Dice *
Perception (searching for the last goblin):
1d20+3
(4)+3
Total = 7
unsuccessfully searching the apartment, Vyeggar just stared distantly out the window of the old woman’s home. From his elevated vantage point he had a clear line of fire to the now empty street below. There was no sign that only minutes before a bloody battle had taken place with several fatalities. The half-orc tried to ignore the old woman’s stuttering. He wanted to tell her to shut up. He wanted to punch something. He wanted a beer and a bl*wjob. Unfortunately, there was no time for that right now.
”It’s okay,” he said quietly to the old woman. ”She’s gone, and, lucky for her, I don’t think she’s coming back. Are you alright?” He eyed the elderly lady with a discerning eye but saw no visible injuries. ”I’m glad you weren’t hurt. Lock your door after I leave. I’m sorry you had to deal with this.” The woman was just an innocent old lady who hadn’t asked for any of this bulls**t. The kindest thing Vyeggar could do was to let her be. And so, he left.
It was a few minutes later before he abruptly entered the now crowded apartment of Ariadne. His patience with this job was at an end, and his irritation with all parties involved – the living and the dead – had drained away as quickly as blood down a sewer grate. He looked at the unconscious elf and would have slapped the little mouse back awake for information, but it turned out that was unnecessary. Sliggitz was still alive and conscious, and so Sliggitz would have to suffice.
”You,” he said, pointing at the rueful goblin with one large light-green finger which was now mostly devoid of bloodstains. ”You are going to tell me where your other little friend ran off to. She was nowhere to be found by the time I got up the street, and I’m still not entirely against burning this place to the ground with you and everyone involved tied up inside it if it means getting answers. So if you don’t want you and your elf friend here to be turned into a friendly neighborhood pig roast, you will This I think I will take 10 on if you’ll let me, for an 18 intimidate.tell me where your last living friend has run off to. Besides, I think our little wizard friend here would love to meet the sharpshooter who damn near took her arm off at the shoulder. Isn’t that right, crazy lady?” he said, looking toward the injured spellcaster
Standard Action:Rolls. Perception of 7 to find any clues from the sniper. I'd like to take 10 to intimidate Sliggitz for an 18, since I do not feel threatened currently
Race/Class Abilities, Feats, Traits, etc. Racial Traits:Darkvision: Half-orcs can see in the dark up to 60 feet.Darkvision | Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.Intimidating | Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.Orc Blood | Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.Orc Ferocity | Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.Weapon Familiarity | Favored Class Bonus (Brawler): Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.Favored Class Bonus Traits and Drawbacks:Bloody Minded: You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks. Bloody Minded | Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Bruising Intellect | Cruelty: You were rewarded as a child for flaunting your victory over others as completely as possible, and you discovered you enjoyed the feeling of rubbing your foes’ faces in the dirt. Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless. Cruelty Class Features:Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).Weapon and Armor Proficiency | Brawler's Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.Brawler’s Cunning | Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.Martial Flexibility | Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.Martial Training | Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.Unarmed Strike Feats:Deft Maneuvers: (from EITR) You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.Deft Maneuvers | Improved Unarmed Strike (class): You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.Improved Unarmed Strike
Languages: | Common | Orc
Eligible for Armor Focus feat (+1 AC - armor)
Eligible for Aquatic Combatant (bludg strikes hit for full dmg underwater)
Eligible for Artful Dodge (+1 AC - dodge - if only threatening combatant)
**Eligible for Belier's Bite (+1d4 bleed damage to unarmed strikes)**
Eligible for Blind Fight (Reroll miss percentile due to concealment)
Eligible for Cleave (additional attack vs adjacent foe if initial attack hits)
Eligible for Combat Expertise (trade atk bonus for AC bonus)
Eligible for Combat Reflexes (bonus AoO = to Dex mod)
Eligible for Combat Vigor (allows for self healing of 1d6 at price of 1 min fatigue, replen after 8 hours)
Eligible for Death From Above/Death From Below (situational, bonus from high ground/bonus vs flying creatures)
Eligible for Demonic Style (bonuses to Atk + Dmg when charging)
Eligible for Desperate Battler (bonuses when no allies within 10 feet)
Eligible for Dirty Fighting (bonus to combat maneuver attack when flanking)
