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Organized Play Member. 56 posts (5,738 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 10 aliases.


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Maps | Info | Bashiel's Loot Table

Psst. Sense Motive is your friend. :)

No worries, Ilsa.

Zamanda, one of the Freemen that stayed behind is the one that speaks Shoanti, yes.

The leader and one of the other men take their leave after giving you the money. The two that remain keep their distance, but are definitely paying close attention to you.

Belor takes the money gratefully, still apparently in awe of what has transpired. The sum is likely more than he’s ever seen at one time.

The Shoanti shakes his head when Zamanda asks if he’s still hungry. As for shopping, he says, “I wouldn’t know the first thing about prices or what to get, but I suppose having a second pair of clothes would be a good idea. I could use a backpack and a canteen as well.”

A few minutes after the two Freemen leave, the barkeeper reemerges from the kitchen. He gives you all a nervous smile, but seems happy enough to offer rooms if you want them. This is a relatively plain part of town, so it’s 1 sp per person per night, not including board. Two people per room.

As for shopping, are you planning to go to the Tarheel Promenade? Or just sticking with Downmarket?


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Maps | Info | Bashiel's Loot Table

Happy Thanksgiving, everyone! Regularly scheduled programming will resume tomorrow. :)


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Maps | Info | Bashiel's Loot Table

I’m just going to post his words without a spoiler now, since Zamanda plans to offer her translation services.

Responding to Bashiel’s questions, Belor says, “I was only a child when I was taken, though I was old enough to remember most of it. The slavers entered my quah’s territory in the Cinderlands. They raided our village and carried away many of our young including myself. Over the years, we were sold off to different masters or died in captivity. I… I haven’t seen any of the others in many years. My former master decided he wanted to trade me in for a younger slave. That’s how I ended up at the auction.

“As for slavers in general… I am ignorant of most of their ways. They are careful to avoid discussing the trade in the presence of their slaves. I do know that auctions are relatively rare in Kaer Maga. This is only the second time I’ve been sold here, with many years in between. I think some in the city look down on the trade, though I haven’t had the pleasure of personally meeting any till now.”

At Zamanda’s questions, Belor says, “I do not think so. They received payment for me, so they should be satisfied. I do not bear the collar any longer, so they also cannot claim I ran away. My tribe is the Skoan-Quah. They are not as fearsome as some of the others, which made us easy targets for the slavers. I do not know if any of them will recognize me, but they will not be able to deny that I am Shoanti. Though they were distrustful of tshamek when last I was with them, I believe they will grant you an audience if I am with you.

“I do not know of one named Thousand Bones, but that does not mean he isn’t among my quah. Shoanti names change from time to time as we age and accomplish certain things. A name like that likely signifies he is very old. It is certainly an appropriate name for a member of our tribe, for we are the keepers of the dead for all the quahs.”

After Kalem hands him the dagger, he says, “Thank you. I have no intention of being a slave again.”

Bashiel doesn’t see anything amiss in the inn. There are only a couple other patrons in the common area along with the barkeeper and barmaid. It’s hard to say what’s happening outside the inn’s thick walls.

I assume this is an inn in the Highside Stacks? Did you go to one of the ones the street urchin suggested, or a random one?


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Maps | Info | Bashiel's Loot Table

If you ask the auctioneer, he’ll tell you that the collar around the man’s neck denotes that he is a slave. Even when unschackled and unmanacled, a slave’s collar stays on. Removing the collar signifies that someone is no longer a slave.

The Shoanti man, who appears to be in his forties or fifties, takes the rations but just holds them in his manacled hands. He doesn’t seem to know what Kalem wants him to do with them.

Not seeming to fully understand Kalem’s words either, the man briefly looks up before looking back down and saying in broken common, “What want? Feed you?”

Zamanda finds a clothing stall nearby, several actually, and purchases an outfit for a couple silvers. She rejoins the rest of the group without issue.


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Maps | Info | Bashiel's Loot Table

You pass through the wide main thoroughfare of the Warren without issue. Whatever ancient calamity shattered the city’s northwestern wall provided a clear path for people to easily enter the otherwise completely walled city. The Warren seems to be one of Kaer Maga’s poorest districts as you see numerous beggars along the main street as you pass through. The district vaguely reminds you of Pilts’s former territory in Old Korvosa.

From the Warren, you pass into the city’s Core and make your way to the Downmarket district. It seems most of the people entering the city made their way here as well as the streets are packed with people of all shapes and sizes and races. The crowded stalls and wagons house a plethora of goods for sale. The selection of goods is even greater than the diversity of the people in the streets.

Most of the structures here are transient - carts, tents, wagons, and awnings. On one particular street corner, a large block of stone houses what appears to be an auction, an auction of people. An auctioneer stands to one side overseeing the operation, while shackled and manacled slaves in various states of health stand to one side, waiting to be sold.

Bashiel is certain that there is quite a bit of danger as he looks around, spotting at least a couple pickpockets in his brief observation. The thieves dart away from their victims and disappear into the seething masses before anyone has a chance to catch them. Bashiel’s gaze seems to deter would-be pickpockets from nearing the group, at least for now.

When Bashiel inquires about inns, most of Downmarket’s denizens ignore him, deeming him unworthy of their time. He’s not selling anything, so they’re not interested. However, after some effort, Bashiel manages to hold the attention of a young street urchin.

The young lad has matted hair and is dressed in a ripped shirt, shorts, and sandals. He fidgets back and forth as Bashiel speaks to him. As the paladin asks about inns, the boy says, “Lots of inns, none in the Downs, though. You’re looking for Hospice. Or if you’re snooty, the Stacks. Lots of nice inns in Hospice, though. There’s The Sorry Excuse - be sure to tell Harmon I sent you if you go. There’s also the Canary House if you have a pretty penny.

“There’s The Strapping Lad, but those two couldn’t go,” the boy say, pointing at Ilsa and Zamanda. Shrugging, he finishes, “Bloodbrothers is my personal recommendation, know a couple folks who work there. But I don’t know if you’re up for it. Rough and tumble sorta place.”

As for shops, the boy says, “Too many to name. A lot don’t have names. You’ll have to be more pacific.”

The young lad seems to be getting antsy, his desire to talk apparently waning.


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Maps | Info | Bashiel's Loot Table

Sorry again for the delay guys. That’s on me.

GM Roll(s):

1d9 ⇒ 4
1d8 ⇒ 6
1d7 ⇒ 3
1d6 ⇒ 2
1d5 ⇒ 4

1d10 ⇒ 4
1d6 ⇒ 4
1d10 ⇒ 9
1d6 ⇒ 5
1d10 ⇒ 2
1d6 ⇒ 3
1d10 ⇒ 2
1d6 ⇒ 6
1d10 ⇒ 7
1d6 ⇒ 6
1d10 ⇒ 7
1d6 ⇒ 3
1d10 ⇒ 5
1d6 ⇒ 2
1d10 ⇒ 5
1d6 ⇒ 2
1d10 ⇒ 3
1d6 ⇒ 5

Once the carriage is loaded and ready, Vencarlo, Neolandus, Bashiel’s family, Amin, and Jasan and his family all come out to see you off.

Vencarlo speaks for those sending you off, saying, “The Shoanti are a dangerous people, but they could also prove to be some of our greatest allies against the queen. It’s up to you to sway them to our cause. You must get all the tribes to trust you. Only then can you hope to learn what they know of the Midnight’s Teeth and Kazavon.

