Part 2: Payment Comes Due

Apr 18, 2025 12:49 pm
The next time you meet with Fallenta, the playwright is obviously shaken. She's quick and to the point at describing the situation she's found herself in.

"I apologize for not being more forthcoming, but the real reason for my secrecy has backfired on me. Many years ago, I had to flee Kintargo, and to keep House Thrune from tracking me, I hired the Dragonfly Society—a group of smugglers based in Vyre who specialize in helping people start new lives with new identities—to help in my escape. It worked wonderfully, but over the years, the Society’s been more and more aggressive about demanding new payments from me. Their latest demand is a step too far—they want complete creative control over our new opera, and a lion’s share of the profits!"

Fallenta goes on to explain that the individual who contacted her with this demand, an attractive but unsettling man named Gideon Shanklett, initially threatened to spread word to Thrune agents of her true identity in return for control over the opera and its profits. House Thrune, as far as Fallenta knows, believes the woman who’s theatrical works slandered Abrogail Thrune years ago has long been dead, and if they were to learn she merely changed her name, their interference could make Fallenta’s life a literal living hell. At the same time, giving up so much was a step too far, so Fallenta pushed back against Gideon, then somewhat shamefully admits she "may have volunteered your services instead."

As Fallenta explains, the Dragonfly Society has had their own trouble with a rival smuggler of late, and for reasons Gideon wasn’t willing to come clean on, he’d rather have someone outside of the Society go in and solve their problem with the competition. If Fallenta’s "heroes" were to come to Vyre and help the Dragonfly Society out, Gideon promises to not only drop his demands for creative control but also destroy all documents on Fallenta still held by the Dragonfly Society—thereby permanently releasing her from any further payments.

"I hope you aren't too annoyed by me volunteering you for this task. From what I've seen and heard, though, dealing with some smugglers should be a simple task for you. And if this competing guild is as sinister and awful as Gideon claimed, adding a bit of local heroics to your resume could help build your fame in the region."
Apr 19, 2025 10:01 am
Horace is tight-lipped at first, hearing Fallenta explain the situation. "Fallenta...we are partners here, not employees. Even if they were not threatening the production, I'm sure we would have helped, but I don't care much for being volunteered for such a thing. I'll do my part to help free you, and the production, from this debt, but please, let's not make this a recurring theme of our relationship."
Apr 19, 2025 4:48 pm
Aurelia scoffs, her utter disappointment on full display. It was a betrayal of sorts. How would they be able to trust her again?

"That was most unfair of you," she said, tempering her reaction a bit. "I'm afraid I agree with Horace. I'll need assurance that this is the last of such deceptions and will agree to relieve you of these despicable people."
Apr 21, 2025 12:26 pm
Fallenta lowers her eyes at your admonishment. "I'm sorry. In the past, I have dealt with people who were much less...noble than you are. I fear I picked up some bad habits during that time. But I will swear to you, here and now, that I will come to you first, as partners, instead of making decisions behind your back. You have my word."
Apr 21, 2025 7:12 pm
Ramank shrugs. "We all have a past," he says. "I am from Kintargo myself, so I know how House Thrune works. I can understand not reading the fine print to get out from under their thumb."
Apr 21, 2025 7:16 pm
"Alright." Aurelia wants to trust her, so she agrees, but she will be wary until Fallenta proves herself. "Absolute honesty then.
Apr 22, 2025 6:39 am
"I'll trust you, Fallenta. Thank you for your assurances." He nods his head to her. "So, we're off to Vyre, then. I admit I do not know the area." He looks to Ramank, then Fallenta. "How long of a journey is it, and show should we seek out when we arrive?"
Apr 22, 2025 6:52 am
"Thank you for understanding. I procured a couple of gifts for you. Please, accept them as a token of my thanks."

Fallenta gives you an entertainer's cincture and a moderate maestro's violin.

"The city of Vyre is located on Vyre Island just to the northwest of Kintargo. It's a 70-mile journey. A typical journey between the two cities costs a mere 8 sp aboard a passenger ship and generally takes about 18 hours to complete. Ships typically depart late afternoon, sail through the night, and arrive at their destination the next morning.

"Once you arrive, you are to meet Gideon Shanklett and his associates at The Seven Apples, a hostel that caters to visiting adventurers. All you have to do is show up at the hostel, arrange room, and then wait in the common area to be contacted."
Apr 22, 2025 6:58 am
"Splendid," Horace says with a grin. "It's been a while since I've been on a boat...the last one was much colder."

He looks to the others. "I'll be ready to leave when you are."
Apr 22, 2025 12:52 pm
"Ready to leave whenever," Ramank agrees.
Apr 22, 2025 1:35 pm
Although Kintargo is the capital city of Ravounel, it isn’t the largest—that honor falls to the nearby city of Vyre, located on Vyre Island just to the northwest of Kintargo. Before Ravounel’s secession, Vyre already operated as a city largely outside the jurisdiction of Cheliax, a self-governing free port that promised privacy to those who could pay. A city of drugs, blood sports, gambling, and other hedonistic pleasures, Vyre serves as a place where the mighty can go to unwind, away from the intrigues and pressures of politics. Things have largely remained unchanged in Vyre since Ravounel’s secession.

The city of Vyre is located on an island of the same name on the shallow harbor Keelwrack Harbor. The city sprawls up and between two hills and across two smaller harbor islands, jagged Dunrock and luxurious Keelwrack Island. The Vyre River flows east from the island and cuts through the city on its way to Keelwrack Harbor. The city's sky is often hazy with smoke, and between the salty harbor and many pungent eateries and perfumes of its streets, Vyre has as much a geography of scents as it does physical streets and districts.

You check into the Seven Apples and wait for Gideon Shanklett as Fallenta instructed. Indeed, Gideon arrives soon after you, grinning broadly and giving the elderly halfling proprietor of the hostel, Molly Mayapple, a flirtatious wink and wave (that she responds to with an eye roll and a dismissive scoff). All big smiles, good looks, and sporting a very fashionable wide-brimmed hat adorned with peacock feathers, he certainly doesn’t look the part of a surreptitious smuggler. He swaggers over to your table and has a seat. With a snap of his fingers, the two smugglers who accompanied him here as guards take their seats a few tables away.

"And here you are, mighty minions of my old friend Fallenta—or should I say, ‘Imogena,’ since that’s the name I knew her best as back in the day. She seems awfully confident in your abilities, enough to put control of her latest work on the line. You do understand that if you fail to perform my little task for you, your boss belongs to the Dragonfly Society more than ever? Of course you do. Imogena wouldn’t hire fools. Now then... let’s talk about what you’ll be doing for the Dragonflies, hmm?

"The Society has a problem with a competitor. Recently, a valuable payment they were expecting for services rendered to a woman of power whose identity doesn’t matter to the problem at hand was stolen from the cargo of the Misbegotten Albatross within minutes of the ship’s arrival in port. I was put in charge of tracking down the stolen payment, a collection of magical curiosities and trinkets. It took me some time, but eventually, I tracked the theft to an old rival named Lady Augusta Wormwood, and there I hit a complication.