Eligible for Drag Down (trip a foe who trips you)
Eligible for Enforcer (intimidate as free action when dealing nonlethal dmg)
Eligible for Felling Escape (trip a foe when breaking a grapple)
Eligible for Flanking Foil (affect flanking enemy with successful attack)
Eligible for Frightening Ambush (intimidate as free action vs flat footed foes)
Eligible for Ground Grabber (+2 CMD vs larger enemies)
Eligible for Intimidating Prowess (add str mod to intimidate checks + cha mod (int mod with trait))
Eligible for Ki Throw (throw opponent prone on successful trip attack)
Eligible for Opportunistic Grappler (attempt dirty trick while being grappled)
Eligible for River Raider (stealth and swim bonus when weather is clear)
Eligible for Scorpion Style (after successful atk, foe makes wis save or speed reduced to 5 feet)
Eligible for Shadow Strike (deal precision damage vs foes with partial concealment)
**Eligible for Smash (bonus to breaking objects and doors)**
**Eligible for Snapping Turtle Style (bonus to ac when at least 1 hand is free)**
Eligible for Solo Maneuvers (+1 to CMB/CMD when only one threatening)
Eligible for Step Up (when foe takes a 5 foot step, take 5 foot step toward them immediately)
Eligible for Throw Anything (no bonus on ranged attacks with improvised weapons)
Eligible for Toppling Pileup (after successful trip vs foe, attempt trip against adjacent foe)
**Eligible for Weapon Focus - Unarmed Strike (+1 to attack rolls)**
**Eligible for Whirling Hold (can sicken foe when maintaining a grapple)**
Level 2 ideas:
Dodge Feat (Bonus). Makes eligible for Azata Style (+1 dodge bonus if move at least 15 feet), Crane Style (-2 to defensive attacks, +1 additional Dodge AC), Landing Roll (if tripped move 5 feet as an immediate action)
Take 1 rank in Knowledge (Dungeoneering), eligible for Rat Catcher (bonus vs small creatures and swarms)
Level 3 ideas:
3 ranks of Intimidate makes eligible for Boar Style (unarmed strikes can be B or S)
3 ranks of Swim makes eligible for Shark Style (unarmed strikes can be piercing and do bonus 1d6 bleed dmg)
Eligible for Reap the Infirm (bonus damage vs diseased creatures)
Eligible for Savage Slam (do damage and move foe when releasing a grapple)
Eligible for Tiger Style (bonuses to CMD, slashing dmg, bleed dmg on crit)
Grim was a little taken aback when Tarbin once more struck Damidex, silencing his questions and putting the talkative Elf to sleep. He was about to snap at the large man but seeing how easily he had rendered the boy unconscious he thought better of it and after a moment to calm his nerves, Grim gave Tarbin a big smile
"I could have put the boy to sleep for you if you had asked Mr Haldar, but i will say your method is certainly much more efficient"
The gnome followed the small group as Tarbin effortlessly carried the unconscious Damidex into Ariadne's apartment, rejoining the others, though he noticed that Vyeggar was not with them as Grim found himself a seat and rested, listening to the myriad of small conversations and accusations flying around the room. The Sell Spell was not so easily distracted from the task she had been called there to do, and as she asked if any of them had spoken to her client, Ariadne seemed to remember about the gemstone as well and started asking and begging again.
Grim remained silent for a few moments more as he considered his position, he was about to answer when their Half-Orc friend reappeared, he had apparently gone to find the second rifleman but appeared to have not had any luck. As Vyeggar threatened Sliggitz about the location of his companion, Grim considered his words carefully before he decided to bite the bullet and answer the wizard and Ariadne
"I have the Void Prism"
His voice was softly spoken and calm but it carried around the room easily, each hearing his words as if he was standing beside them, clearly using his magic to make himself heard throughout the room.
"I will not return it to your hands Ariadne, it is far too dangerous a weapon for you to carry but if your friend and i can come to an agreement i will give it to her on your behalf and let you complete your transaction"
Grim turned his gaze to the Sell-Spell once more, now he had admitted he possessed the crystal he seemed to have her attention
"Am i to understand that you are acting as an intermediary between Ariadne and another client? So you will purchase the crystal from Ariadne and then sell it on, at a profit i assume, to the client? do i have that right?"
"If that is the case then i would like to complete that transaction but i have a stipulation that you do not sell it on to your current client, you will be able to find another for such an item easily"
"Yes i spoke to your client, although it would be more accurate to say that she spoke to me, and by speak i mean taunt and gloat"
At his revelation that he had spoken to the Illusionary gnome he could see the looks the others were giving him, her name had been thrown around and his new friends were an intelligent collection of individuals so he knew they would have suspicions.
