DM Vord's Zeitgeist Act I - Portents of a Starry Sky

Game Master Vorduvai

"Times are turning. The skyseers – Risur’s folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist."

Current Date: 6 Summer, 500 A.O.V. (towards early Hunter's Moon on 10 Summer)
Current Location: Cloudwood District, Flint City, Risur
Prestige Favors Used: Risur 0 / Flint 0 / Unseen 0 / Family 0
Summary of Clues HERE


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Male

"I...hunger...the warmth...grateful to thee..." With an eager relish the shadow flies away northwest down one of the main thoroughfares and disappears from view in the shadows near a gaslamp near a side alleyway. It is gone, though Gemma can still feel its hunger and anticipation of the hunt for life to extinguish.

As for the elemental creatures of Emerson and Anneca's coins, they make no sound as they respectively sink into the earth or drift overhead, each according to their nature. They too seem eager, though there is no real emotion to feel through the empathic links of either. The group of six constables plus two elementals make their way eastward along the main southern thoroughfare to start, looking to quickly pass by the star-shaped walls of the inner keep's walls to where they can tack northeast into the section of town just past it. As they begin to move they spot no patrols, though none can help the feeling that they could easily be watched even now - from either the inner or outer walls or from the height of the inner keep tower. Yet no alarm sounds as they start their trek, attempting to move stealthily in a fashion that does not reveal themselves as instant intruders to any that might catch a passing glimpse of them...

Skill Challenge: Explore Outer Fort
Each PC rolls a single Stealth Check to avoid raising undue attention and raise the alert status of the rebel defenders during the latewatch. Adjusted for conditions, it is a Stealth DC 8 check, with no 'Take 10' option possible. Stealth checks can be made untrained of course, but be sure to take any armor check penalties into account.
Cromlich will roll for Johnathan (+8 Stealth but -5 armor penalty), and I would like for a player to roll for Ifris (+3 Stealth, no armor penalty) after their own PC's roll is made. No checks are necessary at this time for the elementals.

* 0 checks failed will bring you to the edge of the harbor and the sea wall that leads out to where the lighthouse is located, with no alerts or alarms raised.
* 1-3 checks failed will create the conditions of a 'minor alert' being raised in the fortress, with 4-5 checks failed calling for an 'elevated alert', and a full 6 checks failed putting all rebels on 'high alert' before the constables can get into position.


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Stealth (DC 8) 1d20 + 2 ⇒ (15) + 2 = 17

"Nothing wrong with my plan," Anneca mutters to herself as they cut through the outer walls. "Introduce a little chaos into the equation, that's all." The mage moves quickly and, for her, silently. Fortunately, she is not encumbered with armor, as it interferes with her ability to cast spells.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Willem nods in agreement with Anneca and whispers, "No Constable Summers, nothing was wrong with your plan nor Constable Atherton's. Both will work but one does guarantee that no one who truly deserves to behind bars is let free nor do we have to burn any structures to further create a diversion."

Stealth vs DC8: 1d20 + 5 ⇒ (7) + 5 = 12

Willem barely holds it together enough to keep quiet.

Ifris Stealth (DC8): 1d20 + 3 ⇒ (9) + 3 = 12

And the same with Ifris, however both were quiet enough to go unnoticed.

Willem keeps his head on a swivel to see if anyone notices them or is about to patrol on to them.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Gemma agrees as well, in her own way. "I don't think that your plan was wrong, Anneca, just...well...too chaotic. I would imagine mine will cause plenty of chaos in it's own right. Your chaos will come soon enough once the sea gate is opened."

Stealth vs DC8: 1d20 + 0 ⇒ (4) + 0 = 4

Unfortunately, part of Gemma's breastplate catches against a stone jutting out slightly from the wall as she passes by, making a small scraping sound. "Bolluck!" The curse is quiet and mostly under her breath but still heard. "I do that again and chaos will come to us."


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Johnathan Stealth DC 8: 1d20 + 3 ⇒ (10) + 3 = 13
Emerson Stealth DC 8: 1d20 ⇒ 19

Both constables creep stealthily down the path, weapons at the ready...


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

As Gemma's breastplate catches the stone jutting out, Willem cringes and starts to more feverishly look for guards, patrols, or worse that may have heard the breastplate scraping sound.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Willem also has his double musket at the ready.


Male

12 Spring, 500 A.O.V. – early morning (approximately two o’ clock)
Axis Fortress Harbor (at the edge of the eastern sea wall)

Mild Alert Status (1 Stealth check failure)
Map of Axis Fortress & Town
Scene of the Harbor
Sea Gate Docks & Lighthouse

The way forward is nerve-wracking and seemingly takes forever as the constables move quietly through the town, well after the midnight hour and into the latewatch shift. Very few stir about, for the Danoran citizenry in the town are clearly under a curfew after dusk, and seemingly there are very few Risuri rebel patrols about upon the streets. It is not clear as to why this is. Though there are areas of the inner and outer walls where lamps are lit and guards are vigilant, most guards seem to watch to potential threats outside the walls and not within them. Only the central keep seems to have an alert presence by the sounds that come from beyond the inner walls.

The constables make a wider sweep to pass to the outside of the town as they get to within a block of the reported jailhouse (#5) of the captured Danoran prisoners, preferring to keep away from a potentially more vigilant watch from the inner wall. It is then that Gemma scrapes her breastplate upon the outer wall in a near stumble, causing audible sounds of "Who goes there?" from two places up above them on the outer wall, and a single sound of a whistle to men stationed at the jailhouse. There is nothing for it now, so the constables move on in a hurry without trying to look like they are anything but a routine Risuri patrol looking to get in from the windy cold...

...and fortunately for them, the guards up on the outer walls huddled in their post do not interpret the action as a precursor to invasion, but merely the rudeness of men in the latewatch that decided not to answer them. No other whistles or bells are sounded, and the constables continue to move northward through the eastern side of the town towards their goal.

Twenty Minutes Later...
It seems to take forever. Yet fortune smiles upon them and the group of six constables (plus two elemental allies) weave their way through the remainder of Axis Town to the harbor. There they spy from a distance that the towered gatehouses to both the Eastern Gate and the Eastern Harbor are well manned with gates firmly closed, with at least a full platoon if not a half-company stationed at each. Dismayed at the prospects of such a grim fight to even get to the harbor, the constables decide to scout further, with Johnathan and Ifris taking the lead.

Perhaps the terrible luck that befell Resilience earlier in the night is being repaid, for within a few minutes they find an unguarded stairwell up to the walls separating the town from the harbor, between the Eastern Gates and Eastern Harbor. The constables quickly ascend to take their first look at the harbor, with the lighthouse and the sea gate clearly visible. What's more is that the five-foot walkway atop the wall allows them direct access to the sea wall jutting out from the main wall, with only a single tower that appears unoccupied separating them. It seems almost too good to be true, what with the rebels clustered up as they are in only the most critical defensive positions of the fortress.

"This isn't right," whispers Ifris urgently. "Either they lost many more in the assault or they're just fools. The Duchess and her veteran officers aren't fools. It's like they only have three companies to hold the entire place."

"Maybe they did lose more, Ifris," says Johnathan as he peers at the sea wall ahead of them. "They probably also have more companies out across the island looking for Danoran holdouts and keeping the villages in line. I only count a few smaller ships intact and see several Risuri damaged frigates tied up on the western side docks, so they may have part of their men in with the ships." He shrugs and adds, "Either way, we seem to have a clear shot out along the sea wall and that lighthouse, though from here it looks like there's a skiff tied up there and some men moving about. Let's get closer for a better look and to make plans."

The constables quickly move across the walkway and to the junction that brings them out to the sea wall and the edge of the harbor, keeping well away from the other section that leads back towards the well-defended Eastern Gate and its twin-towered gatehouse. The night is now dark and cloudy with patches of fog that obscure parts of the harbor and walls every so often. The group sneaks closer, finding a smaller stairwell to their left that winds down to the harbor itself. The tower that anchors the harbor wall to the sea wall is lit by a single gas lamp but is unoccupied for the moment, giving them ample cover. Some one-hundred yards away past the tower and along the sea wall is the lighthouse and its controlling mechanism to the sea gate, with what appears to be a small docks at the base of the wall next to the lighthouse...

...from somewhere way off in the distance behind them on the far side of town, a whistle is heard, then another. Gemma feels a momentary sensation of pleasure in her head, the feeling of the shadow successful in its kill of a living being. Another whistle sounds faintly in the distance, but before them all is routine...