“The queen’s power only grows with each passing day, so I implore you to act with urgency. Do not squander opportunities with the Shoanti by dillydallying.”

Stepping back to wave alongside the others bidding you goodbye, Vencarlo concludes, “Good luck and farewell. May our next meeting hail a brighter future for Korvosa.”

With that, the small crowd assembled join in saying goodbye, waving as you depart in the carriage till you lose sight of them going down a hill. As they disappear, you also lose sight of everyone and everything you’ve known in the recent past. You’re entering uncharted territory. The Cinderlands and the Shoanti await.

-----

The red carriage moves along at a brisk pace, Zamanda’s magical horses pulling it at a steady rate. The wind passes by Kalem on both sides from his position outside the carriage. His face quickly becomes cold, though it doesn’t seem to bother the tiefling.

While the outside might be modest, inside the carriage, the rest of you sit in comfort, Zamanda’s magic having made an exquisite seating area. The countryside you can see through the carriage’s windows looks much the same as time passes. The plains outside of Korvosa stretch for many miles.

A couple hours after your departure from Harse, Ilsa gets the irresistible urge to pull out Zellara’s harrow deck. It seems the fortune teller’s spirit has another message to impart.

Once the deck is out in the open, a mist trails out before forming into the familiar form of Zellara’s spirit. The fortune teller offers you a warm smile.

After Kalem comes in from outside, Zellara says, “Greetings to you once again. I have been following your progress closely. Korvosa is better off without the Arkonas, though the fate of Old Korvosa remains uncertain.

“It is time for the fourth harrowing - a new fortune for a new phase in your efforts to free Korvosa of the crimson curse.”

Not bothering with a further explanation this time around, Zellara launches straight into the choosing, drawing the appropriate cards effortlessly before stretching them out towards each of you to draw one card apiece.

The Choosing:

Bashiel draws The Cyclone. Zellara stares at the card for a moment before saying, “Chaos swirls in your life. It threatens to overwhelm you if you are not careful. Even for one such as yourself, chaos can be a tool, for good or for ill. It’s up to you to stand tall in the hurricane.”
Ilsa draws The Keep. Zellara says, “Your mind is a fortress, one that you must guard zealously. Evils and fears threaten to overwhelm your defenses, but you must buttress yourself against such things. Though shadows may dance, it is up to you to see that they do not become more than that.”
Kalem draws The Big Sky. Zellara smiles at Kalem and says, “The world has opened up before you. There are many opportunities before you. Opportunities that exist because you are no longer shackled to your former ways. Such chances are not given to everyone and such chances do not last forever. Make the most of the sun before it’s covered by the clouds.”
Malen draws The Beating. Zellara’s smile turns into a frown as she says, “Foes seek to surround you on all sides. They desire to bury you. When such enemies appear, you must not face them alone lest you be overcome by the fangs.”
Zellara seems somewhat surprised by her last statement, but she shakes her head and continues.
Zamanda draws The Paladin. Zellara glances over at Bashiel before looking back at Zamanda and saying, “A paladin stands fast in the middle of adversity, so must you in the trials to come. Though codes and rules may not be your strong suit, discipline will serve you well in the days to come. Do not rely on cunning alone.”

With the choosing complete, Zellara shuffles your cards back into the deck before drawing forth nine more for the Spread.

The Spread:

Zellara flips over the top left card to reveal The Wanderer. She says, “Some of you wandered in the past, but now you have come together. Let your shared purpose keep you from wandering again.”
She turns over the middle left card to reveal The Lost. Zellara speaks quietly as she says, “Many were lost to blood veil. It is up to you to honor their memories and ensure that Korvosa has a bright future. Do not let their deaths go unanswered.”
The bottom left card is shown to be The Brass Dwarf. She says, “Korvosa once seemed immune to suffering. It was a prosperous city. A hopeful city. That invulnerability is firmly in its past.”
In the middle column, Zellara reveals the topmost card to be The Marriage. Zellara nods and says, “Marriage refers not just to the union between lovers, but to the bond shared between those with common ideals. Your group is united in a common goal. Let that motivate you.”
Zellara flips the middle card to reveal The Unicorn. The fortune teller says, “There is a triumph in your future. Not the ultimate triumph, as that is still uncertain, but a victory nonetheless. Take comfort in the small things.”
The bottom middle card is flipped to reveal The Desert. Zellara says, “Though an actual desert lies in your future, you currently face a metaphorical one. You find yourselves on a bleak journey. Do not let yourselves become parched.”
Zellara next reveals the card on the top right. It is The Peacock. She explains, “The Peacock represents sudden change. Sudden change for yourselves? For Korvosa? For someone else? Change will come. It is up to you to adapt.”
The middle right card is flipped to show The Eclipse. Zellara says, “This card is partially misaligned. Korvosa’s darkest times may still lie ahead. And yet… is it a lunar or solar eclipse? There is still time to change Korvosa’s fate.”
Zellara reveals the final card to be The Dance. “This card is fully misaligned. While a dance can sometimes mean staying in harmony with another person or persons, in this case, you must take caution not to keep to the same routine. Acting as you always do is ill-advised.”

Zellara returns the Spread to the rest of her deck, shuffling them quietly for a moment. Then she looks up and makes eye contact with each of you for a few seconds.

Finally, she says, “You have overcome many trials. You have endured much adversity. But I - and all Korvosa - must ask more of you still. Your greatest challenges still lie ahead. I wish you well.”

The fortune teller closes her eyes and fades back into mist before returning to her deck. The cards’ faint glow disappears at the same time as the mists vanish.

Harrow Points:

Your harrow points are now restored (as needed) and returned to a total of 3. You can do the following things with them in this chapter:

Brutal Strike: A PC can spend a Harrow Point to gain a +5 bonus on damage rolls with all melee or natural weapons for the duration of one combat. Alternatively, brutal strike allows the PC to ignore an object’s hardness for 1 round.

Mighty Thews: A PC can spend a Harrow Point to be treated as a creature one size category larger than normal for the purposes of attempting grapple combat maneuver checks, wielding weapons, lifting heavy objects, and determining whether a hungry monster can swallow her whole; this adjustment lasts for one encounter (but no more than 10 minutes).

Strength Rerolls: A PC can spend a Harrow Point to reroll a Strength-based check. She must abide by the new result (although if she has additional Harrow Points remaining, she can use them to attempt additional rerolls).

Harrow Point usages will also be listed under the campaign tab.


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Maps | Info | Bashiel's Loot Table

Hey guys, I apologize for the hold up. I plan to have a post up by sometime later today. Sorry for the delay.


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Maps | Info | Bashiel's Loot Table

Hmm. I definitely thought y’all had met Thousand Bones, but it seems I made it up, or interpolated my reading of the AP with my recollection of the gameplay thread. Snowheart did make reference to a male Shoanti that was being sought, so he may have originally intended to bring in Thousand Bones, but he wasn’t actually introduced. In any case, as Malen mentioned, he is a character in the first book as written. However, since he didn’t come up in our story till now, it’s probably best to go with the assumption that none of you have met him or know him.

With Zamanda’s various recollections, she knows that the Skoan-Quah - the Clan of the Skull - dwell in the easternmost regions of the Cinderlands. The place known as Kallow Mounds is one of their settlements. The Skoan-Quah, like all Shoanti tribes, are a shamanic people, venerating nature and various gods, some commonly known and others quite obscure.