"I know your client very well and i can tell you now that she will not honor her side of the bargain. she can not be trusted"
"She calls herself the Weaver of Souls, because she thinks it makes her sound mysterious and dangerous. But really its because she is a pompous self centred conceited B*$ch"
"Her Name is Nalia. Nalia Hillivi Grimzinta. She is my kid sister and a more vile cruel piece of filth you could not hope to meet"
"As much as i despite the woman, i will admit that her magical talents are considerable. She is a prodigy but giving someone like her access to a Void Prism would be a catastrophic mistake"
"So, its quite simple, give me your word you will find a new client and the stone is yours. If not then you will have to kill me to get it as i have no intention of putting this much power in that woman's hands"
Features and Abilities:Common, Gnome, Sylvan, Elven, Dwarven, Halfling, Orc, Goblin, Draconic, UndercommonLanguages | Armor: None Weapons: Simple/Finesse Skills: Acrobatics:+0, Appraise: +2, Bluff: +11, Climb:-2, Craft:+2, Diplomacy:+11, Disguise:+6, Escape Artist:+0, Fly:+0, Heal:+3, Intimidate:+6, Knowledge (Local):+6, Perception:+4, Perform:+6, Ride:+0, Sense Motive:+2, Sleight of Hand: +4, Stealth:+4, Survival:+2, Swim:-1Proficiencies Sorcerer Traits:A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.Spellcasting | Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.Bloodline | Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.Cantrips | You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.Eschew Materials | | A mongrel mage is a sorcerer whose bloodline is so weak, or mixed with so many others, that her power isn’t clearly associated with any bloodline source. A mongrel mage’s bloodline powers can change on a daily basis, but always fall short of those of a full-blooded sorcerer’s powers. A mongrel mage is a dabbler in all bloodlines but a master of none, and she is looked down upon by true sorcerersMongrel Mage | At 1st level, a mongrel mage has an innate pool of magical energy, known as her mongrel reservoir, that she can draw upon to activate her weakened bloodline. Her mongrel reservoir can hold an amount of magical energy equal to 3 + her sorcerer level. Each day when refreshing her spell slots, her mongrel reservoir is restored to full. The mongrel reservoir can never hold more points that the total mentioned above; points gained in excess of this maximum are lost.
Each day when she refreshes her spell slots, the mongrel mage selects one sorcerer bloodline. She must select an ordinary bloodline with this ability, not one altered by the wildblooded archetype or any other archetype. She gains this bloodline’s 1st-level bloodline power for that day, using it as if she were only a 1st-level sorcerer. (If this ability is used to gain an arcane bond and the bonded item is selected, she can use the item only to cast a 1st-level spell known, as she counts as only a 1st-level sorcerer.) A mongrel mage can have only one bloodline selected at a time.
As a swift action, she can expend 1 point from her mongrel reservoir to activate that bloodline, allowing her to use its 1st-level bloodline powers as well as its bloodline arcana at her full sorcerer level, including using a bonded item from an arcane bond. This lasts for a number of rounds equal to her Charisma modifier (minimum 1)Mongrel Reservoir (4) Current Chosen Bloodline & Ability:At 1st level, you can cloak yourself in illusory magic as a standard action, making you invisible (as per invisibility) for a number of rounds per day equal to your sorcerer level + your Charisma bonus (if any).
These rounds need not be used consecutivelyNaga - Vanishing (1 / 7 rounds) Character Feats:Visiting so many large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for youWorldly Traveller Gnome Traits:Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.Small Size | Gnomes have a base speed of 20 feetSlow Speed | Gnomes can see twice as far as humans in conditions of dim lightLow-Light VisionGnomes receive a +2 racial bonus on Perception checksKeen Senses | Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skillGift of Tongues | Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s levelMagical Linguistics | The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.Fey Magic - Urban | Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.Sound Mimicry Character Traits:For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.Naturally Gifted |When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.Etymologist |A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.Entomophobe Background:You have sailed the seas your whole life. Sometimes as a merchant. Sometimes as a corsair. Of course, with the number of coasts you have been on, you have caught many a disease, and are now very hardy.
You actually came to Julianople to meet a physician who wanted to study you, but then they never showed up at the meeting spot.
In a new land with no currency, you sniffed out a job with plenty of gold to be made.
Benefit: Choose two out of Climb, Swim, Heal or Appraise. You gain +1 to these, and these are class skills.
In addition, all DCs for saving throws vs Diseases are halvedSea-dog
Spellcasting: Charisma | Save DC: Cantrip 16, 1st Level 17
Sorcerer Spells Daily Usage - Cantrips: Unlimited First: 4 / 5 (3 Base + 2 Cha Bonus) Cantrips:Casting Time: 1 Standard action
Range/Area: 10 ft
Components: V,S
Duration: Upto 1 Hour
Prestidigitations are minor tricks that novice spellcasters use for practice.
Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour.
The effects are minor and have severe limitations.
A prestidigitation can slowly lift 1 pound of material.
It can color, clean, or soil items in a 1-foot cube each round.
It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters.
Prestidigitation can create small objects, but they look crude and artificial.
The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components.
Finally, prestidigitation lacks the power to duplicate any other spell effects.
Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.Prestidigitation | Casting Time: 10 Minutes
Range/Area: 10 ft
Components: V,S
Target: One object upto 1lb per level
Duration: Instantaneous
Save: Will Negates (Harmless, Object)
Spell Resistance: Yes (Harmless, Object)
This spell repairs damaged objects, restoring 1d4 hit points to the object.
If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points.
All of the pieces of an object must be present for this spell to function.
Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object.
Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities.
This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.Mending | Casting Time: 1 Standard action
Range/Area: 5 ft
Components: V, S
Target: One or More Written objects
Duration: Concentration, Upto 1 Minute/Level
Saving Throw: Will (Harmless, Object)
Spell Resistance: Yes (Object)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another.
The quill copies a written work at the rate of one normal-sized page per minute.
The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster.
You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required.
The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.
This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.Scrivener's Chant | Casting Time: 1 Standard action
Range/Area: Close (25ft +5ft/2 Levels)
Components: V,S
Target: One Nonmagical, unattended object weighing upto 5lbs
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance.
As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.Mage Hand First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 1 Hr/Level
If a creature within 100 feet that you can see is speaking a language you understand, you can read its lips with perfect accuracy.
Reading lips in this manner gives the exact wording of conversation and does not assist in deciphering any obfuscated ideas such as secret messages or slang.
Reading lips requires moderate concentration, and you take a –4 penalty on other Perception checks while doing so. Speechreader's Sight | Casting Time: 1 Round
Range: Medium (100 ft + 10ft/level)
Area: One or more Living Creatures within 1 10ft radius burst
Components: V, S
Duration: 1 Minute/Level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures.
Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell's point of origin are affected first.
HD that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless.
Slapping or wounding awakens an affected creature, but normal noise does not.
Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.Sleep
Magical Linguistics Spells Daily Usage - Once per Day Each (Message Used) Cantrips:Casting Time: 1 Standard action
Range/Area: Touch
Effect: One personal rune or mark, all of which must fit within 1sq.ft
Components: V,S
Duration: Permanent
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.
The writing can be visible or invisible.
An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed.
If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark.
A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).Arcane Mark |Casting Time: 1 standard action
Range/Area: Medium (100ft +10ft/level)
Target: One creature/level
Components: V, S
Duration: 10 Minutes/level
You can whisper messages and receive whispered replies.
Those nearby can hear these messages with a DC 25 Perception check.
You point your finger at each creature you want to receive the message.
When you whisper, the whispered message is audible to all targeted creatures within range.
Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell.
The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range.
The creatures that receive the message can whisper a reply that you hear.
The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.Message |Casting Time: 1 standard action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/level
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible.
This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic.
You can read at the rate of one page (250 words) per minute.
The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).Read Magic First Level:Casting Time: 1 Standard action
Range/Area: Personal
Target: Self
Components: V, S
Duration: 10 Minutes/Level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
The ability to read does not necessarily impart insight into the material, merely its literal meaning.
The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute.
Magical writing cannot be read, though the spell reveals that it is magical.
This spell can be foiled by certain warding magic (such as the secret page and illusory script spells).
It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend Languages
Fey Magic - Urban Daily Usage - Once per Day Each (Whispering Lore Used/Enhanced Diplomacy) Cantrips:Casting Time: 1 standard action
Range/Area: Close (25ft +5ft/2 levels)
Target: One Fine Object
Components: V,S
Duration: Instantaneous
Saving Throw: Fortitude Negates (Object)
Spell Resistance: Yes (Object)
You can make an unattended Fine flammable object catch on fire.
This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Spark |Casting Time: 1 standard action
Range/Area: Touch
Target: Object Touched
Components: V
Duration: 10 Minutes/Level
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).
In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time.
If you cast this spell while another casting is still in effect, the previous casting is dispelled.
If you make this spell permanent (through permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or lower spell level.Light |Casting Time: 1 standard action
Range/Area: Touch
Target: Creature Touched
Components: V,S
Duration: 1 Minute or until discharged
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
You imbue the subject with divine diplomacy skills.
The creature gets a +2 competence bonus on a single Diplomacy or Intimidate check.
It must choose to use the bonus before making the roll to which it applies.Enhanced Diplomacy First Level:Casting Time: 1 Full Round action
Range/Area: Personal
Target: Self
Components: V,S
Duration: 10 Minutes/Level
Upon casting this spell, you are able to gain knowledge from the land itself.
As you walk through the terrain, it whisper information in a language you understand, though the whispering is so rambling it is hard to distinguish useful information.
This whispering grants you a +4 insight bonus on a single Knowledge skill type appropriate to the type of terrain you are in.