You are at the empty tower separating the harbor wall from the sea wall, with some 300 feet to reach the lighthouse at its end. Just a few feet behind you outside the tower is a small stairwell to get down to the level of the water at the fort's main harbor at its easternmost edge. Otherwise, you must take the sea wall all the way to the area in front of the lighthouse where you can see some gaslamps and guards, as well as a small supply ship docked at a small harbor next to the sea wall in front of the lighthouse. The lighthouse is lit and shines its great light in circular fashion at the top level, with what appears to be a lit mid-tower level below the top level. How do you wish to proceed? Please refer to the links at the top of this post for details.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Willem grits his teeth at the challenge made by the guard but does not say anything, and hurriedly follows the team out of sight and hearing. He does not blame Gemma for partially giving away their position because he surely has made his own mistakes on this mission and in his lifetime. He was more frustrated of the mission being in jeopardy and giving ammunition to Glix to harass him some more. Willem wants this mission to be successful to be rid of the stigma that has followed his career thus far, or at least most of it since he knows deep down inside that Glix's "small size" will not let it all be at peace.

Willem looks over the scene before them and whispers, ::"Well, typical base operations, guards and plenty of light. Constable Atherton, any chance that coin Shadow knock out the main gas line to make it look like a failure or should that be our next execution because I think turnin' off them lights as we go will be too noticeable while if it is a section or the entire fort, it will look more like something failed unless of course Anneca can make fog? But the other issue is if the gas, instead of the usual steam, also operates the gate, that will be a problem for us? Or we can sneak up there and use as many shadows as possible? Lastly, we can slip into the water again in the shadows and swim to the gate control light house after waterproof everythin' again?"::


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Willem searches through his pack realizing it will be difficult to waterproof everything like they did when they entered the mine and whispers, ::"Oh frak, scrap the water entry, not enuff waterproofin'! We will need to use the sea wall. Anyway, we can use them coins, Anneca's conjurin', or anything else to make us less noticeable along the sea wall? I would love to shoot them guards, but the rapport will surely give us away and bring on them hornets called guards on us! Once, we get in the sea gate gatehouse, we will need to either fortify us in there lighthouse to keep the gate open or if we can, sabotage the gate open?"::


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Gemma looks to Willem and nods. "I agree. I think the sea wall will be the best and fastest bet. I would have some concern that snuffing the lights as we go might alert the guards. Hopefully, we can just skirt around them as best we can. If we can get through the guards and to the lighthouse, perhaps Emerson's friend will help with the fortification?"

She looks to Emerson for approval, then to Anneca. "Do either of you have anything to get us across that wall quieter or less seen?"

She then smiles to herself a little and makes a quick joke to ease the tension. "If it all goes south, maybe I can run my breatplate across a rock again for a distraction while you all head the other way."


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Willem smiles at her breastplate joke, ::"It is true they may be alerted but they will be even more so if they see us lit up by the light. If the light goes out and they don't see anythin', they may think it is a malfunction as opposed to bein' snuffed out. Not like gas lights are reliable."::


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Mage Armor (1 hour)

"It's too easy. What if this is a trap?" Anneca mutters. She grimaces in paranoid caution. They had already gamely avoided the obvious trap of the overturned wagon, and so she has been on her guard for an additional ambush since they passed it up. She glances over the wall that overlooks the harbor, the sea gate, and the ocean behind it. She knows that the whole fleet is waiting out there, depending on them to open it so that the assault does not turn into a slaughter of Risuri soldiers. The magical protection that she summoned with her scroll a few hours ago has long faded, so she reaches into the scroll box and finds the back-up copy. She takes it out of its tube and gathers the magic, spreading it back out over her form to protect her in what will likely turn into a violent attack on their part. She looks over in annoyance when they suggest stealth. "Do I look like I have anything that might help? I can make a distraction with smoke, bombs, or magic, but nothing to get across quieter. Faster, maybe, for one or two of us. And once we're inside, I can use magic to jam the locks."


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Emerson chuckles a little after Anneca’s comment. ”This whole adventure has been a trap.” He winks at Anneca to assure her he is merely jesting and not trying to insult her.

”Look, there are only three guards separating us from the lighthouse tower. I think it the best course to quickly get there and hold that position while we try to get inside. I can cast Silence on an object to mask our approach and attacks to maximum effect. Once it’s not needed anymore we can discard it or use it against any foe we come across to thwart them.” He looks at his old war friend and says, ”Will, there should be plenty of shadows on the sea wall to make it easy for us to pass undetected. We can hide bodies behind those barrels or drop them into the darkness on the left side of the path.”

”I think we can all agree that we must open that sea gate. Our odds of survival depend on the fleet entering this harbor. If we don’t make this work we might as well go back and join Nicholas in those caves for the rest of our lives.” The thought of going back down there was not appealing, but something tells Emerson that there might be more mysterious items in that mine that would explain why the rebels are here in the first place. He stops that line of thinking. Better revisit that later, if we survive.

Hill continues when no one else comments, ”Our advantage is surprise and speed. I say we use it as best we can. Once we’re inside the light house, we’ll be able to hold off an assault for much longer.”


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Gemma nods in agreement and smiles. "I agree. And I say anything short of living in mine shafts until we starve or being crushed underwater by a giant rock would be a good goal. Once the gate is open, Anneca, you'll need to use something to signal the fleet somehow."

Gemma looks to everyone to see if they're ready to go. "One last thing...we can't forget about Nathan Jierre. I know he's a secondary objective but an objective nonetheless. With any luck he'll be in the prison, unharmed."


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Willem smiles, ::"Indeed, the whole mission feels like a big mouse trap."::

::"There's plenty of light for us to be spotted along the sea wall path but maybe if we move quickly and not usin' the silent spell until just before the guarded lamp post. Then snuff out that light post and then the guarded one just before takin' out the guards. Constable Atherton's can see in the dark usin' her coin and maybe with y'all else's coins can use their powers as well? Once we are inside the lighthouse, maybe we can have Constable Atherton's coin friend turn the gas lamps on or whatever? That way, they look like they are malfunctioning instead of something or someone messin' with them. It would be better we have light too as we defend the gate lighthouse after we open the gates. In that case, it maybe better to use the rest of the coins during the defend stage after we take o'er thee lighthouse?"::


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Willem

Willem looks around, ::"I'm ready to move out when you all are and I can adapt to anyone's plan or if somethin' changes. Let's not wait here any longer!"::

Willem still has his double rifle at the ready.

Ifris

Ifris manifests her weapons and armor if they were not already. ::"I agree with Constable Muhnee, we can not wait here for long or a patrol or something may spot us. In addition, the fleet is waiting for us!"::


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

"Agreed. I say we deal with the gas lamps as we go. Try and stay under as much cover of darkness as we can until the last bit of it. Then we can either fire at distance under the protection of the Silence or bum rush the guards if we're closer. Whatever we do, we need to do it quickly and as soon as that seagate's open, Anneca can signal the fleet in."

Gemma shifts her gear and makes sure everything's in it's proper place when she remembers something. "Oh, it should be worth mentioning that the coin will allow me to shift into the shadow of a wall for a time. I suppose it's in the same manner as my companion would do in order to ambush prey. I don't think it lasts long but it may be useful in some way. We'll just have to wait and see, but I do think we should be going now."


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

::"Constable Atherton, do you want me to take point and start leading the way?"::


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

"I'm happy to take the lead with you but I would say any two people that are a better shot than me should take the lead. I can work a pistol but I do much better up close...in theory anyway. But please don't take offense if I change our tactics based on how this plays out." Gemma smiles to Willem and looks to the other constables for agreement.


Male

Sea Gate Docks and Lighthouse (seawall at southern end)

Three-Hundred Paces...
The constables set out with grim determination to complete their mission for Risur and the Constabulary, the mission that Resilience could no longer finish and their team was not meant to take on alone. Yet throughout the course of Risuri history it has been said that on the most dire of occasions the true men and women of Risur have faced dire adversity and somehow overcome it. Whether due to a desire to wreak vengeance upon the sorceress Duchess and her rebels, or to fulfill the directives of director and king, or even to keep the honor of Risur intact against a Danoran minister who asserted a Fifth War should they fail, the group of six constables head out from the unoccupied tower and onto the sea wall...