"Lady Wormwood is no stranger to me—she’s been a thorn in my side for many years, ever since I exposed her corruption and had her removed from her position in the Dragonfly Society. Since then, I've had to deal with her initially petty but increasingly disruptive retaliations. The complication is that my one-time supervisor appears to have settled into an abandoned warehouse along Vyre River in Westwatch—a neighborhood that the Dragonfly Society has been forbidden from directly operating in by the city government after a long-ago gang war spiraled out of control and resulted in the burning of several buildings.

"She chose her hideout well, lurking in Westwatch, where we Dragonflies aren’t allowed. But you all aren’t Dragonflies. You can head into her warehouse and snatch up the stolen shipment, and if anyone spots you coming and going, well, no big deal. As long as you keep your mission within the walls behind closed doors, what happens in that old warehouse is just the business of yourself and Wormwood. She knows that theft breaks one of the promises and can’t rely on the city for protection, and anything stolen from her in turn is thus fair game. I’ll leave the logistics of the retrieval to you, but here’s a list of the items she stole from us that we need back. As for Lady Wormwood... what happens to her I leave to you as well, but I, for one, would not miss her if she were to... go away."


https://i.imgur.com/yHvfr4k.png
Apr 22, 2025 5:44 pm
Almost overwhelmed by the sights, scents, and sounds, Aurelia is nevertheless excited to embark on an adventure in such a fine city. Entranced by the suave and debonnair Gideon Shanklett, her eyes follow the spine of his hat feathers and the cut of his beard, and she finds herself unexpectedly blushing. Amidst it all, she wonders why Fallenta had another name at one time. She resolves to ask her about that sometime, as her hackles rise at Gideon's implied threat. Listening intently, her eyes spit daggers at the man when he suggests they might make Lady Wormwood "go away."

"We do what we must, but that doesn't include murder."
Apr 24, 2025 5:26 am
"My friend is right. If we were to make her 'go away', it will be in disgrace. But we will get these items back for you, and relieve our mutual acquaintance of her debt. Is there anything further we should know about the warehouse? or Wormwood? What might we expect from her, as far as defenses are concerned?"
Apr 24, 2025 8:41 am
Gideon gives you directions to the warehouse. "The warehouse Lady Wormwood is holed up in has two main entrances, one from the yard and another from a riverside dock. There's also a sewer pipe you might be able to squeeze through to gain access to the tunnels under the building, if you don't mind getting dirty and smelly.

"As for Wormwood herself, she's a master occultist with a strong command of magic. I'm not sure what other defenses she might have in her hideout, but the fact that she managed to effortlessly snatch away the cargo without any repercussion means she’s grown more powerful, more dangerous, and more resourceful since last we clashed. Frankly, I worry that she has powerful backers or hidden supporters. But yo are highly skilled adventurers, yes? Surely, you’ll not have a problem dealing with her!"
Apr 24, 2025 3:36 pm
Aurelia had no intention of crawling through narrow pipes. Just the idea of it had her almost breaking out in a cold sweat.

"Of course we are highly skilled. Never doubt that." Was Aurelia's bluster a way of bolstering her confidence? She wasn't sure but one thing she did know for sure and that was she disliked Gideon and didn't trust him.

"Will the "trinkets and curiosities" fit through the narrow tunnel? I can be the lookout while my friends here steal them back." She eyed her companions, hoping for assent.
OOC:
Aurelia would like the Maestro's Instrument if there are no objections?
Last edited April 24, 2025 3:40 pm
Apr 25, 2025 6:22 am
OOC:
I am of the opinion Aurelia is a perfect fit for both Fallenta's gifts - I would support her taking both.
"Don't worry, we'll get the job done - just good to have an idea what we're stepping into, is all. Thanks for the lay of the land. We've had a bit of a journey, and some rest would be ideal..." he looks to his friends, "Better to do this under the cover of darkness, yes? Perhaps tomorrow evening?"
Apr 25, 2025 10:35 am
"The items are all small enough to fit inside a small chest," Gideon confirms. He asks you to take care of the situation within the week, if possible. That gives you a few days to prepare if you need them.
Apr 25, 2025 9:49 pm
C1NDER says:
OOC:
I am of the opinion Aurelia is a perfect fit for both Fallenta's gifts - I would support her taking both.
OOC:
True but she didn't want to be greedy. 😂
I just said the same thing with another PC in another of DM's games. Lol.
Aurelia says, "Now if I only had a chest for these gifts ... Gideon, can you provide such a small favor?"
Apr 26, 2025 6:18 am
OOC:
Horace can prepare spells of his choice as scrolls - one each 1st, 2nd, and 3rd lvl. Let me know if anyone has any recommendations.

Additionally, he has scrolls for invisibility and water breathing.

He is changing his daily spells from Regallia implement to: Stealth and Thievery
Apr 28, 2025 10:51 am
Gideon is happy to lend you a small chest in which to carry the items back.
Once you are ready, you head to the warehouse. Wormwood’s warehouse is located on the north bank of the Vyre River in south-central Westwatch. A ten-foot-high stone wall surrounds the landward side of this abandoned riverside warehouse. Lines of broken glass and jagged bits of metal have been affixed atop the wall, and a large wooden gate is chained up in the middle of the northern side. The building’s facade beyond presents a forlorn sight with its windows bricked up and boarded front door. To either side of the building, the ground slopes down steeply toward the Vyre River to the south.

In the back of the warehouse where it abuts the river, a five-foot-wide wooden stairway descends from a door down the side of the building, connecting to a wooden loading dock attached to the base of a circular stone tower. Just west of the staircase, a dirty lead sewage pipe leaks pollution into the river through a filth-encrusted iron grate.
OOC:
You can enter through the main gate (D1), the stairs in the back (D2), or try to squeeze through the sewer pipe (D2a). The lead sewer pipe is only a foot wide, but if a character Forces Open the grate with a successful DC 30 Athletics check, a Small creature can Squeeze through the pipe with a successful DC 15 Athletics check. A Medium creature can do the same, but the DC of the Athletics check is 30 for them.
https://i.imgur.com/Zs7WUNV.png
Apr 28, 2025 12:44 pm
"I may be small, but I won't get through there," Ramank says shaking his head.

"We could try to sneak in the back door?"
OOC:
His athletics is +0
May 1, 2025 5:25 am
"Yes," Horace says with a nod, "let's try to go around the back. Seems less obvious than the front door, and I don't think any of us are getting through that pipe easily."
May 1, 2025 5:52 am
Bekassine speaks up "Just want to make sure we are all in agreememt here, we are going to try and sneak in, grab the goods, and sneak out?" she glances at Yarth, "This wont be a brute force situation?"
May 1, 2025 7:16 am
"I would certainly prefer it that way," Horace says.
May 1, 2025 10:35 am
You go around the warehouse to where it abuts the river. A five-foot-wide wooden stairway descends from a door down the side of the building, connecting to a wooden loading dock attached to the base of a circular stone tower. Just west of the staircase, a dirty lead sewage pipe leaks pollution into the river through a filth-encrusted iron grate.

You ascend the stairs to the door, which is unlocked. Ancient stains on the walls and floor, along with a few lingering metal loops driven into the walls, hint at how this empty chamber once functioned as a warehouse floor. The curved wall of the building’s tower disrupts the wall to the south, a single archway allowing access to the empty circular chamber within, where a circular wooden platform hangs by chains looped over pulleys above. The smell in here is awful, as is the filthy mess strewn across the floor. Apparently, this room has been used to dispose of garbage and waste for some time.

