up the later relationship. Please contradict me if you think it’s completely wrong. Burying her emotions, and with a small decision made, and a sense of resolve, she quickly checks her bag for supplies and heads back into the forest, the secret paths now well-known to her. Before too long she’s at Korodri and Navessa’s tree. The cheery little Paladin is sitting on a stump, chatting with a few small animals and a sprite while whittling, and sees her. Noticing her expression, he asks what happened.

Mila explains what she experienced and saw, and Korodri pauses for a moment, and then excuses himself. He beckons Mila to head into the boughs with him, and as they ascend with magical assistance, he’s quiet.

Mila had been in the room before, but not often. The Paladin had kept a few knickknacks and keepsakes in trunks, along with a number of books - some old, some new, many fine, and many tattered.

He explains, frowning slightly, ”what you met was what is called a Bogeyman. The bogeyman, even, or an avatar of it. But it was supposed to be…” Korodri pauses and thinks, ”I have a suspicion that the current ruling house, of that family you met, they… well…” He trails off, ”I cannot speak on the matter in detail. But there was an accord, outside of my control. Part of the accord led to those ruins you saw. There were other payments, and services rendered.” He doesn’t look frightened, but for the first time, he’s almost dismissive towards her, ”Lord Fantol did not know. Few is Brevoy do, and those who speak about it often find themselves dead. The reach of the Surtovas is long, and I have a duty to the creatures of the forest. If you’d like time to mourn your friend, please take it, but you can’t do anything about this and the matter is outside our control.”

Sighing, ”At least you didn’t take their money. But stay away from that ruin, it is cursed - and nothing we can do will help, okay?” Feeling as if the matter is settled, the gnome pats her on the shoulder and departs to speak with Navessa. Curious, Mila tries to follow and listen at the door, but try as she might, the only thing she hears is a muffled, animated conversation.

Mila is a little bit torn as to what to do, but she soon excuses herself from Korodri to see that Fantol’s body is returned to Stoneclimb. She escorts the man, wrapped in funerary garb, east and uphill, slowly, until they eventually reach the seat of house Medvyed’s power. She’s greeting by Fantol’s brother, Gurev, and she explains what happened. It doesn’t take long for Gurev’s expression to harden, and while the smaller man is listening he seems to be thinking. The older noble, his shorter beard flecked with grey, says to Mila, ”thank you. If you ever learn anything more, please let me know.”

She nods and takes her leave. Returning back to the forest, the events keep rattling around in her head. Why did it happen? Who was truly responsible? Why did everyone except the Medvyeds hide things from her?

She started hanging out at taverns more often in surrounding towns, listening to gossip and plying her musical talents. Drunk people spoke easily and fluidly, and she found herself charming them. As time went on, she spent less and less time on her forest duties, something which Korodri noticed and commented on, disapprovingly. She never seemed to get any closer to solving the mystery of the Bogeyman, despite disobeying Korodri and returning to the ruin a few times.

But the sense of control, the sense of knowing seemed to dramatically improve Mila’s own mental state. Even if she wasn’t making progress about the mystery, she figured out a lot about the country she lived in, and that something rotten had infested it. The Surtovas, the former stewards of the Rogavarians, had been in power ever since Mila was a young girl. She hadn’t thought much of them, but the barest hints of whispers served as the mortar that was building an edifice in her mind: the Surtovans were the problem. The source of all the problems.

Korodri wouldn’t do anything about it. Mila grew frustrated as she entreated him. His only response? He would not get involved in politics - his duty was to the forest and the villages which relied upon it. In some ways, Korodri did not seem to want to take this position, but his stubborn honor or something else that seemed to bind him, recall how he would not answer questions got her nowhere.

She reported much of this to Gurev, when she had time, and she seemed to try to make time. Sleeplessly and furiously combing through her notebooks, she invented ciphers to prevent their discovery, and found that she had some skill at … creative obfuscation. Her paladin code frowned on lying but most people don’t pay close attention to what you say, as long as you know how to say it in the right way. It wasn’t long before she started having nightmares - where she screamed at an
Oak tree asking why? Why? Why?; the tree never responding.

The second time she had the dream, she realized that there was a large bat in the tree, watching her. As the tree stood placidly, the bat shuffled its feet as it hung, and then spread its wings. Nearly imperceptible against the starry sky, the bat flies off into the night. Mila wakes up with a start, only partially rested but the next night is no better - the same tree, the same bat.

The fourth night she yells at the bat what? What could you want? You’re a bat! Go away!” A childish response, and the bat doesn’t stop. The fifth night in her dream, she has her bow, but as she raises it to fire at the bat, the bow warps, and the bat flies away, as she screams at the tree again and again.

Getting more exhaused, after nearly a week of no sleep, the next time she encounters the bat, she simply tries to follow it as it flies away. But her mind isn’t fast enough, her senses not keen enough to, the dream logic not strong enough with her, and though she is able to rest completely for the first time in a while - she realizes that the hunger in her for knowledge is also partially sated. She makes a connection, in her own mind, and the next day, tries to find Denisa and Cerny. This proves more difficult than she expected, and when she is finally able to track down Denisa, she finds a broken woman in a bar, drinking. The bravado exhausted from the Aldori, the woman she knew on her trip is a shell of herself.

Denisa doesn’t seem to be able to recognize her, but eventually the Paladin is able to glean a few tidbits of information. It seems Cerny was killed in a robbery, after the pair fell on hard times. The money they got from the Surtovas had dried up and they seemingly had been looking over their shoulder as people trailed them here and there. They had struggled to find new work, and both were arguing with each other. Seemingly, Denisa blamed herself for Cerny’s death. Wallowing in her misery, Mila began to ask questions about who was it that got them. She realizes that the people who killed Cerny were too well equipped to- and that the pair had been loose ends. The Surtovas didn’t like loose ends.

Growing ever more anxious, but finding solace in her dreams, she steeled herself - focusing on the bat, night after night. Moving, cloaked, from village to village, watching her back - and neglecting her duties. If Korodri noticed, he didn’t say anything, the elder gnome seemed to be accepting of whatever was happening as his mentee slipped away. Each night, she was able to follow the bat further and further, until the oak tree was no longer visible, the bat grew larger and larger, enveloping the sky and blotting out the stars. Eventually its wings wrapped around her, and she was surrounded a velvet softness of the dark.

She did not return to the forest.

But as she became a shadow in New Stetvan, she leveraged her singing voice to unlock hidden magic of subterfuge and enchantment. She followed a code, still, she didn’t directly lie to anyone, and while she no longer had a trainer, she felt guided by the darkness itself. The shadows helped her. But the reach of her enemy was long, and they seemed to be able to find her wherever she went.

Mila, 2 years ago:

The only people she could trust were her own family, who she could no longer visit, and seemingly the Medvyeds. Feeling like she owed them for Fantol, she watched from the shadows until something unexpected happened.

Fantol had had a daughter, a girl with purple eyes, who showed up suddenly and seemingly with purpose. She had pointed ears and seemed to know things, almost as much as Mila, and learned quickly. With no other surviving children, she became the Scion of the house, a minor scandal considering she wasn’t fully human - it wasn’t quite clear how that happened but the girl was clever, and she seemed to learn things before they happened, and seemingly she got a charter for the stolen lands.

She watched her from afar until the woman caught her, in a disguise, and basically offered Mila a job. Off of every book. The reward would be answers. Revenge. And maybe justice. All she had to do was extend Sophiel’s eyes. She couldn’t be everywhere, and she could trust few people, but she trusted Mila - even if she didn’t know much about her.

Mila began to spy. Her disguises were impeccable and she infiltrated every other chartered barony. Periodically she would return to Gliocas and for the first time felt safe. There was crime, and some corruption, nobody was perfect - but the people of the country had a common mission. So many had been rejected by others. Had lost people. It was a barony, and then a republic, dedicated to the idea that the broken and the lost could find a home where they could become their best selves. That they could trust each other. Talk to each other. They were all part of the same family, and everyone was worth something. Everything. Not just the forest, or the mines, or the centaurs, or fey, or anything else. Mila now had a duty, a calling that was personal and professional. To serve as the eyes and ears of a country and cause bigger than herself. If necessary, to act as a knife in the dark, but only when necessary, and never lightly.

You can decide if she’s killed anyone for Gliocas. Sophiel certainly would have tried to avoid it… but she would have given Mila a long leash, trusting the paladin’s code to keep Mila honest.

