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"No wonder you invited me! So am I!" Neferet exclaims with a smile. "Well, sort of. Technically I was born into the Order and have yet to have my personal membership approved. I would love to study the tome with you. And, if you could put in a good word for me, I would dearly appreciate it."
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Its not necessary. But if you want more information you would know: Legacy of Fire Spoilers:
...that there was this secluded trading town in Katapesh named Kelmarane which was conquered by gnolls quite a while ago. The gnolls are from the Kulldis tribe and are run by a human named Vardishal. They are in turn under the banner of the Carrion King in the nearby Pale Mountains. The Kulldis use Kelmarane as a lair, and as a trading centre, bartering in slaves, and inviting desperate human merchants to trade with them. They also have a battle arena there, a monster worm in the fields they sacrifice victims to, and a harpy alchemist who is the chieftain's mate.
A merchant princess named Almah Roveshki put together a caravan and travelled there, with the intent of reclaiming it for the Pactmasters of Katapesh (and earning her family some serious clout!). When they arrive in the region the caravan makes camp while the PCs cleanse a local Sarenite monastery and drive out the resident pugwampis who lived there. Pugwampis suck is pretty much the moral of that part of the adventure. Haha. Then the caravan moves into the monastery and the PCs work to conquer the lands around Kelmarane and retake Kelmarane (typically via skirmishes). As they first book comes to a close they have cleansed the city and Almah now owns it. After that there is a one year downtime where Almah works to rebuild and re-establish the town. The PCs get to help or do whatever they want in the town. What the town becomes is up to PCs, but there are a few main locations: The Battle Market (a trading hub, bar, restaurant, inn, and battle arena located in the centre of the town's massive hill. It's the highest point in town and the grandest building), the Church of Sarenrae (which was once haunted but has been reconsecrated), a grand manor (which Princess Almah claims for herself), and the pesh fields surrounding town (which no longer have a massive sand monster in them). People in the region hate gnolls and pugwampis. This part of our adventure takes place near the end of that one year of downtime. Kelmarane is a burgeoning trading centre, quite large, and under Almah's rule. I think she's a mayor? Something like that. The region right around Kelmarane and the road back to Katapesh is safe, but the nearby Pale Mountains are still home to gnolls and the terrifying Carrion King. We'll be heading into that dangerous region. Hope that gives you enough information to work with without spoiling too much. Legacy of Fire is a super fun campaign. I really enjoyed running it.
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Neferet examines the esoteric books and Notes on the Last Theorem. "Oh, my... This is.... Hmmm... I need..." she clears her throat. "I have contacts who will want to read this thoroughly. If I may, Lady Deverin, I would like to study this tome." We get to keep the gear we claim for the next time these characters play, so be sure to grab whatever you want from the loot, guys. Wow, those bracers of missile deflection are way too resonance heavy for an alchemist to use. Yeeesh. And I can't activate any wands or scrolls either. Unless I take that one feat later. I guess... I can use the +1 Studded Leather Armour. If no one wants it. Otherwise Neferet just takes the books.
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Neferet hops up in excitement and lets out a little cheer. Realizing she probably sounds like a fool she clears her throat, resumes a very solemn face, and straightens her overly elaborate clothes. "Well done, everyone." She heads into the chamber and looks around for anything interesting. Perception: 1d20 + 2 ⇒ (7) + 2 = 9
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Ouch! Nice resistances lowly skeleton! Haha. Neferet pulls out a variety of ingredients, crushes them together in her palms, and works the pulp into a round, pasty ball. She brings it to her lips and blows onto the goop, sending her magical potential into the substance. The ball hardens into a small stone. She grins proudly, then tosses the thnderstone at the yellow skeleton. Ranged Touch Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Recall knowledge (1 action), Quick Alchemy to make a thunderstone (1 resonance and 1 action), Strike at yellow (1 action).
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Neferet grins at Roakkad. "Oh, you were very intimidating. Well done." She looks at him longer than necessary, with an odd look in her eyes... Eventually she turns and hurries over to the alchemical cache. "Oh, wonderful!" Neferet takes the alchemist's fire and smokestick. She passes the coins on to the others.
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Seeing the clothes Neferet remarks, "Drakus was a shapeshifter. He probably used this to impersonate all kinds of people." An involuntary shiver courses through her. With an uneasy look she adds, "We should move on." We are in... A12, correct? And we haven't explored A7 or A8? If that's correct lets move on what's either a dead end or a way into to A7 from the tunnel leading up off of A12.
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Neferet lets out a shriek of surprise and takes a step back from the bowl. After a moments hesitation she takes a step closer and hesitantly peers inside. She watches the images of herself, weather worn and comfortable in her nomadic desert garb. The elaborate regalia of her father's order was nowhere in sight. What was this..? As Roakkad speaks Neferet struggles to find her voice. "I... I don't know..." Arcana: 1d20 + 5 ⇒ (18) + 5 = 23
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Seeing Gorthug's wounds Neferet draws one of her healing potions and slips it into his hand. "Drink this!" Drawing a potion and handing it to Gorthug I counted as two actions. The potion will heal 1d6 hp, and costs you 1 resonance to activate. Then she takes a deep breath. She had to get a clear shot at this monster! She squeezes behind Rolo, circles around the statue and comes out on the other side of Drakus. Stride action. Her path is marked on the map.