Two-Hundred Paces...
Perhaps it is the fog that drifts across the sea wall and lighthouse area at its end, or the shrouded darkness that is broken only by the soft light and steady hiss of the gaslamps every sixty paces, or the fact that they have come upon the rebels in an under-strength and unalerted fashion. Whatever the reason, they have reached the second gaslamp upon the seawall without any sounds of alert of signs of detection. They move briskly by but without shouts or bold displays that they are the enemy - perhaps they merely seem to be yet another Risuri rebel patrol on their rounds. Willem has his new double-barreled musket ready to fire, though tucked down at his side and not clearly visible. Ifris shines dully in her thicker amber 'armor of the mind' and with a similar amber large sword in her grasp, but she too holds it down instead of aloft, positioning herself behind Willem and Gemma so as to not have her mental illumination be so apparent. Emerson has both a musket and a pistol option while Johnathan and Anneca only favor the pistol on this mission, though each have surprises in store if they can only close the distance.

With the second gaslamp behind them now they are in the cooler darkness of the between on the seawall -- soon they will reach the third gaslamp with the fourth one guarded by a rebel patrolman and marking the edge of where the seawall meets the small docks by the lighthouse. Another whistle is heard in the faint distance of Axis town behind them - Gemma knows it is the sound of the shadow's third kill and more rebels being alerted to its presence, though she does all she can to cordon off her mind from the empathy of the kill she feels as it hungers for more life to drain...

One-Hundred-Paces...
The lighthouse and its three stories seems to loom large now in front of them; a second-story has a sheltered window with a soft light lit somewhere in the space beyond...and what appears to be the movement of some figure that watches from the window's edge. Three rebel guards are clearly seen now near lit gaslamps and a partially hooded lantern on the small skiff that seems to be searched by an additional two rebels, with the other three visible guards watching intently on whatever they might find. The group of six constables (plus two small elemental allies from the Ancient Coins) are well past the third gaslamp now and coming up on the fourth - the one guarded by a single Risuri rebel whose soldier's coat identifies an insignia of the former Shale Second Army of Risur, Tenth Regiment, unknown company designation. He wears studded leather, girded with a longsword and bearing a light crossbow, marking him merely as a footman of minor repute or a reserve company.

He only notices them in the relative darkness about forty paces from his position between the gaslamp and the edge of the seawall overlooking the lower quay of the docks. Turning to the constables he spits out some chew that oddly reminds each of them of Stover Delft and his nicodemus leaf habit. "Whoa...what? You boys lost or just dumb? We gots the grave-shift until near dawn and Sergeant Wilcoe said nuthin about an extra..." The guard seems perturbed at the interruption of his onlooking of the skiff inspection, when he visibly squints his eyes to get a better look at what he assumes is an early changing of the guard detail. Looking past Gemma and Willem he seems to take notice of the amber illumination of an overly large sword in the hand of Ifris Lanvaldan. "What the..." is all he says as his eyes widen to the threat and he nearly fumbles his light crossbow from the dampness of the fog...

In a rare instance of surprise, you all have a surprise round to undertake either a move or standard action! Every PC may go - you may also roll your own initiative for the upcoming combat.

*****************************************************
Combat, Round 0 (surprise)

Updated Tactical Maps
Sea Gate Southern End

Foe Summaries:
Risuri Rebel Patrolman: 13/13 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13;
(* concealment – 20% miss chance if you hit AC, **total concealment - 50% miss chance)

Combat Notes
* You are 40' away from the Patrolman at AG12, putting you roughly at the coordinates of AO12-AO14 (just off the map). The guard and the outermost gaslamp on the map is just over 100' from the lighthouse and adjacent blockhouse structure.
* The seawall is just over ten-feet across, with chest-high stone railings to help walkers from falling to their doom. The railings themselves do not provide cover from ranged fire, but the gaslamp posts, windows, doors and barrels do provide cover.
* You are currently in natural darkness, as no PC has illumination at present. The patrolman at AG12 is in normal light. Pay particular attention to the radius areas of illumination by the gaslamps - 5' normal light and 5' dim light. The exception to this is Gemma, who has 60' darkvision (due to the Ancient Coin she has).
* Only Anneca has a prior buff present (Mage Armor). All PC's may consider themselves to already have in hand a preferred weapon or item drawn/wielded as is their preference.
* I will post stat summaries of the small earth and air elementals along with the enemies, but let me know if you need info on their attacks/abilities.


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Initiative 1d20 + 3 ⇒ (11) + 3 = 14

Surprise Round, Initiative 14
hp 11/11; AC 20/20T/18FF; +1F/+2R/+3W
Ongoing Effects: mage armor (59 minutes), shield (10 rounds)
Spells: 4/4; Arcane Reservoir: 4

SA: cast scroll of shield

Anneca hustles alongside the others, marching steadily towards battle. Her blood rises at the imminent fight, knowing that it could be the difference between life and death. She mentally runs through scenarios, taking pains not to rush in so foolhardily. Taking a brutal sword gash made her ever-so-slightly less likely to run headlong into danger. With that in mind, she reaches into her pouch as they move, fishing out the scroll of shielding force to protect her from errant gunshots and sword swings. She can feel its magic waiting to be unleashed with a little focus and attention. Unlike the more complex spells, this one will be like second nature. She considers a second scroll, one to give her enough alacrity to clear the distance before anyone else - but then she recalls the terrible consequences of that and decides to save it for a more necessary situation.

When the guard notices them, Anneca determines that it is time. With a flick of her wrist, she unfurls the scroll and glances at it in the dim light. She mutters out the command word, letting the force shimmer out in front of her in a barely-visible shield. It won't absorb a cannon shot or a direct hit from a firearm, but it should glance off anything that wouldn't kill her anyway. Between the shield of force and the invisible armor, she is every bit as protected as if she were wearing plate - without her maneuverability impaired at all. She raises her pistol, ready to shoot the traitorous scum, or to channel pure fire out of it.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

SEA GATE DOCKS AND LIGHTHOUSE (SEAWALL AT SOUTHERN END)

Initiative: 1d20 + 5 ⇒ (16) + 5 = 21

Surprise Round, Initiative 21
hp 20/20; AC 17/13T/14FF; +5F/+7R/+2W
Free Action: Speak to Emerson

Willem's adrenaline and heart pump as the constables make their way along the sea wall. Some would dislike this rush of adrenaline but the soldier in Willem is taking it in and relishing it. When he sees the Rebel Patrolman reach for his light crossbow, Willem brings his double-barrel musket's sights up to his eye and quickly sights in on the Rebel Patrolman hoping to kill him quickly before he remembers to sound the alarm or shouts for help.

::"Constable Emerson, my friend, the silence would come in handy so we don't alert the base. Tell me which constable or what RHC equipment you are going to center it on so we will know."::

Willem holds his shot waiting for the silence or a quieter end to the soldier.

GM Vord, the Rebel's Touch AC is 10 on the surprise round, correct?


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9

Surprise Round, Initiative 9
hp 20/20; AC 17/12/15

Emerson feels the familiar butterflies in his stomach on the approach to the lighthouse. He can see his friends are processing their own feelings in a similar manner. Except Ifris of course. He jokes to himself.

It happens so quickly as it often does. The guard is alerted in the blink of an eye. Damn! He had hoped they would be closer.

Emerson responds to Willem as he unfurls the scroll given to him by Stover. "It's going to be centered on this bullet. Once everyone attacks I'm going to rush forward and hopefully silence his warning." He reads off the scroll and feels the magic infuse the bullet in his hand. All is quiet....


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

SURPRISE ROUND CONTINUES

Standard Action: Willem fires both barrels of his Double-Barreled Musket to make sure the rebel goes down quickly.

Willem nods to Emerson and fires at the Rebel. When there is normally a VERY loud boom, there is only silence. Although, there is still a larger than normal muzzle flash as the silence spell does not mitigate that but maybe the fog will? Two cold-steel bullets milliseconds apart cut through the air and they land true knocking the rebel off his feet, zippering him in half, and dying before his bloody parts hit the sea wall walkway.

Barrel 1 ATK: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
Barrel 2 ATK: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Barrel 1 DAM: 1d12 ⇒ 6
Barrel 2 DAM: 1d12 ⇒ 9

Critical Threat Barrel 2: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Barrel 2 Critical DAM: 3d12 ⇒ (5, 5, 9) = 19

Without hesitation or celebration, Willem quickly and profressionally begins to reload which will require (2) move actions for the Musket Master Sniper.