If you are within an urban environment, you gain the bonus on Knowledge (local) checksWhispering Lore - Urban
Equipment: Armor/Clothing:These clothes are favored by gnome inventors and wanderers, and consist of sturdy boots, a pair of stout linen pants or skirt, a cloth shirt, leather gloves, a hat and cloak, and numerous belts, straps, and accessories (such as scarves, a vest, bits of rope or twine, and bandoleers). These items are generally mismatched, each having been selected as "superior" from some other set of clothing, and are rife with pockets and small hidey-holes. It the wearer a +2 circumstance bonus on Sleight of Hand checks made to conceal a small object on her body.Dilentante's Clothing Weapons: Daggers x4, Brass Knuckle Magical Items: Void Prism Equipment: This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel contain loops and ties for securing additional equipment. The sash buckles at the shoulder, and in an emergency can be freed with a sharp tug as a move action.
Scroll Case, Journal One (Mapbook), Journal Two (Questbook), Brass Knuckles, Flint & Steel, Grooming Kit, Scrivener's Kit, Vial of Ink, Shaving Kit, Red Sunshine x6 (100gp per Vial), Money PouchAdventurer's Sash, Containing 11GP, 6 SP, 10 CPMoney Pouch, This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powderGrooming Kit, This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small rulerScrivener' Kit, A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shavesShaving Kit, Contains Parchmentx4Scroll Case
Fool, she mouthed softly. He was expected the wizard, someone unknown and likely motivated to lie, to tell the truth? And he was just giving away the Void Prism? It was evil; it should be destroyed. Granted, the woman Ariadne had some claim to it: and they were on a mission to protect her. But ... doing the works of righteousness in battling the Swirling Light was surely more important than keeping promises to non-Family members.
She took a position on the opposite side of the wizard from Grim, and assumed the Stance of Piercing Rays. Afterall ... he had just invited her to kill him. (Fool). And she did not want to be on the same side as the blast. And if the wizard didn't kill him, maybe she would.
But her fury did not stop her split mind from calculating ... calculating .... She focused on Damien. She would try to psionically support Damien in detecting whether the wizard was about to utter a lie. Maybe that could haul the gnome back from his idiocy.
With the halfling's eyes boring at him, Damien felt his alertness and attentiveness increase...
(Will it make any difference?)
A long shot, as she's lousy at Sense Motive herself.
It was becoming clear that this gem wasn't something to be taken lightly... and neither was the mysterious gnome who was after it. As much as Damien wanted to help Ariadne, he had to admit the larger motivation for allowing this deal to go through was simply to not make any more enemies than they already had. This was an off-the-books mission; one that had quickly escalated from babysitting to bloodshed and brokering dangerous goods for more dangerous people. If any of this came back at them on Tilly's turf, it was going to make a bad situation MUCH worse.
For the moment, a united front was key, and while Damien certainly had his assumptions about who was currently carrying the void prism, he didn't know for sure... and if they weren't speaking up, he certainly wasn't about to out them to Ariadne or the sell spell. Grim made the silence quite unnecessary however, revealing he possessed the piece... and revealing much more. Sure enough, the two gnomes WERE related... siblings, no less. What followed was a very nobly-intentioned attempt by Grim to do what he probably saw as the right thing... in reality, the "right thing" was subjective, and offering up the gem while looking to alter the conditions of the wizard's contract was nothing short of half-measured optimism. By the time the words "you will have to kill me" had crossed Grim's lips, Damien was actively suppressing a wince and forcing himself to maintain a relaxed posture. This was NOT going to go their way... but now that Grim had revealed the void prism, it was doubtful the wizard would let them go off and side-bar to discuss a plan after the fact.
"I'm sure that's not going to be necessary. Every person here not dead or unconscious knows this would be a FOOLISH time and place to be going at each other's throats again... we're going to talk, come to an agreement that makes the most sense for everyone, and part ways like this entire night never happened. Right?"
Liana at this point had repositioned herself out of the path of any potential spells aimed at taking Grim up on his "kill me" terms. Smart... and while Damien wanted to think the wizard recognized that picking a fight with all of them by herself was a bad idea, he had no real idea of her capabilities. Still, he remained where he sat across from her; not because he trusted he'd be safe, but because he could feel the influence of Liana on his senses, sharpening his observational abilities as he appraised the wizard for her reaction. The vishkanya's eyes drifted up to the halfling for only a moment, giving her an affirming look before he returned his attention to the sell spell. She was trying to help him figure out something regarding the wizard's intentions. To that end, the best and only place for him to read her like a book was exactly where he currently sat.
Damien will play ball and try and figure out if the wizard's words are to be trusted.
