Alice Kildare |
Can I get some healing from Jeb/Corynne/whoever can use the wand, before we get into battle again? Thank you.
Alice's face twists in a snarl in seeing the common grave. "What sort of a horrible, twisted person kills civilians? With magic... Beware of the trees. This could be fey magic, animating the plants. We may need to use fire." And the Hidden Court might have some explanations to do.
Standing on her guard, Alice looks carefully at the trees, searching for signs of animation.
Corynne |
Corynne moves over to Alice's side activating the wand to heal her wound.
CLW: 1d8 ⇒ 1
CLW: 1d8 ⇒ 2
CLW: 1d8 ⇒ 4
"Hmm... seems a bit faulty." she mutters as it takes a while to take full effect.
Standing before the mass grave, she looks at the bodies and beyond, calling out to the spirits of the victims to learn more of what happened.
Using unfinished business to question one of the victims.
Corynne |
Staggering back a bit from the intensity of her vision, the images of brutal violent deaths burned into her mind, Corynne leans against a tree, doubled over slightly. "Definitely.....fey. Women of wood....dryads.....controlling the forest....butchered them all....maybe twelve hours ago or....a little more."
Miselle |
Looking at the fallen, Miselle shook her head. No one, Fey or mortal, should be comfortable with such a sight. That anyone would do so was disturbing. "I am surprised the Duchess convinced them to commit this...atrocity." Then again, it wasn't like a compelled spirit was any difference from a gun. It had no choice in where it was pointed or when the trigger was pulled.
Taking a deep breath, she added, "We should avoid the trees if this awaits us. We'll have to risk the roads themselves, or near it, where the trees have been cleared. I do not wish to see Dryads fight in there own environment."
Ellena Tabbit |
Eyes flicking rapidly from body to eviscerated body, Ellena's breathing gets faster and she starts to sweat. A few stumbled steps to the side, and she's violently sick.
After a few moments, she wipes he mouth with a cleaning cloth and pulls out her pocketwatch. "I guess I'm not so surprised - nature, red in tooth and claw and all that. I didn't think the smell would be this bad though..." She looks queasy again for a moment, but manages to keep everything down.
She'll follow the others down the road, checking her pocketwatch every few steps.
Azaghâl Flintbreaker |
Az looks mistrustfully at the trees after these new revelations, somehow managing to push down the sick feeling in his gut from the sight of so many murdered men.
"This is worse than red in tooth and claw...this is someone playing with forces that I suspect are beyond their ken. May these poor souls find peace in death that they did not find in life..." the dwarf answers, drawing in slow, deep breaths.
"If it is the trees, then I am with Miselle. We should stick near to road and avoid the flora as much as possible."
Your Benevolent Dictator |
Jebediah: Dryads are powerful fey who possess a great bond with nature - particularly trees. Each dryad has a specific 'home tree' that is the key to its strength and vitality.
----------------------------------------
Map of Axis Island
Taking the road has benefits and disadvantages. Not navigating the wilderness means you won't get lost and will minimize the chances of running into fey. However, while your pace can be relatively speedy, the windy road will increase your travel time, and you may run into Danoran patrols. (let me know if you ever want to abandon the road and travel overland instead)
Shortly after leaving the mass grave and the forest, you're hit with a sudden wave of vertigo. Your surroundings briefly flicker, revealing a wooded marsh filled with croaking yellow frogs, where a blue sun sets in a purple sky. Then the world snaps back to its normal form. Ellena's shoes are still damp from having stepped into the marsh.
Alice Kildare |
Before the vertigo
"I say we keep on the road. Fey allies of the Duchess will be anti-technology, and we've surely got some. Also, fey are strange and powerful, while Danorans... Heh. I know how to kill them."
After the vertigo
Alice spins around, rapier in hand, looking for foes. "What in blazes was that? Magic? Illusion? Doc, Co, you know anythig about what happened?"
Jebediah Goodfellow |
Jeb is momentarily stunned by what happened to them. After a moment, he states,
"That was...unprecedented"
Racking his brains, he tries to figure out what just happened.
knowledge (arcana): 1d20 + 8 + 1d6 ⇒ (1) + 8 + (1) = 10 typical
Azaghâl Flintbreaker |
Az momentarily stops in his tracks, taken aback by the sudden shift in the world and the vertigo passing over him. Afterward, he plants the stock of his gun into the ground, using it to steady himself for a moment. "Oy...whatever that was, I am not liking it..."
