Okay, apologies for the silence this past week. I was taking some time to see how it felt to take off from posting as a GM, and then struggling with some other issues.
I appreciate all the offers to help with this, but between returning depression and growing slowly out of touch with my fondness for Golarion, it does feel sort of like I'm just... drifting from one post to the next. I don't have any plans beyond "follow the AP," which isn't as fun for me as it used to be, when I started this game so long ago.
I'm honestly not sure whether I can do that for another period of time when I want to pursue other thoughts and hopefully progress in my life's path, as it were. At the moment, I don't think I can keep running this. It may be that that will change in time, but I don't know if that's the foreseeable future.
I'm sorry folks, I wish I could've at least gotten you through this second leg of the AP.
Hey folks. I'm sorry to spring this on you, but I'm seriously having some doubts as to my ongoing enjoyment of the game. It's not a burden, or anything, but it's also not nearly as fun for me as it used to be. The effort it takes to post isn't huge (until we get into a combat again, I guess), but I'm also not having as much fun as I'd like to.
I don't want to stop this thing - we've been going for awhile - but I'm also not sure I want to continue.
I'll do some thinking about it, see if I can figure stuff out. This isn't an announcement of ending the game, but it is an announcement of that possibility.
Nurah shrugs in response to Verene's question. "I just know they were here. If they were magically enhanced somehow, I wasn't told."
Elliot swiftly helps Merixia into her new - enchanted - armor, which, as Verene implied it would, keeps its symbol of Iomedae. Perhaps it will change eventually.
Nurah blinks at the speed, then shrugs again. "Anyways." She looks back at Verene, "Did you want to do anything other than this in this little journey?"
Meanwhile, the two Iomedaeans and Thesius continue to make progress on cleaning up the chapel - it's not in a good state, but it's... less offensive, at least. It'll take them at least another few minutes to make it mostly inoffensive.
Awesome armor for Merixia! Since it already magically adjusts itself to the wearer, and is intended for religious characters, I see no balance reason why it shouldn't attune itself to a cleric as well as a paladin, making the MP ability work straight-up. As for the extra Lay on Hands vs. extra channel, channeling definitely provides more total HP of healing, but Lay on Hands can be used as a swift action (for the paladin) and at higher levels can remove conditions as well, which is extremely valuable. To me it's kind of a wash. But if you want, possibly a less powerful replacement might be one extra cure spell per day of the highest level the cleric can cast, to preserve the scaling?
That sounds fine to me.
Verene Tanaquil wrote:
Also, it is hilarious and fits well with Verene's whole deal that she saw (through the arcane eye) this incredibly flashy and unique gold-washed mithral full plate covered in sacred Iomedaean designs, and was like "Eh, there's some armor too I guess," instead of insisting we come in here ASAP.
I totally didn't realize how fancy it was, but it absolutely fits her, yeah.
Hm... how do they measure up, mechanically speaking? I'm disinclined to go with it by my gut, because I feel like the channel energy is more advantageous than lay on hands for multiple people.
Azira, fortunately, finds no indication of any evils in the room whatsoever - neither on the armor nor anywhere else.
Verene's bolts bounce off of the statues with nothing more than the spark of the metal head striking stone - no response from any potential mimics.
After spending some time examining the armor, Verene realizes that it's somewhat unique. It's armor of the pious, which means it has an Iomedaen symbol on it at the moment, but that'll change when Merixia dons it.
There is a great deal of cleaning that the Chapel itself needs, from the blood of the Keystones to other equally unsavory fluids. Fortunately, Thesius and Azira are able to make good progress while the others identify the armor.
Nurah looks over the statues, her lips twisted in a faint frown. "I wonder where they went. I'd be careful about the Sword of Valor when you find it. One of them might've been disguised as it before."
Sorry- had another burst of busyness at work. Just got a gameplay post up (before the GM messaged me, I think, but my phone is weird about PMs so maybe not). I really like Thesius’ idea about posting everyday in discussion just to get back into the rhythm (I feel like I was also really struggling with that), so I’m going to shamelessly steal it (though, I may skip posting here on days that I post in gameplay).
You did, indeed, preempt me! I totally didn't forget what I said I was going to do. That idea sounds good to me. I might try it, but I'm not sure it'd work for me as much. So many things to juggle...
There are no visible fiendish auras in the area, but her magic scan - after Elliot has shot three of the suits to no avail - does indicate that one of the suits of armor is magical.
Elliot shoots three of the suits of armor before Verene is able to mark that one of them is magical. Presumably he stops at that point. Are you going to study the armor? They're all masterwork full plate, except for the one that's enchanted.
Nurah nods slightly at Thesius' suggestion, looking around the room again. "Probably."
Their captive firmly bound and left behind and locked inside, the heroes venture back out into the hallways, navigating with Verene's help (and the help of the map that Aron filled out for them). Soon, they arrive on the western side of the Inheritor's Chapel, now blessedly free of orgiastic crusaders and their succubus overlord.
Following the map, they throw open the tapestry at the back of the room, uncovering the hidden door with ease. Beyond lies what Aron described as the false vault. Two statues stand midway into this room. They each depict an armored woman with her sword raised - Iomedae, of course. Numerous smashed and empty chests sit on the floor.