Mila also never directly sabotaged anyone’s kingdom, but she did have plans available to do so if necessary. Destroying water supplies, crops, fomenting unrest. All kinds of things. She did, however, see all the other countries collapse except for Shadowfall, which she wasn’t able to get very close to, partly because Sophie told her not to get too close and because she realized that they had wards and skills, and would have caught her eventually. My idea is that she was embedded always at one time or another in each barony and saw them all collapse from one thing or another, though she never caused the collapse she saw destruction visited upon many of Sophiel’s foes for reasons that Sophiel doesn’t understand or won’t admit to understanding.

Naomi, if you’d like to create a vignette to prepare your PC for the Rushlight festival, you have some free reign about how you served Pitax and maybe why things are changing.


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”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114

A dwarf might make sense from a roleplaying perspective as well.


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”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114

I checked it out, no objections. Thanks for working on this.

I'm going to assume pre-emptively that I'll rebuild around solo-scouting and trapfinding.


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

Will give SL space to do some RP when they're back from their absence.

Laori considers Marcus' words carefully, "maybe! But you'd be advised not to cross the Shadowcount. Kuthites have long memories." She grins, and winks at Marcus. Trinia seems a little shaken by the experience, and she turns to Laori, "so... I'm a bard, which means we pick up a lot of little bits of information, you know. I know something about Zon Kuthon, but I guess I've never met a worshipper..." Her eyes flick to Krovax, "I guess, I have before, but maybe I didn't know it." She smiles meekly, "what's your take on things?"

Laori inhales, and looks at everyone else, "a little different from others, but you know - I still get all my spells, so I must be doing something right. Here - " She gets up, and rummages through her magical satchel, humming the melody of a popular tune quietly, and grabs one of her pamphlets, "-yes, here you go." She hands it to Trinia, adding "Krovax is a bit more of a traditionalist. And the Shadowcount is much more of one."

Krovax coughs, interrupting, "Laori, please." His dark-rimmed eyes turn to Trinia, "much was taken from me, which I have now accepted. Zon Kuthon granted me the power to destroy those who harmed me." He pats the scabbard on his hip. "he granted me freedom as well. Free from foolish boundaries."

Laori looks at the party, her face obscured from Krovax, and she smiles sadly, obviously out of pity in some way. She sighs, "anyway, good luck, I'll check in when I can." She moves to hug everyone, even Trinia. Krovax also shakes Marcus', Yazi's, and Aru's hand, but still avoids Magda. Can resolve Kali later.

She also goes to the kitchen and grabs a small box of loose tea, offering it to Magda, "this is the best one with the cookies, I think." She grins, "remember, it has to be hot or it doesn't steep correctly."

With the parting words, the party packs up their things and heads out of the gilded cage, and soon finds themselves on the streets of Kaer Maga again. It's easy enough to find a path that will lead the party north, to a gate out of the city. There seem to be few holdings just outside the gate, but there is a road stretching off to the northeast for some distance, which Aru points out leads to a larger road that follow the Yondabakari river, as well as a crossing, about 10 miles to the north. From there, the party will have to traverse the trackless wastes to get to the Kallow Mounds, where they determined they're most likely to find Thousand Bones. Even with Aru in the party, he doesn't bypass the need to talk to the Skoan-Quah directly. Aru knows that the Sklar-Quah might talk to Aru alone, but probably not at length, and it would require a ludicrous skill check to convince them to help in this matter. Having met them before, he doesn't even know who to ask about the matter, and also knows that they're so xenophobic that they react badly to anyone who regularly interacts with outsiders. The Lyrune-Quah are also basically nowhere to be found, they only travel at night, and the party knows that aside from the cold of the desert during the evening - that is the most dangerous time to travel. Your best bet is to talk to Thousand Bones first - but if you all want to try to find the Skoan or Lyrune, please let me know if any skill checks are made to this end.

As a reminder, since you've left the city, Magda feels disconnected again, per above.

Setting out towards the Kallow Mounds, the party leaves the relatively verdant area next to the river and starts to travel across the dry, ashen soil. Hardy plants spring up here and there, but the environment is quite arid, and while the sky is clear, occasionally far in the distance to the north, black plumes of smoke seem to belch from the ground. These sulfurous eruptions lead to the Cinderlands' namesake, and are the source of the ash and the frequent cinderstorms that the party tried to prepare for. At the moment, the path ahead seems clear, and relatively flat, though very, very far in the distance, the distant foothills of the Mindspin mountains loom.

From the perspective of fauna, the party sees lizards, arthropods such as beetles, scorpions, and spiders, and the occasional mouse or mouse-like creature. Far above, the party occasionally spies vultures and hawks soaring, and the occasional thorny bush seems to house sparrows and wrens, as well as a few trees with weaver nests, but the party doesn't see too much from warm-blooded creatures as they travel - and the reason soon becomes apparent. The heat. As the party leaves the cool waters of the Yondabakari, the heat begins to become apparent.

Desert environment, so we'll be doing appropriate fortitude saves with appropriate bonuses and penalties, including for heavy armor, endurance, etc. It's about 50 miles to the Kallow Mounds.


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LG | M Half-Orc Ranger 1/ Cleric 4 /Hinterlander 3 | HP 46/64 | AC 22-14-19| F+13, R+11, W+15| Per +14, Sense M +11, Init +3 | Spells Up:

Orik clenches his bow when the tree threatens them, but he doesn't respond. His mouth is a thin line, and he seems ready to strike as soon as the others give the word, if they chose to do so.

When the tree offers them a riddle, and an explanation, he doesn't appear to relax. He mutters a prayer under his breath and keeps his attention focused on the tree, staying a fair distance away.


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

The duskwarden nods their thanks at the donation, and puts it into the lockbox, and they return to the task of ferrying people along the route.

From the exit of the Halflight Path, the most obvious entrance to Kaer Maga is through the Gap, a massive break in the ring of Kaer Maga’s walls where an ancient explosion tore away thousands of pounds of stone. This carnage has been mostly filled in by the district called the Warren, a many-storied shantytown of rickety scaffolding and makeshift shacks, yet a wide corridor still runs through the center and plays host to a constant stream of traffic in and out of the city.

This is also the best place in the city to find local guides. As soon as the PCs enter the Gap, they’re swarmed by mobs of local children offering themselves as guides. It doesn't take long before they've successfully hired one, but the party easily catches a few trying to pick their pockets in the 'scrum' of trying to help.

Map of Kaer Maga[/ooc]

With sufficient financial incentive, one kid, an excitable youth of about 11 years leads the party southeast from the Warren, which may be the first district visitors see but is likely not the main destination for most. As one of the largest trading districts in Korvosa, and a city that famously has become wealthy through trade, the crowded stalls and wagons of Downmarket are invariably the destination of most. The primary commercial center for foreign trade, this is where caravans off load their goods and purchase new cargo, cutting deals both large and small. Though prices tend to be slightly higher here, as merchants catering
primarily to foreigners trust the dizzying crowds of the market to discourage newcomers from doing a lot of comparison shopping, even native Kaer Magans are forced to shop in Downmarket on a regular basis, as the selection is simply too good to ignore. The belief that
anything can be bought or sold in Kaer Maga stems in large part from the merchants of Downmarket, and no good or service is off limits here, no matter how taboo.

Unlike most of the other districts in Kaer Maga, Downmarket contains very few permanent structures, instead consisting of a constant shuff le of carts, tents, wagons, and awnings. This is primarily to accommodate
the steady stream of traders who, rather than simply selling their goods to local merchants, are equally likely to set up small shops of their own for as long as their stock holds out, reaping greater profits by selling directly to consumers. Most business is conducted during the
day, when the swirling crowds of shoppers and hawkers are shot through with pickpockets, palanquins, solemn Augurs, and gawking foreigners, but the carts that don’t pack up at sundown often do business long into the night, catering to those souls drawn by shows at the amphitheater or restless merchant guards eager for entertainment.

The kid gives the party a short tour, pointing out various districts they pass but don't enter, and takes a roundabout way through the downmarket to show a few landmarks. The party passes by one of the few permanent structures in the district, a vast and columned affair of stone with wide steps too tall for human comfort climbing up to a covered walkway that extends all around the building. The party easily spies a handful of large trolls watching passersby and a few welcoming visitors into the accessible areas of the temple.

They also spy a lakeside amphitheater and see for the first time the large lake nestled into the center of the small city, and a few patches of green park space that is being enjoyed by lounging merchants or nobility.

