| GM Ascension |
The two men in the bath leave in the next few minutes. No others come from that time to midnight.
Soliel easily finds the loose stone and takes a moment to wiggle it loose. Behind is a small lever, which when activated causes the a portion of the bath wall to slide into the ground, the water rushing out into the small opening beyond. She has to squeeze through, but is soon in a narrow passage, now damp with water.
The passage runs east for a distance of 40', then opens into a larger room beyond that is lit by candle light. A man in a robe stands at the end of the passage. As Soliel approaches he steps to block it, until she shows the sign. "Welcome sister." he intones.
From other passages come other robed figures. And in a few moments there are some twenty people gathered the chamber. Many come from a passage to the south, though a few come on their own, as did Soliel, from passages on the east and west sides.
At the north end is a dais with an altar on it. There is nothing remarkable about the altar itself. No carvings, or symbols, or anything else to give indication to what god this group has gathered for. Those assembled appear to be from all walks of life, and include humans, elves, half-orcs, halflings, dwarves, and undine.
A woman with a mask steps up behind the altar. The mask is intricate, and when she speaks the jaw of the mask moves in a mock imitation of her. All present turn to listen to her words. Soliels best guess is she is quoting some deities holy texts.
I am correct Soliel does not have kn religion right?
Sister Soliel Levant
|
@GM: Correct, no Knowledge Religion for Soliel. Also, am I right to assume that although she can detect the races of the folks present she cannot see their faces?
Once past the man guarding the entrance, Soliel rapidly took in the surroundings and found a location in the back of the room off to one side. There she used her innate cloaking to vanish from sight (DC41 Perception to detect) while all eyes were on the woman at the altar.
Wasting no time, she began pulling out elixirs to consume and poisoning her two curved swords while keeping an ear out to what the masked woman's specific words were. When she reached the last of these actions, she reached out to Wraxus with the Message spell:
In a large room 40' down from eastern bath, one guard at end of hall, roughly 20 others in room, one priestess leading a service, 2 other exits out of room. Uncertain deity worshipped. Bring the team, arrest or eliminate all in the room.
After sending the Message, Soliel stayed in Stealth, and moved up the side of the room to a position just next to the masked woman. She then waited a short time more how long depends on how far away the rest of the party was from the bath house before lashing out with her poisoned sword at the masked priestess.
Drow Poison on one sword, Woundweal on the other. Then the following Elixirs consumed: Expeditious Retreat, Shield, Heightened Awareness, Urban Grace and Reduce Person. Stats afterward: AC31, Move 70', Stealth DC37 to detect includes Hellcat Stealth and Effortless Sneak.
Attack on Masked woman will be with Drow Poisoned sword, timed to occur when rest of the party would be entering the 40' hallway leading to the room. Assuming she gets this surprise action.....
Sneak Attack on Masked Woman 1d30 + 16 ⇒ (9) + 16 = 25 vs Flat-Footed AC. If it hits: 1d4 + 9 ⇒ (2) + 9 = 11 + Sneak Attack 5d6 ⇒ (2, 4, 6, 2, 1) = 15 + Bleed 5/round + Debilitating Injury: Hampered (halved move rate and no 5' step) + Flensing Strike: Sickened Condition and 5 off any Natural Armor foe has + Drow Poison DC 13 Fort Save or unconscious + False Attacker 1d20 + 21 ⇒ (4) + 21 = 25 Bluff Check vs. better of foe's Sense Motive or Perception check. If Soliel succeeds the Mask Woman believes someone else in the room attacked her and Soliel does not exit Stealth
| Ian Marros |
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Ian is drinking and talking, to Edmond and Wraxus, or a random bar patron if neither of them will listen.
"--and this bastard had quite a reputation, charming and fighting his way across Coran. Minor crimes, like walking out without paying, starting brawls, harassing people. Name was...Duke? Something like that, not actual nobility, just liked the title. Anyway, I was tasked with tracking 'Duke' down and throwing him in a cell for a week or somethin', grow him up a bit."