Another few moments of surveying reveals the secret door on the west side of the room - this one swings open silently, revealing the true vault. Four life-sized statues flank the room, each wearing a gleaming suit of armor that seems real, while at the north end stands a fifth statue, this one of a woman with a metal rod.
Verene:
The false Sword of Valor that she saw via her divinations is missing - it was on the rod that is now bare. And wasn't there an altar to the south of that selfsame statue?
Nurah frowns. "The mimics must've moved after we killed Staunton. No point in keeping them around here since they know I'm fighting alongside you." She brushes blond hair out of her eyes. "Or they're in some other shapes."
Thesius knows the doors can be locked from inside (and, with the key, outside), but also that a lock is unlikely to prove much of a hindrance to any demons. Non-demonic patrols, if they exist, might have keys, but they might not.
Nurah smirks at Verene's question, though the expression has more than a hint of exhaustion to it. "We're all prisoners one way or another. How willingly do you serve the crusade? You were raised to believe in the things it does, one way or another." She shakes her head. "But to answer the question you were actually asking - a prisoner doesn't get to keep her weapons unsupervised." The hafling points at the greatsword which is considerably larger than she is.
Verene's magical scan of the room is quick enough, noting only the auras of her companions, as well as two potions on Jestak, one magical effect on her, and her armor and sword. The greatsword is, in fact, forged from adamantine, and well-forged, while the hide armor is equally impressively crafted, despite its seeming primitive construction.
The potions are barkskin +5 and cure serious wounds, while the armor is +2 hide armor and the greatsword is a +1 adamantine greatsword. The magical effect on Jestak is the barkskin enchantment above.
Azira:
A faint emanation of evil hovers around the unconscious woman - nothing strong, but definitely distinct.
Nurah shakes her head at Verene's question. "Only once, and by sight." She looks around the room. "Pretty sure those are her clansfolk, though." The halfling woman shrugs. "Anyways, I doubt anyone would try to heal her if they found her alive. Maybe if they were desperate?"
Verene unleashes a burst of magical projectiles from her wand, which whirl around her allies and strike the Kellid woman in the chest, staggering her momentarily, just in time for the grippli-shaped magus to slash at her with his glowing black blade.
Though Azira's presence between Elliot and his target prevents him from striking home the first few times, his weapon thwacks repeatedly against Jestak's head and shoulders, until she finally staggers and falls unconscious with the last blow, which sends blood streaming down her face. The web is now the only thing keeping her upright.
Combat Over
Statuses:
Verene: HP 54/54; AC 22, touch 13, flat-footed 19; Foretell 8/8, Prescience 5/10, Mythic Power 6/7 shield 7 rounds, expeditious retreat 8 minutes, 5 mirror images 8 minutes, protection from evil 8 minutes, see invisibility 8 minutes, fox’s cunning 8 minutes, alter self 19 minutes, heightened awareness 80 minutes, mage armor 8 hours, detect fiendish presence ; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 72/72; AC 19, touch 11, flat-footed 18; pyrotechnics 1/1, true strike 2/2, protection from evil 0/2, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Rage 8/8, holy lance 1/1, Mythic Power 7/7, heroism 60 minutes, magic circle against evil 80 minutes, ironskin 8 minutes, weapon of awe 8 minutes, divine favor 9 rounds
Thesius: HP 72/72; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, heroism 60 minutes, archeologist’s luck 1 round
Elliot: HP 77/77; AC 22, touch 17, flat-footed 16, Arcane Pool 4/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 7/7, protection from evil 8 minutes, heroism 60 minutes, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, shield 8 rounds
Azira: HP 81/81; AC 30, touch 20, flat-footed 21; glitterdust 1/1, smite evil 3/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), featherstep 60 minutes, heroism 60 minutes, eagle’s splendor 6 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 16/17, protection from evil 8 minutes, featherstep 60 minutes, heroism 60 minutes
All:tears to wine 60 minutes, Inspire Courage +2
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
If you'd hit with the first attack, you'd have done much more lethal damage to her, amusingly. Consequences of a crit-heavy build.
Verene, if detect fiendish presence is still up:
As things calm down, Verene realizes that the woman does radiate a faint sense of alignment with the fiendish planes.
Nurah sighs, shaking her head. "Wonder what got her so furious."
Huh, I didn't remember that about the grappled condition.
Round 1 Wrap-Up
As Wulfric begins his stirring speech, Azira lashes out with Radiance which sings a note of affirmation to her comment. The blade slices through the web and woman alike, carving deep into her flesh as she howls her fury.
Despite the wall being slightly in the way of Merixia's attack, her bastard sword slips around and cuts into the Kellid woman's arm, sending her thrashing in the web as she pulls away. Nevertheless, she remains upright and furious.
Nurah sighs heavily, then sings out a quick spell. "You should give up... Jestak. These people have killed Staunton, and they'll be merciful if you surrender." Jestak Will:1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 25
Despite the spell woven into her recommendation, the Kellid woman - Jestak, presumably - screams defiance. "You will pay for everything!"
Round 2
Verene, Thesius, and Elliot are up.
