Ariadne sniffled and snorted even as she attempted to regain her composure. There were kind words, almost parental in their guidance, and she absorbed each but did not immediately respond. Her wet eyes juddered a little, still in shock and in sorrow. Finally she looked to Tarbin. "I suppose I will be around to tell you if he..." She paused to cock her head towards Big Fox as he drooled without consciousness.
The sell-spell made her leave, and Ariadne gulped. "Th-the deal... five thousand, maybe six? Enough to get us far out of Julianople and get us started somewhere else. It's more than I really needed, but..." She held her finger tightly, nervously. "It was in case Tilly found out. I just... when I imagine stepping onto the boat, my sister's hand in mine, I just imagine that ****ing orc somehow being on deck already. And I just hoped a trunk full of gold coins might convince her to leave me alone if it came to it."
Vyeggar made the suggestion of killing Sliggitz, which in turn made the little goblin squirm and squeal under his breath. But... "No." It was soft. "Enough killing. This city is cruel enough."
Sliggitz dropped to his knees in an instant. "Thank you thank you thank you thank you," he chittered, beginning to crawl over. "Babe, I know you really love me, I'm sure we can..."
WHACK!
It was a kick hard enough to dislodge one of his tusks, sending him tumbling arse-over-tit, until he collapsed in a heap in the corner. Ariadne was glaring at his prone body very, very severely. "Besides, I need to have a word with him." Judging by the way she walked over to the kitchen, it was clearly going to be the kind of talk that involved a rolling pin.
Location
Map
Season
Day
Time
Weather
The Dead Mermaid Casino
J9
Harvest
104 of 120
2:01am
Clear
Sandraminae's eyes closed at Liana's and Damien's explanations. Relief and irritation in equal measure. "I knew it. Had a bad feeling ever since I heard about..." she hissed, before stopping herself. Her gaze shifted over her shoulder to see how closely Tilly was listening.
Thanks to Vyeggar's input, it didn't even matter. She heard anyway.
Tilly's singular eye immediately locked with Sandraminae's in an awkward stand-off. Each trying to judge the other's intentions. Sandraminae seethed lowly. "You weren't going to protect her. I had to."
"I'll talk to you tomorrow about it."
That seemed to catch Sandraminae off-guard. The complete lack of reaction. Even the other orcs, their red bodies soaked, had little white pinpricks as their eyes widened. "Tomorrow?"
"Yeah. Privately. Boss to bitch, during the morning runs."
Sandraminae's mouth moved a little to itself. Words only meant for herself to hear, as she thought beneath her breath. The only words that escaped her were a cold, confused "Sure."
"Good. As for the Bucket Brigade..." Her eye lurched across to each of you in turn. "I hoping that tomorrow you'll be busy making my money back, so you're off the hook for cleaning duty... except you," she explained, pointing to Vyeggar. "That's for flirting with me. Sponge bath for Larzon, whenever he gets back. Also, Grim, Damien, come talk to me when you can. You didn't get paid for today's work." With that gruff dismissal, she was storming off again, back inside. Once she reached Kara, however, she suddenly stopped. Her hand went to the red-head's shoulder and pinched it, before she looked to Tarbin. "Short version, it's an ugly sonnuva bitch who hates me. I'll tell you the full story when I'm in a better mood." After this, confirming that he'd never hear the full story, she walked back into the casino.
Sandraminae's lips thinned, tense as a wire. She looked to all of you in turn. "Lungri the Dog Killer. Him and Tilly have history. And she's right, he is an ugly mother-****er. As in, Vyeggar has a better chance with Tilly than he ever did." Despite the joke, she still looked unsettled. Whatever was bothering her about Tilly, it wasn't just related to whatever mess Kara had gotten roped into. Her gaze snapped away to approaching footsteps loud enough to rattle the pebbles on the ground. Larzon and Rozitto Maztablazta, both just as, if not worse, than any one of the other orcs. Rozitto waved cordially from her perch atop her husband's shoulders, as if you were all old friends. Larzon looked ready to snap your necks at his wife's command.
Sandraminae looked to Liana. "I can tell you have something to say. I'll make time, I just need to check something with Rozitto first. Oh, and while some of the staff are still awake, most of them are asleep so don't go into the common room like a marching band." Finally, she looked to Damien and Grim. "I wouldn't keep her waiting." With that, she was walking away.
Watching Tilly leave, Damien slowly shifted his gaze to Vyeggar.
"You... are either one of the ballsiest or most foolish men I've ever met. Actually, both." He shook his head, unable to resist the small grin forming on his face. In the face of everything they'd dealt with, the half-orc's antics were actually serving to help his mind decompress a bit. "My bet? In the next five years, you're either running your own company or rotting in a shallow grave."
Exhaling through his nose, Damien's smile faded, and he adjusted his glasses as he watched Sandraminae leave. He wondered what hell awaited the elf in her meeting with Tilly tomorrow... if she was regretting relying on them for this request. If her mind had drifted back to their private exchange in his room... and what the future might hold.
Pushing the errant thoughts from his mind for now, Damien looked over at Grim.
"We should get this over with my friend. If she actually still means to pay us, it's unlikely we have long to collect, but more likely we should be prepared for something... else." Baselessly cryptic? Maybe. But this was Tilly they were talking about; if you didn't find it suspicious that she was requesting a private audience and hounding you to take money from her, you clearly weren't paying attention.
Patting the gnome's shoulder, he started off after Tilly.
Once they were out of earshot of the others, Damien tilted his head a bit and spoke to Grim again, this time in a much lower tone.
"Level with me. Do we need to be worried about this sister of yours? Far be it from me to pry into family business, but if she's the vengeful sort, it would be good to know what we're potentially up against."
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
It was uncomfortable of an experience for Kara, being so close to Tilly's strong arm. When she saw the others approach less hurt than she, she could only offer a curt wave initially while more important questions were addressed to other matters.
After Tilly spoke up on the matter of her injury, Kara elaborated somewhat, "Yeah, a familiar face for me too. Got me in an alley while trying for the guards. Though...looked like my old boss...a dead boss." After a pause, Kara looked at Tilly, "I got the coin saved up, what's the cost of a room and a gentle hand...if'n I am off cleaning duty?"
After her ask, Kara limps forward to the group, "How did your part go?"
Having given his ultimatum to the Sell-spell, All Grim could do was wait and watch the wizard carefully. Given their numbers and the wizards recent injuries he suspected that she would not call his bluff but there was always a chance, especially with something as dangerous as a Void Prism on the line. He saw her fingers twitching and steeled himself for a violent reaction but it never came, the wizard clearly thinking better of the idea. Grim was glad, for all his bluff and bluster and his talents with Magic, He was no war wizard and was likely outclassed by the young woman.