Vishkanya Venom: Injury; save Fort DC 12 + 1/2 the vishkanya?s Hit Dice + the vishkanya's Constitution modifier (14); frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.Notes
Ariadne's reaction to Liana's words was immediate, emotional, and not at all thought out. "You conceited..." She paused, then looked to Tarbin as if looking for support, before wheeling back to Liana with tears welling in her eyes. "You're just like Sandraminae! You think I'm only safe in that casino! Tell me, who's a bigger enemy to your "gods"? Some shiny rock, or a one-eyed violent lunatic who not only has her entire staff in debt somehow, but also killed the last-"
Before she could carry on with her rant, the door slammed open, almost flying off of the hinges. In walked Vyeggar, his eyes directly on Sliggitz. The little goblin began to panic.
"What?! What have I done?!" he asked. Then Vyeggar made his demands and his threats, all of which landed into the goblin's bellies like stones. He looked to Ariadne for help, and just found a scowl. He looked to the sell-spell for any sort of alliance, and all he got was a vile little smile.
"I'd love some revenge on the ****er who nearly killed me."
"Sh-she lives somewhere in Goblintown!" he squealed. "I am the only... was the only one who didn't! I don't know how long she'll be there, though, you just killed every reason she had to stay in the city!"
Grim's words were next, and they shattered the noise and communicated easily to everyone. Ariadne tensed - while her eyes widened, her arms went across her chest, as if trying to shield her heart. She winced a little. The adrenaline had gone entirely from her, anger replaced by terror. She had to put her faith into Grim and all of you, and while you had saved her life, you were also mostly strangers. And it was clearer that she believed you had her fate in her hands.
The sell-spell seemed to be in the same boat. There was a bitter anger in her face as she looked around the room. She seemed to be analysing each one of you in turn. Your intent? Your power? Who was to say. For a moment, her fingers started to wriggle like snakes, as if readying a spell... then they stopped.
A decision was reached. Her nostrils flared. Then she breathed out. "That does sound an awful lot like her."
With some difficulty she got to her feet and stood up. "We sell-spells don't carry money. The University holds it all, we just have receipts. Only when we get the receipts signed do we actually pay anyone."
Ariadne balked a little. "But you said..."
"I said a lot of things," the sell-spell grunted. "She promised enough gold that it was worth the risk. And now, for some reason, she won't respond to me." She looked to Grim, cold, annoyed. Then, from her robe, she drew a small piece of pink paper. On it was a set of signatures, including one he immediately recognised. Nalia Hillivi Grimzinta, clear as day. "I'm not tearing this up. Yet. She still promised a fortune. But if what you're saying is true, then I'd rather find a certain payday rather than a liar's fortune."
She put away the receipt, and sighed heavily. "Must've been really shitty growing up with her. You come to the University in three days, I'll take the Stone off of you and give you money. Just say you're from Dead Mermaid and I'll know who you are." She nodded to Big Fox. "The idiot's loud, I heard him say Tilly's name. Maybe I'll start with his dad, if he wants to know where his Void Prism went. Sounds like he didn't have a clue what it was, either."
The sell-spell tried to make her leave, hoping to avoid saying anything more than she needed to. Ariadne, slightly defeated but slightly more relieved, mouthed "Thank you," before approaching Liana. "I'm... sorry, for what I said. You guys saved my life." She had to hold onto her arm, and her fingers kneaded deep into it. "But it feels like you saved me just so I could get right back to work. Like a good little bitch."
Her eyes closed. They tried to open without gratitude, but she began to shake. "I... I nearly never saw her again... fu-****... I was a fool, wasn't I? I nearly died without saying goodbye to her..."
That's when her resolve crumbled, and her hands rushed to her face to try and catch the storm of tears that began to pour out of her. Everything was let out in one long river as she bawled her heart out. All of the stress, all of the terror, it left her in one rush of sorrow. That she was trapped. That her way out nearly killed her and left her sister without anyone. That she was angry at her saviours.
Sliggitz spent this entire exchange looking at his feet, saying nothing.
Slowly, very slowly, she regained some composure. Sniffling, she looked to Big Fox, slumped down on the table and still unconscious. "Wh-what are you doing with him? I can't - sniff - I can't keep him here."
Location
Map
Season
Day
Time
Weather
The Dead Mermaid Casino
J9
Harvest
104 of 120
2:00am
Clear
The walk back from Ariadne's apartment had a very strained atmosphere about it. Ariadne was safe, though it had nearly cost you dearly, and you were also becoming just dimly aware of new threats in Julianople. New players at the table of the Lawless City's game of gangs and power. The Bigs. Nalia. What plans did they have? Could they, should they, be stopped? Did they have anything to do with Tilly's precious Chest? How did Kasturr figure into all of this?