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Initiative: 1d20 + 6 ⇒ (1) + 6 = 7

SURPRISE ROUND, Initiative 7
hp 24/24; AC 20/14T/16FF; CMD 19; +4F/+3R/+0W
Conditions/Effects: Darkvision (eclipse coin)
FA:none
MA: Full Move
SA:none

Gemma takes a deep breath to steady her nerves, waiting for the flash from Willem's musket. She tries to shake the disturbing feelings that she's getting from her shadow friend as she gets ready to move and it continues to hunt. She's already trying to measure distance and location, moving the pieces around in her head, trying to anticipate the next moves and hoping that luck will be on their side. Once she sees Willem take the shot and drop the guard, she moves up as far as she can, trying to stay in the shadows to avoid any shot that may come her way. Hand on her pistol, ready to draw and take aim on another guard, she waits. Gemma knows she isn't as good with firearms as much as some of the others, so she tries to get closer to lower her chances of missing.

Annnnndddddd....I suck:(
Darn it!


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

The melee ends before it can even begin, thanks to Willem's sharpshooting. She can feel the aura of silence absorb the sound around them as the peal of flame propels the bullet towards the doomed guard. The unnatural quiet is gone as quickly as it started. "Let's go," she says to the others as quietly as she can. "Someone might have seen the shot in the dark." She hurries ahead, knowing that her defensive spell will only last for about a minute. She can feel the familiar feel of envy creeping in her mind as she tries to devise a way that she might be able to replicate the silence spell.

Are we staying in Initiative? A double move can get us to about 20' past the now-dead guard, between the barrels. I plan on having her cast a scroll of expeditious retreat during the next round, then catching up with the others.


Human ranger (trapper) 2 LN Medium humanoid (human) HP:18/18 AC 19, touch 13, flat-footed 16 // Fort+3, Ref +6, Will +0 // CMD 18 // Perception +5

Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

Surprise Round, Initiative 22
hp18/18; AC19/13/16
SA: Holding position until next round

The familiar flash of a musket accompanied by silence greets Constable Jackson's senses leaving light trails imprinted upon his eyes momentarily. He sees the rebel guard fall to the ground, no doubt dead from Willem's expertly aimed shot and he smiles to himself. Hello old friend.


**RETIRED**

1d20 + 5 ⇒ (9) + 5 = 14

Surprise Round, Initiative 14
hp 24, AC:22/T:13/FF:19
Fort +4, Ref +5, Will +6
SA: Now searching for other rebels that maybe alert to their presence.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Ifris was about to charge the rebel with Emerson and the team, then sees the carnage play out in front of her as two .70 caliber musket balls strike the traitorous rebel. She turns to Willem with a small smirk of being impressed, looks at Emerson with the same small smirk, then searches with her eyes for other rebels that may know of their presence. At the same time either getting ready to lead the team to the next point of their objective or waiting for Gemma to do it. Those who know Ifris, she believes in what the Marines believe is their true Motto, "Lead, Follow, or Get Out of My Way.


**RETIRED**

Ifris Supplmental

Both Crystal Sword and Aegis Ectoplasmic Armor manifested.


Male

Axis Mission – Take the Seawall & Lighthouse!
(Scene: Action, Tactical)

Perception DC10:

PM1: 1d20 - 1 ⇒ (3) - 1 = 2 FF, no action round 1
PM2: 1d20 - 1 ⇒ (15) - 1 = 14
PM3: 1d20 - 1 ⇒ (16) - 1 = 15
RS: 1d20 + 2 ⇒ (17) + 2 = 19
RW: 1d20 + 2 ⇒ (8) + 2 = 10
RI: 1d20 + 6 ⇒ (8) + 6 = 14

Initiative:

PM: 1d20 + 1 ⇒ (7) + 1 = 8
RS: 1d20 + 1 ⇒ (15) + 1 = 16
RW: 1d20 + 2 ⇒ (7) + 2 = 9
RI: 1d20 + 1 ⇒ (16) + 1 = 17

As silenced twin blasts from Willem’s musket score the first blow with vicious lethality, it is fairly clear to the constables that they will not be able to move unnoticed from this point onwards. Though they cannot hear it, apparently the dying rebel patrolman made some sort of commotion on his near-instant collapse; the other two patrolmen stationed at gaslamps as well as at least one of the men on the skiff look up in alarmed concern at their fallen comrade. From the second-story of the lighthouse, a shadow from someone standing watch at the cover of the window suggests they are sighted from there as well. The constables, after all, knew they had neither the stealth nor the misdirection capabilities of Resilience, and their opening action signals the end of their stealth in Axis and the start of a brutal fight to take the lighthouse and sea gate mechanism from their misguided, rebellious countrymen.

Ifris sees…something akin to a lit cigar or cigarette at the turn of the ramp down towards the docks where the skiff is (O9-10), but cannot make out anything further in the darkness. Twenty paces ahead of them all, Gemma with her strange nocturnal vision sees nothing other than the men already illuminated, but knows that her special sight only goes so far (darkvision 60’). The silence from Emerson’s scroll blankets them all still, and they simply have no idea if the enemy men are shouting or if a general alarm has already been sounded. At this point there is nothing for it…they must finish what they have just started in blood and ensure the success of the mission.

*****************************************************
Combat, Round 1

Initiative Order:
Johnathan: 22
Willem: 21
Rebel I???: 17*
Rebel S???: 16*
Ifris: 14
Anneca: 14
Aerial Assistant: 14
Emerson: 9
Stout Assistant: 9
Rebel W???: 9*
Rebel Patrolmen: 8*
Gemma: 7
* flat-footed until acting this turn

Updated Tactical Maps
SeaGate Southern End
SeaGate Middle Area
SeaGate Full Map

Foe Summaries:
Risuri Rebel Patrolman #1: 11/11 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; flat-footed
Risuri Rebel Patrolman #2: 11/11 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; flat-footed
Risuri Rebel Patrolman #3: 11/11 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; flat-footed
Risuri Rebel Patrolman #4: -23/11 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; DEAD
Risuri Rebel Patrolman #5: 13/13 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; total cover, flat-footed
Risuri Rebel ?? #1: 18/18 hp; AC 18/12T/16FF**; +6F/+1R/+1W; CMD 16; flat-footed
Risuri Rebel ?? #1: 15/15 hp; AC 21/17T/18FF; +2F/+2R/+3W; CMD 17; cover, flat-footed
Risuri Rebel ?? #1: 21/21 hp; AC 16/12T/14FF; +5F/+1R/+5W; CMD 15; flat-footed
Stout Assistant (ally): 15/15 hp; AC 17/10T/17FF; +4F/-1R/+3W; CMD 13; earth glide, earth mastery, darkvision, tremorsense, immune to critical hits, flanking, bleed, paralysis, poison, precision dmg, sleep, stunning
Aerial Assistant (ally): 15/15 hp; AC 17/14T/14FF; +4F/+6R/+0W; CMD 15; flight, air mastery, darkvision, immune to critical hits, flanking, bleed, paralysis, poison, precision dmg, sleep, stunning
(* dim light concealment – 20% miss chance if you hit AC; ** darkness total concealment – 50% miss chance)

Combat Notes
* The silence spell is in effect and centered on an object with Emerson, with a 20’ radius from him. Please note this and act accordingly!
* You start 40' away from the (dead) Patrolman at AG12, putting you roughly at the coordinates of AO12-AO14 (just off the map). The guard and the outermost gaslamp on the map is just over 100' from the lighthouse and adjacent blockhouse structure.
* The seawall is just about fifteen-feet across (grid columns 12-14), with chest-high stone railings to help walkers from falling to their doom (40' to the bottom - ouch!). The railings themselves do not provide cover from ranged fire, but the gaslamp posts, windows, doors and barrels do provide cover.
* You are currently in natural darkness unless in the normal/dim light of a gaslamp, as no PC has illumination at present. The (dead) patrolman at AG12 is in normal light. Pay particular attention to the radius areas of illumination by the gaslamps - 5' normal light and 5' dim light. The exception to this is Gemma, who has 60' darkvision (due to the Ancient Eclipse Coin she has).
* Emerson’s ‘Stout Assistant’ from possession of the Ancient Mountain Coin is a small earth elemental. Anneca’s ‘Aerial Assistant’ from possession of the Ancient Eagle Coin is a small air elemental. Stats are listed above, but review Bestiary for details on their powers and capabilities. Commands must be basic (attack target, retreat, guard, etc.) and verbally spoken (so silence will affect this), though elementals will automatically defend master if threatened and no other commands given.

Johnathan and Willem are up!