Perhaps more unsettling is the slave market - true to its word as a city of unlimited commerce, there are slaves of various stripes up for auction. As they pass by, a few well-meaning folks seem to be actively discouraging the sale - or even buying some of the beings where they can - a small comfort in city that seems indifferent to this indignity. Heavily armed guards seem to dissuade most of the freedom fighters from starting anything more, and the kid seems to think nothing of it, seeing it as just another normal behavior.

It doesn't take long to leave the bustle of the Downmarket and enter the Hospice. They pass a temple of Calistra, and more than a few obviously 'red light' facilities, but the majority of the district is composed of inns, taverns, hotels, and spas (as well as homes for the workers). The kid is surprised, somehow, that the party would be going to Canary House, but it takes but a few minutes to arrive at the door of the opulent, five-story building that seems to take up half of a block. An elegant sign showing a gilded canary in flight makes it apparent. This is Canary House. The kid waits for payment and bows thankfully, rushing off to ply their wares for a new set of tourists.

Upon entering Canary House, the party is assaulted by luxury. Other than Korvosa Palace, the party has likely not experienced opulence at this level before. Inside Canary House, the walls are elegantly decorated in avian themes representing the birds of A’kaan’s native Garund, yet these are seem not to be what gives the inn its name. Rather, the moniker comes from his famed Songbirds—slave girls chosen for their talent and trained from the time they could speak to sing in unbelievable harmonies, each word a chord with a dozen voices spanning several octaves. These girls, while carefully cared for as the investment they are, swing from trapeze perches in gilded cages, and lest the audience be fooled by their elegance, thin chains around their ankles provide a constant reminder that the golden bars are still very real.

The proprietor, a half-elven man who looks at his ledger, stands nearby in a small nook, and calls the party over. He introduces himself to the party as Alaeh A’kaan. remember, the sweat, grime, and dust of traveling on the party is quite apparent, and few among you keep-up-appearances. He notes, "I'm sorry, but Canary House has no vacancies, please check in - it appears that we may have some openings in two weeks." He gestures towards the dining area, replete with obvious, incredible wealth, "as you can see, the dining area is also booked for some time. Please enjoy the harmonies for a moment before seeing yourselves out." He inclines his head.

The party briefly explains that they're here to see a guest, and the pleasant demeanor of Alaeh breaks slightly, and he asks for the guests' name. When the party tells them Laori, he looks at his book and shrugs, "nobody by that name seems to be here." The party looks around briefly, and describes what she looks like, and Alaeh responds with a curt, "oh. Yes. She's in the grackle suite, with two other men." He coughs briefly and excuses himself after asking for their names, to expedite things Marcus pings her to let her know they're here, and gives her a pseudonym to expect. Giving Alaeh the pseudonym, he gestures to a porter to run along and ask if the guests would wish to entertain visitors.

The porter runs off, and comes back in a few minutes, nodding, "yes sir, they're expected." Alaeh inhales and exhales slowly, very well, please take them to grackle, but remind our guests that any damage comes out of an already expensive bill."[/b] He shoos the porter away, and the party follows, entering a small box the size of a room set into the side of the inn that has a few buttons showing various floors. The porter presses three, and the box seems to magically levitate, slowly, with the party inside, up to the third floor. The porter swiftly moves to the suite, and the party finds themselves in front of a door with a vibrant-looking black bird with purple and blue rainbow highlights painted elegantly onto the front. The porter knocks for a moment, and the door opens immediately.

Laori Vaus, the irrepressible elf, springs out giddily from the room. "I'm so glad you guys came!" she exclaims, looking over everyone, and seeing someone new, she notes, "and you brought a new friend! Hi! I'm Laori, it's nice to meet you!" Trinia is taken aback slightly, but smiles broadly, "heya, Laori, I'm um... I'm a friend of theirs," she looks warily around the hall, "can we come inside?"

Laori nods, but not before hugging everyone she's already met before, despite their protestations, and despite still wearing her viciously spiked chainmail. She lingers a moment when hugging Marcus and pats him on the shoulder, "you look better. I'm so happy Marcus." She smiles beatifically at him, and, I point out she's an insanely good liar, or this is genuine, she seems very happy to see that some of the permanent lines in his face are less etched into a frown these days. "Come in, come in, Marcus said you were coming. I just made tea." Trinia's eyes widen and her eyebrows raise, "ooh, I love tea." Laori responds, giggling, "well, I hope you like mine, it's my secret weapon for making new friends," and the elf winks at Trinia, who chuckles to herself. Laori turns and enters in, gesturing for the others to follow, but stops in the foyer.

She grows a little more serious and says, "so, I have... two more people from my church here. One, you haven't met before, but... weirdly, I think you may have met the other? Lots of coincidences... but I don't want to spoil the surprise. I will say - just, you know..." she's searching for the right words, "so, not everyone in my church is... well, like me! Don't hold it against them, if you can, please? As a favor?" She seems somehow to steel herself, and the party enters sort of a shared living room in the suite.

Standing at attention is a chelaxian man with a disdainful expression and his chin held high. He wears black-and-red clothing, including a spotless hakama. At his side, her arm on her shoulder, is a beautiful, dark-skinned humanoid with, bloody chains wrapped around her body, serving as a sort of armor, obviously some sort of velstrac outsider. She seems to have a mischievous smirk on her face. Respecfully, the man inclines his head.

Standing next to him is a familiar face for some. Wearing his own set of spiked black armor, though this being much heavier and more ornate, but unhelmeted, is their former companion Krovax. He is as pale as he was before, but his hair is cut close to his head. Dark circles surround his eyes, and he has something of a haunted look about him, as well as plenty of scars on his face. He looks down when he sees everyone, and then looks back up, and there's a fleeting expression... shame, fear? Whatever it is, Krovax seems uncomfortable, somehow. RP for Kali when SL is free. In particular, he seems adverse to meeting Kaliyah's eyes.

Laori points first at the unknown man, "this is Shadowcount Sial, of Nidal, and his eidolon companion Asyra." Pointing at Krovax, she says, "and I think you know Krovax, right?" She smiles, and says, "let me start the tea while you introduce yourselves and get caught up." She moves to the small kitchen area, and starts making some tea and a snack, though she whispers to Magda first, about cookies, and if she has any.

Shadowcount Sial steps forward and bows slightly, extending his hand. Speaking slowly and carefully, the man says, in a nidalese accent, "good afternoon. Laori has said many glowing things about you, including some... perhaps, useful things about your endeavor, yes?" He pauses, "useful to ours, at least." He gestures towards the comfortable looking seating and asks for everyone to sit, "please, sit. Nidal is not paying for these rooms for us to stand uncomfortably. Our space is yours, as long as you are here."


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

With no further preparation needed, Shale nods and starts pulling his cart, saying only ”follow.” He hands each person in the group a small amulet slotless item though. This amulet is a small crystal at the end of a simple leather thong. It glows brightly from within, shedding light equivalent to that of a torch. One of the other Duskwardens explains that if anyone clutches it, they can summon the closest duskwardens within one mile, once per day. The party accepts these and they and the other travelers start moving along into the winding path.

Inside the tunnels, the path’s terrain changes regularly. Just beyond the Twisted Door, the tunnel appears to be natural stone, worked in places to widen it but otherwise the sort of thing subterranean water flow might carve anywhere. As it climbs, however, this impression quickly gives way to regions clearly influenced by man or beast. Crudely carved corridors bearing primitive cave paintings, ornate masonry with elaborate frescoes, labyrinthine passages with all but the appropriate corridors blocked by rock falls, mirror-smooth tubes where only sand spread on the floor by the path’s guardians allows enough traction to move—the composition of the regions the path passes through seems to change like strata in the rock. One thing, however, unifies every section of the path: the careful brickwork of the Duskwardens, closing off side passages and heavily reinforcing those existing natural barriers between the Halflight Path and the rest of the subterranean realm.

As the group approaches every junction like this, Shale says quietly, in a low rumble, ”quiet.” Surprisingly, Trinia complies easily - while she’s been relatively chatty up to the twisted door, she seems to take the instructions of the guide quite seriously. The same cannot be said of a young human man in richly adorned garb, who smirks to himself and seems to be laughing off the admittedly brief ministrations of their guide. After the first such, incident, where the young chelaxian cupped his hands and said ”hellooooo…” to a bricked up passage (one clearly carved with intent Shale frowned and listened carefully, only shaking his head. Shale’s demeanor seems to garden, if such a thing were possible. The man, Adrian, seems to be trying somehow to ‘impress’ the group by showing off a carefree attitude (or something) but it seems to fall flat.