If nothing else, you all at least had a new lead on him. Along with the Red Sunshine you procured to bribe the guards at the ambush site with, it had at least not been an unproductive day.
That's when you all turned the corner, and you saw orcs covered in blood.
Some of them were head to toe. All of them dripped. Most of them were inspecting weapons, or making idle chit-chat as if it was completely normal to hang around outside a casino covered in someone else's innards. It was a very ghoulish sight. What could have happened...
"No no no! No rubber-necking! Or you'll wish I was just punching you!"
That was Tilly's voice. She, at least, sounded normal. You spotted her close to the Dead Mermaid's Casino, arguing with someone at the door. By her side was Kara, looking bruised and bloodied, scarlet hair a mess and eyes weary yet wide from a combination of exhaustion and adrenaline. She saw you. So did Tilly.
"Oh! Brilliant! You lot! Good of you to finally show up!" she bellowed, as she usually did. She suddenly slapped Kara on the shoulder. "I hope I didn't ruin your leisurely midnight walk! I found your friend, by the way! She was tied up in a basement, on the other side of the bridge! Honestly, do I need to keep you all on dog leashes so I know where you are?!"
The door cracked open. A very smug-looking elf stepped through, with only a light black shawl on her for warmth.
"It was a personal errand, Tilly! I'm guessing from your screaming that they're back!" Sandraminae had her hair loose, but it still somehow looked like she was ready for work. Maybe that's just how she looked. Her gaze travelled around the blood-soaked orcs, before back to Tilly, looking very un-bothered. "How's your boyfriend?"
Tilly's lips flattened. "Still alive."
"So it's not unrequited after all! You really do love him!"
The two had a very awkward stand-off. Lionnesses at a watering hole. Then, at the same time, they both broke into grim little smirks. Tilly smacked Sandraminae's arm hard enough to bruise, and yet both laughed meanly. Then the laughter died very quickly. "Seriously, though, what's going on?"
Sandraminae smiled. "Good question." Then she walked through the small army of orcs, each of whom kept their gaze on her as she approached you. Her eyes hardened as she reached you, stopping and folding her arms across her chest. There was a hardness, but also a little bit of concern as she asked, with a breath held in her lungs, "Is she safe?"
Liana addressed Ariadne with compassion. "I understand the situation is ... difficult, and painful. Many people are in various forms of debt and bondage. If I can help you, or any person of the staff who is of good-will, I will. But for my part, I cannot compromise my faith."
She did have a 'path of rescue' she could activate. As a recruiter for the Cirque, if someone showed the right talents, they could run away and join the Circus. It was an escape from time immemorial, taken by exceptionally talented youth, by dreamers, by scoundrels. But the Cirque only took in certain candidates. There was no evidence that poor Ariadne met the profile.
Liana took a moment to verify that she knew were Big Fox's lair was, his place away from his father's house and where the rendezvous with Big Coyote would occur. When that fact was clear and verified, she was good to turn back to the casino.
On the walk back, she repeatedly winced in pain. She had suffered a grievous injury, which was mostly, but not completely healed, thanks to Tarkin. But, she still needed rest and could benefit from further treatment. Those fire-sticks were terrible weapons, powerful at a distance, as bad as a skilled archer's arrow.
Liana was bloodstained from being shot through the chest. She caught Sandraminae's eyes with a look almost of accusation. "She is safe, safe enough as the average person in this city for now, maybe. She wouldn't have been safe, if it wasn't for people getting the way of fast-moving bits of metal."
She was relieved to receive further healing from Tarbin's channeling.
Gazing at the wreckage of bloody murder coming back to the inn, she was sickened at heart. But the sight slowly caused her to go numb. She only stared at Sandraminae. She had to help her. She had to solve ... at least one murder -- even as more were going on and on in this sick city.
Her heart was full of words she could not speak yet.
She waited for some opportune time, however long it took, to find an occasion to talk to Sandraminae without a crowd of onlookers.
She never quite knew who to trust in this place; her cohorts in these missions had shown some middling level of trustworthiness. And in the manner of which she was about to speak, she felt she had achieved some degree of hope Sandraminae might take it well.
"Miss Sandraminae," she began. "I've seen you more than a few times show concern for the wellbeing of the staff. And you should have heard, by now, that my care for the sons and daughters of the Hundred and Eleven Gods of Love and Lust is not just casual, but a matter of faith and devotion.
Well, there is a matter of the assault which just happened. The Bigs were behind it, and they were seeking to rob Ariadne, and they would certainly have killed her had you not sent us. We learned of a few of their gang names, Big Fox (an idiot rich son elf) led the assault. But there are others in the Bigs who go by the names of Coyote, Dog and Wolf. The last is, by what little I know, the most dangerous.