"Takes the whole day, keep seeing the trail behind him, a dead man who picked a fight with him, a crying woman, a destroyed bar. One tavern to the next. Finally kick the right door in, and there he is f!$%in'. I pull him off the woman and he's laughing, and laughing. I punch him a few times but he keeps laughing, so I keep punching him. And he keeps laughing, hard as a rock still, pointed at me. Now his face is a bloody mess, but he's still wheezing and chuckling, smiling. Wasn't until he shit 'imself that I realized he'd been dead awhile and it was just spasms making it sound like he was laughing. He stayed hard the whole time."
I left the Duke there on the floor, his woman screamin', and him no-arm saluting like the mast of a ship, covered in shit and blood," he laughs, thoroughly cheered by the memory, and takes a drink, toasting. "To the Duke!"
| GM Ascension |
A noise down the east passage, and the one of the guards turning to see what the disturbance is, is Soliel's cue to act. She stabs the masked woman, catching her completely by surprise.
The hall erupts in chaos of shouting.
Everyone roll inits
Wraxus: 1d20 + 3 ⇒ (15) + 3 = 18
6 Hall guards: 21
Priestess: 4
14 Other Attendees: 15
If you hit 21 or higher state your action.
Ian can see the guard straight down the hallway in front of him 30' away. Edmond/Wraxus can of course see him as well from behind Ian.
Soliel, you can move about in the north end of the area freely. Moving south towards Ian/Edmond you would have to make acro checks to get past the crowd.
Sister Soliel Levant
|
Initiative 1d20 + 7 ⇒ (1) + 7 = 8
@GM: Was curious about the other potential impacts of Soliel's sneak attack hit on the priestess. Because it hit she sustains 5/round bleed, has her move rate halved and cannot 5' step, has the Sickened condition and loses 5 points of Natural Armor bonus. But she also needs to attempt a DC 13 Fort Save (Poison) or fall unconscious. Likewise, did the False Attacker check succeed? If she failed it then she thinks someone else in the room hit her and Soliel doesn't exit Stealth.
| GM Ascension |
Fort save: 15
Everything else is in effect, bleeding, sickened, half movement, false attacker.
"Got someone coming" the guard in front of the passage calls. He moves into the hall drawing a short sword and taking a swing at Ian. Attack: 14
Two of the other guards move to block the passage as well while the other three cast about trying to determine who attacked the priestess.
Wraxus casts a magic missile spell on the guard.
Damage: 4d4 + 4 ⇒ (2, 3, 1, 3) + 4 = 13
The crowd mills about, several making for the exits that are not blocked. Someone from the crowd yells out, "I will hunt down anyone who leaves." In the chaos of the group though Soliel is unable to determine who shouted, only that it was a male voice.
Soliel, Ian, Edmond are up
| Ian Marros |
"We're the Tower, lay down arms and surrender!" Ian shouts as he swings at the guard who attacked him.
PAtk: 1d20 + 17 ⇒ (8) + 17 = 25
Dmg: 2d6 + 18 ⇒ (2, 2) + 18 = 22
PAtk2: 1d20 + 10 ⇒ (17) + 10 = 27
Dmg2: 2d6 + 22 ⇒ (4, 2) + 22 = 28
Sister Soliel Levant
|
Seeing the priestess howl in pain as Soliel's curved blade sliced off almost all the skin on the side of her right leg while clipping the femoral artery bolstered the tiefling's resolve to continue the attack. She lashed out in a flurry of blades, hoping to drop the priestess immediately, then fade back into the shadows.
Full attack action, 2 primary and 1 secondary attack. All are sneak attacks since the priestess hasn't gone yet. One of the primary and the secondary will be with her Woundweal-poisoned sword. She will then if necessary take a 5-foot step and re-enter Stealth.