Corynne |
Accustomed to the oddities of straddling the barrier of the Ethereal Plane, Corrynne handsles the bizarre momentary shift better than the others seeming more intrigued than disturbed.
Knowledge Planes: 1d20 + 6 ⇒ (14) + 6 = 20
Knowledge Arcana: 1d20 + 6 ⇒ (8) + 6 = 14
Ellena Tabbit |
Ellena just kinda looks confused for a second, staring down at her shoes. "Were we just somewhere else? This doesn't sound like anything the fey can do, not that my teachers mentioned at least."
Your Benevolent Dictator |
Whatever you experienced does not involve the Ethereal Plane. Beyond that, Corynne and Jeb are unable to provide any useful insight. As you continue along the path, you hear people heading in your direction. There appear to be at least five individuals. As they have Risuri accents (and it's unlikely that your allies got on the Island already), you've probably come across a patrol. They'll be in sight in less than a minute.
Miselle |
Miselle gestured to the side of the road, suggesting either hiding or an ambush. Personally, she'd prefer to hide. It seemed a waste of strength and resources to fight them. But the others might want to capture one for information, or to simply remove a few potential enemies down the road.
Ellena Tabbit |
Nodding at Miselle, Ellena steps quickly off the road and crouches behind a broad-leafed shrubbery.
Alice Kildare |
Alice's first instinct is to tighten her grip on her weapon. The mere thought of fellow Risuri betraying the country makes her sick, a nausea that could be washed by their blood.
But for all her rage, she is not stupid. The RHC team is outnumbered, on enemy ground, and if the patrol managed to send a signal their situation would be compromised. And these men are likely just following orders, perhaps they don't even know about the Duchess' betrayal.
So she follows the others in the undergrowth, crouching to get out of sight.
Stealth: 1d20 + 4 ⇒ (7) + 4 = 11
Jebediah Goodfellow |
Jeb unhesitatingly steps into the brush at the side of the path, applying the fieldcraft techniques he had practised during one memorable lecturer
stealth: 1d20 + 5 + 1d6 ⇒ (1) + 5 + (6) = 12 using 1 point of inspiration
Your Benevolent Dictator |
2/3 of the party's passed their Stealth check, so everyone gets hidden in time.
Ducking into a convenient roadside ditch, you see a five-man patrol walking down the path. There are four soldiers armed with crossbows and longswords, and they're led by a hide-armor-clad individual who looks somewhat magical.
If you wish to engage, you'll get a surprise round. Otherwise, you can wait until they pass you by before continuing your trek. If you choose the latter, let me know if you want to stay on the road or head into the forest.
Your Benevolent Dictator |
Still need to know if you're abandoning the road and heading through the woods or not.
You've made it about halfway to the fortress when you hear metallic grinding and the thump of footsteps headed vaguely in your direction.
@Corynne: The spirits that constantly haunt you suddenly erupt in a cacophony of voices, far too many to make out any individual words.
Corynne |
"Something powerful is coming....something....otherworldly." Corynne whispers. With a minor effort of will, she shifts her perception across the veil, seeking any sign of what may have set her spiritual entourage off.
Spend 1 point to Divine Undead. Full round action
Alice Kildare |
Diving to the side again, Alice keeps her senses up for the source of the noise. Machinery? The magic-loving Duchess? Perhaps stolen Danoran items?
Stealth: 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Your Benevolent Dictator |
@Corynne: You detect multiple auras ... and no auras. Undeath ... and nothing. It's constantly changing, growing and fading from one second to the next.
-------------------------------
Ellena finds herself caught out in the open as the source of the noise comes into view. It's a huge iron golem leaking black oil with motes of white light floating inside it. Fortunately, it's heavily damaged and missing its head from what looks like a combination of magical rust and an explosion. As long as you keep your distance, it'll probably pass by without even noticing you.
Ellena Tabbit |
Hiding is... *eep*.
At the sight of the golem, Ellena, wide-eyed, freezes in place for an eternity packed inside a half-second, then draws Fabian and takes a few stuttering steps backwards.