The second such passage, he sidles up to it and knocks on the heavy masonry, listening for an echo, with a smirk. Shale moves to Adrian and forcibly grabs him, his voice louder, but still low, like an earthquake, foolish. With some rope, Shale grabs the man and with remarkable strength and speed, ties him up. With one arm he lifts the man up and tosses him into the cart. Too stunned to respond, Adrian, gawks at the indignity. Shale lifts up a finger to his grey lips and asks, ”quiet?”. With the other hand he retrieves a handkerchief, and the implication of the consequences of disobedience become clear.

Suddenly, there is a sound from the other side of the wall. A faint knocking, eerily mimicking the same pattern that Adrian had used.

Slightly frowning, he looks back at Adrian, who shakes his head, his eyes pleading, and Shale nods. Returning to the front of the cart, he starts pulling away even as the knocking continues.

As the party leaves, they hear a faint murmuring coming from behind them, but it could be a trick of the windy caves, or the sound of running water. It soon dissipates as Shake hurries away, the extra weight in the cart barely slowing him down.

********

At one point the path even opens up. Shale moves to the man in the cart and forcibly gags him, tying it around his head, despite his protestations. Shale points at his eyes and says harshly, ”path. only and the party starts to pass through what appears to be a section of an ornate and abandoned city filled with doors, each carefully locked and barred.

GM:

5d20 ⇒ (16, 13, 15, 13, 11) = 68

Aru:

Aru’s senses are phenomenal, but unfortunately- his self-control is decidedly less. As he walks forward, he sees, out of the corner of his eye, a shadowy figure a nearby alley. Or at least, it seems that way. The figure may even be some sort of shadow, if not for the pale blue lights near the “head” of the shadow that flicker into existence and then promptly disappear. Upon closer look, it seems like the entity is just a trick of the light - but Goro is nearly unable to help but get agitated and twitchy - as if he wished to detach from Aru and join … whatever. For a few minutes, Aru has to control his possessed hand carefully.

Magda:

Magda isn’t sure but she seems to see a small figure peeking from behind a drawn curtain. When she points it out to the others, nothing is there. Later, the same pale face and dark eyes is seen peeking around a corner from an alley, and then later, down at them from a roof. Whatever it is seems curious, but she never gets a good look - other than a flash of rags and tattered shoes that remind her of the orphanage.

Her connection to the city has returned. She feels its embrace again, after being absent for so long. She smells the cobbles again. She hears the murmur of the crowd. She can taste baked goods that she shares with her friends. All her class abilities are back. She realizes this city is alive. She’s home, if she wants to be. She just has to decide, and all her suffering and loneliness will end.

Marcus:

When Marcus is walking by one of the homes, he hears a voice much like his own mother’s. The voice says to him, despondent, Marcus, they were lying to you - all of them, your whole life, you were such a special boy -remember I would tell you when you went to bed? They tried to stop that. To stop you. They took me away, and put me here. Help me, help me get out! I will tell you everything they hid from you. It’ll all make sense.

As far as Marcus knows, his mother has been dead for a few years.

Aru, Mags, and Marcus seem to become slightly distracted, though they generally keep plodding on. Trinia watches Aru, hesitates, and then seems to decide something. She approaches Shale to whisper something to him.

The stoic man seems to be considering something, and then he nods. Trinia inhales slowly and starts to tap out a beat on her armor with her finger, a rasping noise that breaks the silence. The sound is rhythmic, like a primitive instrument, soothing, but blending into the natural sounds of the cavern. With a start, the three that were distracted break their reverie, their minds clear. Shale nods as she keeps playing for the rest of their time in the deserted city.

They’ve almost left the city when they hear a rattling noise behind them, growing louder and louder, like a cascade, as if every door in the city is rattling in hits hinges, the rattling growing closer and closer.

Shale grits his teeth and plods on, though the party seems to notice he’s slightly more energetic, and as they pass into the hall, a squeaking noise echoes in the cavern. Unmistakably it is the sound of a door opening. A door at the other end of the city. And then another door opens. And another. Shake inhales and exhales, and through gritted teeth says only run Trinia stops playing and nods, and the party does as instructed. Up, up, up, the party travels. Switching back and forth until Shale finally slows down. He listens and shakes his head, looking at everyone curiously, and says ”locked.”

When at last the travelers emerge, sweating and out of breath, they do so in a bunker-like structure of stone and mortar just a stone’s throw outside the Warren, allowing easy entrance to the city. Shale grunts as he retrieves Adrian and ungaggs and unties him, and the young man, ego bruised, glares at the seemingly ageless oread. Shale taps his head and shakes it, then moves to whisper something to one of the other Duskwardens on guard who looks at Adrian, and approaches him, ”sir, you are banned from travel on the halflight path for a period of one year. Best of luck.” He retrieves a notebook and starts writing down things, and annoyed, Adrian pushes through the line of people waiting and disappears into the city.

His work complete, Shale collects the ensorcelled pendants from each traveler and bids them ”good day,” then immediately prepares to ferry any amassed travelers looking to make the reverse trip down to the cliff’s foot.


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

The party starts hiking up the path as the morning ends, and joins a handful of other travelers doing the same. They soon finds themselves staring at an extraordinary sight. Ancient beyond reckoning, these immense double-doors are covered in runes of an unknown language and take their name from a strange and subtle warping of their edges, which seem to rotate at strange angles yet still fit together without a gap. In a phenomenon frequently studied by visiting scholars, any given edge on the gate appears perfectly straight, yet as the observer follows it with his gaze, he finds his eyes have somehow turned, and what was once an outside edge is now inside.

Standing in front of the gate are a pair of tidy-looking humanoids in dark grey leathered armor. Each has a pack full of adventuring gear, including belays, rope, and other climbing equipment at their feet. They have bandoliers with a number of vials and other accoutrements, and human at the front has a notebook which he has open, something particularly useful given that there is a short line behind him, facing the doors.

The other guard, a dwarf, has a small, ridged shield, and a sharp pick at his side and seems to be looking over her shoulder at the entrance to the proper trail. There are about a dozen travelers of various ages standing nearby speaking amongst each other,

The party moves to stand in line, and after a few minutes, a gaggle of travelers emerge from around a corner on the trail, lead by a yet another dusky-armored half-elven woman. She inclines her head and says to the people following her, with a slight smile, ”safe travels, may the City of Strangers welcome you again.” She approaches the human man, and dusting herself off, retrieves a vial and takes a drink - some small scratches on her neck heal, and the young woman winces before sighing in relief. She moves over to a nearby bench and sits down, drinking some water from a canteen.

The human man says to the people assembled nearby, ”well, Duskwarden Lydia has to take a short break, and she will lead you through the halflight path.” It seems the party will have to wait until the next ‘round’, whenever that is. After the half-elven woman has had time to rest, she stands up, and cheerfully says to those standing near the gate, ”well - I trust you’re all ready to go. Come along, I’ll help you if I can - but it’s always best if you can help yourselves.” She appraises everyone, and takes a pack from an older traveler, hefting it on her shoulder seeming without effort. She looks around, ”well? Come on. Spread the load. Help each other.” She gestures at the confused travelers, who don’t all seem to know each other, until it’s clear she means that they strongest among them should help the weakest. Once the loads have been satisfactorily distributed, she claps her hands, ”well done! Now, on to my rules. You’ve already gotten the general….” and her voice starts to trail off as she turns around the corner, the travelers in her party following dutifully.

The man seems to start calling people in line forward, and the party has a scant few minutes to wait before he reaches them. He has a lockbox out, and is writing on a small ledger. He takes down the party’s names (or pseudonyms if they want) and offers to contact next-of-kin for a small fee. Otherwise, the cost is two gold per person.

Seeing as the price is trivial, the party pays and joins six others in front of them and one behind, to wait at the bench. The dwarf wanders over, ”Right, I’m Duskwarden Marigold. Here’s the rules: one, the Duskwarden is the boss on the halflight.” She looks over who’s assembled, ”maybe you can take care of yourselves. Maybe not. Those are the rules though. Two, stay on the path, except where this contradicts rule 1. Three, you don’t touch anything, don’t listen to anything, and just… don’t do anything disruptive - except when doing so would prevent you from violating rules one and two. Easy, right?” Her gaze lingers on the we’ll-equipped adventurers, ”last year we lost 5 travelers. Only five. All of them violated one of the rules or another. They’re there for your protection. We vow not to abandon you unless the cause is hopeless - but the undercity can be brutal and unfair, and hopeless can happen. Got it?” She waits for everyone to at least meet her eye, and she nods, ”should be no more than an hour until Shale gets here. Until then, prepare as you’d like.” She wanders back over to her spot and keeps guarding.