Statuses:
Verene: HP 54/54; AC 22, touch 13, flat-footed 19; Foretell 8/8, Prescience 5/10, Mythic Power 6/7 shield 8 rounds, expeditious retreat 8 minutes, 5 mirror images 8 minutes, protection from evil 8 minutes, see invisibility 8 minutes, fox’s cunning 8 minutes, alter self 19 minutes, heightened awareness 80 minutes, mage armor 8 hours, detect fiendish presence ; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 72/72; AC 19, touch 11, flat-footed 18; pyrotechnics 1/1, true strike 2/2, protection from evil 0/2, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Rage 8/8, holy lance 1/1, Mythic Power 7/7, heroism 60 minutes, magic circle against evil 80 minutes, ironskin 8 minutes, weapon of awe 8 minutes, divine favor 9 rounds
Thesius: HP 72/72; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, heroism 60 minutes, archeologist’s luck 2 rounds
Elliot: HP 77/77; AC 22, touch 17, flat-footed 16, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 7/7, protection from evil 8 minutes, heroism 60 minutes, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, shield 9 rounds
Azira: HP 81/81; AC 30, touch 20, flat-footed 21; glitterdust 1/1, smite evil 3/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), featherstep 60 minutes, heroism 60 minutes, eagle’s splendor 6 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 16/17, protection from evil 8 minutes, featherstep 60 minutes, heroism 60 minutes
All:tears to wine 60 minutes, Inspire Courage +2
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
You are correct in assuming that you don't recognize any of the corpses at a glance, but a glance is all you have time for at the moment.
Round 1 Midpoint
Thesius (with Elliot's aid) emphasizes how outmatched the Kellid woman is in the battlefield, while the siblings both prepare to deal with her in their own way.
Note that you can't aid another and ready an action simultaneously - both are standard actions. Given Thesius' impressive roll, I'll assume Verene went with the latter.
The woman hesitates for half a moment before roaring her defiance, lifting her greatsword and hacking away at Azira, who is closest. This prompts Verene to unleash her web at the woman, conjuring sticky threads to hinder her action. She roars, tugging at the thick webs, but fails to accomplish much of anything.
Reflex vs. DC 21:1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20Alas for her. Attack vs. Azira, Flat-Footed, Grappled, Shaken, protection from evil:1d20 + 15 - 4 - 2 ⇒ (1) + 15 - 4 - 2 = 10Double alas.
Azira & Merixia are up.
Statuses:
Verene: HP 54/54; AC 22, touch 13, flat-footed 19; Foretell 8/8, Prescience 5/10, Mythic Power 6/7 shield 8 rounds, expeditious retreat 8 minutes, 5 mirror images 8 minutes, protection from evil 8 minutes, see invisibility 8 minutes, fox’s cunning 8 minutes, alter self 19 minutes, heightened awareness 80 minutes, mage armor 8 hours, detect fiendish presence ; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 72/72; AC 19, touch 11, flat-footed 18; pyrotechnics 1/1, true strike 2/2, protection from evil 0/2, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Rage 8/8, holy lance 1/1, Mythic Power 7/7, heroism 60 minutes, magic circle against evil 80 minutes, ironskin 8 minutes, weapon of awe 8 minutes, divine favor 10 rounds
Thesius: HP 72/72; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 11/12, Lore Master 1/1, Mythic Power 7/7, heroism 60 minutes, archeologist’s luck 2 rounds
Elliot: HP 77/77; AC 22, touch 17, flat-footed 16, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 7/7, protection from evil 8 minutes, heroism 60 minutes, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, shield 9 rounds
Azira: HP 81/81; AC 30, touch 20, flat-footed 21; glitterdust 1/1, smite evil 3/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), featherstep 60 minutes, heroism 60 minutes, eagle’s splendor 6 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 17/17, protection from evil 8 minutes, featherstep 60 minutes, heroism 60 minutes
All:tears to wine 60 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
Within, the party sees what must be a barracks - dozens of beds fill this wide room, jammed together with little space between them. A dozen decapitated human bodies lie in a heap to the west, while a dozen human heads sit to the east. A stocky Kellid woman with a jagged greatsword stands ready, and at the sight of the champions, she howls. "You! You killed them!"
Round 1
Initiative Order is Verene, Thesius, Elliot, Kellid, Azira, Merixia, Nurah. Bolded characters are up.