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Initiative 21
hp 20/20; AC 17/13T/14FF; +5F/+7R/+2W
Move Action: Reload one Barrel with a steel round
Standard Action: Targeting R-12

Willem finishes reloading his musket, holds his finger out to feel the wind, brings the rifle sights up to his eye, aims in on the patrolman at R-12, and Willem fires another round down range. Again, there is no rapport from Willem's musket and the flash is only half as bright as before. The round flies true and impacts on the patrolman halfway up on the ramp taking most of his life force away but still has some life in him.

1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
1d12 ⇒ 8


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

After shooting, Willem looks to his team to see what they are going to do next.


Human ranger (trapper) 2 LN Medium humanoid (human) HP:18/18 AC 19, touch 13, flat-footed 16 // Fort+3, Ref +6, Will +0 // CMD 18 // Perception +5

Axis Mission – Take the Seawall & Lighthouse! - Round 1

Initiative 22
hp18/18; AC19/13/16

FRA: Move to AF14

Seeing that the guards have been alerted, Johnathan motions to the others that he is moving forward with a vertical knife hand motion. With that he's off at a run to get behind the cover of the barrels near Gemma's position. As he passes her, he comments "The surprise was fun while it lasted!"


Male

Risuri Rebel Druid
Round 1, Initiative 17

Conditions: dim light concealment (20%)
SA: Cast faerie fire on Willem in 5’ area burst
MA: Move 15’ to AB7
FA: Shouts

From the direction of the skiff a Risuri rebel straightens and peers intently at where Willem’s musket blasts can be seen on top of the seawall, even though they make no sound thanks to the magical silencing of Emerson’s scroll. The rebel raises his hands and points – suddenly Willem, Anneca, Ifris and Emerson are lit in purple fire that completely outlines them and reveals their position in the darkness outside of the gaslamp. Fortunately, the magical illumination does not burn or seem to harm them in any other way, but any attempts at stealth are now all but impossible. Moving across the gangplank to the dock the rebel raises a shout of alarm to his fellow patrolman who was busy searching the skiff next to him and oblivious to the opening assault.

Risuri ????
Round 1, Initiative 16

Conditions: darkness concealment (50%)
FRA: Move 40’ to ???

Somewhere in the area, an experienced rebel soldier drops his Nicodemus leaf and readies his weapon, moving carefully to keep out of sight from the enemy with the deadly musket who has killed one of his comrades and wounded another…

*****************************************************
Combat, Round 1

Initiative Order:
Johnathan: 22
Willem: 21
Rebel Druid: 17
Rebel S???: 16
Ifris: 14
Anneca: 14
Aerial Assistant: 14
Emerson: 9
Stout Assistant: 9
Rebel W???: 9*
Rebel Patrolmen: 8*
Gemma: 7
* flat-footed until acting this turn

Updated Tactical Maps
SeaGate Southern End
SeaGate Middle Area
SeaGate Full Map

Foe Summaries:
Risuri Rebel Patrolman #1: 11/11 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; flat-footed
Risuri Rebel Patrolman #2: 3/11 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; flat-footed
Risuri Rebel Patrolman #3: 11/11 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; flat-footed
Risuri Rebel Patrolman #4: -23/11 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; DEAD
Risuri Rebel Patrolman #5: 13/13 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; total cover, flat-footed
Risuri Rebel ?? #1: 18/18 hp; AC 18/12T/16FF**; +6F/+1R/+1W; CMD 16;
Risuri Rebel ?? #1: 15/15 hp; AC 21/17T/18FF; +2F/+2R/+3W; CMD 17; cover, flat-footed
Risuri Rebel Druid #1: 21/21 hp; AC 16/12T/14FF; +5F/+1R/+5W; CMD 15;
Stout Assistant (ally): 15/15 hp; AC 17/10T/17FF; +4F/-1R/+3W; CMD 13; earth glide, earth mastery, darkvision, tremorsense, immune to critical hits, flanking, bleed, paralysis, poison, precision dmg, sleep, stunning
Aerial Assistant (ally): 15/15 hp; AC 17/14T/14FF; +4F/+6R/+0W; CMD 15; flight, air mastery, darkvision, immune to critical hits, flanking, bleed, paralysis, poison, precision dmg, sleep, stunning
(* dim light concealment – 20% miss chance if you hit AC; ** darkness total concealment – 50% miss chance)

Combat Notes
* Those affected by faerie fire are illuminated in candle-intensity purple fire, which renders any attempts at stealth or concealment impossible.
* The silence spell is in effect and centered on an object with Emerson, with a 20’ radius from him. Please note this and act accordingly!
* You start 40' away from the Patrolman at AG12, putting you roughly at the coordinates of AO12-AO14 (just off the map). The guard and the outermost gaslamp on the map is just over 100' from the lighthouse and adjacent blockhouse structure.
* The seawall is just about fifteen-feet across (grid columns 12-14), with chest-high stone railings to help walkers from falling to their doom (40' to the bottom - ouch!). The railings themselves do not provide cover from ranged fire, but the gaslamp posts, windows, doors and barrels do provide cover.
* You are currently in natural darkness unless in the normal/dim light of a gaslamp, as no PC has illumination at present. The (dead) patrolman at AG12 is in normal light. Pay particular attention to the radius areas of illumination by the gaslamps - 5' normal light and 5' dim light. The exception to this is Gemma, who has 60' darkvision (due to the Ancient Eclipse Coin she has).
* Emerson’s ‘Stout Assistant’ from possession of the Ancient Mountain Coin is a small earth elemental. Anneca’s ‘Aerial Assistant’ from possession of the Ancient Eagle Coin is a small air elemental. Stats are listed above, but review Bestiary for details on their powers and capabilities. Commands must be basic (attack target, retreat, guard, etc.) and verbally spoken (so silence will affect this), though elementals will automatically defend master if threatened and no other commands given.

Ifris, Anneca and Emerson are up!


**RETIRED**

Initiative 14
hp 24, AC:22/T:13/FF:19
Fort +4, Ref +5, Will +6
Conditions: Armed, Armored, and Lit up with Faerie Fire.
Moves to AM-12 I believe or Willem's left side

Ifris frowns at being lit up like a Christmas Tree.

After seeing the rebel with the cigar or cigrette and being lit up, she stays behind to cover those still in the rear and signals to Willem, points to Gemma, then yells to him but no sound comes out, ::"Move your arse up the ramp and follow Constable Atherton! Reload as you go!":: Willem nods his head and then she switches sides to Willem's left side to provide better protection to all from the dock ramp. She also signals to Emerson and Anneca to start moving up the ramp as well.

A Marine does not leave behind their fellow Marines and has applied it in the RHC.


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Round 1, Initiative 14
hp 11/11; AC 20/20T/18FF; +1F/+2R/+3W
Ongoing Effects: mage armor (59 minutes), shield (9 rounds), expeditious retreat (10 rounds), faerie fire
Spells: 4/4; Arcane Reservoir: 4

MA: 30' to AI13, draw scroll
SA: cast expeditious retreat
FA: Direct air elemental to attack guard at AB7

"All this sneaking around was ticking me off anyway," Anneca mutters as she is illuminated by the magic. She runs forward, a few paces behind Gemma. She reaches into her scroll box, thankful that she took the time to prepare for selecting the correct spell in the dark. She draws out the scroll that will grant her an incredible speed, ready to let the alacrity flow through her. As she runs, she points at the guard that cast a spell upon her and the others, directing the coin's guardian to attack him. "That one! Attack!" Finally, she comes to a stop and looks down at the scroll. The extra light is helpful, as she can clearly read the magical print. She harnesses its power effortlessly, granting her a speed to close the rest of the distance easily.


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Axis Mission – Take the Seawall & Lighthouse! - Round 1
Initiative 9
HP20/20; AC16/12/16
FA:Drop Silenced bullet over the seawall
FRA:Run to AB13

Emerson tosses the magically silenced bullet over the seawall to his right to afford them normal speech. He rushes forward as fast as he can to the next set of barrels near the ramp so that he has cover from the foes ahead. He points to the guard 50 feet up the wall and commands his elemental ”Attack that man.”

The elemental will target the guard at R12 next round. The elemental also made a full run action this round and is next to Emerson


Male

Aerial Assistant
Round 1, Initiative 14

Conditions: darkness concealment (50%)
MA: Move 90’ to X6
SA: Flyby slam attack on Rebel Druid at AB7

Slam vs. AC16: 1d20 + 6 ⇒ (8) + 6 = 14 miss
With a veiled whisper that only Anneca can understand, the aerial assistant launches off of the seawall towards the docks and the druidic rebel that revealed them, the winds around them picking up intensity for a brief moment. The rebel has no weapon drawn at the moment and does not see the small elemental approaching, but at the last moment ducks low instinctively, causing the elemental to merely graze a weak blow on the druid's hide armor. Cursing and fumbling for his weapon, the aerial assistant is already well off and away from his chosen enemy, gliding up and over by the skiff's stacks where it cannot be reached, its indistinct form blending into the darkness to where it cannot be seen.