Primary Sneak Attack #1 1d20 + 14 ⇒ (12) + 14 = 26 vs FF AC -5 Nat Armor from prior Flensing Strike, if any. If hits: 1d4 + 9 ⇒ (2) + 9 = 11 + 5d6 ⇒ (4, 4, 2, 4, 3) = 17 + Debilitating Injury: Bewildered (-4 to AC vs Soliel, -2 AC vs any other attackers) + Flensing Strike: continue Sickened Condition and 5 more off any Natural Armor + Woundweal Poison DC 18 Fort Save or DC 25 Caster Check to be healed + False Attacker 1d20 + 21 ⇒ (14) + 21 = 35 Bluff Check vs. better of foe's Sense Motive or Perception check.
Looks like that first attack hit, so I'll calculate the next primary sneak as if it did
Primary Sneak Attack #2 1d20 + 14 ⇒ (18) + 14 = 32 vs FF AC -4 from Bewildered and -10 Nat Armor from prior Flensing Strike, if any. If hits: 1d4 + 9 ⇒ (4) + 9 = 13 + 5d6 ⇒ (1, 1, 2, 5, 6) = 15 + Debilitating Injury: Bewildered (-4 to AC vs Soliel, -2 AC vs any other attackers) + Flensing Strike: continue Sickened Condition and 5 more off any Natural Armor + False Attacker 1d20 + 21 ⇒ (9) + 21 = 30 Bluff Check vs. better of foe's Sense Motive or Perception check.
Looks like that attack hit too, so I'll proceed with the secondary attack assuming it did
Secondary Sneak Attack 1d20 + 9 ⇒ (13) + 9 = 22 vs FF AC -8 from Bewildered and -10 Nat Armor from prior Flensing Strike, if any. If hits: 1d4 + 9 ⇒ (3) + 9 = 12 + 5d6 ⇒ (1, 3, 6, 1, 2) = 13 + Debilitating Injury: Disoriented (-4 to hit vs Soliel, -2 to hit vs any other attackers) + Flensing Strike: continue Sickened Condition and 5 more off any Natural Armor + False Attacker 1d20 + 21 ⇒ (10) + 21 = 31 Bluff Check vs. better of foe's Sense Motive or Perception check.
Assuming all those hit that's 81hp's of damage. If still alive after that and the 26pts done previously, DC 18 Woundweal Poison save needed or healing becomes hard. Also has -8 AC penalty from Debilitating Injury (-4 vs others but Soliel), a -4 penalty to hit Soliel (-2 to hit others), Sickened condition, half move rate and no 5' step allowed. Finally, she'll need to make 3 False Attacker Checks vs. DC's of 35, 31 and 30. If these all fail Soliel stays in Stealth and it looks like someone else attacked her.
If she succeeds at any of the False Attacker checks, Soliel attempts to re-enter Hellcat Stealth after a 5' step: 1d20 + 31 ⇒ (12) + 31 = 43
| Edmond, The Light |
do we have a map?
Edmond will buff Ian with Flicker/Diffuse body, and have Snake Man ready an action to attack any enemies that approach Edmond.
Ian this is the spell where you split yourself when making a move action and only have to choose which of the two is the real you when you attack or are attacked (so you can pick the other one and avoid attack). Then on your next move action you can do it again. 7 minutes
| GM Ascension |
The priestess falls unconscious from Soliel's relentless attacks, while Ian cuts down the guard foolish enough to challenge him.
Two of the guards move forward to help the priestess, while the other converge on the passage where the other three party members are, weapons at the ready.
Wraxus casts another magic missile at the closest guard.
Damage: 4d4 + 4 ⇒ (4, 3, 4, 3) + 4 = 18
Soliel may take an AoO against one of the guards.
Those crowds milling about draw daggers, but take no other actions to engage, casting about for an enemy, except for the one who spoke earlier. He intones the words of a spell and the room fills with a thick mist.
Map prior to the mist obscuring everything beyond 5'
Party is up.
| Ian Marros |
Ian runs at the guard at the end of the hall, shouting, with his greatsword pointed forward and tries to impale him.