Statuses:
Verene: HP 54/54; AC 22, touch 13, flat-footed 19; Foretell 8/8, Prescience 5/10, Mythic Power 6/7 shield 9 rounds, expeditious retreat 8 minutes, 5 mirror images 8 minutes, protection from evil 8 minutes, see invisibility 8 minutes, fox’s cunning 8 minutes, alter self 19 minutes, heightened awareness 80 minutes, mage armor 8 hours, detect fiendish presence ; Thamyris: HP 27/27; AC 20, touch 16, flat-footed 18, merge with familiar 8 hours
Merixia: HP 72/72; AC 19, touch 11, flat-footed 18; pyrotechnics 1/1, true strike 2/2, protection from evil 0/2, Touch of Good 7/7, Destructive Smite 7/7, Channel 3/3, Rage 8/8, holy lance 1/1, Mythic Power 7/7, heroism 60 minutes, magic circle against evil 80 minutes, ironskin 8 minutes, weapon of awe 8 minutes, divine favor 10 rounds
Thesius: HP 72/72; AC 20, touch 14, flat-footed 16, uncanny dodge, evasion; Archeologist’s Luck 12/12, Lore Master 1/1, Mythic Power 7/7, heroism 60 minutes
Elliot: HP 77/77; AC 22, touch 17, flat-footed 16, Arcane Pool 6/6, Righteous Eclipse Arcane Pool 1/1 pyrotechnics 1/1, Mythic Power 7/7, protection from evil 8 minutes, heroism 60 minutes, shared training 100 minutes, keen edge 100 minutes, alter self 19 minutes, blur 8 minutes, blade tutor’s spirit 8 minutes, longarm 8 minutes, shield 10 rounds
Azira: HP 81/81; AC 30, touch 20, flat-footed 21; glitterdust 1/1, smite evil 3/3, lay on hands 8/8, panache 4/4, divine bond 1/1, Mythic Power 7/7, Radiance Legendary Power 2/2, auras (immune to charm and fear), featherstep 60 minutes, heroism 60 minutes, eagle’s splendor 6 minutes
Wulfric: HP 51/51; AC 17, touch 12, flat-footed 15; bardic performance 17/17, protection from evil 8 minutes, featherstep 60 minutes, heroism 60 minutes
All:tears to wine 60 minutes
All within 30’ of Wulfric: Flagbearer
All within 10’ of Azira: +4 vs. Charm and Fear
Hitting Staunton first really made this dungeon easier on you folks. I'm amused by the fact that they didn't really account for the super-mythic spells, but it makes sense.
Huh. Well, it looks all fixed up now, so thanks for helping, Verene. Nurah will be along for the ride, it looks like, unless one of you strongly objects to it.
Verene:
Joran looks at Verene, attempting to discern whether or not she's mocking him, then lets out a huff of amusement. "Alright, then. Go do your heroics. I'll be here when you make it back." Another mirthless bark of laughter. "As if I've got anywhere else to go."
There are five ways you could go, so I'll assume the first two rolls of perception are going in clockwise direction.
Though he finds absolutely no traps on any of the doors, he does hear the faintest of footsteps behind one of the two doors to the south. Marked with an 'N' for 'noise.'
I'm assuming that someone's casting light - probably Wulfric, but if he doesn't, Nurah will, since everything is still entirely dark outside of where the light is shining through the big hole in the wall.
Nurah looks around the hallway warily. "I'm not actually sure what anyone will do now that he's dead. They might retreat downstairs or gather somewhere I'm not familiar with."
Joran considers Verene's question. "That's all I know, honestly. There's definitely more down there, but I don't actually know what it is. Never was invited that deep in. Something about not being a demon worshipper, probably." He grunts.
After they agree to head back into the Citadel and finish casting their spells, the heroes enter over the rubble-filled external wall, passing inside without any challenges. However, once they pass through the rubble-filled room and into the small hallway, they find that every door they try to open is locked - though they're reasonably certain Staunton's key will open them.
Last call for buffing spells and effects. Also, are you inviting Nurah back in? Also, the hole in the wall isn't where the images were placed, so I adjusted them to where it is. The previous holes are, I think, arrow slits or the like.
I'll try to get things together soon, but I'm just rather burnt-out recently. I probably do need to drop at least one of these games, because it's becoming untenable, unfortunately. I'll consider it for a bit before making that decision.
Joran snorts sharply. "Aye. There's also... well, the forge of corruption. It's behind a secret door in the southwest of the jail. Got some more demons there, and salamanders who help to manage the fires. There's more down there, but..." The dwarf priest shrugs. "Never been there myself."
He tugs on his beard, then shakes his head. "No idea about the rogue demon. I didn't pay it much mind." He snorts. "But I doubt it's anything more than internal politics."
Uh, you're right, Verene. I'll just say he's not particularly interested in going, though he'd be evasive as to why.
Now
The funeral is... not exactly a celebration, but neither is it terribly solemn or even excessively respectful. The former prisoners - the soldiers - are still viscerally furious with the dwarf's behavior, and even the relatively professional paladins look... stern, at best. Staunton had played himself as a paladin of Torag for too long, and it's entirely possible some of the Knights of Kenabres remember his activities at the time.
After the Dwarven-speaking paladin finishes the ceremony, Irabeth speaks. "Thanks to our champions, we have won a great victory." She begins. "But they alone would not have sufficed. You all have done far more than anyone could reasonably have asked of you, riding through the Worldwound - or," she looks at the soldiers, "enduring the torment of being prisoners to the demons for so long. You've fought against Sarkorians, against demons, and against undead. You've kept the enemies of all Golarion on the back foot, and with Vhane's death, we grow ever closer to reclaiming Drezen and the Sword of Valor."
She looks over the audience solemnly. "But our work is not yet over. There are still more demons and their slaves within the Citadel. While I trust our champions to deal with the greatest threats, there may yet be attempts to attack us. I must ask you all now to continue the fight, remain vigilant against any signs of attack, and stay strong against any fears that our enemies might use against us. We have struck a great blow against the demons. Let's keep them off-balance, shall we?"
The soldiers and Knights alike lift their voices, crying out the victory that they had taken part in. With that, the ceremony is dismissed, and the command staff reunites to speak with one another.
"So. We've done a fair bit of... administrative work." Irabeth says to the heroes. "Do you think you're ready to strike at the demons today?"