It isn’t more than 45 minutes before an oread man comes down from the path leading another group. He seems much more taciturn than Lydia and doesn’t seem to be injured. His craggy, rocky skin is unblemished beyond what seems normal, though having never seen an oread before, the party has no frame of reference for this. He’s pulling a cart, and a few children and an older woman step off gingerly, and he appraises everyone, ”who needs cart.” His voice is accented, and has a slight trill to certain letters, as he looks around. None of the travelers seem to be particularly disabled, and he nods, ”good. Empty cart. Ready?”


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Male human pitborn tiefling redeemer 7 | HP: 99/99 AC: 27; F: +14, R: +9, W: +12 | Focus Avail: 3/3 |Perc: +10/+12 (+2 Init) | Speed 20ft | Fauchard +16 2d8+6| conditions: disrupting

Zen wakes up with a start, ”wuh…?” and tries to make himself presentable when the others introduce themselves, ”uh, sorry. My name is Zenobius.” and he steels himself obviously to exert patience when listening to Nadja.

Perception/Society: 1d20 + 9 ⇒ (19) + 9 = 28

When she finishes, he turns to the others with a plated fist with some water insiflde, adding, ”for my part, I’m just a sandpoint guard, you know? But we ended up helping a few other folks down there and managed to make some friends along the way. It isn’t as bad as everyone says…”


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

Kali holds up a hand, and moves to lower Marcus’ bow. ”Hey, just - hold on,” she comments as she watches the hippogriffs float over lazily. They pass over the party, and swoop around - circling for a moment before descending, and then landing cautiously on a patch of grass nearby.

The three hippogriffs fold their wings, and one seems to be smaller than the others. Kaliyah looks with a start and says quietly, to herself, ”Falcor?”

She blinks rapidly, and starts to approach the three slowly, hands extended outwards. One of the hippogriffs seems to have scars in various places - missing feathers, and one milky eye. The other eye peers at Kaliyah, and claws at the ground, making a quiet cry, kreeeew

Kaliyah turns back to everyone, ”it - it’s Falcor! My old hippogriff!” She turns back and keeps approaching slowly. The other hippogriff regards her warily, and the smaller one - with wonder, snorting for a moment before it scrambles behind Falcor, obviously nervous.

Will let the interlude play out more when SL is available, just wanted to move on.

*************

The remainder of the trip to Kaer Maga is uneventful, but the looming cliff of the storval plateau is unmistakable as the height grows and grows with every passing step. In short order, the overhanging City of Strangers becomes more than a blemish on the otherwise rocky natural cliff wall, and it becomes omnipresent in the party’s field of view.

The party joins a path leading to one of a few different ways up, and sees more travelers and signs of habitation than they have otherwise encountered in their recent travels. Folks seem to be traveling towards and from Kaer Maga, and while not aggressive, they aren’t particularly friendly. They are mostly humans and halflings, but the ‘accepting’ nature of the city shows its nature with a handful of other, more exotic folk, use your imagination, but… including at least one small bearded troll - wearing a set of robes and jewelry, and holding a staff - as he hobbles along, attended by what appear to be human servants.

The party has only a small understanding of the nature of how to access the city, though Aru has visited once or twice before from atop the plateau (in a former life), access from the bottom is a different story.

The cliffs of the storval have guides that will help travelers ascend and descent - a motley crew of different people of various ancestries that eke out a living in the tough environment (which seems to be getting tougher - it seems to grow more arid, and there’s a warm wind blowing down on the party from the Cinderlands which turns the lush, verdant moors into something more akin to a craggy plain).

The party spies a switchbacked path which winds its way up, below the city, though it seems to disappear after a while, and Aru points out that he’s at least vaguely familiar with the city faction that manages this path - the Duskwardens.

Nestled at the base of the slightly tapered cliff, the party approaches a fork in the path, with a sign generously noting that to the south the lies the Yondabakari path (50 miles to Kaer Maga), and forward, the Halflight Path - the visible, switching one, that is 4 miles to Kaer Maga (you can choose how you ascend).

PCs who make a DC 20 geography check also know, helpfully, there’s another path up the Storval cliff - a mere 350 miles away is the Storval Stairs, past turtleneck ferry, the sword, etc.

Wide enough to accommodate entire caravans in single file, the trail begins at the foot of the cliff directly beneath Kaer Maga, where a small but well-maintained wagon trail splits off from the river road and terminates at a bronze gate which folks who make a DC 15 geography check know is called the Twisted Door an intriguing sight that is barely visible - shrouded by irregular cliff walls.

The 50 miles includes the distance to the river path, up, and back. Where to?


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”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114

Hi, I’ve been a bit busy, but I agree with Thorek for my part. I’d be happy to keep playing. I certainly have tried enough times - so many I almost think this module is cursed for me!

If we can find another GM it would be great.


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Male human pitborn tiefling redeemer 7 | HP: 99/99 AC: 27; F: +14, R: +9, W: +12 | Focus Avail: 3/3 |Perc: +10/+12 (+2 Init) | Speed 20ft | Fauchard +16 2d8+6| conditions: disrupting

Zen sighs and mumbles to the ogre, ”sorry…” and pats Najda on the shoulder, healing her lay on hands for his first focus spent, Nadja heals 18 and gets +2 AC. Also, he used his reaction last turn to reduce the damage by 8, and also make the ogre enfeebled 2.

He then says to the ogre, ”just stop - lay down your weapon and maybe we can talk this out.” To enforce that, he gestures and tries to punish the ogre for fighting more. Litany against wrath, you know the deal, DC 21 Will.

Then he summons his glass shield, ”trust me - it isn’t worth it.” He raises the magical device cautiously and hopes the ogre listens to reason.


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

Marcus:

Marcus doesn't know much about Zon-Kuthon, but he does remember that Laori was interested in paintings related to Zon Kuthon, and he distinctly remembers the third painting Laori was interested in was of a humanoid with blue scales underneath their skin, being peeled away. It's possible Laori might know more about Kazavon, but she clearly didn't say anything to them about the dragon in their brief time together.

Aru:

Aru knows a good amount about blue dragons. They are among the strongest of the chromatic dragons because - while they are just as evil and ruthless as any chromatic dragons, they have considerably more aptitude at... working with others, compared to the stronger red dragon. Their propensity to lead, and competence at ruling, has lead to rumors of blue dragon kings in the east of Qadira, and blue dragon bloodline creatures are particularly common among the nobility of the desert east.

He does not know anything about Kazavon's exploits, except upon hearing the name, he remembers the history of his exploits about as well as Neolandus. The akashic communion seems to be somewhat weak, and he knows that the spirits of the ancestors struggle a little to find information about the matter. It seems that there was a deliberate effort, somehow, to erase references to Kazavon in most literature. How Neolandus learned as much as he did without magic - is either a sign that the seneschal is hiding some profound secret knowledge, or that Castle Korvosa has more secrets than anyone else suspects. He also thinks he's heard rumors that the church of Zon Kuthon has been trying to keep Kazavon contained for quite a few times, collecting any related artifacts and storing them in Nidal, for some enigmatic reason.

He realizes it is fairly likely that the fangs of Kazavon are in fact, the Midnight's teeth. He also knows that with time and resources, he could figure out some indication about weaknesses in the Midnight's Teeth artifact, but he can't imagine what powers it might have other than the obvious regeneration ability. He can research at a library for a few weeks to learn more. He suspects that if the fangs of Kazavon are an artifact, there are or were artifacts made up of other parts of Kazavon's body, but it isn't clear how or what happened to create these things.


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

Korvosa Hinterlands Map you can use.

Neolandus shakes his head, "the wilds - keep to the wilds. We can't be seen, not even in Harse, not until we get to the ranch." Vencarlo rummages through some of the things he has in his reclaimed bag, and retrieves a small, dull silver amulet which he hands to his friend. "this'll prevent scrying, and such." The seneschal nods and puts it on. So, the party travels north across the grassland and low hills towards Harse, through the wilds. Harse is about 45 miles away, so I'll assume a speed of 30 while traveling, or, about 5.5 days.