Stout Assistant
Round 1, Initiative 9

Conditions: Running
MA: Run 65’ to AB14

The stout assistant effortlessly climbs out of the top of the stone seawall as if getting out of a pool of water, and heads off after his master with stone fists pumping at his sides. He stops briefly at Emerson Hill’s side with a stony hand grasping the stone railing as if to ensure it moves no closer to the treacherous edge and the ocean below. Though the elemental lacks eyes or facial features, it senses the wounded rebel patrolman ahead of them, but also something else as it tilts its stony head slightly to the left.

Emerson:
The stout assistant says in Terran that you understand perfectly, ”One more…one more water-sack on two columns…on ramp there master…sees it hides.” Emerson knows that the elemental will soon lurch forward to close and attack with the wounded rebel he already declared, but there is apparently someone else on the ramp ahead and to the left of the seawall.

Risuri Rebel Wizard
Round 1, Initiative 9

Conditions: cover
MA: draws forth scroll
SA: Casts magic missile scroll on Emerson
FA: Shouts

Magic Missile dmg: 1d4 + 1 ⇒ (4) + 1 = 5 Emerson takes 5hp dmg
Someone continues to move in the shadows by the window of the second-story of the lighthouse; the window has four stout wooden panels with glass viewing ports and reinforced with iron, with one of the upper quadrant panels now opened fully. A rebel man can be seen just within, the lantern behind him inside the tower casting shadows of…something else…just behind him upon the table. The man reads a scroll in arcane syllables and light spills from the page, even as a single orange missile streaks forth with unerring speed and precision towards Emerson – it strikes him fully in the torso with a nasty sizzling sound, singeing the leather of his armor and bruising his skin with the force of a sling stone.

”INTRUDERS! INTRUDERS! SOLDIERS TO THE ‘WALL!” The rebel wizard shouts out defiantly to alert his comrades, though by now it is clear that most understand they are under attack.

Risuri Rebel Patrolman 1 (on skiff)
Round 1, Initiative 8

Conditions: none
FRA: No action

The other rebel on the skiff, engrossed as he was in his search of the vessel, did not even see the beginnings of the attack until the druidic officer alerted him. Even so the patrolman freezes in place with indecision and fear, trying to comprehend what he should do, but doing nothing.

Risuri Rebel Patrolman 2 (middle gaslamp)
Round 1, Initiative 8

Conditions: cover
FA: 5’ Step to Q13 (behind gaslamp post for cover)
SA: Fire light crossbow at Emerson
MA: Reload light crossbow

light crossbow vs. AC16: 1d20 + 0 ⇒ (14) + 0 = 14 miss
The rebel wounded by Willem’s musket understands all too well what is happening, and takes an instinctive step back behind the metal gaslamp post for cover against any other volleys coming his direction. He raises his own weapon – a crossbow – and fires it at the purplish-outlined Emerson Hill nearest to his position. Looking only briefly to see the impact of his shot deflecting off of Emerson's armor, he calmly pulls back the string and loads another bolt into position.

Risuri Rebel Patrolman 3 (farthest gaslamp)
Round 1, Initiative 8

Conditions: cover
FA: 5’ Step to M5 (behind gaslamp post for cover)
SA: Fire light crossbow at Gemma
MA: Reload light crossbow

light crossbow vs. AC20: 1d20 + 0 - 2 ⇒ (9) + 0 - 2 = 7 miss
From farther off past the docks and nearest to the lighthouse, another patrolman finds cover behind his own lamppost and takes aim with his crossbow; Emerson Hill is closer but behind the cover of barrels from his position, so he takes aim at the farther target of Gemma Atherton near his dead comrade, and fires. The shot was pitifully low and hits the docks well short of her, yet training kicks in for him as well, re-cocking the crossbow and loading it for another volley.

Risuri Rebel Patrolman 5 (???)
Round 1, Initiative 8

Conditions: total cover
FRA: ???

*****************************************************
Combat, Round 1-2

Initiative Order:
Johnathan: 22
Willem: 21

Rebel Druid: 17
Rebel Soldier: 16
Ifris: 14
Anneca: 14
Aerial Assistant: 14
Emerson: 9
Stout Assistant: 9
Rebel Wizard: 9
Rebel Patrolmen: 8
Gemma: 7
* flat-footed until acting this turn

Updated Tactical Maps
SeaGate Southern End
SeaGate Middle Area
SeaGate Full Map

Foe Summaries:
Risuri Rebel Patrolman #1: 11/11 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13;
Risuri Rebel Patrolman #2: 3/11 hp; AC 18(14)/11T/13FF; +3F/+1R/-1W; CMD 13; cover
Risuri Rebel Patrolman #3: 11/11 hp; AC 18(14)/11T/13FF; +3F/+1R/-1W; CMD 13; cover
Risuri Rebel Patrolman #4: -23/11 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; DEAD
Risuri Rebel Patrolman #5: 13/13 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; total cover
Risuri Rebel Soldier #1: 18/18 hp; AC 18/12T/16FF**; +6F/+1R/+1W; CMD 16;
Risuri Rebel Wizard #1: 15/15 hp; AC 21/17T/18FF; +2F/+2R/+3W; CMD 17; cover
Risuri Rebel Druid #1: 21/21 hp; AC 16/12T/14FF; +5F/+1R/+5W; CMD 15;
Stout Assistant (ally): 15/15 hp; AC 17/10T/17FF; +4F/-1R/+3W; CMD 13; earth glide, earth mastery, darkvision, tremorsense, immune to critical hits, flanking, bleed, paralysis, poison, precision dmg, sleep, stunning
Aerial Assistant (ally): 15/15 hp; AC 17/14T/14FF; +4F/+6R/+0W; CMD 15; flight, air mastery, flyby attack, darkvision, immune to critical hits, flanking, bleed, paralysis, poison, precision dmg, sleep, stunning
(* dim light concealment – 20% miss chance if you hit AC; ** darkness total concealment – 50% miss chance)

Combat Notes
* Those affected by faerie fire are illuminated in candle-intensity purple fire, which renders any attempts at stealth or concealment impossible.
* The seawall is just about fifteen-feet across (grid columns 12-14), with chest-high stone railings to help walkers from falling to their doom (40' to the bottom - ouch!). The railings themselves do not provide cover from ranged fire, but the gaslamp posts, windows, doors and barrels do provide cover.
* Pay particular attention to the radius areas of illumination by the gaslamps - 5' normal light and 5' dim light. The exception to this is Gemma, who has 60' darkvision (due to the Ancient Eclipse Coin she has).
* Emerson’s ‘Stout Assistant’ from possession of the Ancient Mountain Coin is a small earth elemental. Anneca’s ‘Aerial Assistant’ from possession of the Ancient Eagle Coin is a small air elemental. Stats are listed above, but review Bestiary for details on their powers and capabilities. Commands must be basic (attack target, retreat, guard, etc.) and verbally spoken (so silence will affect this), though elementals will automatically defend master if threatened and no other commands given.

Gemma (Rd 1), Johnathan & Willem (Rd 2) are up!


Human ranger (trapper) 2 LN Medium humanoid (human) HP:18/18 AC 19, touch 13, flat-footed 16 // Fort+3, Ref +6, Will +0 // CMD 18 // Perception +5

Axis Mission – Take the Seawall & Lighthouse! - Round 2, Initiative 22
HP18/18; AC16/13/16
FRA:Run to Q14

Johnathan breaks into a run towards the next patrolman on the wall in front of them. ”I’ll take out this one, you deal with that mage in the tower!” he yells at Emerson as he runs past. Jackson hefts his earth breaker, eager to shed some blood.