The Skoan-Quah have worked with Korvosa to try to build peace between their peoples, as a result the Skoan-Quah have been increasingly shunned by the other Shoanti. However, Zamanda knows that the Shoanti believe the Skoan-Quah have the closest connection to the land of the dead and guard Shoanti ancestors from evil spirits. As such, the other clans have grudgingly refrained from truly ostracizing the tribe.

Neolandus nods at Zamanda’s assessment of the Kallow Mounds’ location. “Aye. I’ve never personally been there, but it’s apparently a notable settlement of the Shoanti. If you travel east and slightly north of Kaer Maga, you should run into it.”

Bashiel’s ancestors grumble a bit before admitting that they don’t know any more than Zamanda.

I added a map of some of the area to the info slides.


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Maps | Info | Bashiel's Loot Table

Or blood veil, in this case.

Neolandus nods at Bashiel's question and says, "You’ll have to decide for yourselves what your exact approach will be. However, I do have the tribe I would advise you to start with: the Skoan-Quah, the Tribe of the Skull. They’ve been the most open to talks of peace with Korvosa. I know of one old shaman in particular who is level-headed and friendly, a man named Thousand Bones.” Some of you may recall meeting said man way back when…

Continuing, Neolandus says, “One of the last things I did before the Arkonas got a hold of me was try to arrange a midnight meeting with Thousand Bones, but by that time he had already abandoned Korvosa and returned to the Cinderlands. He went to a place known as the Kallow Mounds.

“I suggest you seek him out, find out what he knows about what Midnight’s Teeth actually were - and see if the Shoanti know how to fight against the powers it seems to grant the queen.”

If you haven’t already, you can roll Knowledge (local) to learn more about the different Shoanti tribes. Zamanda, you can roll about the Skoan-Quah specifically, if you want, since Neolandus mentioned them by name.


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Maps | Info | Bashiel's Loot Table

Alrighty. Let’s move things along then.

As for Bashiel’s father, I’m assuming words were exchanged with Neolandus and Vencarlo regarding their location so they could all make their way out of the city simultaneously. As such, you can meet back up with them in Harse as well.

With the palace looted of all totable items, you make your way out of Old Korvosa to see about adjusting Kalem’s weapon. You find one of the few blacksmiths still operating and get the weapon changed for 5k.

As you pass through the city, you notice that things have changed even more in the few days that you’ve been away. Statues of Queen Ileosa have been placed in every major square. The giant statues are each studiously guarded by a set of Gray Maidens. You see patrols of Gray Maidens every few streets as well.

On the bright side, the regular citizens of Korvosa seem to have mostly recovered from blood veil, though the number of citizens is noticeably diminished. Still, most people seem to keep to themselves, windows and doors largely kept shut. The situation isn’t as dire as in the part of of Old Korvosa that Pilts ruled over, but it’s worse than the Arkonas’ Fort Korvosa.

You also stop by Citadel Volshyenek on your way out of town. The situation there is much the same. The Guard is but a shell of its former self. Still, Cressida takes the time to give you a report of the situation. The Gray Maidens have fully taken over the defense of the city. The Guard is still given oversight of the Citadel, but their authority in the city is in name only, Ileosa having essentially stripped it of all relevance, even if the letter of the law says otherwise.

While you were away, multiple Korvosans came forward to the Guard to offer their thanks for the cure you helped develop. Numerous people were saved by your speediness. Zade came by on behalf of himself and Brienna. The two of them crafted delicately embroidered scarves for each member of the group, minus Malen. Cressida gives Malen the scarf she received, deeming him more deserving of it than her. Each scarf is worth 250 gp, 5 scarves total.

Besides Zade and Brienna, a plethora of other citizens came forward to offer their thanks. They offered coins at the same time, totaling 5,000 gp.

Cressida also takes this brief reunion as an opportunity to finally and officially deputize each of you as members of the Korvosan Guard (should you agree to such an honor). Such a status also comes with the benefit of 2,500 gp each. Cressida explains that the gold is leftover from selling the armor and weapons of deserters or those who joined the Gray Maidens.

Perhaps most surprising of all, Cressida hands you each a writ from the city worth 5,000 gp each. The writs are redeemable anywhere in Korvosa. Cressida explains that your efforts had such an impact that Queen Ileosa had no choice but to publicly acknowledge your work. She praised your heroism and efforts before the citizens of Korvosa in attendance for her short speech. This might also explain why you weren’t accosted by any Gray Maidens during your journey to the Citadel. If there was any doubt, Kroft assures you that the queen’s approval of your actions is only a facade.

Queen Ileosa’s recognition of your work also gives you a permanent +2 bonus on all Bluff, Diplomacy, and Intimidate checks against Korvosan citizens. I’ll note this under the campaign tab as well.

Cressida also reports that Pel and the other Caydenites have been quite busy. They acted as couriers for distributing the blood veil cure to various churches across Korvosa. They’ve also apparently started gathering dissidents who’ve been particularly vocal in opposition of the queen. It seems Pel and company have been moving them to an undisclosed location in the Gray District.

When Cressida learns that you’re planning to leave the city, at least for a time, she offers you a few more items to help stay in touch, if necessary. She gives you a wand of Sending with 10 charges and two scrolls of Dream. She also gives you four scrolls of Teleport should you feel the need to quickly return to Korvosa.

As you leave, Cressida bids you farewell and good luck. She mentions that there’s a good chance the Guard will be disbanded or no longer control Citadel Volshyenek when you next visit Korvosa. If that’s the case, she suggests you seek out Keppira d’Bear, the high priestess of Pharasma, in the Gray District who should be able to put you in contact with her.

If any of you want to make purchases in Korvosa with your writs or the other wealth you’ve accumulated, I’m assuming you have time to do so at this point. Such purchases can be specified once loot and gold totals are sorted, of course.

With your business in Korvosa concluded for now, you take your leave of the city. It’s in a much worse state that the last time you left. And yet, a small fire has also been kindled. Neolandus has been found and rescued. The forces moving against the queen have not been quelled. Though Korvosa may currently be shrouded in darkness, you’ve taken the first steps towards piercing the veil.

Congratulations everyone for officially finishing book 3 of the AP! Halfway there! :)

-----

You head north out of the city towards Harse. The road is quiet and peaceful, especially compared to the madness that was Korvosa.

Two days since leaving the Arkona estate, you arrive at Harse shortly before sunset. Walking along the main and only thoroughfare in the small town, Vencarlo himself approaches you with a smile. He’s been waiting for you.

He escorts you north and about five minutes out of town to what he says is Blackbird Ranch, a moderately sized horse ranch that sits comfortably in the cleft of two low hills topped with small copses of fir trees. Vencarlo explains that his old adventuring buddy, Jasan Adriel, lives here with his wife, three sons, and two daughters. They’ve been sheltering Trinia since you got her out of the city and recently began sheltering others as well.

Jasan himself greets you as you reach the ranch, exiting his home with a wide smile almost as wide as his chest. His long brown hair and beard shake as he laughs upon seeing you.

“I guess you win this time, Ven,” he says to Vencarlo before addressing you. “Welcome! Welcome! Any friend of Venny’s is a friend of mine. I’m Jasan Adriel, the patriarch of this ranch and your host, at least for this evening. Please, come in!”

Jasan doesn’t take no for an answer and quickly ushers you inside. Amongst the various members of his own family, Bashiel spots his own. His mother, father, sister, and brother are all here. Amin is here as well. Some older, but still familiar (to most of you) faces are also present: Trinia and Quinlan. All of them greet you with smiles and hugs, glad to see you again.