Joran rubs his beard, the manacles rattling as he does so. "Of course, you're thinking of heading down, aren't you? Well, I can tell you some things, aye. The first thing you want to know is this - the place whispers to you. Used to be that it extended up into the fortress itself." His eyes are dark, and he shivers slightly. "Blessedly, it weakened when Aponavicius left. Still, maddening whispers, they'll crush you under their weight if you're not strong willed enough. Can't really explain it any better than that."
The traitor falls silent, thinking. "It's not a place that welcomes folk not aligned with the Abyss, if you take my meaning. Some magic is... hindered. It's harder to think, to act..."Such is the Abyssal corruption down there that it counts as strongly evil and strongly chaotic aligned (as the planar alignment traits). So Verene, Elliot, and Thesius take a -2 to Int, Wis, and Cha-based checks, while the other two take a -4 penalty to the same. Plus, supposedly, you've got some sort of lawful or good spell impediment, but I can't find the rules.
"There's an unhallow spell that covers the whole area." He continues. "Stops anyone other than worshippers of Deskari, I think, from teleporting in any way. No going in and ambushing them down there." Joran chuckles darkly, but there's no mirth in the noise.
"Anyways, the first thing you see when you go down the stairs is the prison, with a cage around the bottom of the stairs." He hesitates. "There's a few undead down there. A few specters bound there from the fall of Drezen, in the prison area."
He frowns. "Then, further to the east, there's the communal prison. Higher value prisoners get held there. Definitely a few who are still around... though the most important one somehow broke out. A succubus called Arueshalae, I gather. Staunton was furious. He personally executed the demons he'd set to guard her. Not really sure why she was so important, but there were rumors... some sort of betrayal of the Abyss." The priest shrugs.
"To the south of the highest security cells is the torture room. Usually Vakrashek and their crew hang out there - babaus. Usually at least two, but as many as six can be there. There's a vampire who spends time there, too - Theruk Nul, a priest of Shax. Don't know too much else about him, though."
He swallows, frowning. "Any chance I could get some sort of drink?"
Now
Verene:
There are at least a few Dwarven-speaking paladins among the Knights of Kenabres, but most dwarf crusaders are worshippers of Torag, and thus more focused on defensive action than proactive assault. What few dwarves there are among the freed soldiers are all fairly scarred and traumatized by their experiences in the demons' captivity - whatever knowledge they might have, they're unwilling to share it to keep Staunton's soul safe, such is their loathing of the man.
I don't actually have the dwarven funerary practices on hand, so I'll trust your OOC knowledge there. With that roll, Verene definitely knows what they are.
Merixia:
Joran is not invited to his brother's funeral - something about concern that he might try some sort of Droskari interference, perhaps? However, his captors happily let Merixia speak with him.
The priest shrugs. "Staunton was disillusioned with Torag and the rest. Forge's ashes, he didn't even much care for the Dark Smith. Kept on trying to convert me to demon worship of one sort or another." He snorts. "Couldn't even keep his decision on which one to worship."
He sighs. "I can tell her what I recall, but Magrim's priests held their own counsel, often. More than that, I doubt the Taskmaster would spare attention to a dwarf who betrayed his vows to his younger brother."
2) There's some things that Verene leans about the corruption forge, but it's mostly abstract - how to use it and such - and not terribly relevant. It does give her some ideas on how to invert the process, but it's nothing immediately relevant. He does, however, give her a sense of the dungeon below. Uh, I'd actually like to do that IC, so ask me in spoilers over there, please.
3) The Keystones don't really know much - if anything - other than that Janeamine likes roleplaying as a goddess and has powers greater than the average succubus. They were more or less kept isolated in their chapel.
4) I'd say subtract it from your gold reserves - representing some sort of barter or the like?
5) Uh... Let me check... There's something towards the southeastern edge of the Citadel, assuming you're far enough away from the wardstone fragments and Radiance... and whatever other artifacts you have? I think you've got a few more. Oh, the scales.
The rituals and spells cast to communicate with high command go fairly well, with a mostly complete report going through. The Queen does, however, request that they send further reports to one of her staff members, whom she trusts. Nurah's betrayal clearly troubles her, but the halfling's confirmation that she was the highest-placed agent of the Templars of the Ivory Labyrinth and the heroes relative trust in her leads the monarch to accept the information as factual.
Dealing with the Keystones is harder, but between both Merixia and Verene, they are able to be cleansed of the succubus' influence - and most of them don't even fall unconscious! Of course, this is because she doesn't seem to have retracted their gifts, meaning they're still potentially compromised.
They do offer a bit of insight into the status of the Citadel, but it's not a lot - they were mostly kept in the chapel of the Inheritor as Janeamine's playthings. They do warn the heroes that she's more than she seems - more powerful than most succubi.
I'm going to let you guys decide whether or not to push onwards before or after Staunton's funeral here.
Merixia is unable to clear the succubus' dominance over the Keystones with her first two attempts, but she does break through it with the last burst of the wardstone's power... only for her target, too, to collapse into a coma as he visibly wilts in confidence and strength. She's gotten really lucky on the Charisma damage... and they have pretty awful Charisma to start.
Neither Pisha nor her male counterpart are any more injured than they were when the heroes left them after beating them into unconsciousness, fortunately.
Thesius:
Joran is in the better guarded part of the makeshift prison, while Nurah is given a slightly better position. The former seems to have more or less given up on everything, if Thesius is any judge, while the latter seems as sardonically bitter as ever. Still, there's something else there now, he thinks... is she turning her back on the evil she's followed for so long?