PAtkVStrike: 1d20 + 17 ⇒ (12) + 17 = 29
Dmg: 4d6 + 22 ⇒ (1, 5, 3, 1) + 22 = 32
Sister Soliel Levant
|
@Edmond: Since no one is surrendering, this might be a good opportunity to do that "fill the room with Killer Light" thing you do
@GM: Would recommend Wraxus cast Dispel Magic on the Obscuring Mist, or Summon Monsters to block exits
Soliel will hold her action until Wraxus goes but before the guy who cast the Obscuring Mist spell goes again.
| Edmond, The Light |
@Edmond: Since no one is surrendering, this might be a good opportunity to do that "fill the room with Killer Light" thing you do
my plan exactly
Edmond pulls out his flute and plays, and a fiery light washes forth and attempts to burn the mist and any enemies within.
spending 1 SP to forego the need to concentrate on the spell for 9 rounds
woodwinds DC 24: 1d20 + 18 ⇒ (12) + 18 = 30 effect comes out the full CL 9
Bright light shines forth from Edmond, filling the hall he has backed into and enveloping the nearby elemental. I get 46 contiguous 5ft squares of this effect that burn, and the entire area does a flat 9 fire damage plus 9 untyped damage. The fire fills the entire squares for 9 rounds. I will have it wash around allies and fully entrap enemies.
| GM Ascension |
Edmond is unable to see fully into the room due to both the narrow hallway he is in behind Ian, and further limited by the obscuring mist. You do have a description of the room from Soliel though. Not being able to see where enemies are specifically, do you want to just fill as much of the room as possible with the 46 squares of fire? The flames will burn away the mist whereever they land.
20% miss chance due to mist: 1d100 ⇒ 47
Ian rams his blade into the guard, it doesn't kill him, but does leave him with a painful wound.
He counters, but is unable to connect. Attack: 23
The second guard likewise misses, trying to attack from a poor angle around the corner. Ian has partial cover. Attack: 16
A third comes into view by the south corner and has better success. Attack: 27. Crit confirm: 12. Miss chance: 42. Damage: 9.
Wraxus is up, but I want to wait for any clarification from Edmond first on his spell.
| Edmond, The Light |
If i know Soleil went off to Edmond's right (up on map), i won't have my squares go further than 5ft in that direction (thinking that if 5ft that direction does get her, she can escape with minimal burns). If i have no idea where she went, then i will fill the whole place as best i can and hope she knows what she is doing
| GM Ascension |
I'd assume Soliel gave any information to indicate general location of position.
Shouts of pain erupt in the hall as the Edmonds flames fill much of it. Soliel and those adjacent to Soliel are still shrouded in mist.
The guard in front of Ian falls unconscious to the ground.
Wraxus casts another spell, quickening the parties movements. Haste
The noise in the room is suddenly silenced for the three in the hall a the male caster invokes another spell. Silence covering the hall Ian/Edmond/Wraxus are in.
Many of the those in the room scatter to anywhere they can get to to get out of the flames, though one steps in front of Ian and tries to attack him. Attack: 21
Party is up
Photobucket seems to be unresponsive, so no map update atm.
| Ian Marros |
Ian turns to the guard who hit him, swinging three times with hasted speed.
PAtk1: 1d20 + 18 ⇒ (2) + 18 = 20
Dmg1: 2d6 + 18 ⇒ (1, 1) + 18 = 20
PAtk2: 1d20 + 11 ⇒ (2) + 11 = 13
Dmg2: 2d6 + 22 ⇒ (1, 3) + 22 = 26
Haste: 1d20 + 18 ⇒ (2) + 18 = 20
Dmg3: 2d6 + 22 ⇒ (2, 3) + 22 = 27
wow, didn't roll higher than a 3 on anything.
Sister Soliel Levant
|
@Edmond: from past conversations you would know that Soliel isn't concerned about where you put the killer light. If she gets burnt (her save is pretty good) so be it.