What at first appears to be a glistening mound of rotting rope and rags is heaped against the northern wall. However, as soon as you step into room, the mound rises up, revealing its true nature as an aberrant monstrosity made up of sticky, smelly strands of slime!
OOC:
@Windyridge, Aurelia may act before the creature! It is 15 feet away.

The creature has a Fetid Aura (aura, olfactory) 80 feet. A creature entering or beginning its turn in the fetid aura must succeed at a DC 31 Fortitude or be sickened 1; the creature also becomes enfeebled 1 until the end of their next turn. A creature that succeeds at its save is temporarily immune to the aura for 1 minute.
https://images.demiplane.com/compendium/pathfinder-2e/curtain-call-stage-fright/zCf7jhWI1ulsJqQD/02-07-PZO15204-SC%20Furnerico.png?width=400?format=webp&width=1080

Rolls

Initiative (A, B, R, H, Enemies) - (d20+24, d20+21, d20+22, d20+20, d20+25)

d20+24 : (10) + 24 = 34

d20+21 : (8) + 21 = 29

d20+22 : (2) + 22 = 24

d20+20 : (5) + 20 = 25

d20+25 : (8) + 25 = 33

May 1, 2025 6:17 pm
Aurelia barely manages to hold onto her stomach's contents; the putrid smell is so strong. Before she has time to think about where it might be coming from, the menacing answer appears, fifteen feet away.

"Watch out! Over there!" she warns, pointing at the disgusting writhing mass.

Aurelia steps lightly across the cracked floor and with a sharp inhalation, she raises her silver ocarina to her lips. A low, solemn note swells, quivering in the thick air. The melody weighs down on the mind of the creature like approaching dread.

"The end finds all things… even you, beast," she says softly, before closing her eyes and shifting the song.

The next series of notes are strange, just off-key. The air ripples around the slime. Illusions, nightmarish and abstract, begin to swarm the creature’s vision: bones splitting, familiar shapes folding in on themselves like wet canvas. Then the notes stop, and she lowers the ocarina, her voice steady.

"See what lies behind the curtain."
OOC:
Action 1: Dirge of DoomSpell DC 31 (Focus spell - 1 action - Creature’s Will Save)
Effect: The creature becomes Frightened 1. No Save. Frightened automatically lowers attack rolls, saves, and DCs by 1.
Actions 2 & 3: Cast Phantasmal Calamity - (2 Actions)
Target: The slime creature, Range: 120 feet, Saving Throw: Will save vs. DC 31
Last edited May 1, 2025 6:57 pm

Rolls

DC 31 Fort - (1d20+19)

(12) + 19 = 31

Mental damage - (14d6)

(41665153122141) = 42

May 1, 2025 7:12 pm
The creature recoils from Aurelia’s illusory attack. Shaken from her song, it sloughs over to Yarth and attacks the eidolon with slimy pseudopods, but its fear throws off its aim and it misses!
OOC:
Everybody may act. Everybody but Aurelia must attempt a Fortitude save against its Fetid Aura at the start of their turn. The DC is only 30 now though because it is frightened 1.

Rolls

Secret Roll

Will vs Calamity - (d20+24-1)

(6) + 23 = 29

Psuedopod vs Yarth - (d20+28-1, d20+23-1)

d20+28-1 : (4) + 27 = 31

d20+23-1 : (5) + 22 = 27

May 2, 2025 6:04 am
Horace draws his sword and studies the strange, aberrant creature, swinging and striking at it.
OOC:
Free: Recall Knowledge (from Tome), if successful +1 to attack on next strike
Action 1: Manipulate - Draw Weapon
Action 2: Exploit Vulnerability
Action 3: Strike (+2 DMG from Regallia)

Rolls

Fortitude - (1d20+21)

(13) + 21 = 34

+2 Greater Flame-Striking Longsword - Atk/Dam - (1d20+26, 3d8+8+6+2, 1d6)

1d20+26 : (17) + 26 = 43

3d8+8+6+2 : (673) + 16 = 32

1d6 : (3) = 3

Esoteric Lore (Cha) (Recall Knowledge) - (1d20+23)

(13) + 23 = 36

Esoteric Lore (Cha) (Exploit Vulnerability) - (1d20+23)

(5) + 23 = 28

May 2, 2025 7:17 am
Horace recognizes the creature as a furnerico. A mass of undulating tendrils and nerves, furnericos stalk sewer systems below large cities, reveling in the filth and rotting detritus created by those who dwell above the middens and sumps they call home. Fortunately for sanitation workers and other civil servants who ply their trade in sewer tunnels, furnericos are exceedingly rare and solitary. Furnericos are weak to slashing damage, but they are immune to acid and resist bludgeoning, piercing, and poison damage.

The thaumaturge quickly moves in and delivers a critical hit, his flaming sword slicing deeply into the furnerico's quivering mass and setting it ablaze!
OOC:
Everybody else except for Horace may still act.
[ +- ] Enemy Status
May 2, 2025 9:01 pm
Ramank tries his best to avoid the sickening smell. Boosting Yarth while the eidolon strides forward and lets loose with two strikes.
OOC:
yarth is sickened, so the attack rolls shouldbe one lower
Last edited May 2, 2025 9:02 pm

Rolls

Fortitude Ramank - (1d20+24)

(16) + 24 = 40

Fortitude Yarth - (1d20+22)

(2) + 22 = 24

Yarth Claws - Atk/Dam - (1d20+22, 3d8+6+6)

1d20+22 : (16) + 22 = 38

3d8+6+6 : (483) + 12 = 27

Yarth Bite - Atk/Dam - (1d20+22-4, 3d6+6+6)

1d20+22-4 : (13) + 18 = 31

3d6+6+6 : (645) + 12 = 27

May 2, 2025 9:23 pm
Bekkasine is immediately taken aback at the stench, and waves for Fox to stay back. She fights through the smell to hex the creature with deep cold. Then cast guidance on on Aurelia, hoping she can finish the blasted plant-thing off. Not that them smell would instantly go away.
OOC:
Oh, sorry I just thought of this, but should Fox be making these saves also?
[ +- ] Glacial Heart

Rolls

Fortitude DC 31 - (1d20+21)

(20) + 21 = 41

Glacial heart damage - (10d6)

(6462213311) = 29

May 2, 2025 10:01 pm
OOC:
I usually rule that a familiar only needs to make saves against attacks or spells that specifically target it. Since a witch’s patron automatically replaces her familiar the next day if it dies, it just seems like a lot of unnecessary bookkeeping to worry about. :)

Aurelia may still act this round.
May 3, 2025 2:08 am
Aurelia closes the gap between herself and the foe, and with her dagger, slashes at it from side to side.
OOC:
Action 1: Move
Actions 2 & 3 Dagger attack at (+1 for 1st attack from Guidance).

Rolls

Attack 1 Dagger Slashing, Damage - (1d20+18, 1d4+3)

1d20+18 : (20) + 18 = 38

1d4+3 : (1) + 3 = 4

Attack 2 Dagger Slashing - (1d20+13, 1d4+3)

1d20+13 : (5) + 13 = 18

1d4+3 : (3) + 3 = 6

May 5, 2025 10:27 am
The furnerico is unaffected by Bekassine's cold spell, resisting it completely. Aurelia and Yarth both slice at the creature, their slashing attacks proving quite effective. Yarth's teeth are less effective, the thing resisting a large portion of the piercing damage.