As she explained herself and pulled a signed slip of paper from her robes, Grim saw the annoyed expression on her face, one that matched the look on Liana's as she looked on. He had noticed the way she had positioned herself when he had given the wizard his deal. he couldn't fault her for getting out of the way of a potential spell but it still hurt a little that she had clearly distanced herself from him, almost as though she was taking a side. He also noticed her whispered word, he was by no means an expert at reading lips when he didn't use his magic to enhance that ability but over the years of using the speech-reader's charm he had managed to pick up enough residual talent to know she had just called him a Fool. A reasonable assumption given what she knew of his intentions with the Prism.
Grim had been lured to Julianople with promises of access to the Universities Library for his research in exchange for his help but that promise had proven to be as unreliable as one given by Nalia and his quest to gather the required funds to gain that access had resulted in his current employment with Tilly. The Void Prism would be more than enough of a gift to the university to get him what he needed. There of course was only one flaw in that plan, He had given his words to Ariadne that he would return the funds to her should the Sell-spell accept the new terms and he was bound by his word. He was a Grimzinta after all.
With the situation resolved for the moment and the wizard taking her leave, the others in the group had been more forthcoming with their opinions on what should be done with the Stone. Only Vyeggar didn't have an opinion but Grim took note of his body language and positioning close to Liana, he was glad that the pair seemed to have overcome their animosity towards each other, though it appeared that the half-orc would back Liana's position that the Crystal was a thing of evil and should be destroyed. A opinion which seemed to be shared by Damien and Tarbin as well, Ariadne of course was more silent on that part of the discussion but her position was obvious to everyone.
Taking a moment to listen to everyone's words, Grim remained silent for a few moments to gather his thoughts before he stated his own case
"I hear what you are saying and i thank you for your words. Please believe me that i am taking them seriously but may i ask? Does anyone here know how to destroy a Void Prism? I certainly do not know how to do so safely. We have all seen how much power this crystal holds, some of you have felt it directly. Let me assure you, that was but a tiny fraction of the energy this crystal could release if it was not destroyed in a very precise and careful manner"
"So with that option no longer available what else is there? Hide it somewhere? bury it? cast it into the ocean? a stopgap measure at best. As long as this exists people will look for it and given time it would be found. The best we can hope to do is guide it into the hands of someone more suited to keep it safe than ourselves, to someone who will not misuse its power like Nalia would"
"I respect your beliefs my friends i truly do but i disagree that it is Evil. It is no more evil than the knife which hangs at your belt, is that inherently evil or is it the use and intention which makes it so? After all a blade can be used to provide food, to cut a rope to give freedom, to perform medical acts to save a life just as easily as it can be used to torture and kill. It is just a tool the same way the Crystal is"
"I will take it to the University in three days as agreed and i will do so alone. If it is indeed a trap then i will deal with the consequences of my choice. If they honour their end of the deal then i will return the payment to Ariadne as agreed and offer what aid i can to getting her and her sister aboard a vessel leaving Port before Tilly can prevent it. The Grimzinta name can provide favourable terms with harbormasters and ship captains at times"
He wasn't sure how well received his words had been but none of the group made a move to relieve him of the Prism currently in his position so for now it would remain with him as he joined the others returning to the Dead Mermaid, some of them still needed to be paid after all, a small drop in the well compared to what the Prism could bring but it should be sufficient for him to keep another promise he had made to another Jewel he had encountered, this one an Emerald
The return to the casino was thankfully uneventful, although the image on display when they arrived was much more disturbing than the scene he and Vyeggar has cleaned up not that long ago. Grim was by no means squeamish when it came to blood, Orcs covered in blood was not as uncommon a sight to the traveller and he barely batted an eyelid at the scene but what was disturbing to the man was Kara's appearance. He had only known her a short time but it was clear she was no stranger to battle and more than capable of protecting herself and dishing out a beating when she needed too but this time it looks like she had been on the receiving end, the second time in just a few short days and he couldn't help wonder what had happened.
But before he had the chance to ask, the conversation was steered to their own absence that evening and an exchange between Tilly and Sandraminae followed, aided along by input from their group, some of it more subtle than others. Given the looks he had received earlier when he had disagreed with the group about the destruction of the Prism, he decided to remain silent this time and let the others lead the conversation, the power play between "Boss and Bitch" was intriguing but that was soon overshadowed by the invitation for himself and Damien to speak to Tilly in private, and the almost casual friendly invitation was by far the most terrifying thing to happen that evening.
Grim had to agree with Damien as he followed the taller man towards Tilly's office, this meeting was definitely going to fall into the Something Else category
"Level with me. Do we need to be worried about this sister of yours? Far be it from me to pry into family business, but if she's the vengeful sort, it would be good to know what we're potentially up against."
Grim had been expecting the questions about his sister sooner or later, he had hoped it was much later.
"Where Nalia is concerned i find it is always wise to be worried about her and her intentions, but on this occassion i believe you and the others should be safe from her wrath. She is definitely the vengeful sort but now that she knows i am involved and responsible for her not getting what she wants, that vengeance will most likely be focused in my direction not yours"
"As for what she is capable of, honestly i wish i knew. She is an exceptionally talented Sorceress without a doubt but i had no idea she was capable of the magic needed to be acting here in Julianople from where she is now with the fleet. I certainly didn't know she had contacts with the University, though i am now beginning to suspect my being here is no coincidence, but in fact something she orchestrated herself"
"I wish i could tell you more my friend but i will say this, if you ever have the misfortune of meeting her in person, Don't talk to her, just strike first and make sure you don't miss"
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
(Earlier - while still discussing the Void Prism; pardon the time-traveling post)
After the gnome's audaciously inane reasoning, the halfling zealot cannot remain silent.
Liana stepped forward, her fiery gaze fixed on Grim. "You may be a student of the arcane, Grim, but you do not understand the true nature of the Void Prism. Arcane spellcasters think they can stand outside of cosmic and transcendent powers and manipulate them; but we divines know that the highest and lowest are approached either with awe and reverence -- or a soul's deepest revulsion. Not the foolish pretense that such powers should be fondled and cajoled and prodded. The Void Prism embodies the power of the Swirling Light, the enemy of the Heavenly Masters. It holds not mere energy, but intent and spiritual essence. It is inherently evil -- not a power to control but an enemy to fight -- and so it must be destroyed."
She took a deep breath before continuing, her voice rising in intensity. "You speak of the crystal as if it is just a tool, but it is not. It is a powerful and dangerous artifact that could bring ruin to all who come into contact with it. It must not be allowed to fall into the wrong hands, and that includes the hands of the University."
"Your plan to give the Prism to the University is a reckless one. They may claim to want it for research purposes, but we all know that power corrupts." She rolls her eyes. "Does one quick glance at this lawless city prove that past all debate? They may use it for their own gain, or worse, they may lose control of it and unleash its force upon the innocent."