Staying in stealth, Soliel darted out of the last remnant of mist surrounding her immediate area and headed directly towards the male caster. As she reached him she attempted to remove a section of the man's skin and open a vein with her curved blade.
Move action in Stealth to H12, then standard action sneak attack on the caster
Sneak Attack 1d20 + 16 ⇒ (16) + 16 = 32 vs Flat-Footed AC. If it hits: 1d4 + 9 ⇒ (3) + 9 = 12 + 5d6 ⇒ (2, 3, 6, 5, 3) = 19 + Bleed 5/round + Debilitating Injury: Hampered (halved move rate and no 5' step) + Flensing Strike: Sickened Condition and 5 off any Natural Armor foe has + False Attacker 1d20 + 21 ⇒ (12) + 21 = 33 Bluff Check vs. better of foe's Sense Motive or Perception check. If Soliel succeeds the male caster believes someone else in the room attacked him and Soliel does not exit Stealth.
| GM Ascension |
Map prior to the listed events in this post
Edmond, the path is currently blocked unless you want to make acrobatics checks against enemies. Alternate action?
Ian lands two hits against one of the guards evoking shouts of pain.
Soliel stabs the old man leaving a painful bleeding wound.
Wraxus, unable to cast in the silence pulls out his crossbow and loads it.
The priest, cursing loudly hacks at a woman next to him with a shortsword, cutting her down, then moves into a side passage to try and escape the burning flames. Soliel may take an AoO
One of the guards collapses in the burning flame, the other attacks Ian, missing, then steps back out of the flame.
Party is up. Edmond has two potential actions if he wants to take an altered one for the previous round.
| Ian Marros |
Ian 5' steps after the guard, right through the flames with his greatsword raised high and chops down, following up with two hard slashes, grunting. His sword sparks off the wall with the final slash and a yell.
PAtk1: 1d20 + 18 ⇒ (2) + 18 = 20
Dmg1: 2d6 + 18 ⇒ (5, 6) + 18 = 29
PAtk2: 1d20 + 11 ⇒ (13) + 11 = 24
Dmg2: 2d6 + 22 ⇒ (3, 1) + 22 = 26
Haste: 1d20 + 18 ⇒ (18) + 18 = 36
Dmg3: 2d6 + 22 ⇒ (6, 3) + 22 = 31
Sister Soliel Levant
|
Soliel smiled a wicked grin no one saw as she saw her foe limp away both partially flayed and bleeding. She lined up a parting shot as he fled see below for attack.
Using the Message spell she relayed to the group: Edmond can fill the whole room with light, many remaining up to his right. I am pursuing the fleeing spellcaster, assist with summons to block him if able. Soliel will make it clear which path the man fled down
Afterward, she darted down the passage after the hobbled man, again striking from the shadows when she arrived.
Sneak Attack AoO, then Free Action talk via Message, then Move action 70' to spellcaster's current position, then Sneak Attack again
AoO Sneak Attack 1d20 + 16 ⇒ (7) + 16 = 23 vs Flat-Footed AC, -5 points of Natural Armor, if any. If it hits: 1d4 + 9 ⇒ (4) + 9 = 13 + 5d6 ⇒ (1, 2, 5, 4, 3) = 15 + Bleed 5/round + Debilitating Injury: Hampered (halved move rate and no 5' step) + Flensing Strike: Sickened Condition and 5 more off any Natural Armor foe has + False Attacker 1d20 + 21 ⇒ (5) + 21 = 26 Bluff Check vs. better of foe's Sense Motive or Perception check. If Soliel succeeds the male caster believes someone else in the room attacked him and Soliel does not exit Stealth.