The creature lashes out at Yarth, bashing him twice! It seems to feed off the sweet sickness emanating from the eidolon, bolstering its vitality. The flames from Horace's sword burn the furnerico before sputtering out.
OOC:
49 bludgeoning damage to Yarth. The creature gains 30 temporary HP before taking the 15 persistent fire damage. Everybody may act.
[ +- ] Enemy Status

Rolls

Fortitude vs Glacial Heart - (d20+28)

(17) + 28 = 45

Pseudopod vs Yarth - (d20+28, d20+23)

d20+28 : (5) + 28 = 33

d20+23 : (12) + 23 = 35

Damage - (3d12+14, 3d12+14)

3d12+14 : (163) + 14 = 24

3d12+14 : (227) + 14 = 25

Persistent Fire Damage, Recovery - (2d10, d20)

2d10 : (69) = 15

d20 : (20) = 20

Bekassine

crazybirdman

May 5, 2025 2:26 pm
Bekassine tries a different ice attack, but then realizing Horace's attacks seem to be more effective, cast Haste on him.
[ +- ] Clinging Ice
[ +- ] Haste
Bekassine

Rolls

Clinging Ice - (7d4)

(2232321) = 15

May 6, 2025 6:20 am
"So much for a quiet entrance," Horace grumbles, studying the creature further before lashing out at it with his sword in a magical flurry of blows.
OOC:
Free: Tome Adept - Recall Knowledge (if successful, +1 to first attack this round)
Action 1: Intensify Vulnerability (Tome) - rolling a d20
Action 2: Strike, 35 slashing damage, 5 fire damage
Action 3: Strike #2, 30 slashing damage, 2 fire damage
Haste Action: Using the result of 20 from Intensify Vulnerability, 32 slashing damage, 1 fire damage (crit)

If his recall knowledge is a success, his first attack is a total of 33. Using the natural 20 from Intensify Vulnerability on his final strike should give him a crit there!
Last edited May 6, 2025 6:27 am

Rolls

+2 Greater Flame-Striking Longsword - Atk/Dam - (1d20+26, 3d8+8+6, 1d6)

1d20+26 : (6) + 26 = 32

3d8+8+6 : (786) + 14 = 35

1d6 : (5) = 5

Tome Intensify Vulnerability - (1d20)

(20) = 20

Esoteric Lore (Cha) - Free Recall Knowledge for +1 Attack - (1d20+23)

(15) + 23 = 38

+2 Greater Flame-Striking Longsword - Atk/Dam (2nd attack) - (1d20+21, 3d8+8+6, 1d6)

1d20+21 : (18) + 21 = 39

3d8+8+6 : (475) + 14 = 30

1d6 : (2) = 2

Strike #3 - Damage Only - Attack is a result of 20+16 - (3d8+8+6, 1d6)

3d8+8+6 : (576) + 14 = 32

1d6 : (1) = 1

May 6, 2025 9:05 am
Horace's flaming blade makes swift work of the slimy monster as he hacks, slashes, and slices it to pieces! It collapses into a quivering, stinking mass.

A search of the room in the aftermath of the fight reveals a pair of magical boots discarded in a corner of the warehouse. These are propulsive boots.
May 6, 2025 6:02 pm
"Which of us is the slowpoke? That's who should get those boots."

Aurelia spots the forlorn pair of magical boots crumpled in the corner and points at them.

"Well done, Horace, and to all of us. A formidable foe defetaed, I'd say. "
May 7, 2025 7:39 am
Ramank shrugs. "Yarth can't wear boots, and I don't need 'em."

"But this can't be all could it? If you leave behind protection, you should have something to protect."
May 7, 2025 8:10 am
The wall to the south features a single archway allowing access to an empty circular chamber within, where a circular wooden platform hangs by chains looped over pulleys above. Ropes attached to the mechanisms above allow you to slowly lower the platform; after 4 minutes, the platform comes to a rest 40 feet down (a few feet above the river’s water level), revealing another wide archway.

The circular elevator chamber opens out into a basement lined with thick wooden beams. A tangle of support beams and rafters crisscross in the upper half of the ceiling twenty feet above. Left and right, between the beams extend long, thin storage areas, their shelves emptied. To the north, the hallway ends at a door, across which a symbol in the vague shape of a skull with a black triangle over its lower face has been drawn with fresh, black paint.
[ +- ] Kintargo Lore DC 25 or Society DC 28
May 7, 2025 2:17 pm
"Well, there you have it, Ramank. There could be a small fortune behind that door."

Aurelia had heard of Norgorber. But that was the extent of her knowledge about the dark deity, other than to avoid anyone and anything associated with it. Shrouded in secrecy, the symbol was powerful enough to make her shudder, for the wicked unknown was far worse, in her estimation, than what is known.

Subconsciously, she took a small step backward.
May 8, 2025 5:26 pm
Bekassine takes a closer look at the symbol; "Looks like another group of criminals"
Last edited May 8, 2025 5:26 pm

Rolls

Society (Int), DC 28 - (1d20+20)

(10) + 20 = 30

May 9, 2025 7:56 am
A ten-foot-wide brick-walled sewer tunnel runs east to west here. There’s no walkway along the tunnel, and the nasty polluted water just a foot below reeks of filth. A slick-looking wooden plank serves as a bridge across the tunnel to an alcove on the opposite wall in which a stone door has been fitted.

Alert for nature, Aurelia notices a magical trap on the door: a hidden rune imprinted on the latch designed to release a powerful sonic discharge if tampered with.
OOC:
The trap can be disabled with a DC 38 Thievery check (must have master proficiency) to scratch out the rune without allowing it to activate, or dispel magic (7th rank; counteract DC 31) to counteract the rune.
May 9, 2025 12:14 pm
"The trap seems difficult, but I think I could disarm it... possibly," Ramank says, doubt clear in his voice.
OOC:
I am Master in Thievery, but still need to roll 15 to succeed (+23). Anyone better?
May 9, 2025 12:26 pm
OOC:
I think you've still got the best shot, as nobody else has dispel magic, unless somebody has some way to boost your skill check or bypass the trap entirely.
May 9, 2025 4:44 pm
OOC:
Can Telekinetic Hand interact with the door? It is heightened so as to affect anything bulk 2 or less.
May 9, 2025 4:59 pm
Aurelia quickly withdraws her ocarina and plays an encouraging tune to bolster Ramank's confidence in disarming the trap.
OOC:
Casting Uplifting Overture Cantrip
Cinder and I cross-posted.
[ +- ] Uplifting Overture
Last edited May 9, 2025 5:00 pm
May 9, 2025 5:04 pm
C1NDER says:
OOC:
Can Telekinetic Hand interact with the door? It is heightened so as to affect anything bulk 2 or less.
OOC:
Yes, it would trigger the trap but you'd be out of the blast radius.
May 9, 2025 7:33 pm
Horace feels relief and triumph wash over him as the tentacled abboration is destroyed.

