
Jesselle Wesmere |

2 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of Chief Inspector Spencer Hopkins (Southeast Tower)
The Downfall of Inspector Hopkins
Encounter Challenge Round: 3
Goal Two: Convince Him the Arrest Order and Charges are Valid
Show Your Expertise in Legal Affairs (verbal) Knowledge (Local}: 1d20 + 9 ⇒ (9) + 9 = 18 (Success 2 of 2)
With her use of Oratory Perform (Oratory): 1d20 + 8 ⇒ (9) + 8 = 17
Jesselle begins to quote Risuri law, "Pursuant to Article Twelve, subsection Four point Three A, you have..." and continued with much more legalese, "... and have violated Sections Nine through Thirteen in their entirety. As such could face penalties and censure as described in Article Twenty..."
Furthermore, your actions have endangered not only the lives of those put in positions that they were either put in prematurely or coerced to do so, but also the lives of every other Risuri citizen. Jesselle pauses for her continued words to hit home before adding the dramatic flare her next words, "You, Mister Hopkins, may very well have put the entire Country at risk with your actions."

DM Vord |

12 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of Chief Inspector Spencer Hopkins (Southeast Tower)
Round 3 – The Downfall of Spencer Hopkins
Time: 1-2 Minutes Remaining (for full victory), 2/4 Rounds Completed
Goals: 2/4 Goals Completed, Goal Three in Progress (0/1 successes)
Total Successes: 5/7
Spencer Hopkins regards Jesselle Wesmere with a look of disbelief and disdain upon his face. Yet he does not interrupt her as she relates the charges to him, sitting behind his grand desk as she does so. Once she finishes, Hopkins looks first to her, then to Tobias, and finally to Fethryth.
A long moment of uncomfortable silence passes between all of them in the room before he finally speaks. "Let me see for myself these so-called charges then directly." He sets down his inkpen and extends his hand to be given the letter that is addressed to him, and once given he opens the seal with only so much as a glance, unfolding the letter and scanning through its contents with a practiced eye of one who has spent years summarizing briefs and historical records. More awkward silence passes as his eyes flit across the page, reading the charges against his name.
Finally, he sets the letter down on the desk before him, and then stands up from his desk with deliberate calm and grace, clearing his throat carefully as if to give a speech. "Constables. Clearly there is a malevolent game afoot here. You three have come by this evidence against me through happenstance? Is that what I am to believe? Preposterous! Yet I hold no ill will against you three, for it is now clear to me that you are being played the fools as much as I am the target of such deceit!"
With a knowing smile, Hopkins speaks to them with a lowered voice after looking around the room for a moment, addressing them almost as colleagues and not his inferiors, though his tone does take on a note of instruction as an elder would do. "Think clearly, constables! Think clearly as to what would happen if you do this, and what this means for the R.H.C. that we dearly love! Think of who would gain from such a dastardly act! What you perceive as doing your duty is a carefully manufactured set of lies - a foul plot of treachery designed to remove from office the one person that can provide a bulwark against a clever bid to control the Constabulary for her own ends. Yes...I mean Lauryn Cyneburg, the Assistant Director! Cyneburg is crafty and too ambitious by far, and it is no secret she has coveted the Director's power! She has her minions to do her accursed bidding - answerable to no one mind you - and now with my ouster there would be none to stand against her in a well-timed grab for power."
Looking at each of them with a knowing look that he is right, Hopkins walks to the front of the desk and spreads his arms wide, appealing to their sensibilities. "This is a falsehood planned against me, a cowardly plot to subvert the Constabulary at a moment of great turbulence and weakness for Risur. Think you the Director wrote these orders? Perhaps he did. But think you he did so in both sound mind and spirit? Nay! I have known Nigel Price-Hill for years and served in the war with him, and he would never have delegated such a serious matter so - this has all the portents of an addled mind subverted by that half-blooded sorceress! You are deceived, constables! Deceived - and if you insist on carrying on with this you shall only spell the doom of the office that has nurtured you, that has stood for four decades to safeguard the kingdom...and the king...that you hold your oaths to. Do not be swayed by this mockery of justice! Leave here, now, and put to question the betrayers that have put you up to this, and I shall see to it that the real truth is exposed here."
*****************************************************
Skill Encounter – The Downfall of Spencer Hopkins
Time: 4 Minutes (for full victory), with 4 Rounds of 1 Minute each.
Goals: 4 Goals (each to be completed in order before the next one begins)
Total Successes Needed: 7
Goal One: Gain His Full Attention / Impress the Seriousness of the Situation
Skill Actions: The party has to succeed a total of three checks, but they can do this with any combination of the following methods:
* Appeal to Sensibility. A PC can use sensible persuasion that his/her business here is important and cannot be ignored. Relevant Skill: Diplomacy @DC 15
* Match Harsh Mettle in Equal Measure. A PC can use (verbal) steel to show they will not be cowed and cannot be ignored. Relevant Skill: Intimidate @DC15
Clearly not used to being confronted in this manner by those of inferior rank, you must impress upon Hopkins that this demands his full attention, and that he has no choice but to take your presence seriously.
Goal Two: Convince Him the Arrest Order and Charges are Valid
Skill Actions: The party has to succeed a total of two checks, but they can do this with any combination of the following methods:
* Show Your Expertise in R.H.C. Codes and Protocols. A PC can use their knowledge of R.H.C. codes, rules and protocols that they can conduct an arrest of a senior officer. Relevant Skill: Profession: Constable @DC 12
* Show Your Expertise in Legal Affairs (verbal). A PC can use their knowledge of Risuri laws to clearly argue that the charges violate his oaths as an inspector and sets him against the King. Relevant Skill: Profession: Constable @DC 12 OR Knowledge: Local @DC 15
* Show Your Expertise in Legal Affairs (written). Though a tougher path, a PC can use their knowledge of Risuri legal documents that the arrest order and charges are fully legal, valid and written by Director Price-Hill. Relevant Skill: Profession: Constable @DC 20
Now that you have his attention, he refutes the charges and authority you bring before him as invalid and unlawful – but it is up to you to prove otherwise!
Goal Three: Discern His Words & Intentions to Know the Truth
Skill Actions: The party has to succeed a total of one check, but they can only do this with the following method:
* See Through the Lies. A PC can use their training of interviewing & interrogation – as well as their intuition – to see through the lies of a master manipulator. Relevant Skill: Sense Motive @DC 18
His story is both well-reasoned and possible…drawing doubt to your minds for his lawful arrest. Are you unwitting participants in a grand conspiracy? Or is this another ploy of a man who will do…and say…anything to get his way?