Sneak Attack 1d20 + 16 ⇒ (12) + 16 = 28 vs Flat-Footed AC, -5 points of Natural Armor, if any. If it hits: 1d4 + 9 ⇒ (4) + 9 = 13 + 5d6 ⇒ (1, 2, 4, 4, 5) = 16 + Bleed 5/round + Debilitating Injury: Hampered (halved move rate and no 5' step) + Flensing Strike: Sickened Condition and 5 more off any Natural Armor foe has + False Attacker 1d20 + 21 ⇒ (13) + 21 = 34 Bluff Check vs. better of foe's Sense Motive or Perception check. If Soliel succeeds the male caster believes someone else in the room attacked him and Soliel does not exit Stealth.
| GM Ascension |
Soliel stabs the priest as he tries to flee, then chases him down to leave him bleeding out on the floor.
Concealment miss chance for Ian's attacks
1d100 ⇒ 57
1d100 ⇒ 16
1d100 ⇒ 31
Ian pursues the guard and brutally cuts him down.
Edmond moves into the room to block any who might dare the flames to try and escape.
Wraxus waits in the hall, still silenced by the priests magic.
The cultist closest to Ian tries to stab him with a dagger, then steps back hoping to avoid the same fate as the guard. Attack: 18. 5' step
The two remaining guards jostle their way forward and attack Ian.
Attacks: 26, 28 (crit confirm: 26). Damage: 9, 11.
Three of the other cultists try to flee down the northwest passage, braving the flames. Edmond may take an AoO with his staff.
I can't recall of Edmond is able to reshape the flames each turn, if not, Soliel, Ian, and Edmond will all take 18 damage each.
Party is up
Ian has two guards adjacent to him.
Everyone else will need to move 10' or more to reach a enemy target for melee.
Sister Soliel Levant
|
Seeing her prey fall, Soliel assessed the man's status. After determining he was not in fact yet dead, she attempted to stabilize him in hopes of having a captive to question before execution.
Heal Check to Stabilize 1d20 + 10 ⇒ (7) + 10 = 17
Afterward she bound and gagged the man while ensuring he had no spell components within reach. She also reached back over the Message spell informed Wraxus of the situation.
| Ian Marros |
"Surrender! It ain't worth your life."
To emphasize, he lays into the guard on the left. If the guard dies, he'll hit the one on the right too.
PAtk1: 1d20 + 18 ⇒ (15) + 18 = 33
Dmg1: 2d6 + 18 ⇒ (3, 1) + 18 = 22
PAtk2: 1d20 + 11 ⇒ (10) + 11 = 21
Dmg2: 2d6 + 22 ⇒ (3, 1) + 22 = 26
Haste: 1d20 + 18 ⇒ (19) + 18 = 37
Dmg3: 2d6 + 22 ⇒ (4, 2) + 22 = 28
CritConfirm: 1d20 + 18 ⇒ (3) + 18 = 21
CritDmg: 2d6 + 22 ⇒ (5, 4) + 22 = 31
| Ian Marros |
After glaring at the surrendering guard, Ian checks the spot on his leg where one of the cultist's daggers sunk through a joint in the platemail. Dark blood was coating the chainmail there.
"Everyone alright?" He shouts, looking around for Soliel, then starts restraining and processing people in an efficient manner, rounding them up for the guard.
Sister Soliel Levant
|
Seeing the fight over, Soliel slowly dragged the bounded, unconscious priest over towards the rest of the group. She kept her face hidden, but otherwise dropped out of her natural stealth-camouflage. She nodded at Edmond when the halfling came into sight and pointed at the bound man. Please incinerate this man if he awakes and so much as seems to be casting a spell. Seeing Ian already proceeding with the roundup, she looked over to Wraxus. Sir, request you summon the local guard contingent for assistance in processing the captives. I'm assuming Wraxus would be fine to go fetch the guards, and being a wizard himself maybe they'd come a little faster
Soliel then looked up at those that surrendered, the deep black of her eyes visible above the mask that hid the rest of her face. You have now all made one late, wise decision. Any attempt to go back on that decision and complicate our mission here will end with a rather painful death. Cooperation is the best way forward. Essentially an Intimidate check vs all captives in room to be compliant. Check is at +22
Afterward, Soliel began checking the room, looking for anything not obvious to the casual observer. She also searched the bodies of the captives and deceased, while waiting for Wraxus to return with the guard.