He wipes his sword clean but keeps it drawn as they move forward to inspect the area more closely. When they reach the trapped door and weigh their options, he has an idea. "You seem doubtful, Ramank. It certainly wouldn't be the quietest way to move forward, but I could use magic to trigger the trap while we are safely out of harm's way. I will leave it up to you - we may better be able to keep the element of surprise if you can disarm it, but I do not want to see you hurt."
OOC:
As for the boots, Horace already has a 35ft speed, which is pretty solid - 5 of it already from boots. The quickened condition for the extra move is nice, but I'm happy for it to go to someone who needs the speed/maneuverability boost.
May 10, 2025 10:14 am
"What's the worst that could happen?" Ramank asks, and motion for the rest of you to step back.

He strides over to the door, cracks his knuckles and takes out his thieves tools.
OOC:
As long as I don't roll a 5 or lower I shouldn't trigger it.

Edit: Famous last words :P
Last edited May 10, 2025 10:14 am

Rolls

Thievery (Dex) - (1d20+23)

(2) + 23 = 25

May 12, 2025 10:46 am
The rune detonates, a powerful sonic discharge blasting into Ramank! The loud noise also leaves no doubt as to your presence here in the Graverobbers' lair!
OOC:
68 sonic damage to Ramank (DC 36 basic Reflex save).

Rolls

Sonic Damage - (15d8)

(533363634387275) = 68

May 12, 2025 3:08 pm
OOC:
ouch. Is the door still closed?
May 13, 2025 7:53 am
Ramanks yelps as much in pain as surprise as the trap goes off.

"IT FEELS LIKE MY SKULL IS VIBRATING!" Ramank yells in what he thinks is a whisper.
OOC:
The random number generator hates me :P
Last edited May 13, 2025 7:55 am

Rolls

Reflex - (1d20+22)

(2) + 22 = 24

May 13, 2025 8:50 am
OOC:
The door is open now, but Ramank could use some serious healing before continuing! :o

Bekassine

crazybirdman

May 13, 2025 1:16 pm
Bekassine tries to decide between her healing kit and her magic, and decides that speed would be better here. "Fox, be a dear and scout ahead through the door. See if we are in for any surprises eh?" As Fox heads off, she uses her wand to heal some of Ramanks wounds "Hopefully that helps with your wobbly skull." she says with a smirk.

Bekassine
OOC:
if we find a spot that looks safe, i can treat wounds
Last edited May 13, 2025 1:17 pm

Rolls

Heal (spell) - HP healed - (5d8+3)

(82726) + 3 = 28

May 13, 2025 1:27 pm
Bekassine shares Fox's senses as her familiar scouts ahead. Past a short entry hall, Fox comes to a chamber that looks like a museum, complete with cabinets and cases containing dozens, perhaps even hundreds of items. The theme here seems to be the mundane, including countless odd shoes, a child’s hobbyhorse, a pipe, a dog collar, the pages of a burnt book—an almost countless catalog of the drab. Green curtains cover three objects about the size of cupboards. Chairs and round tables furnish the seating area at the center of the room. Another door exits on the far side of the room.

Four hellspawn nephilim in black leather armor stand here, gripping picks and warily watching the entrance. Fortunately, they don't notice Fox spying on them from around the corner of the wall.

https://i.imgur.com/7w6ay4G.png
May 13, 2025 5:44 pm
Bekassine will quietly tell the others what she sees through Fox; "Four leather bound baddies. I know we came here to recover, not eliminate everyone we see, but they look ready for us. Well, not us specifically, but you know what I mean. we did knock."
OOC:
I'm assuming she can talk while sharing senses. If not, she will dismiss.
May 13, 2025 9:05 pm
"From your description, Bekassine, it doesn't sound like a treasure trove worth dying for," Aurelia says, half joking. Shrugging, she looks at the others.
May 14, 2025 7:00 am
"If they are ready for us, we do not have much time. I can help where I can with Ramank's wounds."
OOC:
I can use a Heal lvl 3 scroll - 2 actions, if you'd like. It might be overkill on the healing, but it would do the trick. I think it would be 3d8+32hp. Do you all think that's a good idea?
May 14, 2025 7:13 am
OOC:
Since Ramank's save was a critical failure, he took double damage. So after Bekassine's healing, he's at 97/205 HP if it influences your decision.
May 14, 2025 9:35 am
Horace pulls out a scroll and quickly traces over the arcane writings, sending healing energy into Ramank's body. "Hopefully that helps a little, my friend."

Rolls

Scroll of Heal Lvl 3 (2 Actions) - (3d8+32)

(151) + 32 = 39

May 14, 2025 1:42 pm
Bekassine looks around "Is there a way around them? Nothing in that toom looked worth fighting for"
May 15, 2025 7:14 am
"I would like revenge on whoever designed that trap," Ramank says with a wicked smile. "If we find a way around, we might end up getting attacked from the back later on. Possibly when we're busy fighting some other beastie."
May 15, 2025 1:38 pm
"Unless there is another way out, but it seems like a possibility. Let's just be aware of that possibility and look for another route and get moving."
May 16, 2025 8:09 am
You head into the room. As you do, the hellspawn stiffen and tighten their grips on their picks, but they don't immediately attack. One of them calls out, "Hey, you're not supposed to be here! Did you come for Wormwood? You got a grudge against her or something?"
May 16, 2025 3:18 pm
"We don't give two licks about Wormwood, but she has something we mean to relieve her of. Tell us, are you allies of hers? And if so, will you choose to stand in our way, or leave until we're done here? I must say, the latter option will serve you much better."
Last edited May 16, 2025 3:18 pm

Rolls

Diplomacy (Cha) - (1d20+28)

(16) + 28 = 44

May 16, 2025 3:34 pm
OOC:
Nice roll!
The hellspawn grins at Horace. "About time someone stepped in to take her down a peg. Our gang's got an alliance with her, but she's a bit of a self-righteous brat, isn't she? Got no respect for us. She's right through these doors. Surely she'll be pleased to make your acquaintances! Heh, heh. Come on, boys."

The Graverobbers chuckle as they move to leave the room.
May 16, 2025 8:15 pm
"Huh?" Ramank says, surprise clear in his voice. "Wish it was always that easy."
May 16, 2025 8:49 pm
"Yeah? maybe you can talk to the next locked door. Bekassine says with a smile. "Now what? Assuming she isn't as reasonable as those gents, that is." she adds as she calls Fox back to her with a gesture.
Last edited May 16, 2025 8:49 pm
May 16, 2025 10:21 pm
"Nicely done, Horace. Your glib tongue just saved us from what would have likely been a tough fight."

Aurelia thought about correcting the hellspawn since they weren't all boys, but decided against it.

I won't press our luck.
May 17, 2025 5:13 am
Horace smiles, "Wise choice. We'll make sure she doesn't have as much a reason to smirk at your alliance any longer." He steps out of the way as the thugs leave.

"Yeah, that could have gone a lot worse. I don't suppose we have any element of surprise left, and dealing with Wormwood will probably be a bit more violent." He looks to Ramank, "You're still wounded - Bekassine, can you offer a little first aid with the time we bought ourselves? Then perhaps I could make one of us invisible to sneak inside and get a look."
May 17, 2025 2:33 pm
OOC:
Aurelia has +15 for stealth and is at full health. She would yield to anyone with better stats.
May 17, 2025 3:15 pm
"Of course. Hold still Ramank" she says, taking out her tools.
OOC:
can you please tell us where are on the map?