Corynne |
"What...whatever made that thing.....it's surrounded by death...undeath...and then not at all....constantly fluctuating." Corynne rambles, in a semi-daze. "It's creation probably involved a lot of death."
Alice Kildare |
What in blazes?
"Head down, Princess." Alice grabs Ellena's uniform, trying to get her to a hiding place.
Stealth(aid another): 1d20 + 4 ⇒ (9) + 4 = 13
"Looks like something is going astray at the fortress. If that thing was attacked and almost killed by magic... failed experiment? Necromancy involving those civilians?" Ugh. Could be a million things.
She looks inquisitively at Jebediah and Miselle, hoping the technologists will have clearer ideas.
Miselle |
Miselle looked at the machine in a mix of fascination and concern. Whatever that black oil was, it wasn't part of a Golem usually, and this one had obviously failed catastrophically. Still..."If we don't need to fight it, let us leave Danor's...experiment out here, harassing the Duchess' troops."
Your Benevolent Dictator |
@Corynne/Jebediah: This monstrosity is obviously an iron golem, but whatever's powering it is unlike anything you've ever heard of. While it's sustained heavy damage, it can likely still sense anything that gets within its reach. Of course, as long as you keep a wide berth and don't interact with it, it has no way of noticing your presence.
Corynne |
"If we stay clear of it, it shouldn't attack. It's clearly still somewhat functional but has a limited range of perception. For now, we're better off ignoring it....well not ignoring so much as avoiding." Corynne says quietly.
Your Benevolent Dictator |
Corynne's assessment proves accurate, as the construct eventually lumbers off into the woods, taking its mysteries with it. The rest of your journey is, thankfully, devoid of danger. Based on the directions you were given, the fortress should be close now.
Here's a map of the fortress. What's the plan?
Alice Kildare |
"I'd say the plan stays the same." Alice says, after studying the map. "One of us goes in one direction, sets off the fireworks to signal our allies, then runs like hell back to the weak spot. I volunteer. As soon as sparks fly, the others cut a hole in the wall and sneak inside through the chaos, securing a hiding spot. As soon as we reunite, we head for this central structure, likely the Duchess' hideout, then we'll have to improvise. She'll be guarded, surely."
"However, it might be best to recon the place, and perhaps act when darkness falls. Sneaking will be easier, but we'd use some of our precious little time."
Jebediah Goodfellow |
"We need to make sure the sea gate is open before we set off the fireworks. Then we can wait for the Danoran Navy to take the place before securing the Duchess, though I like the idea of reconnoitring, it is best to keep our options open. Either way, we'd have to traverse the fortress from the weak spot to the Sea Wall to get the gate open. My simulacrum can take point, it is stealthy and can spot any guards, and if caught will probably be dismissed as Danoran tech. Will darkness give us an edge against the Fey? I seem to remember something about them being more active at night. If that's true, then daylight would actually be better - does anyone know?"
Miselle |
Looking at the map, Miselle noted, "Can we bluff past the gates? It is much shorter from that East gate to the sea gate controls. More difficult to enter, but we would avoid a fortress full of Guards. Is it at all viable, do you think?"
Ellena Tabbit |
"Maybe... I think we'd have some trouble explaining you and Az. I think we should stick to the original plan - sneak in, open the sea gate, and signal the fleet."
It was 9PM when we set out.
Corynne |
"The more people we interact with, the greater chance of more going wrong. Right now they know they stopped an incursion with their trap. If we remain undetected, that could definitely be in our favor. They might be complacent." Corynne suggests.
Alice Kildare |
"Right, the gate will need to be open before we signal the fleet, we won't have enough time otherwise. I don't think we should chance a bluff either. Someone keep that silencing scroll ready, however, we might use it if a guard spots us."
Azaghâl Flintbreaker |
"I am agreeing that we need to be as quiet as we can. Silence is our ally in this. Old plan should be new plan. Let us hope it works better for us than for first team."
Jebediah Goodfellow |
"The real rub would be at the sea gates. What kind of guards have they got there? how many? how do we prevent them from raising an alarm? I suggest we keep back one of the silence scrolls just in case, the last thing we need is them raising an alarm just after we attacked them."