Liana took a step closer to Grim, her eyes locking onto his. "You made a promise to return the funds to Ariadne if the Sell-spell accepted the new terms. But – the Grimzinta name – does it mean something out in the deep ocean and not just in the shallow harbor? Do you not have a deeper loyalty, doesn’t your heart hold in it some promise to do good, or at least not do feckless villainy? Is there not in your heart a first and prior implicit promise to protect the people of this world from the light that lies within the Void Prism? You mustn’t fulfill the shallower promise at the expense of the deeper."
She paused for a moment before continuing, her voice lowering in volume but gaining in intensity. "Grim, you must destroy the Void Prism. It is the only way to ensure that it does not fall into the wrong hands and that its power is never unleashed upon the world. You may not know how to destroy it, but we will find a way. We cannot let our fear of the unknown prevent us from doing what is right."
Last edited by CatCanCook; Mar 20th, 2023 at 08:27 PM.
Before Tilly stomped her way into the Dead Mermaid's Casino, as she so often did, Kara had a question for her. It was one that, for a moment, made the orc still. There was a little wink, or a blink. Which was which was hard to say. "Twenty for the room, plus whatever rate you get from whomever you pick up tonight. There's always someone awake and willing." It was then that she marched off.
It was only once she had vanished into the casino that some of the orcs began murmuring to each other. A half-heard conversation. "That's them, huh?"
"Must be. They don't look that tough."
"They'll be something about them. Otherwise she wouldn't have kept them alive."
There was an urgent chitter from Rozitto, who cut whatever conversation her and Sandraminae had short. "Right, folks, this isn't a square dance! Those of you who shouldn't be here, piss off! Zuzan, you know the drill, and congratulations on the baby!" That made the bloody throng begin to disperse, red shapes marching about in criss-cross directions as they moved. Whatever conversations they were having continued under the breath. Banal words, or words about you all, sizing you up.
Sandraminae followed Rozitto. "So, you definitely didn't..."
"No, but... you know what she's like better than anyone," Rozitto sighed, half-distracted by watching the leavings of the rest of the blood-covered crew. Sandraminae scowled. That was all the response she had. It wasn't one Rozitto registered. She had other business, as she dashed up to Vyeggar and patted him on the leg to get his attention. "I'll get you a bucket and a sponge. Do be careful with my darling, he has flaky skin." She skipped past him, giving every woman around a suspicious look. "I'm a jealous girl! No one's allowed to look at my Larzon! Especially you, Sandraminae, I know what the colour green does to you!"
Sandraminae was rolling her eyes and walking inside. Soon, Vyeggar was completely alone with Larzon, who was staring down at him.
Larzon had already taken his trousers off. He looked just as happy about this arrangement as Vyeggar surely was. There was a minute of unbroken, uncomfortable silence, which was broken only by the rattle of a bucket of water landing behind Vyeggar's feet. "Here you go, bucket boy."
Those of you who chose to follow Tilly, then Sandraminae, inside the Casino found a thankfully much more normal affair. It was bathed in darkness as candles burned away somberly down to the wick. There weren't many awake in the main floor. A few people mopping the floors. The dwarven barkeeper Urin Mountainriver sat by another dwarf's side, presumably her husband's, sharing a quiet bottle of wine. There were some of the "help" still in their skimpy uniforms, wisps of tobacco and some other leaf drifting above their heads. A pair of pretty women and a gaggle of handsome men. There was a door upstairs that swung open. A gnome, clearly a sailor, staggered out, his hair all a mess and an exhausted smile, until he stumbled out of the door in a drunken state.
The door to the basement, however, gave a loud click. It echoed throughout. The help looked to each other. "Is Sandraminae ok?"
"She looked ready to kill someone... maybe we should talk to..."
Urin intervened immediately. "No need to piss her off by talking behind her back, then." She then waved cordially to all of you. "If any o' you need a drink before you go to bed, the price for a glass is good conversation and salacious gossip," she joked, setting out some goblets. "So, you lot had plans other than the bloodbath, huh?" Then, upstairs, the floorboards creaked especially hard. Urin's eyes snapped up. "Only Tilly's boots sound like that. Losing that Chest has made her act even weirder than normal."
The help, their skimpy dresses and loincloths slightly shimmering in the candlelight, lifted up a smoking hookah, gesturing silently for any one of you who choose to join. It seemed like you were starting to earn the respect of the other staff members at last. One of them saw Liana's bullet-scar and Kara's general state of injury, a pretty woman with short dark hair, winced. "Come 'ere, lemme look at that. My mama taught me some pain-relieving massages." She slid a chair out from the table and tapped it, looking keenly to both of you and waiting for one of you to respond.
In fact, it seemed oddly keen.
Location
Map
Season
Day
Time
Weather
Tilly's Office
J9
Harvest
104 of 120
2:07am
Clear
Neither of you could quite figure out what to expect of Tilly's office. What was revealed to you as she opened the door at invited you in was not it.
It was, by in large, a very basic office. Nothing that a clerk wouldn't expect to work in. There were piles of papers all over, overwhelming a stout, heavy-looking desk and a meagre bed. There were some changes of clothes in the corner but nothing especially fancy. It didn't look like the bedroom of a casino owner who had acquired wealth. It looked like the bedroom of a murderer.
Skulls. Skulls as paperweights. Skulls holding quill pens. Skulls with the holes filled in to become ghoulish mugs. Skulls of animals. Skulls of other creatures. Skulls hanging on the walls and from the bedpost, and an ogre's skull lying on the ground stuffed with wastepaper.
"You both seem pretty comfortable at the Conch Shell Call tables," Tilly grunted casually, flicking the skull of a cat open with her finger. Some gold coins sat inside the mouth, which she fished out fingerfulls at a time. "Still, I've had a bad experience with cheaters on them. They're getting replaced tomorrow. Early in the morning there'll be some new tables coming in. If you're so inclined, you could help the carpenter set them up tomorrow. Familiarise yourselves with them."
She then looked around the room and gave a sweeping gesture with one of her free fingers as she sorted out your payment. "Most of this isn't mine. My dad was a religious fellow. Complete quack, though. He thought the head was where the soul lived. If you didn't keep the skull of a loved one, you'd lost them forever. If you didn't keep the skull of an enemy, you weren't safe from their ghost." She shrugged. "Did him no favours. He got sent to the loony bin, then it burned down while he was inside. And since no one buys skulls, and the rest of my family only agrees to not bother me as long as I don't smash these things up... here we are."
She made a point to nod to two skulls, side by side. Both orcs. One was blackened in places by heavy burns. "They're my additions, though. If you didn't keep the skull of an enemy, after all, you aren't safe from their ghost." In both of the skulls, there were keyrings dangling from the teeth. Most of them old, aged, rusted and brown, though one was a fine, shimmering gold as bright as the morning sun.