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"He's a faceless stalker!" Neferet exclaims in surprise. She begins rattling off details on this strange creature -- likely to hide her shock and fear! "He's a shape shifting aberration! A malevolent predator who derives sustenance from the blood of the living. Their rubbery flesh makes them harder to harm with bludgeoning attacks and their nature makes them more resistant to auditory and visual effects!" Focus! Fight! Knowledge won't save you! Neferet pulls out and tosses another tanglefoot bag at Drakus. Ranged Attack: 1d20 + 4 ⇒ (4) + 4 = 8 After missing she tosses the dart in her hand at Drakus! Ranged Attack: 1d20 + 4 - 5 ⇒ (17) + 4 - 5 = 16
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Religion: 1d20 + 2 ⇒ (13) + 2 = 15 Neferet walks the room and collects her thrown darts. She cleans them off then its them back into their holster. "That statuette was of the demon lord Lamashtu, Mother of Monsters and corruption. I imagine its unholy presence has tainted this place." She picks up the idol, examines it, and puts it in her bag. "When we get back topside we should have the idol destroyed. The world will be a better place without it." Smiling, she gestures at the door that has the simple alarm on it. "Shall we continue?"
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Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Neferet examines the pool. "There's a statue in the water there. Someone fish it out." Despite her words, Neferet doesn't make any move to reach into the filthy water with her own hands. If no on else volunteers to pull the statuette out of the water, Neferet does so begrudgingly on her own, with a look of great disgust on her face! Does Neferet recognize the face carved onto the wall as anything special or anyone specific?
Recall Knowledge Rolls: Arcana: 1d20 + 5 ⇒ (15) + 5 = 20 Esoteric Order Lore: 1d20 + 5 ⇒ (6) + 5 = 11 Occultism: 1d20 + 5 ⇒ (10) + 5 = 15 Religion: 1d20 + 2 ⇒ (10) + 2 = 12 Society: 1d20 + 5 ⇒ (3) + 5 = 8
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Neferet examines the goblin corpses. Medicine: 1d20 + 2 ⇒ (3) + 2 = 5 "Interesting..." she remarks. --- Neferet follows the others onward, and looks at the strange plant. Knowledge Nature: 1d20 + 3 ⇒ (1) + 3 = 4 "Let's just leave it alone then. There's no need to pick a fight with a fungus." --- Is the potion labelled? Or do I need to identify it? If so, I have 'quick identification' which lets me identify magical items in ten minutes, instead of the typical one hour it takes. She does the same to the owlbear claw if no one minds. Neferet doesn't need either of those items. --- As per the playtest rules update, I'm adding four more alchemical formula to my formula book: antidote, anti plague, bottled lightning, sunrod.
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"Ouch!" Neferet exclaims. "There's big bugs in here!" Fortitude: 1d20 + 2 ⇒ (20) + 2 = 22 Neferet draws an alchemist's fire and throws it at the orange centipede. Ranged Touch Attack vs. Orange: 1d20 + 4 ⇒ (7) + 4 = 11
Then she takes a few steps back. Draw, Attack, Stride
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Neferet wanders the room, prying her darts out of the goblin corpses. Then she cleans them off and re-sheathes them. I don't need any of the treasure. Then she wanders the room for anything of interest. Starting near where we entered, and working her way through to the far end. Perception: 1d20 + 2 ⇒ (13) + 2 = 15 Neferet takes a fingertip and wipes it on the sooty walls, then examines it. She had heard that goblins liked fire, but this seemed excessive... Not sure what she has to roll, but she's curious what kind of fire this was. As old as the tomb or recent? And 'natural' fire or alchemical? Nature, I suppose?
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I moved you up to an enemy, Gorthug. Neferet circles around the fight until she has a clear shot against the goblins and tosses her dart at the yellow goblin. Ranged Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Then she keeps moving, deeper into the Ossuary towards the goblins with the bows. Move. Attack. Move. I put arrows on the map so you can see where I attacked from.
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Reflex: 1d20 + 5 ⇒ (20) + 5 = 25 Neferet dodges the wave of filthy water with surprising grace, ending up completely unharmed (and unsullied!). She eyes the strange creature, curious was it is! Arcana: 1d20 + 5 ⇒ (1) + 5 = 6 "What is that thing?" she asks the others. Unable to see well, Neferet skirts around the battlefield. Knowing that she won't be able to harm the beast with her alchemical bombs without hurting her new companions, she tosses a dart at the creature. Ranged Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Then she draws another dart. Actions: Move, throw dart, draw dart.
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Yup, looks like I added a +1 too many on some skills and attacks, but missed a +1 on some of my untrained skills. I'd gone -2, instead of level -2. I think they're all accurate now. In regards to Advanced Alchemy:
1 resonance to make a half batch of minor elixir of life
Leaving me with 1 resonance left to use spontaneously.