Not joining in the festivities is Neolandus at the far side of the room. The former seneschal leans against the wall with his arms crossed. His expression is grim. Joy apparently has no place in whatever he’s thinking about.

Jasan and his family serve you supper and there’s plenty to go around. Afterwards, Jasan ushers you, along with Vencarlo and Neolandus, into his basement so you can discuss sensitive matters without worrying the rancher’s family.

In the privacy of the basement, Neolandus finally reveals all that he knows.

When Neolandus confronted Queen Ileosa about Eodred II’s death, her response was to send Red Mantis assassins after him - proof enough of guilt to Neolandus. Through a combination of luck and knowledge of the castle’s layout, Neolandus escaped and went into hiding with his friend Salvator Scream in Old Korvosa.

After he recovered from the attack but before Salvator handed him over to the Arkonas, Neolandus spent much of his time conducting clandestine interviews, poring through records in Endrin Academy, and piecing together rumors to try to determine what caused Queen Ileosa’s sudden personality change from a petulant queen to a scheming tyrant.

Neolandus knew that Queen Ileosa had been “borrowing” the treasury key to look through Korvosa’s treasures. Neolandus was also familiar with several old and obscure legends about the rooms below Castle Korvosa - chambers, it was whispered, used to hide something of great power or terrible evil. He’s heard mention of something called “Midnight’s Teeth,” believed to be a sacred relic of great import to the Shoanti. Circumstantial evidence indicates that the Shoanti kept these teeth somewhere inside the pyramid that now serves as Castle Korvosa’s foundation.

Further research uncovered a chilling old legend. Several hundred years ago, a blue dragon agent of Zon-Kuthon named Kazavon brought the orcs of the Hold of Belkzen to their knees before attacking Ustalav and Lastwall, until he was finally defeated and his remains scattered. According to the legend, some of his body parts, including his fangs, contained fragments of the dragon’s essence.

Neolandus suspects that Midnight’s Teeth and Kazavon’s fangs are one and the same. The descriptions of the queen’s new crown sounds to Neolandus as if she now wears the teeth on her brow, the implications of which trouble him greatly.

Hard facts about Midnight’s Teeth remain sparse, since Korvosa’s founders didn’t think it important to preserve much in the way of Shoanti culture. Yet the Shoanti have very strong oral traditions, and if anyone knows the truth behind Midnight’s Teeth, that truth is doubtless hidden among their historians up in the Cinderlands.

Once Neolandus finishes explaining all that he knows, Vencarlo bluntly (but with a twinkle in his eye) asks you, “Are you ready to leave for the Cinderlands in the morning?”


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Maps | Info | Bashiel's Loot Table

Reading along while y'all formulate a plan. :)


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Maps | Info | Bashiel's Loot Table

Zamanda, from what you've read so far, most of the documents are payable directly to Glorio, so they would be difficult to claim, barring an elaborate disguise. Even so, the individual letters and documents do not amount to much wealth. It's only when added up that the wealth becomes great.

Most of the documents would primarily serve as evidence of corruption. If Glorio/Bahor was still alive, these documents would undoubtedly destroy his reputation and ruin the Arkona name for centuries to come.

The letters of servitude are primarily debts or favors that Glorio could call in when he needed them. Most of those pertain to members of the Cerulean Society. From what you've read, it seems as though most - if not all - members of the city's thieves' guild owed some kind of debt or favor to Glorio. None of the documents you've read indicate anyone was an actual slave to the Arkonas (or anyone else).


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Maps | Info | Bashiel's Loot Table

You're welcome, Kalem! :)

Yes, that's fine, Bashiel.

Bashiel carefully searches the room, but doesn't find anything besides the iron chest and the bundle next to it.

After bringing out the documents from within the chest, it takes you a couple hours to get even a basic grasp on what you've found. Many of the documents consist of oaths of loyalty, debt, and servitude that show just how vast the Arkonas' influence over Korvosa's crime scene actually was. The Arkonas have effectively spread their wealth across dozens, if not hundreds, of different treasuries throughout the city. What you managed to plunder is but a tiny fraction of the Arkonas' total wealth.

From what you've read so far, it seems that the entire roster of the city's thieves' guild, the Cerulean Society, may have been in the Arkonas' pocket. You find the most recent bit of correspondence between Glorio and Guildmaster Boule.

Glorio commanded Boule to have the Cerulean Society "bottle up" during the quarantine, and let things unfold as they may so that citizens will be "properly desperate" when the Arkonas decide to make their move with "the fool seneschal" to usurp the queen and gain control over the entire metropolis. The letter closes with a promise from Glorio to bequeath all of Old Korvosa to the Cerulean Society to do with as they see fit.


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Maps | Info | Bashiel's Loot Table

Ilsa Will Save: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 6d6 ⇒ (4, 4, 4, 6, 2, 3) = 23

Ilsa avoids the worst of Forbiddance, but still takes a fair bit of damage when passing through the barrier. 23 damage to Ilsa.

Took me a bit, but I found the post where I mentioned the price, so 5k to change it.

Side note: I enjoyed skimming over some of our older posts. Nice nostalgia trip.


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Maps | Info | Bashiel's Loot Table

Between Zamanda’s blunt arrows and Malen’s channels, I’m satisfied that you would be able to dispatch the undead with minimal injuries, so we can go ahead and move forward.

Malen is lowered into the middle of the room with the rajambari. They remain motionless even as he passes by to reach the center of the room. His channels tear at the rajambari’s undead essence, destroying two outright. The third is cut down by a couple well-placed blunt arrows from Zamanda.

As you make your way out of the labyrinth, Vencarlo spots the boat moored to the underground dock. He looks to the group and says, “If there’s a boat here, there must be a way out, yes? I would rather avoid exposing Neolandus to anymore danger than necessary. If you plan to continue upstairs, I won’t stop you. But if so, this is where we must part ways.”

The swordmaster looks at Neolandus who nods and says, “My friend is correct. We need to be out of the city posthaste. This seems like the quickest way to facilitate that. I will be forever grateful for your assistance in freeing Vencarlo and myself.”

If any of you are planning on leaving with Vencarlo and Neolandus, now’s the time to mention it. Otherwise, I’m assume you continue the rest of the way back up to the mansion.


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Maps | Info | Bashiel's Loot Table

Good thought, though. And that meme never gets old. :)


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Maps | Info | Bashiel's Loot Table

That works fine, Zamanda. So you'll unlock his manacles one round (which you'll succeed at doing) and move the next round (before combat starts)?


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

Don't think Zan would think of this in-character, but the gem doesn't have to be magical, just unique, for the captain to track us. If it's unique, she could just use Locate Object or something similar. Still good to check if she has a more direct method through the gem, though. Don't want her listening in on our conversations.

Wondering what the slaver could want with the group, Zan comments, "Is there something... special... about us that makes her want us? Or was she contracted by someone to take us?"

Addressing the man, Zan says, "We need to know everything you do. Please leave nothing out."


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Maps | Info | Bashiel's Loot Table

Gobsmacked. Such a good word.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

Zandomir nods at Zarine's suggestion. He's not exactly thrilled about meeting with one of Hanspur's followers, but the man mentioned red sails and Zan's not about to pass up a possible opportunity to learn more about their foes.

The warpriest considers saying something in support of Zarine's proposal, but his mind goes blank at the last moment. He has to bite his tongue to keep from saying anything stupid.

Diplomacy (aid another): 1d20 - 1 ⇒ (4) - 1 = 3


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

"Let's sink the dinghy before we go, in case anymore of Hanspur's followers are in the area. Don't want anyone trying to use such a decrepit vessel, for better or for worse."