"Anyway, coins. Vishkanya, your hand." She didn't give Damien the chance to offer his hand. She just forcibly took it and dropped a bunch of coins into the palm. "Twenty eight gold. See, sometimes I can be the carrot instead of the stick. As for you, gnome, it's thirty eight."
But instead, she gave him nothing. She just looked at him. Then... her lips twitched. A smile? An attempt at one, made by someone very much not used to smiling at all. Then she chuckled. "I left it in the other room."
Her huge hand enveloped his shoulders, in just one crushing hand, as she sheparded him out of the office. Directly next to it was a door leading to one of the bedrooms. She opened it. There sat two women, both making idle conversation. They were dressed in... basically, nothing. Sheer dresses of different sizes, put on entirely to entice and not to cover. Grim recognised them both immediately. There was Phoenix, the human redhead who he had spent last night with. And there was Emerald, the goblin who just earlier today he had admitted he could not afford. As they turned to see him, the door was suddenly slammed shut a hair's breadth from his nose.
"There's no such thing as a secret in this Casino," Tilly explained, her grip on his shoulders tightening, harder, and harder. "I do love Sandraminae, but she lets sentimentality blind her to certain truths. The big one being that Ariadne is a very stupid girl. Not like her little sister at all. She's very smart, you know, a prodigy with numbers. If she progresses how she is, she has a very good job in the City House of Records just waiting for her. I can get her that job, and I'm sure she'd show her gratitude as I see fit."
Then Tilly squatted down, as if she was Grim's mother whispering into his ear and preparing him for his first day at school. She continued to speak to him, but her eyes were on Damien instead. "Let's just drop the pretenses. There's things I know, and things I don't. Example; I don't know who that sell-spell works for, but I know what would've happened if you hadn't put her to sleep almost immediately. I know that Tarbin and Vyeggar specifically would be dead, and that the Void Prism would already be at the University by now, rather than sitting in... second left pocket, the smallest one on your satchel," she cooed, getting the place exactly right.
And still she looked at Damien. As if demonstrating something to him. A demonstration that ended as she fanned out an open palm directly in front of Grim's face. "Now, gnome... do you want the carrot, or do I have to be the stick?"
Location
Map
Season
Day
Time
Weather
The Dead Mermaid Casino
J9
Harvest
104 of 120
2:12am
Clear
Quote:
Originally Posted by CatCanCook
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.
It took a few minutes for Sandraminae to come back out of the basement. She looked only more troubled, mumbling to herself. The moment Liana caught her, however, she was giving the halfling a maternal smile. A smile which dulled the more and more she spoke. Concern began to inch onto her face with a brow scarring its way down.
"... I was wondering when he'd show up," she said lowly. She looked up, as if Tilly herself was listening in. "There is definitely an advantage to having such a paranoid boss. We have spies in the other major brothels in the city. Tilly always wants to know what everyone else is up to, what everyone is planning, what kind of competition she's getting and how to counter it. She treats owning a casino and brothel like a war. The plus side to that, though, is that we hear about the problem clients before we get them."
She opened up her black shawl just a little and put her hand in. From some inner pocket she drew a locket that, somehow, looked more expensive than the entire casino. It was in the severe yet fine silver etchings, the way that the patterns seemed to swirl in the light. The elf fidgeted with it idly. "Tilly doesn't actually care about my staff's safety, but she at least understands that a safer environment and rejecting the bad clientele is profitable in the long run. Madame Tabor's never been that smart. She'll let in anyone with the cash. And we started hearing about these guys who were spending big. Bringing in rich kids and buying out the entire parlour just for them. And they're violent - the kind who'll break a girl's jaw 'by accident' and give the Madame a bag of gold by way of 'apology'. Rotten *****, the kind that Tilly purged like rats when she... took over..."
Her expression turned icy. "Let me guess - it's one of the humans you're after, right? Does he have a moustache like this, or like this?" she asked, first putting her finger over her lip, and second putting both her hands on either side like a drooping handlebar. The first one was a lot closer to Liana's memory of Big Dog. "I s'pose it's the same either way. If they're on this side of the river now, they're officially our problem. I'll put my feelers out, see what I can learn. Least I can do considering..." With her locket, she tapped the bloody scar on Liana's chest where the bullet had met her.
Then her expression shifted. Curiosity. Worry. "You mentioned the elf. Young, rich... you said he was stupid, right?" She sucked on her own teeth for a moment. "You didn't get his real name, did you? Not this 'Big Fox' bull-**** or whatever."
Last edited by Lentil Sponge; Mar 21st, 2023 at 01:49 AM.
Tarbin nodded along as Damien spoke, the Vishkanya seemed to be supporting what he had just said but did so in a much more eloquent way. Not that eloquent was a phrase that Tarbin would likely ever use.
”We might not be able cut your chains just yet but perhaps we could ease your suffering just a little…” Tarbin replied in surprisingly soft tone. ”While you still remain at the casino if you ever have trouble with a client or a member of staff let me know and I will deal with it…” Tarbin promised with a serious look. ”Same goes for any of your friends…” Tarbin added, while the large man wasn’t one with words he made sure that his actions spoke loud enough for him.
On the way back to the casino Tarbin’s frown intensified at the gnome’s statement and he had to admit he agreed with Liana’s fiery statement… generally speaking atleast as there were a few facts that he disagreed with.
”Miss Liana is right, the Void Prism is not just a mere weapon it contains within a shard of pure evil…” the large man declared while crossing his arms infront of his chest. ”I was taught that gems such as these are created using a fragment of the slumbering one’s soul…” Tarbin began. ”Slumbering one… Swirling light… the name does not matter…” Tarbin quickly added not wanting to get in to a religious debate. ”What does matter is as I’m sure you saw as it is used it drains the soul of the user and grows stronger. The more the gem is used the stronger the entity will become before it escapes or wakes something far far worse…” Tarbin explained.
”To destroy the gem you need to banish the fragment of evil contained within using divine magic and then the gem itself can be destroyed with something as simple as a hammer” Tarbin replied answering the unasked question. ”It is true that I myself can not do this however there must be a priest in the city in an allied church that would be capable of doing so…” Tarbin finished.
Tarbin nodded at the brief explanation he got from Tilly. It was no surprise that with her attitude that the woman had enemies however it was a sudden reminder that the Orc’s enemies could now be targeting them.
”I am glad you are mostly ok” Tarbin replied as he looked Kara up and down quickly assessing her injuries. ”Now I don’t rightly know about a soft hand but I could take care of the worst of your injuries…” Tarbin offered.