Oathday, 18th of Rova, 4713 AR
The next morning, Irabeth summons the champions to the command center in order to begin the efforts of sending word to the Queen and her staff. She, along with Anevia, Sosiel, and Aravashnial are waiting there to hammer out the final details.
Glad to hear Merixa is feeling better, and that you're still around, Elliot. It's also on me, since I've not pushed very hard on any of my games recently. Hopefully, Azira will post soonish. If not, I'm willing to try to move us onwards to the next day.
Hm... I'd say that Spellcraft should reasonably cover that. Targeting the Keystones would result in a (slightly) lower DC for the dispel roll.
Verene:
The first scroll's casting falters, fizzling against the supernatural might of the succubus' dominance, but the second manages to break through it, freeing one of the Keystones from Janeamine's control.
The Keystone in question, a Varisian woman named Pisha, looks distinctly disturbed compared to the rest of her counterparts. However, before she can answer any questions, she visibly wilts, her eyes drifting shut as she sags and collapses into the arms of one of the nearby guards who is quick enough to catch her.
Knowledge (planes) DC 23 reveals the spoiler below
Spoiler:
That's strange... but after a moment Verene realizes what's happened - Pisha was probably under the effects of Janeamine's profane gift - a power that all succubi share which allows them to empower their favored toys. Unfortunately, aside from allowing the succubus to communicate freely with her favorites, it also allows her to make magically enhanced suggestions at any distance. Furthermore, when she retrieves it, it saps the victim's force of personality, leaving them unsteady and lacking confidence - in severe cases, such as this one, it can put the hapless person into a coma.
GM Rolls:
2d6 ⇒ (5, 5) = 10
I'll move us forwards once everyone's had the chance to post, as they're able.
Verene, with regard to the auras that isn't... quite correct, now that I look at it. I'm not sure whether a succubus' profane gift (and/or any other Supernatural abilities) actually leaves magical auras. Does anyone know if there's an FAQ about this, because it's not clear from the PRD?
Irabeth considers the tiefling's request with regards to Staunton's funerary procedures, a thoughtful expression on her face. "You can bring Joran to the site of his pyre, but the soldiers are going to want to see it. Gods know I am. We're doing well here, but this? This will definitely help steady our freed prisoners' morale. A lot of them probably saw him personally, so knowing Vhane's gone'll do them good."
Sosiel thinks. "We should do our little funeral tomorrow afternoon or the like. Make a bit of a to-do about it, you know? That'd be the best way of getting everyone together. It might also help sway our prisoners a bit, help them see that even the worst tyrants can fall."
The Knight-Captain nods firmly. "Good. All of you are dismissed, then. Go get what rest you can. We'll need you prepared tomorrow."
Verene:
Oh, man, you're going to make me write up the aura stuff, huh. Their armor is +1 full plate, and they each have +1 greatsword. Each also had 2 CLW potions, and a cloak of resistance +1. The transmutation aura is gone, as is the illusion aura.
Irabeth allows the trio to speak their pieces without interruption, though she does occasionally nod. "I think that alerting the camp to new faces is wise, although, as you say, there's a definite chance that any demon attempting to infiltrate us would masquerade as one of our number. I'll trust you seven to organize a regular scan for illusions." She looks at the four spell casting champions, Riftun, Sosiel, and Aravashnial.
"Sosiel," she continues, "give me your assessment of the risk that a demon will try to infiltrate us, given what you know of demonic tactics and what our friends have said."
The Shelynite rubs his chin - remarkably well-groomed even after all that has happened since the army left Kenabres. "Staunton is dead, and with him the one with the most personal drive to get rid of us. Even though the rest of the demons probably won't teleport out, that is an option for them. For him - well, he knew you were here, and he would've had to fly off on his familiar, absent greater magic than we think they have available.
"Shadow demons are typically very keen on infiltration, though. I'm not sure how many there are in the Citadel, but Eustoyriax might come out to do so... assuming he's willing to abandon the Sword of Valor for any length of time. He might not be - another demon might use such a choice to discredit him in his superiors' eyes." Sosiel frowns. "But we don't know how potent he actually is from Vhane's journal. Still, I'd hazard that it won't be more than a single demon who tries - and that whatever this Janeamine did to hide her evil aura, it's probably unique to her."
Irabeth nods. "Alright. Is there anything else you want to report?" She asks the champions.
Most magical armor wouldn't resize to fit Merixia - definitely not changing size categories, at the very least. That said, there are absolutely smiths and folks who could help resize the armors you do pick up. Like Staunton's.
"I'm somewhat familiar with the name, if not with the specifics..." Aravashnial acknowledges, sounding irritated with himself. "But if your speculation is correct, Verene, that leaves us with a few questions - why use the term murdered, how is it different than merely 'killed' and... which demon lord - or lords - were 'murdered' to create the crystals that were used on Vhane and this chimera?"
Irabeth looks at the two wizards. "I'd like you two to do what research you can when you're able on that - it's not an immediate concern, but it is something that we should look into when we have the chance. But for now, it's mostly academic."
She nods at Verene's comment - invitation? - about the spell. Clearly, she'd expected she would be present, though at least she doesn't seem annoyed that Verene felt the need to invite her.