I vote for sinking the dinghy then going to Riverton.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

Zandomir shakes his head sadly as he comes to the conclusion that the man is beyond saving. When Zarine fires a shot at the man, Zandomir - rather than chastise her as she might expect - fires a shot of his own.

Longbow Attack 1 (w/Durable Cold Iron Arrow): 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Damage: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10 (Point-Blank)

The above is assuming the man actually escaped from Lizzie. If not, then Zan would talk things over with his companions before deciding the man's fate.


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Maps | Info | Bashiel's Loot Table

GM Roll(s):

1d20 + 11 ⇒ (8) + 11 = 19

Well, it was worth a try, Bashiel. Thanks for the reminder!

Your current damage taken will be reflected in the current status, Kalem. You only take self-damage if you land your attack.

Zamanda tumbles over to Neolandus, or she tries to at least. The six-armed woman stabs at Zamanda with her spear. The creature’s spear digs into Zamanda’s side, but doesn’t prevent her from moving the rest of the way to the seneschal’s side. Six-armed Woman AoO: 1d20 + 19 - 3 + 1 ⇒ (17) + 19 - 3 + 1 = 34 Damage: 1d8 + 9 ⇒ (8) + 9 = 17

She examines him and whatever restraints are present, and if possible (like if the examination only takes a glance), she begins to free him. Zamanda’s able to determine that the torture table is a different make and model than the one Ramoska used. As such, it’s a simple matter for the bard to begin removing the straps restraining Neolandus. However, the process is still going to take more than a few seconds.

Ilsa's magic had not been working--not at all. Three times it had failed against the previous rakshasa, and here it had failed again.
Ilsa could feel fear welling up again inside her, reminding her of her inadequacy and weakness. She was no warrior.

She runs up behind the creature as her companions attack it, but as if to emphasize her own weakness, her blow is clumsy and misses badly.

Kalem, even as Bashiel launched into his attack, went into his own rage. Between the two of them, he couldn’t imagine anyone being left standing. Kalem’s first two blows land, injuring the woman further but not killing her. He injures himself some in the process.

Bashiel weathers the assault, parrying key blows and letting his angelic warding turn aside the others. When he sees a gap in the tumult of blades and fists, he thrusts his rapier through to the creature's torso. Then, seizing upon the turn in the fight's momentum, he jabs in twice more! His first two are all that were needed however as all six of the woman’s arms go limp as his second stab pierces clean through her. This foe has been vanquished.

Malen retrieved one of the wands he now possessed, calling upon its enchantment before tapping Bashiel with it, curing a goodly portion of the damage the creature had inflicted upon him.Bashiel hasn’t actually taken any damage from the creature in light of his last post, but he still had some missing health from before the fight started.

Current Status:


Six-armed Woman (dead)
Zamanda (-17 hp)
Ilsa (6 images)
Kalem (-11 hp)
Bashiel
Malen

Combat over! Nice work!

-----

Zamanda is able to finish removing Neolandus’s restraints, allowing the seneschal to stand up on wobbly legs. He looks at each of you in turn before saying, “Thank you for saving me. I don’t know who you are, but you have my gratitude.”

He squints at Zamanda and says, “I don’t know who this Neolandus fellow is either, but my name is Velak. I was a thief that the Arkonas captured. I had no idea that they would subject me to this kind of torture.”

The man pauses for a moment before adding, “Not to seem ungrateful, but I have a friend who was also taken to this place. I must find him before we leave.”

DC 19 Sense Motive:
You recognize that the man is lying about his identity, but he definitely has a friend he wants rescued before he leaves the Labyrinth.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

Not sure Zandomir will be comfortable taking Eniraz anyway till she's cured. We might not know about the sleeping and will save thing, but I think we would at least want to leave her tied up while we resupply at the next town. I'm guessing at some point during that time she'll get tired enough to fall asleep. Maybe we can see what happens at that point.

And, practically speaking, I don't think we can trust Eniraz not to betray us in the Dreamlands after we've tied her up in the waking world. Certainly seems like the sort of thing that would build mistrust. And Elysium forbid Eniraz sees another one of those horse things while we're there...


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Halfling Court Bard 7 | HP 52/52 | AC 21, T 16, FF 18 | CMD 17 | F +6, R +11, W +9* | Init +3 | Perc +10
Resources:
BP 20/21 Rounds, Spells - 1st: 6/6, 2nd: 4/4, 3rd: 2/2

Absolutely, Doritan. You can assume Maya cast it on you just before you went inside.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

Zandomir sighs as the group's effort to restore Zarine's sanity seems to fail for the moment.

When Zarine/Eniraz steps outside, Zandomir says to the rest of the group, "Till we can get Zarine to willingly submit to the spell, we need to tie her up. For her own good and for ours. And for the good of any horses we happen upon. I don't see any way around it."

Not sure what checks will be needed to tie up Zarine (if everyone else agrees to it), but until she sleeps and we get back 'our' Zarine, I think we have to.


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Maps | Info | Bashiel's Loot Table

The only additional detail everyone notices upon closer inspection is that there are clearly multiple sets of footprints coming and going from the room. It seems at least one or more others besides the rakshasa you just fought have been to this place before.

To the passage to the east, then?

Also, all your buffs that had minutes per level durations have ended at this point.

P.S. You can level up to 10. ;)
New spells, abilities, etc. will be available immediately but spent resources and missing health will still remain.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

As the fight ends, Zandomir falls to his knees and moans, "Nooooo. I should have been closer. Shouldn't have let her lead the way. She always seemed drawn to danger, but it never got the best of her. I guess I had convinced myself it never would. But now..."

Zandomir slaps himself. This is the Dreamlands. Zarine was likely just fine back on Golarion. But he has to be sure.

"I have to go back," Zan says to the others. "I have to make sure Zarine is okay. If you want to stay, I understand, but I have to go back."

Not completely losing his wits, Zandomir using some of Desna's divine gift to heal his companions' wounds before attempting the journey back.

Channel Positive Energy x4: 8d6 ⇒ (3, 6, 6, 5, 4, 5, 2, 2) = 33

Then Zandomir closes his eyes and concentrates on returning to Golarion.

Concentration Checks:

Concentration Check: 1d20 + 10 ⇒ (13) + 10 = 23
Concentration Check: 1d20 + 10 ⇒ (13) + 10 = 23
Concentration Check: 1d20 + 10 ⇒ (14) + 10 = 24
Concentration Check: 1d20 + 10 ⇒ (13) + 10 = 23
Concentration Check: 1d20 + 10 ⇒ (13) + 10 = 23
Concentration Check: 1d20 + 10 ⇒ (6) + 10 = 16
Concentration Check: 1d20 + 10 ⇒ (6) + 10 = 16
Concentration Check: 1d20 + 10 ⇒ (4) + 10 = 14
Concentration Check: 1d20 + 10 ⇒ (15) + 10 = 25

It takes Zandomir several seconds to calm his breathing enough to focus on the task of waking up. Finally, it works.

As soon as he awakens on Golarion, Zandomir frantically searches for Zarine.

Perception: 1d20 + 16 ⇒ (17) + 16 = 33


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Maps | Info | Loot | Talia's Journal

Erandlon & the Mantis:

Talia finds herself once again in the Jungle Runners’ outpost. Erandlon stares at Asheda from one of the doors leading to the back of the building. Asheda is studying a map, her face scrunched up in concentration.