”It mostly went to plan…” Tarbin then replied answering the young woman’s question. ”Ariadne is safe if not completely happy with the outcome…” Tarbin continued not wanting to discuss too much of the details while still on the street.
Tarbin then gave Damien and Grim a brief nod as they followed Tilly in to the casino before he followed along after Liana and Kara.
The large man gave a large shrug of his shoulders at the question of whether Sandraminae was ok. Her motivations were somewhat confusing to the man who was at heart a simple farm boy and it was hard to know what the elf truly thought or felt.
”Just taking a walk and looking out for each other...” Tarbin replied slightly vaguely to the barkeeps question. Their night’s activities wasn’t exactly a secret anymore but Tarbin still felt as those it was not wise to spread the details around.
Tarbin then interrupted the short haired woman’s offer to his two companions. ”As gentle as your touch may be I don’t think her body is ready for such…” Tarbin commented before rolling his neck.
”May I?” the large man then asked as he stepped towards Kara. Presuming he was given the go ahead Tarbin then softly placed his palm upon the young woman’s back before a soft light and gentle warmth began to spread from the point of contact causing bruises to fade away and cuts to seal back up. ”Thats all I can do tonight other then dress what wounds remain with cloth and water…” he added looking slightly apologetic.
Tarbin glanced across as Sandraminae rejoined them from the basement. Though he was not the intended target of the conversation Tarbin listened in as the two women spoke.
”I have had dealings with the Bigs before though I did not know that was what they called themselves” Tarbin commented interrupting the flow of conversation slightly as he inserted himself in to the conversation. ”Miss Liana is correct they are a vile and violent lot. Some of their gang tried to force themselves on my innocent little sister…” Tarbin revealed as the look in his eyes hardened. ”We stopped them but my brother paid the price for doing so…” Tarbin declared as he clutched his chest (or more precisely his shoulder) where hidden beneath his clothes was the scar he had received by being shot by a crossbow the day his brother had been killed.
”I too would see them punished for their crimes!” Tarbin declared as his muscles tensed. Unlike Liana Tarbin did not have a name to chase down but if he ever met the one responsible for his brothers death he would not forget the cowards face!
@CatCanCook - correct me if I’m wrong but I think Tarbin has already brought Liana back to almost full health.
"I'll take the room, and find my own." Kara says back to Tilly rather tersely. Stepping in line with the bulk of the group, she stretches and groans from the pain in her body. Head injuries, grazing cuts and torturous bruises were tiring and a communal plot of floor was not the method of recovery most desired.
A healer's touch, or failing that, a motherly caretaker would do.
Though, Tarbin did volunteer to the healer's care, "Would be appreciated, bruises are worst the day after a beating, prefer to skip that step." But his response about the business was respectable enough. Shame she didn't have a part in victory.
Kara kept her eyes on faces in the bar. Despite her wavy focus to her gaze, if Tarbin didn't step in she would have said yes immediately. She gave Tarbin a nod and she let out a gasp as healing magic washed over her. All the wounds and aches were nearly gone, she simply was fatigued now, "Thanks."
Laying a hand upon the healer's arm, "You need your own rest. I can pay someone to provide the rest of the care if it would cause you trouble." She says, glancing at the dark-haired woman.
Grim's answer to his question wasn't unexpected. While Damien had hoped to glean greater specifics from the gnome; his fears of how powerful she might be were at least confirmed. Yet another problem to consider going forward... but certainly not the problem they needed to be thinking about right now. As the two entered Tilly's officer, Damien steeled himself for what could potentially be a debilitating beatdown.
Instead, the vishkanya found a rather normal meeting waiting for them. Contrasting the rather macabre office, Tilly had no violent punishment or overt threats waiting for them. Still, Damien knew better than to speak right now, and he listened carefully as the woman spoke about the skulls and their stories. He took special note of the two orc skulls... and as Tilly spoke of her father, Damien briefly reflected on his own. Not a fanatically religious man... but a quack of a different kind. The idealist kind; in his case, no less deadly a condition. Damien wondered, if there really was such a thing as the soul, just where the old man's might be drifting now, back in the old country he'd loved so much more than it had loved him.
So then, what had Tilly's relationship been with her parents? Not terribly close if she was referring to them as enemies, as she seemed to be. But maybe this was all just a mind-game anyway... after all, you didn't get to the level of someone like Tilly "One-Eye" Gansog by being an open book. No, that one eye was a sharp one, looking for slip-ups... any information she gave them was either meant to instruct, or bait them into giving up something more valuable in return. Silently slipping his night's take into the inner pocket of his blood-stained jacket, Damien stood up and followed the other two as Tilly led them out toward what was surely the next lesson... or next piece of bait.
It turned out to be both. As the door opened and Damien briefly considered the two women inside, he knew just what Tilly was trying to do. Or he thought he did anyway... even as she spoke to Grim of Ariadne's sister, and of the things she knew, she was communicating something entirely different to Damien. He continued to match her gaze, putting forth profound effort in keeping his breathing measured and steady, as he searched that piercing eye for answers. Of course she was making a point to them both... that insubordination would not be tolerated, and that it was pure idiotic naivety to ever consider it possible to move against her in secret.
But there was more. She was pulling what strings she could to get Grim to cooperate, but she was looking for Damien's strings... looking for signs of intent, and anything that might betray the deeper values he held inside. She was probing for weaknesses.
"Ma'am... not that you've put the decision to me, but if you're trying to test Grim, it's... not necessary. A professional doesn't need a carrot or a stick. A professional just does what they're SUPPOSED to do... that's how all of this works, isn't it? We owe you a debt; we aim to pay back your money, because it's YOUR money... but you're a businesswoman, and you recognize value. That's why you allow us to work the streets AND the tables, rather than relegating wasted potential to broom closets and bed chambers." He glanced past her at Phoenix and Emerald for a moment before returning his gaze to Tilly. "So the void prism's yours of course... it was yours as soon as it entered the door. I just hope it puts a reasonable dent in what we owe. The faster we're clear, the sooner we can focus on using our talent to bring in ACTUAL value."
Reaching into his coat pocket, Damien withdrew his payment from earlier, extending his hand as he offered it back to Tilly.
"I like to keep my superiors happy... hence the favor for Sandraminae. I recognize cutting out earlier than usual means a reduction in your revenue however. I hope this covers the difference. And if there's nothing else Ma'am, I'd like to go wash up and get some sleep now. It's been a night."
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
Grim had hoped that his words and opinions would have held some weight with his new companions and that they would agree with his plan to help Ariadne and her sister but the walk back to the Casino proved otherwise, at least in the eyes of Liana and Tarbin. Their viewpoint was not that unexpected really, in his travels he had met many, many people who followed the doctrines of one religion or the other, some of them as vehemently as Liana did and he had found that they rarely had a problem enforcing their views on others, whether wanted or not, about the only commonality with religions Grim had found and one of the main reasons he had no time or patience for any of them
Out of respect for his companions he listened quietly to their views, both Liana's impassioned ones and Tarbins more calm logical ones. He might have even been tempted to take them seriously until the Halfling called his family name into question and his walls came up. He knew that his family were no saints, and had many flaws, they had all just encountered one of them in Nalia, but it was still his family and it was no one else's place to judge them.