"Try getting rid of the enchantments on the Keystones, then." She continues. "If you can't, well-"
"Whatever information you'd get would be suspect." Anevia interrupts her wife, who looks at her. "Sorry, but it's true. A succubus could be feeding them information telepathically even now." Sosiel and Aravashnial nod their agreement.
The Knight-Commander sighs. "Well, I trust you to do what you can, but keep in mind the source." She winces at Azira's realization. "Dammit, you're right. Did you sense anything evil on her?" She asks the other paladin. When Azira indicates that she didn't, the half-orc grimaces. "We don't have a lot of people who can sense magic here. Most of us who can use spells are paladins."
"Creating such a spell wouldn't be terribly practical, if we could do it at all." Aravashnial says. "Though it wouldn't be a bad idea to set up magic circles around the more critical areas..." He sighs.
"Would she risk coming out here?" Aron asks. "Especially with all of us on alert and the Keystones rescued?"
Thanks for the advice, folks. I really appreciate it. I'll definitely be taking a bit of a step back from the PbP realm, and I think I might try Merixia's suggestion for a week or two, feel out how it ends up going.
I will try to respond to these very helpful posts on my next visit here, but I just want to give a bit of insight into my current thought processes: I'm currently trying to get into doing productive and meaningful things for the first time in a while. This means that I'm pushing myself a bit since I've gotten into a variety of bad habits when it comes to mental exertion.
These games I run via PbP are enjoyable - sometimes exhausting, but enjoyable overall. However, it does take a lot out of me, drawing from the same sort of focus/emotional wherewithal that the aforementioned efforts do. This means that when I attempt to pursue those things, I'm left with the distinct sense that I don't really want to post, as it's too exhausting to contemplate. In other words, it's not something I can do to relax, per se. It requires effort to post (obviously), and that effort is rewarded, but I just don't have the effort to give so regularly.
This has been going on for a bit - a few weeks or so - but I'm beginning to fear that it's untenable to keep going on with one post every weekday, which leads to my next concern. Specifically, that if I lose the habit of posting daily, I'm going to lose that habit and become disengaged from the plot - it's hard enough to remember who the NPCs are, what their quirks are, etc. after a single weekend of not posting, which can only get worse if I take longer breaks between posts.
I do enjoy these games, I think, but I'm not sure how easy it'll be to balance them with my increasingly involved schedule.
I'm honestly not sure where I'll end up. I don't think this game would be the first I'd drop, because, combat notwithstanding, it's not the hardest one to find motivation for. When you are fighting, it's easily the worst. These last few combats have been brutal on my energy.
Beyond that, I'm going to think on it some more, and see if I come up with anything. Though I do, of course, appreciate suggestions.
The biggest concern I have with going slower is that the passion for the game might die - specifically my passion for it. I'll try to see if I can get a post up today or tomorrow, but if not, I'll return on Monday.
Okay, so I've got some bad news for everyone. I'm not sure how effectively I can continue doing all of the games I'm running. I've got a lot more going on nowadays than I used to, and juggling everything with the games that I'm running is getting harder and harder.
I've been wrestling with this difficulty for a while - since the end of 2024, but it's only going to get harder to get full, thoughtful posts in every weekday as I reengage with life once again. I'm not quite sure how I want to proceed, whether that's posting less often (which will definitely lose some of the momentum and engagement from everyone involved) to dropping some of the games that are ongoing (which isn't something I'm eager to do, either). If anyone has any thoughts, I welcome them.
level 1: Cure Light Wounds, Targeted Bomb Admixture, Reduce Person, Touch of the Sea, Endure Elements
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STATISTICS
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Str 7, Dex 16, Con 13, Int 16, Wis 10, Cha 8
Base Atk +0; CMB -2; CMD 11
Feats Splash Weapon Mastery, Brew Potion, Throw Anything
Traits Surface Emissary, Ease of Faith, Student of Philosophy
Drawback: Foul Brand (Hand) (Drexiesh)
Skills 7 Ranks; 2 Background*
Diplomacy +8 (1 Rank, 3 Class Skill, 3 Int, 1 Trait)
Craft (Alchemy) +8 (1 Rank*, 3 Class Skill, 3 Int, 1 Class)
Knowledge (Arcana) +7 (1 Rank, 3 Class skill, 3 Int)
Knowledge (nature) +7 (1 Rank, 3 Class skill, 3 Int)
Perception +4 (1 Rank, 3 Class Skill)
Slight of Hand +6 (1 Rank, 3 Class Skill, 3 Dex, -1 Drawback)
Spellcraft +7 (1 Rank, 3 Class, Int 3)
Swim +2 (1 Rank, 3 Class Skill, -2 Str)
UMD (1 rank, 3 class, -1 Cha)
Languages Draconic (common), Dwarven, Elven, Aquan, Gnome
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EQUIPMENT
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Combat Items: Cestus, 2 Daggers, Light Crossbow, 20 Bolts, Haramaki
Other Items: 2 Bandoliers, Formula Book, Scroll of Secluded Grimoire x2, Pickpockets Outfit
Carrying Capacity
Total Carried Weight: 16 lbs.
Light Load: 23 lbs. or less
Medium Load: 24-46 lbs.
Heavy Load: 46-70 lbs.