Erandlon leave the front room, closing the door behind him. The rooms he’s in now appears to be a storage area. Crates of various shapes and sizes line the walls and shelves are filled with books and maps. A cabinet on one side is filled with flasks.

The half-elf moves over to one small crate and opens it. He removes what is apparently a false wooden bottom to reveal a wand. He picks it up and uses it to cast a spell.

In Talia’s mind, she hears The Pact was here. I’m compromised. Please advise next steps.

A few moments pass before a reply comes, from a familiar, female voice - the Blood Mistress. Maintain your current status. We’ll send reinforcements for your next meeting. Proceed as scheduled.

Erandlon returns the wand to the bottom of the crate, replaces the false bottom, and closes the crate’s lid. He stares at the lid for at least a couple minutes before standing to his feet. A thin trail of blood rolls down one side of his lips.

As he wipes it away, Talia notices that the blood came from Erandlon’s lower lip. The half-elf had been biting it so hard that he drew blood. Then the vision fades.

Firesinger’s Response:

Talia finds herself at least one-hundred feet up on a rope bridge suspended between two trees. A female goblin walks across the bridge as it gently sways back and forth. The goblin is dressed in colorful attire, not entirely unlike the Thunderscale kobolds. However, her clothes are painted in bright red. If Talia didn’t know better, she would suspect the paint was actually blood.

The goblin finishes crossing the bridge and enters a large hut, perhaps the largest one in what looks like a sea of huts. Inside, Talia sees that the hut completely surrounds a large tree trunk. Cut branches, leaves, and bark form the hut’s roof.

The goblin moves to the center of the hut and sits in a seat with her back to the trunk. It probably wouldn’t be correct to call the chair fancy, but it’s certainly a large step up from the other chairs and benches in the room.

A muscular male goblin bursts into the hut after a few minutes and rushes up to the female goblin. He takes a knee and speaks in Goblin, though Talia can understand him thanks to her vision.

“Firesinger, the Egg Suckers have been attacked. It seems Gawg and his second-in-command were both killed.”

Firesinger’s only immediate response is to conjure a small flame in one hand. She stares at the fire, the flames dancing in her eyes.

She balls her fist, extinguishing the flame, before saying, “Double patrols in the city. Make sure the other tribes are informed of this. They are to maintain their current territories. If or when I deem it appropriate, the Egg Suckers’ former territory will be apportioned as I see fit.”

The male goblin nods in reply and says, “Anything else?”

Firesinger conjures the flame in her hand once more, staring at it as she replies, “Send word to the Mantis of this development. I’m sure they already know of it, but it will be good for them to also hear about it from us. Tell them Ganda-Uj is threatened. Perhaps that will motivate them to do something.”

The male goblin moves to leave when Firesinger says, “Oh, and Murch? Don’t die. I would be very annoyed if I have to find a replacement again.”

The goblin Murch gives a quick nod before hurriedly making his way out of the hut. Firesinger is still staring at her conjured flame when Talia’s vision fades.

Captains & Red Mantis:

Talia tries to use her spell to see the meeting or event where the three captains receive orders, but no vision is forthcoming.

Cult of Norgorber:

Talia tries to see a vision of the cult of Norgorber practising, but nothing happens.


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Maps | Info | Bashiel's Loot Table

Thanks, Malen!

Well, keep in mind that you could have, theoretically, gotten a lot more detailed info had Scream survived.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

Probably should go to Lizzie, I would think, or maybe Momijii.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

"I suppose we can add the blue cat at the end of the list, just in case," Zan says. "One feline is enough for me, if we can help it."


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Maps | Info | Bashiel's Loot Table

That's the end (of the portion at the top where you currently are). The bridges (or a jump, I suppose) are the only ways forward besides the way you came.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

Zandomir scratches his neck nervously at Zarine's words. He tries not to look the prince in the eyes lest he give away the ruse. He also has to bite his tongue to keep from groaning at Zarine's latest gambit. It could work. It could also fail spectacularly. The die has been cast, they just have to wait and see how it lands.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

Perception: 1d20 + 16 ⇒ (2) + 16 = 18
Sense Motive: 1d20 + 12 ⇒ (14) + 12 = 26

Zandomir notes the red head's appearance and demeanor towards the group, but otherwise stays silent. While he fancies himself a competent enough speaker for normal conversations, a sensitive situation like this likely requires a speaker capable of weaving honeyed words.


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Maps | Info | Bashiel's Loot Table

Zamanda, yes, you would have gotten your weapons back. The thugs who were guarding them would flee upon learning Pilts was dead, so they would be easy to recover.


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Maps | Info | Loot | Talia's Journal

Back from Canada, so regularly scheduled updates should resume.

Got to see the CN Tower at Talivar's recommendation. It was fantastic. I also acquired an abiding love for Tim Hortons, so there's that.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

Zandomir stays close to Zarine, climbing up the ladder right after her. He whispers hurriedly, "I highly doubt this woman is still alive from what I saw. If she is, it may be difficult to find her as she is likely entangled in webbing." One of those rare times Deathwatch might actually be helpful.


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Maps | Info | Bashiel's Loot Table

Thank you, Ilsa! We're going to finish this AP, if I have anything to say about it. :)

I'm fine if y'all want to start with just a few questions (or just one), then ask follow-up and/or clarifying questions. Just keep in mind that follow-up and clarifying questions still count toward your total of 6.

Also, I forgot to mention it in my last post, so:

Zamanda's Burning Hands melt the dismantled parts of the Tall Knife. The deformed pieces that remain will never again be used for beheading.


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Maps | Info | Bashiel's Loot Table

About to hit the hay before I skedaddle tomorrow, so wanted to go ahead and get one more post in.

Laori nods at Zamanda’s request. “Sure. I’m going to be doing that eventually myself.”

When Malen mentions preparing a spell, Laori shakes her head. “No need. I’ve already got one I prepared this morning. I suspect mine is a bit more powerful anyway,” she says with a smile.

“His head will complete my collection, as I said, but more importantly it’ll give me a chance to ask him about the inspiration for his paintings. I’ve heard great things about some of them, so if I can get any insight into what prompted him to make them, this whole fiasco might just work out okay.”

Laori will cast speak with dead when you’re ready. You’ll have 6 questions. Since she’ll have access to Scream’s head after you part ways (assuming everyone is okay with that), she’ll let you ask all the questions.

-----

So you can go ahead and divvy up loot in case I’m unavailable, I’ll identify the magical items this time. There’s nothing cursed, so no need to hide things. Safety not guaranteed in the future. :)

Loot:

Thugs (including the two from earlier):
Masterwork Longsword x6
Throwing axe x30
Masterwork Studded Leather x6
Masterwork Heavy Wooden Shield x6

Jabbyr (remember that gear is small-sized):
+1 greataxe
+1 Leather armor
Amulet of Natural Armor +1
Belt of Giant Strength +2

Pilts:
Potion of Barkskin +4
Rod of Wonder
+1 Glamered Chain Shirt
Masterwork light crossbow with 10 bolts
Masterwork war razor
Cloak of Resistance +2
Headband of Alluring Charisma +2
300 gp

Also, you just reached level 9! Feel free to take the weekend (or longer, if needed) to level up. New spells, abilities, etc. will be available after you rest.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

Zandomir, in a matter of seconds, becomes completely and thoroughly convinced that there's something very, very wrong with this place. This Ball, this city, the Viscount, all of it. It's all wrong.