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Roakkad Shrikkir-tsha wrote: "When our work here is done, I may show you all these things. Do you like to travel?" Neferet smiles widely at Roakkad. "That sounds fascinating! I have spent my life travelling the Inner Sea, but never have I had the pleasure of seeing Kaer Maga with my own eyes. It is not the sort of place my parents would like to visit. A lack of contacts, I suppose." she trails off for a moment then smiles brightly. "I would love to see your home!" She quiets as the group prepares to enter the goblin lair. Following the others, Neferet glances at the ossuary's architecture, curious about the history of this place. Society: 1d20 + 6 ⇒ (18) + 6 = 24
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Rules Question:
I can: "…during your daily preparations (described on page 332), you can create items for which you have the formulas. Creating items in this way requires spending 1 Resonance Point to create a batch of alchemical items of that type with the infused trait. You select how many items are in the batch, up to half the normal maximum batch size (half a typical batch is two items, but see the Crafting Trained Activities section on page for more information). You don’t need to attempt a Crafting check to do this, and you ignore the number of days typically required to create the items and any requirements of alchemical reagents. You can’t overspend Resonance Points to create infused items in this way during your daily preparations."
This doesn't specify ignoring the cost of crafting such items so I have to pay for them? But if I don't make a crafting check I don't have the option to increase the difficulty to lower prices or anything, which means I'm paying 'full price' to brew a half batch of these items (which works out to half price if I were to buy them separately from a shop (Two alchemist's fire would cost me 3 gp total to make, for example)? Is that accurate? If that's accurate she can't afford to brew anything with this ability and will have to rely on her quick alchemy ability. Just verifying. Neferet smiles proudly at Keleri. "Of course, Lady Deverin. I'm pleased to be of service!" she remarks enthusiastically. She smiles at the fellow experts that Keleri called in, and offers them her hand. "Hello. I'm Neferet Velaketra. It's a pleasure to make your acquaintance." Despite her strange, frivolous attire, Neferet's grip is firm, and her hands are surprisingly calloused. As the goblins begin to speak, Neferet watches with interest. "A vampire, you say? Interesting..." Religion: 1d20 - 1 ⇒ (3) - 1 = 2 To recall knowledge about vampires. What the heck is that?! Certainly it can't be as bad as a mummy? Hmmm... I'll have to study my tomes on undead with redoubled dedication upon my return... Such a lack of knowledge is a disgrace! As they traipse through the sewers Neferet curls up her nose at the smell and filth. Still, she keeps her thoughts to herself. ...On that topic, at least. Instead of complaining she prattles on about the nature of Magnimar's sewer system.
"Did you know that the sewers beneath Magnimar were built in the year..." she begins. "It truly was a feat of engineering!" she finishes as the group arrives at the entrance to the Ashen Ossuary. Neferet clears her throat, straightens her clothing, and adjusts her sleeves. She draws a dart in her off hand and nods at the others. "I am prepared. Lead the way, Roakkad."
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This was her chance. She knew it! Felt it in her bones! If she did a good job, her father's Order would have to recognize her! Surely! Neferet adjusted her attire -- she had to look perfect -- and headed out into the busy streets of Magnimar. She had been surprised to receive the invitation from Lady Deverin. But, she supposed her mother and father's presence in the city did cause quite a stir. Perhaps Lady Deverin had heard about her family through noble circles? Many members of the Esoteric Order of the Palatine Eye were of noble lineage. Yes, that must be it. Why else call on her? Oh, it didn't matter! This was destiny! This was her chance to do something amazing! Something worthwhile for a person of importance! Once this was done surely her father's peers would offer her a chance to join them as an initiate! Neferet resisted the urge to squeal aloud in glee. Looking up at the steps of Deverin Manor, she took a deep calming breath, smoothed out her clothes, and adjusted her wild hair. I can do this! She strides up the steps with purpose -- perhaps a little to fast paced and eager. Neferet is a youthful half-elf of Osiriani and Ustalavic descent. She has dark skin, thick curly hair as black as pitch, and a slender build. She wears a headband with a massive golden scarab decoration on it, which borders on tacky. She has clearly tried to tame her wild locks into the style of an Osiriani wig — and failed horribly. She wears an elaborate dress in shades of white and purple, which is clearly inspired by the fashions of Ancient Osirion — though the dress was obiously made by a foppish aristocrat’s tailor who had never set foot in a desert in his life. Her dark brown eyes are rimmed with kohl, and a pair of ankh earrings dangle from her ears. Vials and beakers protrude from her belt pouches, marking her as an alchemist as easily as the faint chemical stains on the sleeves of her elaborate dress. Note: The image I've chosen is how Neferet will look later in the campaign, after she's accepted herself and grown into her own beauty. At the moment she's younger, and is desperately trying to look like a regal noble in fashionable clothes inspired by Ancient Osirion. It's a look that suits her poorly. |