Rolls

Treat Wounds (Medicine) - Roll/Healed DC 30 - (1d20+23, 2d8+30)

1d20+23 : (7) + 23 = 30

2d8+30 : (63) + 30 = 39

May 17, 2025 7:23 pm
OOC:
Horace currently has a +20 to Stealth and a single scroll of invisibility. He also has a +20 to Thievery, but I am dumb and never bothered to purchase a set of thieves tools. If we know what we're looking for, he might be able to otherwise go in, get what we want, and leave without being noticed.
Last edited May 17, 2025 7:26 pm
May 17, 2025 7:26 pm
OOC:
The choice seems clear. 😀
May 17, 2025 8:04 pm
"I can try to sneak in, under invisibility, and find what we came for. If it's locked up, I'll have difficulties, though. Do any of you have a set of lockpicks, by chance? I came woefully underprepared."
May 18, 2025 4:22 am
Alas Aurelia does not.
May 18, 2025 5:20 pm
"Much obliged," Ramank thanks for the first aid.
OOC:
Ramank have a +23 Thievery, and it can't go much worse than last time. A +19 on Stealth.
May 19, 2025 7:17 am
crazybirdman says:
OOC:
can you please tell us where are on the map?
OOC:
You're in a different area of the map than what I posted previously, but I've shortened this section significantly, removing several rooms and filler encounters, so there's no real map of where you are. There's just basically one more room of this complex where Lady Wormwood is located. :)
May 20, 2025 6:31 am
"Well, at least I might get a look around. If I can't get my hands on the goods, I'll come back and we go in together. If locked up, Ramank, it's your game."

If nobody counters his idea, he pulls out a scroll and reads off the incantation, turning himself invisible before approaching the door and slipping inside stealthily.
May 20, 2025 7:15 am
Horace quietly slips through the door. An astonishingly sumptuous chamber, its walls hung with purple drapes and floor strewn with fine carpets, seems to serve as both a bedroom and a study. A fine armoire stands opposite an elegant bed and nightstand. To the southwest, a writing desk with several drawers has been placed near a small, padded chair. A wooden cargo crate also sits at the foot of the bed.

A hellspawn woman is sitting at the desk, studying an open tome. She scowls and shakes her head, her sharp nail tracing a line under the words as she studies the text. This must be Lady Wormwood. She seems absorbed in her work and hasn't noticed Horace yet.

https://i.imgur.com/Q6crcot.png
May 20, 2025 7:15 pm
Horace twists the ring on his finger and magically throws his voice to the door from where he entered. "Hey boss! You better come see this! That tentacled thing is destroying everything out here!"

His companions will hear his voice coming from just near them and, he hopes, catch what he's trying to accomplish in luring her away. He waits to see her reaction.
OOC:
Throwing a Deception roll here. His stealth is +20. If she steps away, he'll take a quick peek at the tome she was working with, then go to the cargo crate.

Rolls

Deception (Cha) - (1d20+21)

(13) + 21 = 34

May 23, 2025 10:25 am
Lady Wormwood looks up in annoyance. "Ugh. Now what?" she grumbles as she stands and moves to the door. Looking at the tome she was reading, Horace can see it appears to be a magical text full of spells.

Wormwood steps out into the room where the rest of the group is waiting. When she sees you, she narrows her eyes. "Hmm. Ah. You must be Gideon’s lapdogs, here to take back the prize I snatched from the Society’s clutches. If they had their wits about them, they wouldn’t have lost their precious cargo in the first place. In any event, it’s mine now. If you know what’s good for you, you’ll return to your boss and tell him that the only way I’ll let them go is if they abandon Vyre completely. Okay then... off with you! You have a message to deliver."
May 23, 2025 12:18 pm
"I am sure we can come to some sort of agreement," Ramank says. "Gideon has given us provision to make a deal on his behalf after all."

Ramank tries to hold Wormwood's attention, giving Horace time to look around the office.

Rolls

Deception (Cha) - (1d20+24)

(3) + 24 = 27

May 25, 2025 7:01 pm
Bekassine will try to assist Ramank in stalling. "Oh we aren't your messangers, much like we dont have any allegiance to Gideon, or any other criminal for that matter."

Rolls

Deception (Cha) - (1d20+14)

(16) + 14 = 30

May 27, 2025 8:10 am
Having peeked at the book - assumedly a spellbook, marking this woman as a wizard, perhaps - he moves to the cargo crate and quietly tries to open it.
May 27, 2025 11:09 am
Horace notices that the crate has been opened but then had its lid set back loosely in place. Within, among copious packing straw, are the items originally intended as payment to the Dragonfly Society that Gideon sent you to recover.

Meanwhile, Lady Wormwood sighs at your attempts to negotiate her. "I'm in no mood for your prattle. I suppose your heads will serve as a fine message instead." She reaches for the hatchet at her belt!
OOC:
@crazybirdman, Bekassine may act before Wormwood!

Rolls

Initiative (A, B, R, H, Enemies) - (d20+24, d20+21, d20+22, d20+20, d20+24)

d20+24 : (12) + 24 = 36

d20+21 : (18) + 21 = 39

d20+22 : (6) + 22 = 28

d20+20 : (9) + 20 = 29

d20+24 : (14) + 24 = 38

May 27, 2025 11:55 pm
Bekassine does her best to slow the Lady before she can get going. Casting Slow on her, and a Clinging Ice hex also. "Be worried about your own head dear Lady"
OOC:
i dont think i need to make any rolls for those two spells.
May 28, 2025 2:02 am
First, we were lap dogs. Now she's threatening to behead us.

Seeing Bekassine cast her spells, Aurelia decides to help her companions take down this foe. Aurelia raises her silver ocarina and breathes in through parted lips. A sharp, rousing tune bursts forth.

"Let courage be your armor," she calls over the rising melody. "Strike true and fear nothing."
OOC:
Casting Courageous Anthem
[ +- ] Courageous Anthem
Last edited May 28, 2025 2:05 am
May 28, 2025 7:01 am
Lady Wormwood succumbs to Bekassine's slow spell, then critically fails to avoid her clinging ice. The ice clings to the hellspawn's legs, significantly hampering her movement. In response, Wormwood casts a spell of haste on herself to counter the slowness!
OOC:
Everybody may act. @Windyridge, Aurelia's actions happen now, so you can cast courageous anthem. That only takes a single action, so you can still take two more actions of your choice, such as casting another spell or moving and attacking.
[ +- ] Enemy Status

Rolls

Fortitude vs Slow DC 32 - (d20+22)

(5) + 22 = 27

Reflex vs Clinging Ice DC 32 - (d20+25)

(1) + 25 = 26

Cold Damage - (7d4)

(3414441) = 21

May 28, 2025 12:57 pm
"I was hoping to avoid this," Ramank says. While Yarth rushes forward he casts a spell, boosting his eidolon. Then the dragon strikes out twice.