His hackles raised, Grim bit back a retort and took several steadying breathes before he replied, he didn't want to get drawn into a religious debate on the streets of Julianople, such things never ended well.
"As much as i respect your opinion, i have to disagree. That black and white view you have is very simplistic Liana. Who are we to claim to know the workings of the gods? After all how do we know that this void prism coming into our possession, and being passed to the University isn't their plan all along and aids in a greater good that we do not know about? A person could go mad trying to fathom out the will of the gods. i Prefer to do what i feel is right in the moment, sometimes it works, sometimes it doesn't."
"Despite your views on my family Honour, I have given my word so there really isn't anything more to discuss. Unless you plan to relieve me of the Prism then i will been keeping my word and passing it to the University in 3 Days to help Ariadne and her Sister"
Grim had a great deal more to say on the matter, and he was sure Liana and Tarbin would have more to say as well but for the remainder of the trip Grim remained silent and just let them have their say.
He would have liked to have said he was surprised when Tilly failed to pass on his earning, but truthfully he had expected her to pull something like that. She had enjoyed pulling power plays on him since his arrival and after the day he had just had he was frankly too exhausted to care. She was free to withhold his earnings as much as she wanted too, he had ways of earning it back quickly and damaging her Business in the process, there were always ways for the house to have the advantage on any of the games she ran, her business relied on it but those same ways could also be turned in the customers favour as well and Grim wasn't above being exceptionally generous with the customers winnings in future if Tilly wanted to keep playing games.
As the door opened and he Saw Pheonix and Emerald inside, he was initially surprised for once but after a moments thought it all started to make sense, as much as he disliked the woman he had to admit she did run a tight ship and was much more savvy than he had given her credit for. He remained silent as Tilly got down beside him, speaking to him as though he were a child being scolded. he would have snapped back at the woman or done something even more foolish if Damien hadn't taken that opportunity to speak up and try to smooth things over between them all, he had to admire the man for trying, even though he disagreed with him claiming she now owned the Void Prism.
He quirked an eyebrow as the Vishkanya offered his earnings back to Tilly, an unexpected move, and a pointless one. Tilly would be happy to take the money back he was sure but he doubted it would make any difference in her opinion of them. The wheels were turning and pieces had started to fall into place for the Gnome.
His voice was calm and controlled as he finally replied, letting our a long sigh, gesturing at the door for a moment
"That is very disappointing though i should have seen it coming. You certainly do seem to know what is going on around here more than we gave you credit for, so you having plan for Ariadne's sister isn't that surprising. You have no intention of letting her buy out her contract and leaving do you?"
"Just as i suspect you don't for any of us either. I am beginning to think that the Chest wasn't stolen from you at all but was merely a ploy to get us in your debt and under your thumb"
"I will admit that you are more intelligent than i believed, but i must say, despite Damiens' offer, you must be denser than that stick you keep threatening me with if you think i am putting a Void Prism in your hands....Orc"
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
Alas -- Grim continued to prove himself the arrogant, self-minded fool about the Void Prism. She would have to keep an eye on him. But for now there was no action to take. The unfolding situation was still so volatile, and there was much to keep her mind upon. Whispered secrets. Plots upon plots. Dreams and maddening visions.
And yet, some things were tuning out well. Liana was pleased that Tarbin had some insights on how to destroy the Void Prism. He was ... nice ... and mostly right-headed, even if his theology was that of a cursed heretic.
She thanked Tarbin warmly for his healing touch.
Quote:
The help, their skimpy dresses and loincloths slightly shimmering in the candlelight, lifted up a smoking hookah, gesturing silently for any one of you who choose to join. It seemed like you were starting to earn the respect of the other staff members at last. One of them saw Liana's bullet-scar and Kara's general state of injury, a pretty woman with short dark hair, winced. "Come 'ere, lemme look at that. My mama taught me some pain-relieving massages." She slid a chair out from the table and tapped it, looking keenly to both of you and waiting for one of you to respond.
Liana went over to the woman and responded softly. "Thank you. I though I healed up 'like magic' when the pain went away, but now it still aches, and I supposed I've got this scar as payment for saving a girl's life." She lets the woman volunteer her aid, but she also pumps her gently for information. "What can you tell me about what's going on her?"
When Liana was with Sandraminae, she confirmed the elf's description of "Big Dog", with some care and precision.
She decided to follow through with straight up answers to the questions, since Sandraminae has expressed sone support and common cause in this matter.
"Big Fox is named Damidex Longinus. He lives with his father in the Citadel.
Big Fox's father trades in Dragonfire Rifles, and other exotic weapons.
One of them, Big Coyote is due to see him -- at his father's house at the stroke of twelve on Day 108 of the Harvest."
She nodded grimly when Tarbin described his family's experience with the Bigs. She half snarls, half gasps at the revelation of the attempted rape and murder. She does not hesitate to pledge to Tarbin, "I'm with you, in whatever needs to be done to achieve justice."
When Liana had the opportunity, she gathered together her peers. She told them, "I have a story to tell. Maybe it can fit in with clues you know of. There is a missing woman, victimized somehow by her father, that drunk man chased off the other evening."
"This is a dream that occurred, after I was shot, near the edge of death, I had a vision. I believe it is a true insight ... even if it happened under strange circumstances."
"It was like I was floating beside my body. There was the golden eyes of a young woman walking towards me. Her eyes burned."
"The woman was naked, but covered in some foul, fettered gunk. Black and purple, and inky, like the night itself had swallowed her and spat her back out."
"I think, maybe, this is related to the gunk in buckets that we poured out into the river?"
"She was looking at me, but not with living eyes. She was corpse-like. She was shuffling, like a zombie."
""It has been the Waxworks for a long time," she said. Her voice was strangely familiar to me. She said I came to the city with a noble cause. but that murderers -- the Bigs I believe -- were still out there, still hurting people. She said, "Life has burned, and the Waxworks will burn you even more. Even more than the Heavenly Masters can help you with.""
"She was terrified. Insane I think. She grabbed me and said "But we can't leave! Even when we die, we can't ever leave! Help me! Please! You have to help me!""
"The end of the dream was quite nightmarish. I wont ... try to describe it."