GM:

1d100 ⇒ 65
1d100 ⇒ 23
1d100 ⇒ 74
1d100 ⇒ 90
1d100 ⇒ 94

The trip is uneventful, though camping is not particularly pleasant, somehow Neolandus had some hidden skill at surviving in the wilds and food and water are sufficient, though roughing it certainly is not what the party is used to. Soon they reach the place where the Sarwin River merges with the Falcon River.

Geography DC 15:
Harse is a narrow village located on a strip of land at the point where Sarwin River empties into Falcon River. The village itself consists of just a few dozen buildings, including a church dedicated to Erastil, two general stores, two taverns (the Spotted Pony and the somewhat dingier Nag Bag), a large inn (Rancher’s Retreat), and a bustling ferry service.

Venarlo retrieves a disguise kit, and says "okay - we will use the ferry service, but break up our crossing according to a random schedule." It's clear he's thought carefully during the trip about how to get to the Blackbird Ranch. "There are guard patrols, and we can't be seen." He gestures towards Kaliyah, "I assume you can take care of the matter on your own?" as he smiles slightly.

Soon enough, the identifying armor and weapons are all packed away as everyone prepares out of sight of the road and ferry. Vencarlo retrieves a set of dice, and rolls them a few times, thinking carefully. He points at various people and assigns them roles, "you, a newlywed couple." to Marcus and Magda, "Kaliyah, you're taking your aunt on a pilgrimage" and to Aru, "the three of us are merchants. We're going to stagger our crossing by a few hours each. Here are the disguises." His kit has some rubber noses, makeup, wigs, and other things, and he's soon able to get everyone situated, though he leaves Kaliyah to resolve the disguise on her own. People do not look much like each other.

Following his advice, the party passes through the ferry and through Harse. They make their presence known, and join up again at the outskirts, off of the road and head north of the village.

After the organization, but still wearing the disguises, a thirty-minute walk north of town along the Sarwin river finds the party at a moderately sized horse ranch sitting comfortably in the cleft of two low hills topped with small copses of fir trees. This is Blackbird Ranch. Near the entrance is a barrel-chested man with black hair and mutton-chops, wearing suspenders. Next to him stands a woman in her early-teens with short, blond hair, and an infectious grin, unmistakably Trinia Sabor, though she seems to be somewhat better 'equipped' she seems to be wearing some fancy armor and magic items and has a few scars on her arms, and a small one on her face and neck. She waves slightly at everyone as they approach, and whispers something to the man she's near, who nods.

The man cheerfully calls over, "ahh, y'all must be interested in those horses - come, come, sit a spell and rest your bones, and we can have a discussion." He gestures for everyone to follow. Trinia seems tight-lipped, uncharacteristically, and the party follows Jasan into the barn. He quickly points out a few of his horses that seem young and sturdy, and starts to haggle a bit with the 'merchant' that is Vencarlo, and eventually Jasan sighs, "not gonna be figured out now, maybe some dinner will help. C'mon down into my basement - my dining room ain't big enough, but it's cozy enough down there." He introduces everyone to his wife, who's in the kitchen making supper. With her is the other young woman the party saved, Bethany, who's eyes widen when she sees everyone. Trinia puts her finger to her lips and winks at the other girl, who blinks rapidly, and looks away. Jasan moves over to his wife, and embraces her, and the woman nods, and speaks to Bethany, and the girl turns away. Jasan leads the party downstairs into a large basement with a few overstuffed couches around a low table, along with a long table that has a number of chairs. Once everyone is inside, he closes the doors, shakily, and exhales slowly.

Jasan looks uncomfortable, and grimaces at Vencarlo, who pats him on the shoulder, and turns to the party, "erm - by chance, does anyone have a few... hundred?" He turns to Jasan again, who nods, "500" and Vencarlo turns back, "500 ... gold for our friend, here. He lined all of his basement walls, carefully with lead. Hidden behind panels and such. We can speak freely here, finally." Jasan moves towards the table and motions for the others to sit. Trinia also heads down the basement stairs and performatively flops into one of the couches, resting as she waits for the party to get their bearings.

Vencarlo pats himself down, "I'm afraid what's left of my money went up in smoke with the academy, apologies".


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

Wiping her tears away, Vera nods, and Majenko does a flip into the air.

Vencarlo also approaches Vera, and nods his head, extending a hand respectfully. "Thank you, young lady. You've already done so much for me, and for the people of Korvosa. This is not the end, I think, but perhaps just another beginning. We will see each other again." He moves his other hand to embrace her for a hug, and then steps aside for Neolandus to also shake her hand. "If it were not for people like you and your mother, miss, we would have been in much worse circumstances. I expect Cressida will be able to help you in your mission, so if you see her, please give her my regards." Vencarlo nods in agreement, and Vera inhales and exhales slowly. After hugging her best friend again, she shakily gathers her things, and puts a hood and scarf over her head. A moment later, she gestures, and her appearance changes to look like a chelaxian peasant, shimmering, "okay - I've got a little walk back to the city, so I'll come up with a cover identity on the way. Good luck! I'll keep tabs on you when I can."

With that, Vera Esmeranda steps away, and begins to make her way along the shore of the Jeggare, back to Korvosa.

Vencarlo turns to the others, "well, an unfortunate development, she will be missed. Let's get to Harse quickly, or at least, away from the shore, before camping. If we hustle, we could stay at an inn a few hours away as well." He leads the way, along with Neolandus, and the pair walk silently for a while, before the pair drop back and - once they are about a mile away from the city, begin to ask a little about the developments in the city, and what happened recently. Recall they've been imprisoned long enough not to be up to speed, for example, they did not know Marcus Endrin was even 'assassinated'.

Feel free to roleplay explaining what happened, or not. As the party explains, Neolandus grows introspective and concerned, as if he's thinking carefully, and starts to ask specific questions about how the Queen acted, and what others in the city were doing - such as the Red Mantis (how they dressed, etc), but in general I will assume the party tries to fill them in with information, even if the players don't remember everything.


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

Vera has more confidence than before, and each person in the crew draws one of the cards from the hammers suit. She nods as each person draws one, particularly noting ”Kali - whatever happened, it seems that this card actually reflects you now, as you are … now.” She seems slightly uncomfortable- ”your heart has mended somewhat, despite what you’ve gone through. The Keep represents safety of a sort, unshakable to threat.”

She points at Magda, ”this is the Big Sky, which is freedom from bondage. I think the Harrow means to try to get you to connect to other spirits, Mags, you know, not just the city. This looks like it’s particularly important!”

She looks at Marcus’ card, and says ”The Paladin. Standing against adversity. If there’s one thing that we can count on, it’s you standing strong!”

Yazi has the Bear, and Vera chuckles, ”and of course Yazi, you’re so strong - the Bear represents using overwhelming strength.”

She steps over to the brooding Aru and lays a hand on his shoulder, ”the cyclone. You must be having a turbulence of emotions. We must be heading somewhere that will be particularly difficult for you.” She looks at Neolandus, who looks back, and shakes his head slightly, only saying ”not now.” Vera has a small amount of precognitive ability due to her harrowing skills.

Vera tries to draw a card herself, and when she draws it, it isn’t the same suit. Confused, she draws another, with a similar effect. ”Oh…”. She swallows once, and frowns a little. ”I don’t think I’m supposed to go with you guys this time.” She raises her head to look at Zellara, ”but m… mom, they need me!”

Zellara looks at her daughter, ”do not look to me. I am not responsible for the harrow. It seems you may be needed elsewhere. Try to divine where.”

Blinking rapidly, she retrieves the cards and expertly shuffles them again and again, laying out a tableau.

Pointing to the leftmost column, she exhales, ”okay, remember that these represent the past. This reading will only be useful if it represents our past.”

She taps the first card in the top left, an upside-down The Cyclone card, ”this is misaligned, so normally The Cyclone is about perseverance. In this case, it’s about renewal - after a trial. So our renewal after we dealt with Lamm.”

She moves her finger down, ”this is The Betrayal, but the Traditional Meaning - selfishness leads to ruin. It is a reflection perhaps of how the selfishness of people in Korvosa lead to the ruin of the Blood Plague. It was only through a deconstructed selfishness, a generosity, that we were able to create and distribute a cure. This was a partial match - as these cards.” she gestures towards this one and the one below, ”are supposed to represent the past.”

Her finger continues to trail down, ”again, another partial match, but this time badly misaligned.” The card is upside down, ”in the top row, it references a kind of success. Here, it’s inverted. Specifically, loss brings bad tidings. But we succeeded, didn’t we?” She looks up at everyone, ”we saved the Seneschal, didn’t we sir?”