Rolls

Yarth Claws - Atk/Dam - (1d20+22, 3d8+6+6)

1d20+22 : (11) + 22 = 33

3d8+6+6 : (166) + 12 = 25

Yarth Bite - Atk/Dam - (1d20+22-4, 3d6+6+6)

1d20+22-4 : (14) + 18 = 32

3d6+6+6 : (423) + 12 = 21

May 28, 2025 6:08 pm
As Aurelia watches the battle play out, she draws her ghost-touched rapier, admiring the runes inscribed on it as she lunges at Wormwood and then again once more,

Rolls

1. Attack GT Rapier/Dmg - (1d20+19, 1d8)

1d20+19 : (2) + 19 = 21

1d8 : (1) = 1

2. Attack GT Rapier/Dmg - (1d20+15, 1d8)

1d20+15 : (15) + 15 = 30

1d8 : (8) = 8

Bekassine

crazybirdman

May 28, 2025 8:12 pm
Bekassine scowls and motions with her arms, lashing out with cold
[ +- ] Glacial Heart [Focus 5
Bekassine

Rolls

Glacial Heart damage (subject to Fortitude save) - (10d6)

(1461452615) = 35

May 29, 2025 11:40 pm
Horace quickly pockets the items they came for, satisfied to have found what they searched for already. He then moves to the spellbook on the table and takes that as well. Still invisible, he says loudly, "Wormwood, stand DOWN! Unless you wish to never see your spellbook again."
OOC:
Manipulate to take crate contents, stride, then manipulate to take the spellbook. Free action to talk a little.
May 30, 2025 10:20 am
Wormwood resists some of Bekassine's spell, though she is still chilled by the magic. Aurelia misses with her attacks, but Yarth lands both of his hits, badly wounding the hellspawn. She startles when Horace calls out from the room behind her, sparing a quick glance over her shoulder. She then turns back and growls, "Keep it! My life is worth more!" She then casts a spell, disappearing in a flash of light as she teleports away!

With Wormwood gone, there's nothing stopping you from going through these rooms and gathering up all you can find. The writing desk in her office contains several historical texts about Vyre as well as a half dozen or so books on occult magic, but the valuable books in this collection consist of two tomes in particular. One is the book Lady Wormwood is currently researching—a thick, densely written tome called An Investigation Into the Enduring Allure of the Hearth, a dry and repetitive work by a priest of Erastil who was obsessed with harnessing the powers of nostalgia and longing for one’s hometown. While the book is somewhat of a slog to read, it does contain the formula for two rituals—collective memories and gathering call.
OOC:
The writing makes it difficult to learn these rituals, unfortunately—a PC must succeed at a DC 36 check to Learn a Spell for either of these rituals. The book is worth 300 gp.
The second valuable book is Lady Wormwood’s journal—an equally densely written (but much better organized and engaging) book that chronicles her frustrations at being ousted from the Dragonfly Society and catalogs over a hundred people whom she’s spent time obsessively stalking and collecting material about. The most recent entries include you and your new association with Gideon. It’s obvious that scrying is the primary method Augusta favors in gathering this information, but it notes she hasn’t directly observed you yet. This book also contains the formulas for binding circle and call spirit.
OOC:
These can both be learned at the typical DC for rituals of their rank. This journal is worth 120 gp.
A few other treasures lie about the room as well. A spell duelist’s siphon sits on the nightstand by the bed. The armoire contains dozens of fine outfits and clothing worth a total of 150 gp in all (and constituting 6 Bulk of clothing); a wonderful gold-and-diamond broach depicting a peacock with human faces worth 2,600 gp sits in the pocket of a long lavender-and-yellow coat. A small wooden coffer below the outfits in the armoire contains a scroll of scrying, a scroll of teleport (at 7th rank), two panaceas, and a taxidermy mouse with emerald eyes worth 250 gp. A fine oil painting depicting dancing humanoid wolves eating screaming pigs has been placed in the back of the armoire behind the clothes. This painting is worth 1,000 gp and is signed by Delmonia Crape.

The final, and perhaps most important, stash of magic items here lies within the crate, which Horace has gathered up: a crooner’s cravat, a herald’s ring, a mocker’s swazzle, a scene stealer’s tunic, a pair of spectacles of discernment, a stage magician’s cloak, and a tumbler’s belt.

In the previous room, you are also able to find valuable items among the overwhelming collection of junk and clutter: a gold ring set with sapphires worth 1,200 gp tucked into a doublet’s hidden pocket, a wand of teleport bundled along with a set of a dozen fine chopsticks (the chopstick collection is worth 30 gp), and a set of +2 greater striking handwraps of mighty blows wrapped around a human femur.

Rolls

Fortitude vs Glacial Heart - (d20+22)

(14) + 22 = 36

May 30, 2025 2:54 pm
Bekassine looks around, picking up and returning random items. Meanwhile Fox stops to sniff items with no discernible pattern. "Should we stick with what we came here for? I assume most of this is also stolen, maybe we should try to get it all back to the rightful owners?" she ask
May 30, 2025 5:01 pm
"You are probably right, Bekassine, but oh how I would love that broach and the marvellous painting! Surely with all these things ...."

Stealing from a thief was still stealing so Aurelia sighed, resigned to getting what they came for and nothing else. She wouldn't speak for the others of course.
May 30, 2025 8:24 pm
"But... it is ours now," Ramank complains when Bekassine suggests finding the owners.

He nods along to Aurelia.
May 30, 2025 8:59 pm
Bekassine shrugs "Maybe it's all this talk of us being heroes, maybe I don't want to get on Wormwoods bad side, or her worse side. Besides, how would we haul it all? Maybe we should just let the local law know about this place." Bekassine has never been one for fancy things, but she understands
May 31, 2025 12:31 pm
Horace purses his lips. "Hero's we may be called, but the moment we leave here, Wormwood may return and sequester these things to another location before the authorities can respond. We do not know what she is capable of, truly. I think we should remove the items from this location and attempt to return what we can, and use what we can't. If we spend time going through her journal we might be able to track down owners for some of the items. The things we use could be of vital help in saving someone's life." He shrugs, "Food for thought. We should have no difficult removing them from here - I have a spell that can help, and I have an interdimensional pouch that can carry most of it."
OOC:
Horace has a wand of Ant Haul and a Spacious Pouch Type 1. He's all for returning what we can, but some of this stuff might be difficult to track down owners for and we could get a lot of benefit out of panaceas and teleportation magic.
Jun 2, 2025 8:02 am
Once you secure the items, you exit Wormwood's lair and set up another meeting with Gideon by letting Molly Mayapple know at the Seven Apples. Gideon arrives within a few hours, excited to hear the news. He thanks you for a job well-done and, as promised, gives you the only copies of Fallenta’s change-of-identity paperwork for you to do with as you wish.

When you tell him that Lady Wormwood had an alliance with a gang affiliated with Norgorber, though, he pales visibly and backs away in shock from the crate of magic items as if they’d suddenly turned toxic.

"Norgorber! The church is powerful in Vyre, and if Lady Wormwood was indeed working with them, that means there’s a good chance that agents of the Gray Master will be looking for these items. They don’t suffer theft of their thefts. We’ve managed to survive and prosper in Vyre at the church’s whim. We pay our dues and obey the rules. I want nothing to do with these items. They’re marked. I’m grateful for your help, but you can keep all of these things. My advice? Leave them on a nearby pier with a note attached saying, ‘Sorry we took these; here they are!’ and then get out of there before anyone comes to collect!"
Jun 2, 2025 2:53 pm
"I will never understand criminals." Bekassine says shaking her head "So now what?"
Jun 2, 2025 8:00 pm
"I say we listen to Gideon. It makes no sense to rankle the church and it's agents. We have enough on our plates".

