
original artCidolfus de Mulond is the party's frontline martial fighter across the full campaign, appearing in nearly every session from the first dungeon run through the deepest reaches of the Gauntlight. Introduced as a 52-year-old former count of the kingdom of Mulon, he was framed for regicide and nearly executed before his soldiers freed him; he came to Otari to hunt the true culprits and recover confiscated family heirlooms, including a stolen ancestral sword [S2, S3]. In play he is a strength-based, low-Dexterity grappler and shield-tank: Snagging Strike, Exacting Strike, trips and athletics, a convertible buckler/tower shield, and a Dread Marshal aura granting allies a status damage bonus [S14, S25, S26]. Over the campaign his build deepens considerably. He retrains into the Marshal Dedication around session eleven [S11], takes Champion free-archetype feats by Absalom [S35], picks up a Jester Dedication (Little Facts, free Demoralize on performance) at level-up in the mid-campaign [S42], and reaches master Perception via Battlefield Surveyor [S43]. His weapon arc mirrors the story: the Malunar/Mulan rapier gives way after the Mulona sword is destroyed by rot [S32] to the Rosa Argentis — a silver, peachwood, ghost-touch sword of Rajani lineage — which he carries through the endgame, adding Retribution Strike and Sonic Blow by late sessions [S61]. A Cassisian helmet line-laser and a wayfinder round out his kit. Beyond combat, Cid fills a leadership and social role throughout: directing town guards [S4], negotiating with freed mummies Shakim and Chafkin [S37, S41], managing disease quarantines [S38], and acting as party spokesman in Absalom [S35]. A Pharasma/psychopomp dimension surfaces in the mid-campaign [S30]. By the latest recorded session he is fighting hydras, devils, and underwater horrors in heavy plate, wielding the fire-tagged Hellforge glaive alongside the Rosa Argentis and still anchoring the party's front line even after the folding boat is destroyed beneath them [S62, S63]. In S64 he visits Bandy for holy water and lore, receives a resilient armor rune, activates Rosa Argentis's Blossom Veil, and keeps pushing the party to weigh the grave knight and Uravian threats clearly.
2 open hooks remain on this record.
Cidolfus de Mulond enters the campaign as a man defined by dispossession. A former count of Mulon in his early fifties, he was framed for the regicide of his kingdom's ruler and barely survived execution — his soldiers broke him free. He arrived in Otari hunting the true culprits and the family weapons seized from him, including the Malunar ancestral rapier [S2, S3]. From the first dungeon crawl he is the party's frontline anchor: front-rank melee, snagging strike, grapples, and shield-work, fighting mifflits and ghost-creatures alongside a ragtag group while nearly dying more than once to early threats [S2, S6].
He carries a natural authority. He directed the Otari town guards in undead clearance runs [S4], and his training under a former guard named Lars shaped a battlefield style built around control — trips, disarms, forcing enemies into bad positions — rather than raw damage [S14]. The player table sometimes addressed him as 'Danny' or 'Manny', and ASR transcription garbled his name into dozens of variants (Cidolfus, Zadelphos, Zod, Sadolfus), but the canonical character is consistent throughout.
Around session eleven, Cid retrains Double Strike into the Marshal Dedication, formalizing his role as the party's battlefield leader and expanding the Dread Marshal aura that would define his late-game kit [S11]. He begins acquiring rune upgrades methodically — a +1 armor potency rune, a second striking rune, ghost-touch for the vaults [S24, S27]. A Pharasma/psychopomp dimension emerges by session sixteen and crystallizes more fully later: the Rosa Argentis is entrusted to him as its wielder, framed as a tool for guiding spirits to the river of souls [S30].
The pivot moment for his gear comes at session thirty-two, when the Mulona family sword is destroyed by rot during a hard vault fight. He fights on with the Rose Sargentes — the silver, peachwood, ghost-touch Rajani blade — which becomes his signature weapon for the remainder of the campaign [S32]. The party's trip to Absalom is a character moment as much as a story beat: broke and impatient, Cid refused to browse items he couldn't afford, considered selling the Rosa Argentis, and was logged at the Grand Lodge as 'SYD' [S34]. He talked his way through the closed Absalom gates by invoking the Otari guard captain, vouching for absent party members [S35]. In Absalom he also took Champion free-archetype feats, accepting a Justice Champion anathema (no accepting payment for protection) alongside a fifteen-foot Champion's Aura [S35, S48].
The mid-campaign is also where Cid proves indispensable in non-combat roles. He negotiated with the trapped mummy Shakim in a careful diplomacy sequence, arguing for patience over confrontation [S37]. He organized the Otari quarantine and disease logistics after the vault fever outbreaks, voice-leading preparation for the return to the Gauntlight [S38]. He fronted sixty gold pieces for an uncommon Locate scroll and used performance-flavored Diplomacy to calm a frightened Rin [S50]. When his player was absent at session fifty-five, the rest of the table controlled Cid collaboratively in combat — a sign of how load-bearing his role had become [S55].