Neolandus shrugs and looks confused, ”I don’t know, young lady.” Vencarlo smirks, ”well, I lost my studio, but that’s not that bad. Maybe we shouldn’t have let …Meliya go? The Arkonas lost Bahor - that seems like the biggest ‘loss’ but I would think the city is better off.” Vera frowns, ”well, it’s showing something, since it’s in the right spot - but I can’t say what, I guess.”

She taps the center column, ”perhaps you recall these represent our present. This at the top, is… it’s Kali’s card! With a true match! Traditionally aligned, it means the prophecy is true. And usually this represents a good prophecy. So, Kali, keep an eye out for any other diviners. Or maybe I can do an augury for you?” She shrugs, as if to say it’s up to you.

She moves her hand down, ”another true match, the Twin. It shows a duality of purpose. And since this is my… I mean it’s ours, but I’m the one doing it, often the harrow card here reflects the harrower. I always thought my purpose was to help you directly, but perhaps I have some other. Ishani? Is he in trouble?” She looks nervously at the deck, inhales, then exhales slowly, and nervously picks up the top card. Revealing it, it is the Midwife. Vera looks pained, and says only, ”okay…” She collects herself, and retrieves a handkerchief, and blows her nose, ”mom - I don’t want… he’ll be fine. They need me for the harrowing.”[b] Zellara’s translucent finger taps the deck, [b]”focus on what will happen if you do not return.” Vera pauses, and retrieves the next card, gasping when it reveals The Avalanche. ”The Queen! She’s going to take him! I have to stop her! I have to warn him!” She looks at everyone else and puts her thumbnail into her mouth, gnawing nervously, ”so it’s true. I can’t leave Korvosa.” She looks at Magda, ”but you have to! This isn’t fair… this … this is bullshit!” Vera’s cheery demeanor deflates immediately and she’s angry, ”Mags, I need you. I can’t … “

Majenko is watching everything, and the little dragon seems more morose than any other time since he was captured by Devargo Barvasi. He pipes up, ”yes. Is not fair. Is want to stay with Magda friend and eat cakes with her and visit Dokren and Dafne.” He rests his head against her cheek, nuzzling it. ”but what yous wants and what Is wants is not what wes gets, best friend Vera. Yous need to save yours boyfriend. Yous love him, yes? Is know this true because yous my best friend.”

Vera looks miserable, and she sniffs, and starts to cry, quietly, tears running down her cheeks.

The harrowing isn’t done yet.


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

Vimanda adds, ”and… call me Meliya. Vimanda is not the name I am known by. I am not so foolish as to threaten you, but knowing even part of my hidden name gives you power over me. All I remind you is that we share a number of common goals - I cannot help you if any what transpired becomes public.”

She turns to Vera, ”I understand you court a Vudrani priest? Let me explain the fastest way to his heart…” and she spends a few minutes explaining in detail various customs that the Vudrani have which even a well-learned Varisian would have no knowledge of.

Afterwards, she excuses herself and retrieves a few potions from the storeroom, and begins administering them to the servants as the party looks around for some of Bahor’s things to take as payment. The rings Vimanda took were symbolic rings of station, not worth anything.

Greenhouse:

Treasure: The two gems in the cobra mouths on the fountain are bloodstones, each worth 100 gp. There is also apparently something called a third eye bloodstone worth 1,000 which can be pried out. Vimanda doesn’t care about these because the stones were tied to Bahor’s third eye item, which is broken and useless now, which he used to spy on people and things (he had at-will clairvoyance and clairaudience through any stone - such as that ring of evasion. I’ll mention if any other are found.

The guardian of the Vivified labyrinth is a marble elephant worth 26,000 gp, but you’d have to convince Vimanda to part with it.

Library:

Library Two floor-to-ceiling bookshelves decorate the south and west walls of this chamber, facing a curved north wall on which hang a half-dozen grotesque paintings depicting torture, murder, cannibalism, and even necrophilia. Two glittering chandeliers hang from the ceiling, providing more than enough lighting to read by for anyone sprawled on the dozens of cushions strewn about the room.

The Arkonas’ library is small, but well stocked with a wide variety of books ranging in topic from poetry to philosophy to essays to fiction. Tawdry romances are shelved next to detailed explorations of conjuration magic in no apparent order. A fair number of the books are written in Vudrani and are concerned with topics and themes common to that distant land, yet even these books cover numerous subjects.

Treasure: The six paintings on the wall are all Salvator’s, and among that body of work, these six are among the most stomach-turning and disgusting in subject matter. As always, blue plays a prominent role in the paintings. Each painting is worth 800 gp.

Elsewhere on the 1st Floor:

There is an elephant statue in the entranceway hall that the party saw when they first entered which has another 1,000 gp third eye bloodstone.

There is a statue of Chamdu with a 200 gp 3rd eye bloodstone.

Attached to a Javelin in the statuary is a third eye bloodstone worth 150 gp.

On Bahor’s body is: scroll of sending (3), wand of haste (19 charges), wand of illusory script (12 charges), wand of shield (23 charges); +2 kukri, a useless and broken, 192 gp

Hookah Den:

Vimanda notes not to take anything from here, as the cases are trapped and will summon bound Belkers to attack the party. Theoretically, they can ask her to disable the things, or disable it themselves, but she doesn’t want to. The hookah equipment is worth 1400 gp.

Trophy Hall:

Glass cases line this hallway’s north and south walls. The northern case displays exotic weapons, many of which resemble swords, spears, and starknives, hanging on the wall around a suit of bright blue leather and ivory armor. The southern case displays a gruesome tableau of a stuffed tiger feeding upon a extremely realistic sculpture of a dead Vudrani man. Both display cases are locked but not trapped; a successful DC 20 Disable Device check unlocks either case. The tiger was once a real beast, but is now stuffed with sawdust. The human it’s depicted as disemboweling looks realistic but is nothing more than a wax sculpture. The body’s exposed heart is in fact a large carved bloodstone, identifiable as such from afar with a successful DC 20 Appraise check.

Vimanda doesn’t care if the party takes all this stuff.

Treasure: The bloodstone heart is a third eye bloodstone worth 500 gp. The weapons in the northern display case consist of a +1 ghost touch kama, 12 masterwork daggers, a masterwork falchion, six masterwork punching daggers, two masterwork sais, two masterwork sianghams, and two masterwork spears. The leather armor is a suit of +2 light fortification studded leather.

2nd Floor Restroom:

A large, ornate mirror hangs on the western wall of this washroom and latrine. The air smells remarkably fresh, and the water-filled porcelain commode to the east looks more comfortable than it has any right to be.

Several minor magical effects in this room keep the air fresh and the toilet clean. Waste placed into the water is immediately transformed into clean water that is then drained away by an ingenious set of pipes that feed into the garden below.

Treasure: The large toilet is something of an aesthetic marvel, worth 150 gp but weighing nearly 300 pounds, making transport of the treasure both awkward and possibly embarrassing.

Vimanda objects to anyone taking her toilet, no matter how cool it is.

2nd Floor Bath:

The air in this chamber is incredibly warm and humid, filled with steam rising from the bubbling oval bath set in the floor to the southeast. The walls, ceiling, and floor are polished marble tiles of alternating blues and greens, giving the entire chamber a pervasive aquatic feel. Three lacquered wooden benches sit just north of the bath.

The bath’s temperature is maintained by several minor magical enhancements, keeping the water hot at all times and preventing the constant moisture from damaging the room’s surrounding structure. The temperature of the water can be controlled by the mental command of anyone submerged in it, ranging from cold to not quite scalding. Unlike the toilet in area D13, though, this minor magical marvel is not portable, and cannot be looted by greedy intruders.

The Arkona Vault - Leaves of Gold and Glitter:

The plain ebony walls of this chamber seem to glisten with moisture. Above, the chamber rises forty feet to a domed ceiling set with eight wedge-shaped windows; to the north, east, and south three additional glass windows rise up from floor level to the dome. The room is empty, save for a thirty-foot-tall tree with sparkling gold and green leaves, its roots burrowing in and out of the floor. A breeze tickles the branches above, and as the leaves waver, the sound of crystal bells filters through the room.