”That wasn’t flirting, that was sarcasm… and she’s gone.” Vyeggar called out to the retreating backside of Tilly One-Eye. ”Well f*ck me for making a joke I guess. Alright, well that didn’t go how I planned it. Not that I’ve ever planned anything before. Ughhhh… Boy. You know, at the risk of great bodily harm to myself I’m going to have to pass, on the grounds that I in no way, like even in an infinite number of universes parallel to this one, would ever – and let me make sure to put some extra emphasis on it – ever – wash your scaly, disgusting body. So, uh, catch?” And with a sudden toss, Vyeggar heaved the contents of the wash bucket all at once into the gnarly orc’s eyes before bolting for the “safety” of the casino.
Gotta hide… somewhere. Here will do, he thought, hiding behind a set of curtains which covered
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)
Slooosh! Larzon barely reacted initially, almost seeming too stunned to do so, as he was suddenly bathed in the water. Vyeggar darted inside, which drew the attention of everyone who was still in the foyer. Their eyes, and then Larzon's heavy, drumming stomps, followed him to the curtain until he was nothing but a pair of legs. At least, until the curtains were drawn wide open by Larzon.
On his shoulders was Rozitto, who was laughing heartily.
"Ok! Ok! You, snrk, you struck me as a misery-guts, but that was funny!" Rozitto cheered, continuing to laugh even as Larzon stood perfectly still, just watching Vyeggar. Worryingly, the humongous orc was still stark-naked, and was scowling hard enough to not look completely ridiculous. Rozitto clambered down a little, getting into his eyeline. "Oh, c'mon you big baby, you can take a joke, right?"
Larzon continued to stare a hole into Vyeggar, as if trying to crush him to death with his eyes. The scene only got stupider at Rozitto fixed her claws into the orc's lips and pulled them up to bare his teeth in a bizarre, unsettling smile. "See! Oh, honey, you can drop the act, I can tell when you're trying not to laugh."
There was no change that Vyeggar could see. Or, indeed, anyone. Anyone except, apparently, Rozitto, who beamed wildly. "There's your big handsome grin! Come on, I'll get you clean properly." She began to twirl her finger and, ethereally, the crooked digit began to glow an off-shade of purple. As it did, so did the blood on Larzon, which began to hover away. As she cast her spell, however, Rozitto gave Vyeggar a slightly more serious look. "I'll warn you right now, the boss doesn't really do 'jokes', especially not about sex. You'd think a woman who runs what is mostly a brothel would be more open, but she can't stand the act. I saw some drunk lass outright grab her tit one day. Tilly literally tore the fingers out from the hand, and that made her laugh."
Rozitto, by now, had completely cleaned Larzon with her magic, leaving him almost sparkling and looking like the world's hugest, angriest, ugliest baby. With her fingers she conducted the blood into little spheres, which each cleanly and obediently plopped themselves into buckets scattered about the place. "Slapstick. That's Tilly's speed. If you want her to laugh, push someone into the river." She then snuggled up to Larzon's head, who barely registered her presence, even as she continued the conversation. "It's how your brother got her to... not hate him as much as she hates most people. There was this elf causing trouble, and he managed to hurl the guy like a javelin from one end of the casino to the other. Got Tilly to actually smile."
Vyegger running in and being confronted only interrupted the conversation for a few moments. The most unusual thing about Larzon charging after someone looking utterly enraged was that he wasn't wearing pants on this occasion. The dark-haired woman had a little flash of frustration as Tarbin came up, though said nothing. Liana came up, and that made her seethe as she got to see the mark on the chest up close and personal.
"It does continue to sting. Magic can get rid o' damage, but your body retains the trauma o' the injury. Fatigue, shock, 'n pain... wait, saving a life?" she asked.
Urin the dwarf cut in at this point to, her eyes wide with admiration and shock. "No way! Ariadne, right? Sandraminae was awfully worried about her, I could tell, and I was thinking the poor fool must've gotten herself into terrible trouble."
The short-haired girl noticed Kara's eyes settling on her and, very suddenly, changed the subject. "Well, I'm not much fo' gossip, so I'll just focus on what I know I can do," she announced. Her hands hastily brushed against both Kara's and Liana's. "My name's Celia, by the way. I think it's best we go get a private room... for, like, relaxation. I wouldn't charge you, of course, unless the kind of massage you want is..."
Urin could not be deterred from gossiping however, getting off of her chair and drunkenly waddling over to Liana, Kara and Tarbin. "Wanna know what's going on with One-Eye? Sneak your way downstairs." She unsubtly tapped her nose several times. "It's not just wine and replacement chairs. The real Dead Mermaid business is down there. She's going in there more and more recently, too. It's where she keeps all sorts of mad ****. I saw her bring in a tiger once! No joke, may Sapphron bring that tiger up to maul me if I'm lying, deadly serious, a tiger!" The dwarf then pinched her fingers together, as if polishing a coin. "Get me some money or buy me some proper alcohol, I'll sort out a map or something for you. And, like, proper alcohol, the dwarven ****, not this swill that the Drunken Mermaid gives us."
Sandraminae just looked sad upon hearing Tarbin's own connection to the Bigs. "I wish I could say that's the first time I've heard a story like that," she admitted, nodding along. "So sorry."
But her mood changed, oddly enough, when Damidex Longinus' name was mentioned. A groan. She looked carefully at her silver locket. Then she pinched her nose. "By the Hundred and Eleven... I knew the kid was stupid, but..." Her eyes drifted up. "I can try and set up a meeting with Mister Longinus if you'd like, so it doesn't look so odd if you turn up at his house on Day 108. I have connections in the Citadel, and if the Bigs are coming then I want all the information you can get on them." Her eyes darkened somewhat as she looked back down and stared Tarbin and Liana straight in the eye. "On one condition - don't say my name. Don't even say you're from the Dead Mermaid. If you meet him, you're just rich travellers looking to defend yourselves. You've never heard of Sandraminae or Tilly One..."
That's when all of you heard it. Tilly's booming laugh. Instantly, Sandraminae went pale.
"No, no, can't be tonig-" She stopped herself, then swallowed. "Excuse me. I'll try and sort something out for you." With that, she immediately dashed up the stairs.
Tilly's one eye winked and blinked very, very slowly as Damien's initial response. It was cold, calculated, and very much not what she had expected. She began to rise to her feet, just watching the money uncomfortably sitting in Damien's hand. She genuinely seemed to expect any other response - bartering, negotiating, anger, anything but... well, it wasn't blithe submission out of fear, but out of tolerance.
"What the hell do you even want-"
And then Grim spoke.
He spoke calmly, even more calm than Damien had, but he spoke with venom and hatred. Tilly finally was looking right at him, and despite the twitches in her face as she tried to find a reaction, she almost seemed more comfortable somehow. Like, this is what she would have expected. Pushback, indignation, and her employees despising her.