**INACTIVE** Risuri Human Male Adult Slayer/Gunslinger / LVL1/1 / HP:11/20 / AC:17 / T:13 / FF:14 / Perception:+6 / Initiative:+5 / F:+5 / R:+7 / W:+2 / Speed:30 / Hero Point: 1/2
Skills:
Bluff:+5,C.(alchemy):+4,Dipl:+2, Intimid:+5, Dungeon:+4,Geo:+4,Local:+4,Prof(Constable):+6,Ride:+3,S. Motive:+6,Stealth:+3,Surv:+6, -2 DEX/ATK

Axis Mission – Take the Seawall & Lighthouse! - Round 2, Initiative 21
hp 20/20; AC 17/13T/14FF; +5F/+7R/+2W
Conditions: Lit up with Faerie Fire (Grumble, Grumble)
Free Action: Speak
Move Action: Move to AH-13? or behind Jonathan with (1) square separation.
Standard Action: Reload one barrel

Willem watches Emerson, what appeared to be in slow motion, throwing the silenced round over the wall. He motions to catch it but it was too late and shrugs, ::"I could have used that to shoot the Druid or Wizard with so they would have to dig the bullet out to end the silence. Oh well.":: Then he moves up to his current position and reloads one barrel.


Female Human (Risuri) Fighter (tactician) 3rd AC 20/14/16 / HP 33 / F +5 R +5 W +2 / Init +6 / Perc. +7 / Sense Motive +5

Axis Mission - Take the Seawall & Lighthouse
Round 1, Initiative 7
hp 24/24; AC 20/14T/16FF; CMD 19; +4F/+3R/+0W
Conditions/Effects: Darkvision (eclipse coin)
FA: Speak
MA: Full Move (40’ to AA13)
SA: None

Gemma weighs her options of whether it's best to run forward or to hold back, then make a push. Once her decision is made, she looks to Anneca. "If you get a chance, perhaps you might send your friend towards the men in the lighthouse next. I think those are our biggest threat now. Maybe after it's done with the caster?"

Crossing her fingers that Anneca will listen and then follow her lead, Gemma quickly moves up in front of Emerson. "I guess the jig is up. I think we need to move to take the lighthouse as quickly as possible. Can your friend help with that?" Gemma looks over her shoulder to the earth elemental who's moved up to join his master then back to Emerson.


Male

Risuri Rebel Druid
Round 2, Initiative 17

Conditions: cover, darkness concealment (50%)
MA: Move 20’ to ??, draw club
SA: Cast shillelagh on club

The rebel druid moves farther along the stone docks towards the shelter of the ramp wall, effectively obscuring himself from view by the constables up above on the sea wall. They can hear him utter the prayers of an Old Faith mantra, asking the Unseen to empower his carried club with both enchantment and the deadly impact of the ones half-giants in the Anthras Mountains are known to carry. Still, the rebel druid cannot be seen and his next moves are not known.

Risuri Soldier
Round 2, Initiative 16

Conditions: cover, darkness concealment (50%)
MA: Move 20’ to Z11
SA: Attack Gemma (cover) w/ glaive (reach)

glaive atk vs. AC24: 1d20 + 5 ⇒ (20) + 5 = 25 hit and critical potential!
crit confirm vs. AC24: 1d20 + 5 ⇒ (12) + 5 = 17 not confirmed
glaive dmg: 1d10 + 3 ⇒ (6) + 3 = 9 Gemma takes 9 hp dmg
Somewhere in the darkness near the top of the ramp, the rebel soldier moves with the sounds of his chainmail clinking, bent on drawing blood on his enemies. Though Emerson cannot see the soldier, both Gemma and the stout earthen assistant see him clearly enough with their nocturnal vision – he comes up to the barrels just on the other side of Gemma and jabs at her chest viciously with a well-polished glaive. Despite the fact that she sees him his strike over the barrels is expertly executed; the glaive cuts into her right armpit and shoulder at a point where the rim of the breastplate ends, her instinctive turning away from the strike saving her from being run through her armpit into her lungs or heart. Blood weeps from the wound as he withdraws it, readying to counter any move she makes from the other side of the barrels, using them for his own cover to guard against a low strike.

*****************************************************
Combat, Round 2

Initiative Order:
Johnathan: 22
Willem: 21
Rebel Druid: 17
Rebel Soldier: 16
Ifris: 14
Anneca: 14
Aerial Assistant: 14
Emerson: 9
Stout Assistant: 9

Rebel Wizard: 9
Rebel Patrolmen: 8
Gemma: 7

Updated Tactical Maps
SeaGate Southern End
SeaGate Middle Area
SeaGate Full Map

Foe Summaries:
Risuri Rebel Patrolman #1: 11/11 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13;
Risuri Rebel Patrolman #2: 3/11 hp; AC 18(14)/11T/13FF; +3F/+1R/-1W; CMD 13; cover (ranged only)
Risuri Rebel Patrolman #3: 11/11 hp; AC 18(14)/11T/13FF; +3F/+1R/-1W; CMD 13; cover
Risuri Rebel Patrolman #4: -23/11 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; DEAD
Risuri Rebel Patrolman #5: 13/13 hp; AC 14/11T/13FF; +3F/+1R/-1W; CMD 13; total cover
Risuri Rebel Soldier #1: 29/29 hp; AC 22(18)**/12T/16FF; +6F/+1R/+1W; CMD 16; cover, concealment
Risuri Rebel Wizard #1: 15/15 hp; AC 21/17T/18FF; +2F/+2R/+3W; CMD 17; cover
Risuri Rebel Druid #1: 21/21 hp; AC 20(16)**/12T/14FF; +5F/+1R/+5W; CMD 15; cover, concealment

Stout Assistant (ally): 15/15 hp; AC 17/10T/17FF; +4F/-1R/+3W; CMD 13; earth glide, earth mastery, darkvision, tremorsense, immune to critical hits, flanking, bleed, paralysis, poison, precision dmg, sleep, stunning
Aerial Assistant (ally): 15/15 hp; AC 17/14T/14FF; +4F/+6R/+0W; CMD 15; flight, air mastery, flyby attack, darkvision, immune to critical hits, flanking, bleed, paralysis, poison, precision dmg, sleep, stunning
(* dim light concealment – 20% miss chance if you hit AC; ** darkness total concealment – 50% miss chance)

Combat Notes
* The lighthouse has three stories to it, with the middle and top levels shown on the top-right area of the map for convenience.
* Those affected by faerie fire are illuminated in candle-intensity purple fire, which renders any attempts at stealth or concealment impossible.
* The seawall is just about fifteen-feet across (grid columns 12-14), with chest-high stone railings to help walkers from falling to their doom (40' to the bottom - ouch!). The railings themselves do not provide cover from ranged fire, but the gaslamp posts, windows, doors and barrels do provide cover.
* Pay particular attention to the radius areas of illumination by the gaslamps - 5' normal light and 5' dim light. The exception to this is Gemma, who has 60' darkvision (due to the Ancient Eclipse Coin she has).
* Emerson’s ‘Stout Assistant’ from possession of the Ancient Mountain Coin is a small earth elemental. Anneca’s ‘Aerial Assistant’ from possession of the Ancient Eagle Coin is a small air elemental. Stats are listed above, but review Bestiary for details on their powers and capabilities. Commands must be basic (attack target, retreat, guard, etc.) and verbally spoken (so silence will affect this), though elementals will automatically defend master if threatened and no other commands given.

Ifris, Anneca and Emerson are up!


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Axis Mission – Take the Seawall & Lighthouse! - Round 2, Initiative 9
HP15/20; AC18/12/16
Condition:Faerie Fire
SA:Cast Silence on Tower
MA:Move to Z14

”I’m on it!”Emerson yells back at Johnathan. He unrolls the last of his scrolls acquired earlier and reads the magically infused letters. The letters burn off the page leaving the parchment blank and new. Hill concentrates on the magical energies pooling in his mind and directs his new silence spell on the closest tower in an attempt to thwart the enemy spellcaster. ”Stick that in your pipe…”

DM note: My intention is to center the spell into the center of the tower at intersection Q/R, 20/21 as I think Emerson would be able to see the ceiling from his point of view. If this in not allowable then he will center it on the intersection of Q/R,17/18. The idea is to block spell casting from all/both windows facing the party from that tower.


Human (Risuri) Oracle/Gunslinger/Investigator AC 16/12/14 / HP 30 / F+5, R+7, W+6 / Init. +6 / Perc. +4 / Sense Motive +4 / Max Grit/Luck Pts 8

Emerson knew there was a foe hiding down the ramp. He just didn't realize how close until he saw and felt Gemma's blood spray all over him. He was proud of his friend though. That attack would have killed a less experienced soldier for sure.

"Stop!" He Commands his elemental. "Attack him!" Hill points at the new foe his companion warned him about.

The Stout Ally turns his amorphous head towards his new foe and melts into the stone wall.