Still, she does see herself wearing the brooch in her mind's eye.
Jun 3, 2025 8:32 am
Ramank frowns at the talk of leaving the goods to the church. But he remains silent.

Yarth tries to cheer him up. "Don't worry. Was a lousy treasure anyway, there was nothing to eat in there."
Jun 3, 2025 10:29 am
Whatever you decide to do with the treasures, the next step is leaving Vyre and returning to Kintargo. Fallenta eagerly awaits your return and is overjoyed to have the only known copy of her change-of-identity papers in her possession. She clutches the pages tightly as she asks for a full recounting of the your adventures in Vyre. Once you are done, she nods. "Splendid. It is time for my funeral!"

She waits a beat, then laughs in delight, explaining that she’s talking about a funeral for her old life. She’s lived so long as Fallenta that it’s who she is now. She makes a show of burning the papers, the only remaining physical link to her previous life, then sighs in relief and dramatically wipes her hands.

"Now, as for the actual ‘funeral,’ I suppose it’s better to see it as more of an announcement. I want you to help me arrange a public gala, where I’ll reveal to Kintargo that I’m here in town and working, with you, to bring a brand new show to the Kintargo Opera House! Doesn’t that sound like a delight?"

Fallenta assumes responsibility in making arrangements for the announcement, set to take place in Aria Park, leaving you a few weeks to rest, relax, and recover from your adventures.
OOC:
The official invite list for the party is significant and includes all the NPCs who were present at the fete at the Kintargo Opera House, but unofficially, anyone in town is welcome to attend. Fallenta sees this party as a festival in the park, with her announcement of the as-yet-unnamed opera being the closing event.

Because of this, as the announcement festival draws near, Fallenta asks the PCs for help in providing entertainment. She leaves the exact details to each character, but if they look for suggestions, she mentions things like musical performances, mock battles, feats of strength or agility, providing souvenirs, drinks, or snacks, and demonstrations of magic.

Each PC who wishes to take part in the gala can do so by attempting a skill check of their choice—one that reflects the nature of their entertainment. A musical performance would use Performance, of course, while feats of strength or agility would use Acrobatics or Athletics. Magic demonstrations would use Arcana, Nature, Occultism, or Religion as appropriate. Providing souvenirs, drinks, or snacks would be a Crafting check. A mock battle could be an actual combat the PCs play out against illusions or each other, but a simpler method would be to have all involved PCs attempt the skill check with a single Strike from a weapon to try to hit the skill check DC.

Regardless of the check attempted, the DC is 29. On a success, the PCs earn 1 Production Point, while on a critical success, the PCs earn 2 Production Points, to a maximum of 6 Production Points overall.
Jun 4, 2025 5:14 am
"I am not afraid of Norgorbor fanatics," Horace says, "and these things are far too curious and unique to simply leave for the minions of an evil god to do with as they please. We should put them to better use. Or I will, if you will not. They likely already have an idea who we are anyways, having heard of us from the group we let go."

He considers the announcement of the gala. "This sounds like a wonderful way to introduce your presence to the city, and that of the Opera. Now that we have the venue locked down, it is high time we begin to drum up excitement for the show!" Horace places a finger on his chin in thought. "I do have some experience with stage magic, and would be happy to offer my skills."
OOC:
Will attempt an Occultism check for a magic demonstration. As for the loot, unless someone is going to browbeat Horace, he's holding onto anything not otherwise claimed, but not necessarily for himself.

From the warehouse, he'll take the books - he will try and devote some time to learning the rituals.

He'll otherwise store: scroll of scrying, scroll of teleport (lvl 7), 2x panaceas, the wand of teleport, and the unique equipment: a crooner’s cravat, a herald’s ring, a mocker’s swazzle, a scene stealer’s tunic, a pair of spectacles of discernment, a stage magician’s cloak, and a tumbler’s belt.

He'll grab the painting as well, but with the intent to return it to Delmonia Crape.

There are a lot of other valuables left there - if the group wants to leave them, all good, but its likely they'll just end up back with Wormwood. *shrug*
Last edited June 4, 2025 5:37 am

Rolls

Occultism (Int) - (1d20+20)

(18) + 20 = 38

Jun 4, 2025 10:40 pm
Bekassine considers Horace's arguments. "Well, I guess it wouldn't hurt to take a closer look at some of those items. . . "
"I suppose I could present some of the magic my patron has given me. And Fox will likely relish the chance to show off a bit." she adds with a smile as she scratches behind Fox' ears. "Although I'd like to look around town and see if there are some local artist and performers we could highlight. The sooner we introduce the next stars, the sooner I can get out of the spotlight myself."

Rolls

Society (Int) looking for local chefs, virtuosos, etc. - (1d20+20)

(12) + 20 = 32

Arcana (Int) Magic Demonstration - (1d20+24)

(14) + 24 = 38

Jun 5, 2025 8:49 am
Ramank tells an exaggerated tale of their exploits. Though stopping at a particularly critical moment, saying to find out what happened they have to visit the operah. He makes Yarth the hero of the tale, feeding the dragon's already large ego.

Rolls

Deception (Cha) - (1d20+24)

(5) + 24 = 29

Jun 5, 2025 7:06 pm
OOC:
You twisted my arm. Aurelia will take: gold-and-diamond broach depicting a peacock with human faces worth 2,600 gp sits in the pocket of a long lavender-and-yellow coat.
Also, a request for @crazybirdman: Would you mind too much if I asked you to change the color of your dialogue text? It's hard for me to see on a white background.
Full of confidence from past successes, Aurelia is only too happy to play one of her instruments. Donning the long coat after attaching the beautiful brooch, she withdraws the flute made from a goblin’s shin bone bearing fine gold and silver filigree work depicting drunk goblins, and proceeds to sway on the stage as she plays as if she too were a drunk goblin. Screwing up her face, making it as hideous as possible, she prances and feints, sways and twirls to a tune of deliberate discordant notes.

Rolls

Performance - (1d20+23)

(18) + 23 = 41

Jun 6, 2025 12:10 pm
The festival is a hit with the people of Kintargo, thanks largely in part to your efforts to provide the entertainment. At the conclusion of the celebration, Fallenta takes to the stage to the cheers of the crowd. "Yes, it is I, Fallenta Sumac d'Venenoux! And it is my distinct pleasure to announce that I am working on new opera about the heroic exploits of these legendary heroes who thwarted the schemes of Osoyo, the Blackfrost Whale! It will have its grand debut at the Kintargo Opera House, and I hope to see all of you in the crowd cheering us on!"

Those in attendance are delighted, excited, and jubilant at the news. Fallenta turns to you with a smile. "Now, let them the anticipation build! Come, my friends. We have much more work to do!"
OOC:
[ooc]You gain 5 Production Points. You now have a total of 17 points. This is the end of book 1 of 3 in the adventure path! Everybody is now level 14! Everybody gains a Hero Point!
Jun 7, 2025 6:03 am
Horace can't help but grin as the excitement in the crowd for their pending production becomes evident. "Of course. Much to do, and now we must rise to the expectations we have set. We will give them a show talked about for years to come!"
OOC:
Yay! congrats everyone!

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