"You're serious," she said. Said. Her thin lips curled, unused to the action. Then she began laughing. Laughing naturally. Laughing almost musically. It boomed deep from her lungs, filling the air. "Ha! You're actually bloody serious! You're gonna say I have the Chest, that I gave to you, and that you then lost, and you're gonna follow that up by keeping the Void Prism! Your body weight must be 80% balls and 1% brains! Ha! Hahahaha!" She kept laughing even as she reached into her apron and pulled from it what looked like a stick of chewing tobacco. This brown vile-smelling band of gum that had several pieces chewed right out of it, and she gripped onto it tight as she laughed and laughed.
She stopped laughing. She looked at Damien with a look that could paralyse the gods themselves. "He wants the stick." Then she bit into her chewing tobacco.
DRUPUPUP! It happened in a blur, all with unnatural sounds. There wasn't even time for anyone to draw weapons, or even move or shout, as her hand grabbed at his chest. Then she lifted him up, holding him at head height as if he was nothing. It was all in the blink of an eye. She moved fast enough that it looked like there were two of her. No, four of her. No, one but she moved like a rock.
Then the sleeve of her shirt just disintegrated as her arm somehow bulged. Veins throbbed eerily over it, unnatural and impossible as they swelled, black and green, pumping something that wasn't blood from her shoulders to her fingertips. Her grip on Grim's chest was hard enough to begin to press into his sternum. He could feel the break starting. If she squeezed any harder, he'd shatter. And all the while, she had a cold look on her face. She raised her fist, ready to send it all.
"Tilly, what the hell are you doing?!"
Of all of the saviours, it was a very gruff, annoyed-sounding Sandraminae. Sandraminae telling the dog to behave itself. Tilly turned to her, looking mildly annoyed. "What does it look like?!"
Sandraminae folded her arms across her chest, seeming to not care. "C'mon, Tilly, you've had a good day, just leave him alone. What's he done to you, really?"
Tilly's eye settled back onto Grim almost immediately, ready to squash a pesky bug. "He pissed me off!"
"Really? He wouldn't give you some magic goober that wouldn't even scratch you, and you're going to kill him?" She let out a long, tired sigh. "Fine. I'll spend it."
Tilly, having been caught off-guard twice now, was not ready for this. There was more laughter, and she looked back to Sandraminae. "You're going to waste your one...?!"
"Don't judge how I spend it. I need him alive. Don't kill him."
There was a long silence. Tilly continued to hold Grim in place. Then, suddenly, Tilly groaned. She finally seemed to acknowledge Grim as a person again, rather than an insect to crush. "You are very lucky that today has been a lovely day for me." Her eyes shifted onto the strap of his leather satchel, then so did her hands. In a moment, he was dangling off of his own satchel even as Tilly rummaged through it with her swollen hand.
"No grudges. You treat him like any..."
"Yeah, yeah, I know the rules," Tilly grunted, before clicking her tongue with satisfaction as she found the Void Prism. In her fingers, it barely looked bigger than her eye. She actually looked disappointed. "All this effort, and it's only a Minor." Dropping Grim, she looked back to Sandraminae. "Get your team in line, Sandraminae!" Then she looked to Damien, again with that odd, judging look. "... they're supposed to be professional."
And with that, she marched back into her little office and slammed the door shut.
Immediately, there was a staggered, relieved sigh. Sandraminae had multiple heaves in one as her chest rattled, panic falling out of her. Her forehead knocked against the wall as she thought long and hard. Then she looked at Grim.
Tilly was yet to look at any of you as angrily as Sandraminae looked at Grim. It was a burning cold, a white-hot frostiness, not the rage of emotion but of a calculated, decided anger. She was furious with the gnome. She looked like she was about to kill him on the spot. Instead, she spoke to him.
"You're right..." she said. Then her head ticked left and right as she decided on the words. "Of a sort. I'm not going to entertain that... theory... of yours, but you're right about one thing. There's more to your continued survival and relative state of freedom than just the Chest." She looked away from Grim, down the stairs. That little exchange was not a secret amongst the admittedly few still awake. "I vouched for all six of you. Tilly was ready to leave you in a ditch after you lost the Chest, but I've seen the threats that she underestimates. The Bigs aren't the only gang muscling in, and I don't even know if they're the scariest. I need people doing what you did tonight for Ariadne - I need protection for my people. And while Tilly is very tough, she isn't enough."
She rested her arms on the balcony in thought. "Life is cheap in this city, you know. Trust, though, is expensive. And Tilly definitely isn't trustworthy, she went behind my back tonight, but she has her reasons. I know I can trust her even when she's lying to my face. When I trust you, I can even tell you the story of why." She then stood up fully. "But I don't trust you yet. Because I've known you for two days. I've known Tilly for forty years, and she's been my employer for almost twenty of those." Then her eyes settled on Grim again, and there was that dangerous, murderous anger again. "And tonight, you made her doubt my judgement. For a second, she didn't trust me."
She walked over to Grim, and then knelt down to his level, eye to eye. "Kitwix Hillivi Grimzinta. I just saved your life. It was the last life I was allowed to spare." Every word was spat angrily. "I could have saved anyone else's life. Any other day. I saved yours. Tilly is a violent, paranoid hot-head who has killed for way less disrespect than you just showed tonight, and if she turns on one of my staff... you have to step up in their place. No questions, no nothing. Or, I really can't rely on you to protect my people. And if you're a danger to my people, Tilly's trust in me, this casino..."
The threat went unsaid.
She stood up, now fully ignoring Grim. She took a moment to gaze at a silver locket that was in her hands, before she moved on. The door with Phoenix and Emerald awaiting inside. She softly knocked, and it openly gingerly. "I'm sorry, ladies, we won't be in need of you tonight. Don't hesitate to use the bedroom, though could I have that... yes, the little coin purse there... thanks... have a lovely night..." A moment passed, and then she had a coin purse with 38 gold piece inside. She closed the door and threw the coin purse straight into Grim's chest like a bullet.
Then there was an announcement for the rest of the casino. What few people were still awake. "Rozitto's in charge tomorrow morning! It's been a long day, and I'm giving myself the morning to sleep in!" She began to walk away, but she stopped to look at Damien. The anger was gone. Sorrow was in its place. "Wake me up when Ariadne comes in tomorrow, please. I want to speak to her." Then, without letting anyone else speak to her, she marched away towards her own room.
The kobold sitting atop the massive orc's shoulders snorted, her first reaction to all of the commotion. "Eh, you guys know the drill. Don't be noisy, go to bed whenever you like. Early start." She briefly looked across each of you in turn, and then gave an odd shrug. "When do you lot take your break? Afternoon or evening?"
Celia made herself known, yet again, to Kara, lightly clutching her arm. "That stress won't have done the fatigue any good. Maybe we should go into a private room." It was soft, but still insistent. Weirdly insistent.