As quickly as he can, Zan makes his way to the other members of the group and whispers, "There's something very wrong with this place. Some thing grabbed one of the attendees only a couple minutes ago. The rest of the guests are trying to act like nothing happened. I don't think it's safe to be here and I suspect the Viscount is not the nobleman he claims to be. We need to stay together and we may want to leave and... visit... the Viscount when he's not holding court."

Zan pauses when he goes to give the same message to Zarine, seeing her addressing the Viscount. He doesn't like her talking to the man alone. Not one bit. But if Zan interrupts now, she might lose any chance she has of gaining information from the Viscount, so the half-elf keeps his distance for the moment.

While he waits for Zarine's conversation to unfold, Zandomir studies the Viscount, taking in all his features.

If possible, Zandomir would like to take 20 on Perception to inspect the count for a 36. Zan doesn't think the Viscount is up to any good and he's starting to suspect the man isn't even human.


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Maps | Info | Bashiel's Loot Table

Your fear immunity strikes again, Bashiel.
Thank you for updating green’s position, Zamanda!
The platform with the Tall Knife is 5 ft higher than the rest of the canopied area. The arena is five feet lower than the canopied area (and 10 ft lower than the Tall Knife’s platform). Malen and Kalem would probably be slightly obscured from your current position, but you would be able to fully see pretty much everyone else.

Ilsa, still invisible, imagines a number of mirror images around her.

Silently, she takes up position to flank with Kalem.

Kalem, injured, angry, and tired of the emperor’s antics, ran at the man with hasted speed. His flaming Scythe whirled cut through the air...and into the spell caster. Or he would have, but instead he destroys one of Pilts’s images.
Mirror Image (1 hits real): 1d5 ⇒ 5

Zamanda continues to sing as she tumbles across the rope bridge. She manages to avoid getting a swipe from the green thug.

Malen, as the field thinned in front of him, stepped out from beside Bashiel and into the thick of it. Seeing that the Emperor had surrounded himself with magical copies, and Kalem dutifully beginning the process of hacking them apart, the cleric decided to join him instead of helping the paladin with the remaining riff-raff. Eyes following the multiple movements, he lunged forward to try and pop a copy, or better yet stab the original. Malen’s blade can’t connect with the real Pilts, but he manages to destroy another image with his attack. Mirror Image (1 hits real): 1d4 ⇒ 3

Bashiel keeps his position as Kalem and the invisible Ilsa rush off to engage Pilts. He doesn't look in Kalem's direction as the bloodrager delivers his fierce attack, but he feels a surge of confidence - Pilts' stranglehold over Old Korvosa would soon be over, even if they hadn't been able to save Scream. He continues his flurry, striking quickly against yellow, then stepping forward as he falls to pin blue against the wall.

Pilts, clearly demented, laughs as you begin to surround him. He eyes each of you before trying to cast a spell on himself. He manages to do so and suddenly it almost looks like he’s in two places at once… in addition to the two images still surrounding him. Cast Defensively: 1d20 + 15 ⇒ (13) + 15 = 28

“You can’t kill me!” he shouts. “You can’t even touch me. I am the law here. The only law that matters. Old Dock is mine, you hear me? And soon all of Old Korvosa!”

Yellow Thug is dead.

Blue Thug swings at Bashiel again. He misses twice more. Blue Attack 1: 1d20 + 11 ⇒ (19) + 11 = 30Blue Attack 2: 1d20 + 6 ⇒ (2) + 6 = 8

Green Thug, unable to get to Zamanda quick enough to attack, moves over to Bashiel and slashes at him. His sword bounces off the paladin’s armor. Green Attack: 1d20 + 11 ⇒ (16) + 11 = 27

Current Status:

Zamanda
Malen (shaken)
Bashiel (Freedom of movement, 80 mins., Resist Energy (fire), Mesmeric Mirror (not yet activated))
Pilts
Yellow Thug (dead)
Blue Thug (-34 hp)
Green Thug (-61 hp)
Ilsa (Bull’s Strength, shaken)
Kalem (-18 hp, shield, shaken)

Active Effects: Inspire Courage (+2 to saving throws against charm and fear effects (morale) and +2 on attack and weapon damage rolls, competence)
Haste (1 extra attack if making a full attack, +1 to attack/AC/reflex saves, and an extra 30 feet of movement, 5 rounds)
Angelic Bond (All allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +4, 8 mins.)
Bless (+1 morale bonus on attack rolls and on saving throws against fear effects, 8 mins.)

Everyone can act! Bottom of round 4 and top of round 5.


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Maps | Info | Bashiel's Loot Table

Hey everyone, just a heads up that I'll be out of town this weekend (7/5 through 7/8). I'm going to Canada so I expect to still have internet, but there's a good chance I won't be able to post as often as I normally try to. So if I disappear during that time, that's why.


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Maps | Info | Bashiel's Loot Table

Ilsa's untamed powers had made their situation much worse, but she would rot in The Hells of Magnamar before she would let this blowhard ruler win.

Eyeing the thug holding the lever to kill Scream, Ilsa pushes deep into his mind.

"Fall down and worship your true master!" she exclaims, laughter echoing in her mind despite the poor circumstances. The thug grits his teeth and resists Ilsa’s magic, only becoming shaken for a bit.
Green Thug Will Save: 1d20 + 5 - 3 + 3 ⇒ (17) + 5 - 3 + 3 = 22Green Thug Will Save, Nightmare reroll: 1d20 + 5 - 3 + 3 ⇒ (18) + 5 - 3 + 3 = 23

Kalem, with the way barred, held his position and waited for an opportunity to engage. (Delay)

Zamanda, still singing, wonders if the Emperor will really kill the painter. It would be a stupid move, since as soon as he did, she would be free to fireball his enemies without worrying about protecting someone in the middle, but hey, he was crazy, so you never knew.

Now that she is super fast, she tries to leap and tumble past all of the people in her way and get to Scream. She manages to do so, avoiding their attacks in the process, before coming up right next to the prone painter.

Malen watched in satisfaction as Bashiel continued to wallop the fierce gnome, his eyes widening slightly as Zamanda took off for the Tall Knife and its current occupant. With no hope of matching the aasimar's acrobatic exploits, all the priest can do is wait for the paladin to open up the enemy ranks so that the rest of the group could spill into the room.

Bashiel, with Zamanda slipping by, continues his flurry of stabs against Jabbyr. No matter how hardy the gnome is, he can't hold on forever. He utters quietly as his second stab lands "May Osiris grant you a peaceful reincarnation."

Bashiel strikes Jabbyr once, nearly killing him, but the gnome’s rage sustains him. The paladin’s second blow finally brings down the barbarian, covered in blood. Jabbyr stretches his hand toward Pilts, saying, “Unca Pit…” as he fades away.

Bashiel shifts his shield arm and briefly touches his hand to his brow. His wounds rapidly close back up.

Kalem burst out of the hall, his Scythe trailing flames as he went. “TEAR DOWN THE GILDED THRONE! DEATH TO THE FALSE EMPEROR!”

The bloodrager is unable to avoid the thugs’ attacks and takes a few as he goes. None of the thugs can get past his defenses. Red AoO: 1d20 + 11 + 3 ⇒ (11) + 11 + 3 = 25Yellow AoO: 1d20 + 11 + 3 ⇒ (10) + 11 + 3 = 24Blue AoO: 1d20 + 11 + 3 ⇒ (5) + 11 + 3 = 19

He roared, even as his Scythe cut into the red thug. He was playing on his obviously infernal appearance to give the impression that their entire reason for being here was to kill the emperor. That Scream never mattered to them. Kalem tears into the red thug, slashing him with his scythe and also injuring himself some.