By the upper-middle sessions, Cid's build had expanded in unexpected directions. He took a Jester Dedication — 'Little Facts', free Demoralize on a performance check — at a level-up [S42], adding a social demoralize tool to his intimidation kit. Battlefield Surveyor arrived at level seven, giving him master Perception and a +2 circumstance bonus to initiative whether scouting or not [S43]. His tower shield became his default state on the deeper floors; the Dread Marshal aura stabilized at +2 to nearby allies and fear-on-crit [S44, S45, S46].
In the deeper vaults he was repeatedly tested. A shadow ambushed him and left him Enfeebled 3 at session forty-three's close, requiring a critical Battle Medicine with Unusual Treatment to recover [S43, S44]. He beheaded a regenerating chain spirit with the Rosa Argentis via Advantageous Assault [S42]. He was grabbed by chains, hit for massive damage by a Sgathi spellcaster's paralysis aura on a nat-1 crit-fail [S53], and struck by a Whispering Reeds rot-emanation [S50]. By session fifty-two his full name — 'Cidolfus Memolund' — was spoken aloud at the table, confirming the canonical Cidolfus de Mulond spelling [S52].
The final arc of recorded play puts Cid against the vault's most lethal threats. A Grave Knight confrontation left him with a lingering dread affliction — shedding clumps of hair, feeling the knight's presence even after the fight [S58]. He took twenty-five cold from the grave knight's icy blast during a flight sequence [S56] and repeatedly suffered Infernal Wound bleed from devil encounters [S59]. Through this the Rosa Argentis — now carrying Retribution Strike and Sonic Blow — became a dedicated anti-devil weapon: silver for damage, peachwood for spirit resistance, critical decapitating devils in close press [S60, S61].
At session sixty-one, the GM names him in full as 'Tidolfus de Molum' (a transcription variant of Cidolfus de Mulond), and Cid lands the killing blow on both the Barbazu and the Oscelus in a single combat [S61]. As of the latest session, he is wading through hydra fights in full heavy plate — plate heavy enough to nearly sink the party's folding boat — throwing alchemist's fire and a Hellforge glaive to cauterize hydra heads, still anchoring the front line after sixty-plus sessions of recorded play [S62].
Cid remains the party's heavy front line even when the battlefield is actively hostile to him. In the flooded chamber he helps haul Venris back toward the boat after the underwater ambush begins [S63, 00:57:28], then joins the submerged melee with Rosa Argentis [S63, 02:18:10]. The star glagon's water torrent catches both him and Venris [S63, 02:44:51], and the folding boat is destroyed under the party shortly afterward [S63, 03:07:51]. The session leaves Cid still standing, but with the party's water-travel tool gone.
S64 gives Cid a town-support and relic beat rather than a combat spotlight. He visits Bandy at the Dawnflower Library, receives two holy waters, and brings back lore about Nidal, Vol Rajani, and the possible Rajani royal-bloodline hook [S64, 01:18:54; S64, 01:19:53; S64, 01:25:30]. Later, after Carman refuses to modify Rosa Argentis, Cid activates the sword's Blossom Veil ability himself, surprising Carman because he believed only he could do it [S64, 02:53:58; S64, 02:56:37; S64, 02:57:15]. Cid also receives a resilient armor rune during the same town day [S64, 02:59:21].
The disgraced count who became everyone's favorite wall.
Snagging Strike, Exacting Strike, trips, and athletics grapples — Cid doesn't dance, he anchors. Raise a buckler that unfolds into a tower shield, run the Dread Marshal stance so the whole party gets an aura buff, and direct the town guard like he's still got a title [S6, S25]. Loadout: ancestral runed blades (the Malunar rapier, later the Rose Sargentes silver sword) and a Cassisian helmet line-laser.
Skipped — no clean, attributed in-character quote survives review (Cid's lines are GM-voiced/relayed, all flagged needs_review).
Lifelined by Veve, who heals and buffs him every fight; an old distrust of Venris/Venris over a past runaway [S20]; and an identity perpetually blurred with Abbas, cleric of Pharasma — fitting for a man the furnace says was a priest once.
From vengeful exile to the party's field commander — by the crypt finale he counseled restraint, urging the party to open the tombs instead of charging the mummies [S31] — then carried that wall-and-mouthpiece role all the way to the deep pool, cauterizing hydra heads with a Hellforge glaive in the final session [S62 00:24:09].
…hit 0 HP, get back up, and immediately tell everyone else where to stand. The party's indestructible old wall — kept alive by the people behind him, and still leading the charge.
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