Lift Over Head: up to 70 lbs.
Lift: up to 140 lbs.
Push or Drag: up to 350 lbs.
Class Abilities, Special Abilities, Defences, and Attacks:
Alchemy (Sureseal)
Spoiler:
An aquachymist’s extracts and mutagens self-generate a flexible outer shell of sureseal, similar to sureseal bladders, allowing the aquachymist to craft a waterproof supply without expending a plethora of sureseal bladders.
Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Underwater Bombs
Spoiler:
An aquachymist’s firebombs deal steam damage, allowing them to deal damage underwater or on land. Since thrown weapons don’t work well underwater, when the aquachymist creates a bomb, he either weights it or includes excess air as part of the action of creating the bomb, granting the bomb his choice of swiftly rising or swiftly sinking buoyancy and allowing him to target foes directly above or below him. If the attack misses, the bomb doesn’t deal splash damage, but instead continues to travel up or down until it loses potency at the end of the alchemist’s turn; the exception is when the aquachymist throws a swiftly sinking bomb close to the bottom, in which case it might reach the bottom and explode there. Because of the strange aquadynamic features of the aquachymist’s underwater bombs, they have a range increment of only 5 feet above the water.
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
Mutagen
Spoiler:
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Ice Walk (Su)
Spoiler:
For a number of rounds per day equal to their character level a frost dwarf with this racial trait may walk on water or another liquid with a similar melting point as though under the effects of Water Walk.
Resistance to Cold 5 This ability stacks with other resistances
Vulnerability to fire 1
Stability
Spoiler:
Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, etc).
Weapon Familiarity:
Spoiler:
Frost Dwarves are proficient with the Greataxe and treat any weapon with the word “Dwarven” in its name as a martial weapon.
+4 dodge bonus against giants
+2 racial saving throw bonus against all spells, spell-like, and supernatural abilities.
+1 racial bonus on attack rolls and damage against giants. The bonus doubles to +2 against Frost Giants.
+4 Dodge bonus against Giants.
+2 racial bonus to Sense Motive and Knowledge (Religion).
Backstory:
Lysander has lived a life of strife and chaos as most do in the Fertile North. He was born in the Dwarven kingdom of Saar as it was starting its first war of independence from the Humans who had controlled the land for nearly a generation. Being so young, Lysander never truly experienced much of that war however his father died in it, leaving his mother to raise him alone. the lack of money or goods in his early life left him quite malnourished causing him to never develop fully.
Saar won its war of independence when Lysander was 19. The human kingdom that had ruled them was attacked and forcibly annexed by an Elven kingdom named Roquebrune who were trying to stabilize the region by wiping out the main aggressors.
Roquebrune offered half of the land that the human kingdom had occupied to Saar substantially increasing their power and starting an alliance between the two. This alliance would later be ratified when Roquebrune went to war 28 years later with a Gnome fiefdom named Lombardy whose lord, a faithful of Drexiesh, had begun aggressing on others' land in the area. Lysander was drafted to work in a supplementary Dwarven platoon that mainly worked as suppliers to the main Elven military force. Lysander found he had a gift for chemistry and alchemy as he began to outpace all the other members of his squad.
As the conflict escalated over 7 years, the suppliers grew closer and closer to the frontlines to shorten the supply lines. Eventually, Lysander's platoon was raided. Their platoon had been instructed to surrender if they were attacked so they did. They gave the goods they were making to the gnomes. The Gnomes also took the platoon itself as free laborers. They branded each of the worker's hands and the leader's forehead with the symbol of Drexiesh. Lysander's unit was forced to work for the Gnomes, making the weapons they had previously supplied to the Elves.
After three and a half years working in various prison camps, Lysander had begun to see the hope of liberation as futile when finally luck struck. The Lord had been killed and his second was willing to sue for peace. part of the peace deal largely consisted of placing a democratically elected official in charge of the Gnomes fiefdom and ensuring that no wars of expansion could be declared by the Gnomes.
having united the three kingdoms in peace the Elven leaders formed a temporary joint government called the Government of the Three that would allow the three leaders more power across the region due to the increased power their coalition gained. Being familiar with the customs and actions of all three and being privy to both wars fought to secure the alliance Lysander was given a court office. He was made a strategist and craftsmen for the court.
For the past two decades, the Government of the Three has been stomping out conflicts nearby and adding to their power wherever possible. Recently they saw the action happening on the coast and realized a powerful ally could be gained by assisting and garnering favor with whoever won this conflict, so the Government of the Three found two emissaries, one to send to each party, Lysander was chosen as the emissary to Prince Camdael, his goal is to minimize long term damage from the conflict and garner favor with the prince
Appearance:
Lysander is an exceptionally short and thin Frost Dwarf with pale skin. his gauntness can often make those around him uneasy. He has curled thick brown hair and a long full braided beard. his eyes are piercing blue and he wears fine but moveable clothing. he keeps his equipment light and yet still often looks physically weighed down by it.
personality:
Lysander is witty and sharp though he can be socially awkward largely stemming from his years as a prisoner of war. He keeps on a happy go lucky face and attitude no matter the situation, as in almost all cases he has had to live through worse. This attitude can become grading on others though because it can seem as though he isn't giving the situation at hand enough thought or respect. He also often doesn't fully know how to act or process loss as it has constantly surrounded him.