Axis Mission – Take the Seawall & Lighthouse! - Round 2, Initiative 9
HP15/15; AC17/10/17
MA:Earth Glide to AA11
SA: Power Attack on Soldier at Z11

Attack vs AC18: 1d20 + 5 ⇒ (20) + 5 = 25
Crit Confirmation: 1d20 + 5 ⇒ (1) + 5 = 6
Slam: 1d6 + 7 ⇒ (4) + 7 = 11

A-Aron disappears from view and for a few heart beats Emerson is unsure if his command was understood. His doubt evaporates as he sees the elemental spring forth from the stone walkway, taking the enemy soldier by surprise. Two hammer like appendages strike out horizontally and hit the foe in the midsection producing an audible crack.


**RETIRED**

Axis Mission – Take the Seawall & Lighthouse! - Round 2, Initiative 14
hp 24, AC:22/T:13/FF:19
Fort +4, Ref +5, Will +6
Conditions: Armed, Armored, and Lit up with Faerie Fire.
FRA: Move to AI-12

Ifris moves to AI-12 and continues to guard those in the rear, "Come on you two, keep moving! We need to pass the ramp down to the skiff dock to reduce points of ingress/egress to one."


Female Human (Risuri) Arcanist 3; AC 12/12T/10FF; hp 17/17; +2F/+3R/+3W; Init +3; Perc. +0; Sense Motive +7

Round 2, Initiative 14
hp 11/11; AC 20/20T/18FF; +1F/+2R/+3W
Ongoing Effects: mage armor (59 minutes), shield (8 rounds), expeditious retreat (9 rounds), faerie fire
Spells: 3/4; Arcane Reservoir: 3

MA: 55' to X13, draw alchemist fire
SA: burning hands vs. Soldier (Z11), with Arcane Reservoir
> Reflex DC 16 1d20 + 1 ⇒ (14) + 1 = 15
>> Damage 5d4 + 1 ⇒ (1, 2, 3, 2, 1) + 1 = 10 - Soldier takes 10 fire damage, is on fire

With incredible alacrity, Anneca darts past Gemma and Emerson. Initially, she had intended to get up into the tower to kill the enemy wizard and take his perch to shoot the rest with her wand, but Emerson seems to have put a damper on that plan. Without her magic, thanks to the imposed silence, she would have little more than her weapons - and that might make it a fair fight. She adjusts on the fly as she zooms past them, stopping and turning around the barrels at the same time. She draws one of the vials from her bandolier to put a little extra something on her next spell - sticky fire. She tosses it in the air slightly, then ignites the while thing in a blast of flame. Just out of the soldier's extended armspan, she can feel her incredible heat as the cone of fire envelops him. For a momen it seems that he might be able to turn away fast enough not to get the worst of it, but the fire is too enveloping. It hits him like a wave, setting his clothing on fire beneath his armor. It is a little surprising that he still stands, but it is even odds if the fire or Gemma will kill him first - unless he leaps into the bay to put the fire out.


Human (Risuri) Bard (Archivist) Lvl 3 AC 16/12/14 / HP 26 / F+2, R+4, W+5 / Init. +2 / Perc. +7 / Sense Motive +8

12 Spring, 500 A.O.V. – early dawn – Swaying Willows Inn (near towns of Avrasford and Cagan’s Crossing)

Jesselle was sitting on the edge of her bed looking out the window through the leafless willow branches into the still darkened sky considering what she should do. Turning a gaze to her nightstand with a half dozen books stacked upon it showed that she had been making use of the Inn’s library but should probably return them. The young woman had an odd feeling that something might happen, or was that merely a hope?

She was now on her sixteenth day at the Inn with eleven of those left wondering what was happening to her country. Jesselle dressed quickly and packed her things as she did every morning since 1 Spring, she would be ready to go when the call came. The woman strapped on her rapier to her waist, her dagger to her right thigh and her sap to her belt.

Even before the sky began to brighten Jesselle was dressed, packed, and her room tidied, all save the books. Even the bedding was clean and smelled fresh once again with a little help of her arcane cantrips. With a slight smile she tacked the books and returned each to where she had taken them from. She returned to her room and placed her rucksack by the door and laid her small bow. She stared down at it for a moment and thought about how so many used the more modern pistols or rifles and answered aloud to herself, “I suppose I am a traditionalist.” She gave a small chuckle before she turned and closed the door, locking it.

She made her way down to the common room where she saw the Gerald already had the large hearth stoked and providing warmth to the main room. He was already taking chairs off of the tables with the help of one of his children. He smiled and with nod greeted her warmly, “Good morning Jess!”

“Good morrow to you Gerald,” and she turned the young boy and added him to the address as well, “Simon.”

Simon beamed at being recognized and addressed other than ‘boy’ by many of the other patrons, “Good morning, Miss Jess.”

Looking to the man as he held a seat out to Jesselle she nodded her thanks and asked, “Is Darby already hard at work in the kitchen?”

Gerald answered with a broad smile, ”Off course Jess, several loaves of fresh bread are ready if you care to start? Your usual?”

”Please. Thank you Gerald.” Jesselle answered happily as she watches the large man move off to the kitchen to help prepare and inform his wife. The woman’s mind wondered again for several minuted when she almost jumped as a figure moved quickly past her.

Simon looked across from the hearth, “Is there a problem Miss Jess?”

“No, no Simon. Just lost in thought,” Jesselle stated and as the boy dropped an armful of wood into the bin he exited the common room by the side door for some more wood. She then turned to the person who stood at the bottom of the stairs looking at her as he ascended the stairs without ever touching them. Jesselle gave a groan of annoyance, and uttered under her breath “Damn spirits.”

Morningfeast arrived just as the sun peeked over the tree tops and streamed in through one of the large windows. Another day had begun and Jesselle had this odd feeling that everything was about to change.


Female Common Elf / Sacred Fist Warpriest 2 + MOMS Monk 1 / AC +16[*20] Touch +16 Flat Footed +13[*17] / HP: +30/30 / F +5 R +6 W +7 / Init +3/ Per +10 / Sense Motive +8
S+SP:
Spells:3/3Blessings: 3/3 Stunning Fist: 1/1 PoP Ready Skyseer Ready Cloak

11 Spring, 500 A.O.V - Early evening
Madsen's Farmstead

‘Be patient. They’ll come around’. That’s what her old mentor, Veranique, told her as she was being escorted out of the Constabulary. So far she’s done a good job of not losing her temper but it’s been over a week now and she’s exhausted her supply of good will.

How could they do this to her? She has a spotless record with the force, she’s put her blood, sweat and tears into this job and now she’s guilty by the loosest of association. The thought spikes her anger and she starts viciously stirring the stew she’s prepared. Years of work and they tossed her aside like moldy bread.

A creak from the floorboards causes her to whirl around. One of her ‘escort’ come to check on her. She gives him a curt nod. “Food’s ready.” she says politely, but when he looks at the pot in distrust the last bit of patience she had left goes flying out the window.

“For $*@(@’s sake Samson, I made the *%&@($ cake for your daughter’s birthday. But now it’s ‘Oh, well, she’s elven so she must be trying to poison us, why else would she make us dinner?’

Fethryth grabs one of the bowls she set out, slops stew into it, grabs a spoon and shovels some in her mouth. It’s scaldingly hot and she immediately regrets her decision but she’s got too much pride to spit it back out. She muscles it down and says “Oh, darn, the poison really dulls the flavor. Guess I’ll use different spices the next time I’m killing people off!”

With the bowl still in hand she stomps off to her room and slams the door behind her. It’s the kind of move you expect from a teenager, but damned if it doesn’t feel satisfying. At least it does until she remembers that one of the guards will be sitting outside the bedroom window lest she use it to make her ‘escape’. She heaves a sigh and plops down on the floor. If Vera doesn’t get her out soon she’s going to lose her mind. There’s nothing to do here except to sit around and be mad at the world.

Even the garbage duties like paperwork would be a welcome distraction; considering how things went with Inspector Hopkins that’s her likely career path now anyway. When he’d brought her in for a briefing she’d been so hopeful. She’d really thought he was going to bring her in on the Shale case. Instead he interrogated within an inch of her life and had her escorted out after she started shouting that ‘Well, you know I’ve heard the King has a relative involved, you should bring him in for questioning it’s all very suspicious!’ She’s never going to hear the end of that.

In the end she decides the best thing to do is to go to bed early. She’s never been an early riser, no Skyseer is, but she's up with sun the next day.

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