The door to this room appears to be made of ebony, but is in fact made of iron (hardness 10, hp 60, break DC 28, Disable Device DC 50). The chamber beyond is the Arkona’s treasury, one of the most secure rooms in the palace. The door’s lock is augmented by an arcane lock (CL 15th) placed via a high-level scroll. Functionally, it is almost impossible to get into the room without the permission of Vimanda.

Bahor spared no expense in building this vault, and it’s somewhat ironic that the cost of the chamber may even be more than that of the treasures kept inside.

DC 30 knowledge check reveals this tree is the Tree of Eternal Dawn, a mythical tree said to grow on a lost island in northern Vudra, whose leaves are reputed to grant eternal life at a terrible cost (variously said to be the loss of all emotions, eternal life without eternal youth, or eternal life only after the seeker is himself turned into a tree in the surrounding grove).

Vimanda enters quite easily after retrieving the key from her silks that she took from Bahor before the party could react. She lets the party try and enter, but they find that largely, the room simply pushes them out. She promises to retrieve Bahor’s things for them to take, and then closes the door.

Moments later she opens the door, holding various items. Another 100 gp third eye bloodstone, three leather bags of coins (500 pp, 2,000 gp, and 4,000 sp), 5,500 gp worth of assorted gems and jewels, and a lacquered cherrywood-and-ivory +1 holy light crossbow that a would-be assassin who discovered what the Arkonas actually were once attempted to use on Bahor several decades ago. Vimanda explains that Bahor knows the weapon is a danger, but its beauty was too much to bear destroying, so he locked it in here, the most secure of the palace’s rooms, for safekeeping on the theory that if his enemies made it this far, he’d either be long gone or dead already.

She offers to let the party fire at her, insistent in fact, and quite easily knocks the bolt out of the air. ”so, I am not concerned for you to have this weapon. My foolish brother should have trained better.”

Finally, a neatly folded set of noble’s clothes, along with a belt pouch containing 34 pp and 29 gp, a brass key for the lockbox in area A8 in Vencarlo’s home, a +1 rapier, and a gold signet ring worth 250 gp, sit next to the chest. These items belong to Vencarlo and can be immediately recognized as his unique belongings by any PC who’s spent time with the man.

Vimanda’s Room:

How rude!

Bahor’s Room:

The crowning glory of this dazzling chamber is, without a doubt, the four-posted canopy bed that takes up a full quarter of the room. Silk sheets, gossamer curtains, ebony bedposts depicting tigers and cobras chasing monkeys in an endless circle, and a half-dozen huge pillows combine to create a resting place fit for a king. Strange and ferocious animal heads are mounted on the walls, their eyes looking almost alive. A towering redwood cabinet stands against the eastern wall, while to the west sits a massive desk covered with books and scrolls and a large green paperweight the size of an apple. An exotic-looking, five-foot-long stringed instrument sits displayed on a bronze stand near the desk, and a spherical birdcage containing several brightly colored songbirds hangs from the center of the ceiling above.

The furniture is worth 3000 gp but… you guys probably can’t take it easily.

The papers on the desk are a combination of astrological charts, maps of the world (including several of Vudra), and various bits of non-incriminating paperwork involving the day-to-day business of running a noble family. The trophies mounted on the wall all bear names identifying them as Vudrani animals—a Barakot peacock, an Ukhrul wolverine, a Khar skink, a Kothar great bat, a Vimerian tiger, and a Johar long viper.

A PC who succeeds at a DC 25 Knowledge (nature) check observes that these heads seem somehow “off,” and not really like real animal heads at all.

Treasure: The bloodstone paperweight on the desk is a third eye bloodstone worth 500 gp. The exotic stringed instrument is a Jawassan sitar. Decorated with gold filigree work depicting crocodiles eating storks, it is worth 350 gp. All of Bahor’s other treasures are either carried on his person or kept in his treasury.


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Don't Forget to Gather Info! Combat Map - Korvosa | Corruption +2; Crime +0; Economy +4; Law +5; Lore +4; Society +0; Danger +10

Bahor says, ”well? Is there a deal to be made, or not?” Vimanda hisses, ”yes - a one-time offer. Return to Vudra, and never return. I will not be under your heel any longer. You can be secure in the knowledge that I have powerful allies,” she gestures at the party, ”at least for a time,” Bahor snarls, ”is that all? How kind, sister. I suppose you will ask for the moon, next. And your so-called friends? They spoke extensively of betraying you. In fact, the invisible one said that it would be best to let us fight it out. Fine. So be it. I drop my protection,” Something shimmers and the rakshasas shudder, ”I was always your better in a fight - and this cycle bores me!”

Roaring, he charges at Vimanda, I assume at least some readied actions go off, but if not, the scene changes only a little.

If at least one person strikes at him as he moves to attack Vimanda, helping her:

Bahor exclaims ”What!? You fools!” and Vimanfa nods slightly, satisfied.

As Bahor tries to attack, his sister dodges out of the way, and the exhausted tiger-headed monster stumbles. His sister catches him by the throat, and holds him up, but Bahor’s claws can do little to dislodge her grip. He struggles, coughing and choking, and with a flick of her wrist, Vimanda plunges the holy blade into the gut of the Rakshasa, like a knife through soft butter, the flesh parts and blood erupts from his mouth. The light begins to spread within Bahor creeping up, and he starts to scream - one of anguish, and his sister drives the waveblade in further.

She draws his face closer to hers, ”you thought you knew everything, brother, but hubris was always your downfall.” The elder rakshasa looks terrified, and starts to plead, weakly, ”no, no, I’m sorry, I’m - “ and she tightens her grip.

Vimanda look him in the eyes, and says, ”Pathetic.” With a final twist, the blade pushes upward, into Bahor’s heart, and the golden light moves quickly, spreading across his form and then erupting from his eyes, ears, and mouth. With a grunt, Vimanda tosses the body aside as if it weighed nothing more than paper, and the body convulses for a moment, her blade lodged inside his torso.

It only takes a moment, but the light consumes Bahor, burning his form away to smoke and dust, leaving only clothes, jewlery, and her waveblad which clatters to the ground.

Vimanda looks down at the silks, and back up at the party, before reaching in and retrieving the holy weapon. With a wince, she picks it up, grimacing, and puts it into her silks. ”I am free, thanks to you all. What will happen now, I wonder?”


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”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114

Let's scout the old dwarven Masonry first? The morlocks likely took up in the ruins of the dwarven building, and the unworked stone likely heads away from the ruins.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Kela laughs, "go in peace? خنزير لا قيمة له, lay down your weapons. You should have thought better before you attacked a woman twice your size and eight times your better." She grins, "please give me an excuse to crush your head like a ripe melon," and she keeps her bow trained on him.


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”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114

Grenwold nods at Thorek’s words, ”Shelyn loves the beauty that comes from the Dwarves. Your people are masters, and these statues are no exception.” While they break to briefly converse with the statues and each other, he takes a drink of water, and then retrieves a small slate with a spring-powered clip that he attaches to the harness. Retrieving the maps they found earlier, with a delicate script and careful hand, the gnome continues his own map of the valley and environs on durable vellum. Some of the dark ink stains his fingers briefly, but he doesn’t seem to notice. He makes a small amount of progress, but it remains unfinished as he lets the ink and paint dry briefly for a moment.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Nope, specifically it only prevents only strength-based skill checks and things that cause constitution checks, like holding breath.


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F Human Skald 8/UG 1| HP 63/63 | AC 21 T 12 FF 21 | CMB +12, CMD 22 | F: +15, R: +9, W: +13 | Init: +3 | Perc: +14, SM: +23 | Speed 30ft (with TT) | Spells Used: 1st 1/5 2nd 3/5 3rd 1/3| Inspired Contemplation 8/21 Used | Active conditions: Dex -1, spells

Kela’s brow furrows, ”oh. Good.” Her mouth is a thin line at the mental assault, but she nods, ”yeah. You have to hit them.” She starts looking around for the guy’s stuff, but not before she retrieves her spell component pouch and fastening it to her belt. ”If you can’t find another pouch, fast - let’s move on. I have a solid guess about where these شياطين بائسة are.”

By fast, Kela means within rounds.


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”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3 | HP 68/91 | AC 32, T 16, FF 24 | CMD 24| F +12 R +14 W +10; +8 poison/disease from fey/plants/forests, +4 other Fey/Plant Effects, +2 Illusions/Compulsions/Mind-Influencing effects | Init +2 | Perc +22 | Speed 15ft (50 ft while mounted) | Spells 1st 5/6 2nd 3/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow/Reduce/SO Ringo: 114/114

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