If it helps to expedite things, I'd propose the next step be to take all the captives back to the Tower. The guards can put the regular folks in standard cells for interrogation and trial. Soliel would want to alert the Masters about the unconscious guy, and ensure he is in a magic-proof cell like Hezek was in. She would then propose he be interrogated, as harshly as needed, then immediately executed to prevent another escape. Sound good?
Sister Soliel Levant
|
I believe meeting with the Iron Gullet ladies was next on the docket the following afternoon. Would need to look back through the thread to make sure...it's been a while
| Ian Marros |
The Masters concurred that the Cena cultists need to be dealt with, tonight. That will be our first order of business. Tomorrow I will visit the Iron Gullet at noon for information on Banmor. Assuming that is not urgent we address the d'Alkenov's manor and Firyin tomorrow as well.
Sister Soliel Levant
|
Thanks Ian, looks like my memory did not fail me!
That said, I'm thinking the best course of action would be for the group to sleep for the night, then in the morning conduct interrogations of the cultists and priest. We never did arrest Cena the Librarian and who knows if there are other leads the cultists/priest could give us regarding other cells or Exiles.
After that, Soliel would go to the Iron Gullet to get the LT Banmor info and ask again about Lia. That evening we then go to the d'Alkenov's regarding Firyin and leads on Anthony and his crew. Sound good?
@GM: I'm assuming Wraxus leaves us at this point. Are you planning to recruit a new player?
| GM Ascension |
Getting a couple of religious texts in front of someone with more knowledge shows the cultists are part of a sect of Norgorber, the god of thievery, assassination, and secrets.
The minor cultists don't have any additional info, so just interrogation of the priest that Soliel kept from dying.
Cena the librarian was not specifically taken into custody.
So questions for the priest?
Sister Soliel Levant
|
After resting for the night following the raid, Soliel rose in her typically early fashion and, after reciting ritualistic prayers to Abadar and brewing several elixirs, sought out one of the guard captains at the Tower. She instructed the man to arrest Librarian Cena and determine the identity of the priestess killed in the cultists' hideout. Afterward she returned to the group to confer on interrogation plans and then descended to the cells where the prisoners were kept.
@GM: While recognizing the regular cultists don't have any particular information, Soliel would still try to ascertain their motivation for joining the cult, anywhere else they met, how they found out about the cult to join in the first place and if there were prior meetings with either additional priests/leaders or significantly larger crowds.
Soliel ensured that the priest was bound and that at least one of Edmond or Ian was present for the interrogation. She then proceeded to gain what information she could from him.
Questions for priest (Ian/Edmond might think of others too, and his answers might prompt other questions): Who are you, who formed this cult, who is in charge of it, who/where are other cult leaders, who was the female priestess that was killed, what was your/the cult's connection to Achkal/Bannali, where else does the cult meet, what is the goal of the cult, what does "Cena Blood is Life" mean, how do you recruit members to the cult, is there a connection to any other of the Exiles, the Rebellion or the Criminal Underworld.
Soliel will make any necessary use of Intimidate/Torture to get the prisoner talking. She is not a nice person, particularly in situations like this. She will however, recommend a quick/generally painless execution if he cooperates.
As a side note, is it weird that Bannali was a Zon-Kuthon guy while this cult is Norgorber? Both evil gods, sure, but not the same.
| GM Ascension |
It takes a while to piece together the various stories of the half dozen cultists that were captured.
An interrogation of the cultists reveals that four of them were impoverished and there was a promise of wealth or power or influence. An easy draw for such downtrodden in society. Some of them describe a balding priest who gave them these promises, and from their descriptions, this is likely Bannali.
The other two speak of a foul-mouthed half-orc who recruited them. He gave praise to Father Skinsaw and promised retribution on their enemies. These few had been wronged (or imagined they have been at least) by their neighbors or family members.