Pilts cries out as Jabbyr falls. “You are no longer my children. I disown you. There is no forgiveness for what you’ve done. Only the Tall Knife.”

Pointing at the green thug, the Emperor yells, “Kill Scream.”

The green thug nods, turning the lever to release the guillotine’s blade. It descends at lightning speed. In a blink, Scream no longer has his head, his skull now in the bowl to one side of the Tall Knife.

Pilts smiles sadistically and shouts at you, “You’re next! You hear me? YOU’RE NEXT!”

Pilts casts another spell, this time at Kalem. The bloodrager freezes up, unable to move. Kalem Will Save: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 DC 16 Will to get out on your turn as a full-round action.

Jabbyr is dead.

Red Thug slashes at Kalem. He somehow manages to strike the tiefling twice. Red Attack 1: 1d20 + 11 + 3 ⇒ (20) + 11 + 3 = 34 Red Attack 1, Confirm Crit?: 1d20 + 11 + 3 ⇒ (12) + 11 + 3 = 26Damage: 1d8 + 5 + 3 ⇒ (4) + 5 + 3 = 12 Red Attack 2: 1d20 + 6 + 3 ⇒ (20) + 6 + 3 = 29 Red Attack 2, Confirm Crit?: 1d20 + 6 + 3 ⇒ (4) + 6 + 3 = 13 Damage: 1d8 + 5 + 3 ⇒ (6) + 5 + 3 = 14

Yellow Thug strikes at Bashiel. His blows bounce harmlessly off the paladin’s armor. Yellow Attack 1: 1d20 + 11 + 3 ⇒ (10) + 11 + 3 = 24Yellow Attack 2: 1d20 + 6 + 3 ⇒ (12) + 6 + 3 = 21

Blue Thug swings at Bashiel again and misses both times. Blue Attack 1: 1d20 + 11 + 3 ⇒ (16) + 11 + 3 = 30Blue Attack 2: 1d20 + 6 + 3 ⇒ (16) + 6 + 3 = 25

Green Thug looks down at Scream’s decapitated head, then up at Zamanda. He appears to be readying to attack the bard.

Current Status:

Zamanda
Malen (total defense)
Bashiel (-1 hp, Freedom of movement, 80 mins., Resist Energy (fire), Mesmeric Mirror (not yet activated))
Pilts
Jabbyr (dead)
Red Thug (-38 hp)
Yellow Thug
Blue Thug
Green Thug (shaken 1 round)
Ilsa (Bull’s Strength)
Kalem (-27 hp, shield, paralyzed)

Active Effects: Inspire Courage (+2 to saving throws against charm and fear effects (morale) and +2 on attack and weapon damage rolls, competence)
Haste (1 extra attack if making a full attack, +1 to attack/AC/reflex saves, and an extra 30 feet of movement, 7 rounds)
Angelic Bond (All allies within 20 feet gain the benefits of protection from evil, except the deflection and resistance bonuses are +4, 8 mins.)
Bless [ooc](+1 morale bonus on attack rolls and on saving throws against fear effects, 8 mins.)

Everyone can act! Bottom of round 2 and top of round 3.


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Maps | Info | Loot | Talia's Journal

I'll have the Mantis make you a custom gravestone, Talia.

"Here lies Talia, slain by hubris."

Enjoy reading about your level ups! It's kind of like getting to level up four classes at once when you're the GM.

Makkatat will want an update in-character, but please feel free to continue discussing your plans ooc, if you prefer. Probably something that needs to be worked out before we move on to something else. :)


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

Great! Hopefully they'll survive to the end of the AP now, or at least that's what Zandomir will assume. : P.

Alright, I think Zan's ready to sneak off the first night we can to go back to the Dreamlands. Zan can be the backlash guy again if that's still necessary.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

DM, was Zandomir able to give the villagers any advice on building walls or other defenses against the Razmiri?

Zandomir nods at Zarine's words. "I think we wanted to start with the Celephais Ball, right? Have to start somewhere and the sooner the better. We've delayed long enough."


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Maps | Info | Bashiel's Loot Table

Just to be straightforward, Kalem, I don't know what you're talking about in your last post. I tried to make sense of it multiple times, but I don't understand how it relates to my last post. The Emperor isn't asking you questions. The latest was that he was going to retrieve Scream so you could ask the painter questions. Are you trying to distract him while others ask questions? Pilts hasn't actually retrieved Scream yet at the point we paused the scene.

It's only you, Jabbyr, Pilts, and two thugs, Zamanda.


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Half-elf Warpriest 7 | HP 46/52 | AC 20, T 14, FF 16 | CMD 21 | F +7, R +7, W +11* | Init +4 | Perc +16
Resources:
Sacred Weapon 4/7, Fervor 4/6, Channels 0/2, Blessings 6/6

Zandomir shakes his head sadly at the man's words. He had had a high view of the elves of Kyonin, but clearly they - or at least some of them - were just as vile as the Razmiri.

While Zarine introduces Marak to the villagers, Zan walks around the perimiter of the settlement, trying to determine how difficult or time-consuming it would be to erect a wall. He tries to think of what other defenses could be built, ones that villagers could operate effectively to deter the Razmiri.

Knowledge (engineering): 1d20 + 11 ⇒ (18) + 11 = 29

Perhaps Filbert's abilities could help.


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Maps | Info | Bashiel's Loot Table

Zamanda, as far as health goes, you haven't taken any damage yet today, so we can just say Bashiel or someone else would have healed you before sleeping yesterday. As such, you're at full health.

Kalem was surprised that the man didn’t go down. He was shocked that the enemy’s reaction was to try and swarm him. This was such an unforeseen turn of events that he nearly forgot to attack. That is, until he plunged his claws directly into the wounded man’s gut. He ripped out a bloody hunk of meat and tossed it to the ground, before turning his attention to the others.

At the very least he was pinning down a large part of their team!

Kalem’s first claw misses the man completely, but his second deals a death blow. The purple thug collapses to the ground and lies still. Kalem follows up with a swipe at yellow and lands his blow.

Bashiel, taking advantage of Malen's blessing to become swift of foot, dashes across the field and attempts to snatch the piglet from Pink! He gets a firm hold on the pig and yanks. The limp pig is wrested from the pink thug as Bashiel takes possession.

Green Thug moves toward Bashiel and takes a swipe from Ilsa in the process. He tries to grab the pig from the paladin, but fails. Ilsa AoO: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 Damage: 1d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Green Disarm Check: 1d20 + 7 ⇒ (8) + 7 = 15

Purple Thug is dead.

Dark Blue Thug moves over to Bashiel and also tries stealing the pig. He pulls the pig from Bashiel’s hands with a smirk. Dark Blue Disarm Check: 1d20 + 7 ⇒ (18) + 7 = 25

Current Status:

Zamanda
Pink Thug (-4 hp)
Light Blue Thug
Ilsa
Laori
Red Thug
Kalem
Bashiel
Green Thug (-7 hp)
Purple Thug (dead)
Dark Blue Thug (-19 hp, carrying pig)
Malen
Orange Thug
Yellow Thug (-15 hp)

Active Effects: Blessing of Fervor, 7 rounds
Inspire Courage +2 to saving throws against charm and fear effects (morale) and +2 on attack and weapon damage rolls (competence)

Malen is up! Zamanda will be up next.
Dark Blue Thug has the pig.

SCOREBOARD

Shinglesnipes: 1
Commoners: 0

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