But is it 'Big Dog' who are am most concerned with at the moment. He murdered one who was dear to me, a member of the Family. It was wanton, vicious violence and, like the rabid dog he is, he must be put down.
So can you provide us any information about the Bigs? Their murderous acts would have landed upon Ariadne as brutally as they did upon Cestine, but for our being there to stop them. What could you tell about them: since they are a deadly menace to this community."
She was as earnest and diplomatic as she could manage. If that did not budge any information out, she was willing to tell more; the full story as need be. She just hoped to get what she needed out of the information transaction, before Vyeggar or Grim -- both often loose lipped, just blurted it out without proper regard for the transactional value of infromation.
Usual deal: Zealot aid another on her self.
Dice Aid Another (self): Diplomacy DC 10:
1d20+9
(4)+9
Total = 13
Dice Diplomacy - Gather information / establish common interest with Sandrinae re the Bigs:
1d20+14
(12)+14
Total = 26
(Later -- not so much now)
Liana will be generally keeping her eye out for Cirque recruits. This is not her highest priority, for sure. Daily survival, finding Kasturr and a missing chest, and wrecking vengeance in justice for murder -- all were higher priorities. But she keep an eye out for potential Harlequins; the ability to perform comedy, being a keen observer of character, being masterful at sleight of hand, or being masterful at ranged combat ... someone should demonstrate a few of those. Acrobatics, or other Circus arts were added pluses, naturally.
”I beg your pardon Grim, I didn’t know you knew how to put an elf to sleep. Next time I’ll be sure to ask your help” Tarbin replied rather deferentially to the gnome’s objection. Slightly adjusting the weight on his shoulder the large man then continued in towards Ariadne’s home.
Tarbin shook his head as he made his way in to Ariadne’s home. ”No I have all the supplies I will need…” Tarbin began before glancing at the young woman for a moment. ”Besides sometimes faith is all you need…” the large man added before heading to the far corner of the room and laying the unconscious elf on the floor.
Tarbin then slowly made his way to the wizard. ”All that are injured gather round…” Tarbin then instructed as he pulled out a rather simple looking wooden holy symbol carved in to the shape of a woman out and held it in his hands. A soft warm light then washed over those gathered relieving their aches and pains and causing their wounds to slowly close.
Tarbin then raised an eyebrow at the revelation that the would be buyer of the void prism was none other than Grim’s little sister. The large man then frowned when it became clear that Grim was willing to sell the gem but just not to his little sister. The Void Prism was a thing of evil and had to be destroyed but Tarbin held his tongue for the moment. Now was not the time to be arguing amongst themselves.
At Ariadne’s outburst Tarbin reached out and lightly placed a hand on the young woman’s shoulder. ”Be calm Ariadne…” the large man said softly. ”We have no intention of abandoning you to your fate…” Tarbin declared as he met the young woman’s eye. ”Know that the shackles chafe us just as badly, if I have my way we shall all be free of them…” Tarbin declared with a serious look in his eyes before he gave the young woman’s shoulder one final squeeze.
Once the sell spell had left Tarbin raised a question that he had not wanted to voice while the wizard was still in earshot. ”What was the agreed price for the gem?” Tarbin asked looking first to Ariadne.
When the woman broke down Tarbin did the first thing that came naturally to him and pulled her in to a hug and somewhat awkwardly patted her back. ”You were indeed a fool… but we do foolish things for those we love…” Tarbin replied softly. ”I have done far more foolish things for those I care about…” Tarbin admitted.
Tarbin then looked at the elf and snorted. ”The biggest fool of all!” Tarbin declared with an odd combination of scorn and pitty. ”We will take him with us and let him crawl back to his father…” Tarbin declared. ”But if he ever causes you trouble again let me know…” Tarbin declared seriously.
Once it was just the five of them walking back to the casino Tarbin spoke up. ”We can not sell the gem, it is a thing of evil and must be destroyed…” the large man declared firmly. ”There are other ways to earn coin, how much is the weapon we took worth?” Tarbin then questioned.
Once the blood stained orcs and a beaten Kara were in sight Tarbin had questions of his own. ”What happened? Who had her?” Tarbin blurted out not caring that Tilly was not usually the sort to answer questions. The orcs did not look like they had been in a fight, they looked as though they had quite literally bathed in blood and apparently Tilly did not care who was able to see that they had.
When Sandraminae moved through the crowd of orcs and approached them Tarbin merely nodded at the elf’s question while he allowed Liana to do the talking.
Dice Channel energy healing:
1d6
3
(making sure Big Fox is outside of the range of the healing)
Last edited by Alatere; Mar 16th, 2023 at 04:03 AM.