There had been several meetings of the group, with Bannali leading the first one, and the dead priestess and captive priest leading the others.
Blood is Life is the passcode they used to recognize one another, none seem to recognize Cena as either a name or part of the passcode, though they did not use their real names in their meetings so would have no reason to recognize the name.
The questioning of the priest is a little more arduous, and it takes a little painful coaxing to get him to speak.
"My name is Deton, and she was named Mezil. We met at the behest of the high priest Bannali. This location has been used off an on by those who adhere to our beliefs, there are other locations, but you would need to locate someone of higher station than I to find them."
"I do not know who you mean by the exiles."
A list of names of the exiles does not spark anything in his mind either.
"Our goal was to for the betterment of our society." He goes on name several minor government officials, guardsmen, and the like that they would sometimes bribe to look the other way while they performed petty crimes, helped with embezzlement of funds, and so forth.
He does not know who Lt Banmor is, nor recognize any descriptions you give of the various rebels that were prisoners.
Are you mentioning Zon-Kuthon in any of your questionings? Or was that just a musing you wanted to put out to the party?
Sister Soliel Levant
|
Soliel will query him as to why Bannali, a follower of Zon-Kuthon, would help lead/direct a Norgerber cult. She'll also try to gain more information about the half-orc. Does he seem like anyone we've met? Maybe the half-orc with the criminals (Sicvivicus?) or Hazan with the rebels? She'll try to get the names of the government officials and guardsmen they bribed. Finally she would look to get information on those of the cult who are "higher in station": names, descriptions, possible locations, etc.
| GM Ascension |
The priest is rather confused about the claim that Bannali was a follower of Zon-Kuthon. "No, he is a servant of the great father."
Several names of guards and government officials are provided. All of these could be rounded up/brought in for questioning by the standard city watch, none are high enough level/threat to be an issue for the party to be concerned with.
The half-orc could match Sic, but does not sound as though it matches Hazan in any way.
Three names are given for higher ups, though it is likely these are not the actual names of those involved given the general secrecy of the cult. Lor, Noler, and Yaru.
The guard reports back the Cena's residence is empty, though quite a mess as it has been ransacked.
Sister Soliel Levant
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Soliel doesn't have any other questions for the cultists or priest. Unless anyone else does we can move on.
Following the interrogation, Soliel reported back to the Masters, as usual preferring to include Masters Hast and Bellafini. She recommended a quick execution of Deton, and long prison sentences with re-education to the Norgorber followers. The tiefling also ensured the Masters were aware of the situation with Cena, the possible Sic/Criminals connection to the cult, as well as the names of the others provided as being involved in case further follow up was desired. However, she clarified that she felt that her, Edmond and Ian were best utilized focusing on their current leads.
Soliel is fanatically loyal, so if the Masters want her to change course in light of the cult info she obviously will. At this point she feels like there is little else to be gained from it though. Therefore, she'll move ahead with the Noon meeting at the Iron Gullet unless there is reason not to.
After conferring with the Masters and Ian and Edmond, Soliel headed out to the Iron Gullet. As usual she took great pains to ensure her disguise, while also keeping in stealth until nearby the establishment. She emerged from an alley as "Lyle" and proceeded to head through the front door to the bar, where “he” purchased a boilermaker for personal consumption as well a glass of wine for each of the two women. She then headed upstairs, and upon seeing the two said, Greetin's to ya both Ladies! She then placed the glasses of wine next to Ky and Sela. I've got good news, she added in more hushed tones. Seems my employer's still is interested in that Army feller. You got info? 'Cuz if so I can get ya in on the cut like last time.
| Ian Marros |
Ian follows protocol with cold efficiency, helping with rounding all the suspects up, processing and interrogating them all.
After the interrogation, Ian tells Soliel, "That half orc is Sic, no doubt about it."
"You want me in the Iron Gullet just in case, or are you going in alone?"
Ian is ready for wherever he's needed.