Fethryth Teldanona |
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The Downfall of Inspector Hopkins
Encounter Challenge Round: 4
Goal Three: Discern His Words & Intentions to Know the Truth
See Through the Lies (Sense Motive): 1d20 + 8 ⇒ (15) + 8 = 23 (Success 1/1)
*CLAP* *CLAP* *CLAP*
Fethryth relishes the look on Spencer Hopkins face as she slowly claps. It’s petty but damned if she doesn’t enjoy it. ”A masterful performance. Too bad you didn’t become an actor, I think you missed your calling.”
”Unfortunately for you, you got a couple of things wrong. Number one, we didn’t just happen to find this evidence, it comes from a source I’d trust over you any day of the week. Number two, if you actually think the Director’s being fed misinformation then by all means, come with us and let’s go have a chat with him. Why, if his brain is really being addled then we should all run over at once at make sure he’s ok! Number three, your accusations against the Assistant Director are ridiculous, though I did enjoy you throwing in the mention of her being a half blood. And finally, number four, you’re full of $(&#@. You may be a good liar but I’ve been trained by the best to spot good liars. Nice try but you’re not swaying us.”

DM Vord |

12 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of Chief Inspector Spencer Hopkins (Southeast Tower)
Round 3 – The Downfall of Spencer Hopkins
Time: 1-2 Minutes Remaining (for full victory), 2/4 Rounds Completed
Goals: 3/4 Goals Completed, Goal Four in Progress (0/1 successes)
Total Successes: 6/7
Spencer Hopkins stares at the upstart elven constable who so easily sees through his deceitful gambit, his eyes now cold and menacing. "Yes yes...I suppose you're right about that one. Apparently I'm out of practice more than I thought." He sighs with an air of regret that is clearly feigned. "I'll have to work on that later, once I am away from here."
An unmistakable chill across all three constables is clearly felt by them now, as Spencer Hopkins with an uncanny calm looks over to a cabinet shelf where several curios are displayed...as if mentally noting that something is where it should be in his memory. He then briefly glances behind him to the wide but barred glass window beyond his desk. Mentally taking that into account, Hopkins then turns back to regard the constables with a clear lack of concern at being outnumbered three-to-one. His right hand casually drifts to the hilt of his rapier, his left hand coming to rest at his belt near a belt pouch. Almost imperceptibly the former Chief Inspector tenses for a fight, ready to spring. The chill of danger elevates until its thick in the air between them. They are moments away from facing one of the deadliest swordsmen of the Constabulary, if not all of Risur...
*****************************************************
Skill Encounter – The Downfall of Spencer Hopkins
Time: 4 Minutes (for full victory), with 4 Rounds of 1 Minute each.
Goals: 4 Goals (each to be completed in order before the next one begins)
Total Successes Needed: 7
Goal One: Gain His Full Attention / Impress the Seriousness of the Situation
Skill Actions: The party has to succeed a total of three checks, but they can do this with any combination of the following methods:
* Appeal to Sensibility. A PC can use sensible persuasion that his/her business here is important and cannot be ignored. Relevant Skill: Diplomacy @DC 15
* Match Harsh Mettle in Equal Measure. A PC can use (verbal) steel to show they will not be cowed and cannot be ignored. Relevant Skill: Intimidate @DC15
Clearly not used to being confronted in this manner by those of inferior rank, you must impress upon Hopkins that this demands his full attention, and that he has no choice but to take your presence seriously.
Goal Two: Convince Him the Arrest Order and Charges are Valid
Skill Actions: The party has to succeed a total of two checks, but they can do this with any combination of the following methods:
* Show Your Expertise in R.H.C. Codes and Protocols. A PC can use their knowledge of R.H.C. codes, rules and protocols that they can conduct an arrest of a senior officer. Relevant Skill: Profession: Constable @DC 12
* Show Your Expertise in Legal Affairs (verbal). A PC can use their knowledge of Risuri laws to clearly argue that the charges violate his oaths as an inspector and sets him against the King. Relevant Skill: Profession: Constable @DC 12 OR Knowledge: Local @DC 15
* Show Your Expertise in Legal Affairs (written). Though a tougher path, a PC can use their knowledge of Risuri legal documents that the arrest order and charges are fully legal, valid and written by Director Price-Hill. Relevant Skill: Profession: Constable @DC 20
Now that you have his attention, he refutes the charges and authority you bring before him as invalid and unlawful – but it is up to you to prove otherwise!
Goal Three: Discern His Words & Intentions to Know the Truth
Skill Actions: The party has to succeed a total of one check, but they can only do this with the following method:
* See Through the Lies. A PC can use their training of interviewing & interrogation – as well as their intuition – to see through the lies of a master manipulator. Relevant Skill: Sense Motive @DC 18
His story is both well-reasoned and possible…drawing doubt to your minds for his lawful arrest. Are you unwitting participants in a grand conspiracy? Or is this another ploy of a man who will do…and say…anything to get his way?
Goal Four: Convince Him Resistance to the Arrest Order is Pointless
Skill Actions: The party has to succeed a total of one check, but they can only do this with the following method:
* Appeal to Sensibility (one more time). A PC can use sensible persuasion to convince him that violent resistance serves no real purpose, and that submitting to the orders is far better than traitorous bloodshed. Relevant Skill: Diplomacy @DC 20
With all other avenues of bluster and deception denied to him, the simple fact that he could fight his way out of the tower becomes dangerously clear. You must convince him that to stain the R.H.C. with bloodshed serves no good purpose, condemning his name to the annals of history as a traitor! He will not be cowed or intimidated, so you must convince him somehow to lay down his arms and accept his fate.

Tobias Utegg |

12 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of Chief Inspector Spencer Hopkins (Southeast Tower)
***********************************
The Downfall of Inspector Hopkins
Encounter Challenge Round: 3
Goal Four: Convince Him Resistance to the Arrest Order is Pointless
Appeal to Sensibility (Diplomacy) vs DC 20: 1d20 + 10 ⇒ (8) + 10 = 18 Failure: 0/1 (One Aid Another = Success!)
***********************************************
Even as Hopkins hands move toward his weapons, Tobias' do the same. One hand to the hilt of his falchion, the other fingers one of the infused crytals in his pocket. However after a moments consideration, he realizes he can rely on his fellow constables to assist him and he crosses his arms in front of him with a stern look at the former Inspector.
"You speak of getting out of the building as though it's a sure thing." Shaking his head he smirks a little, "Yet, you've just read a letter from Director Price-Hill himself, we have the full weight of the R.H.C. behind us and thanks to the little insurrection we're trying to put down, our cooperation with the military is even more optimal than in the past. You might make it to the bottom floor before I inform everyone in the building of your treachery. Accept your arrest, however, and you might preserve some semblance of dignity in the history texts of Risur."
Seeing that he's almost gotten through to Hopkins but not quite, Tobias offers a brief glance at his companions with a silent request that they jump in whenever they'd like.

Fethryth Teldanona |

12 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of Chief Inspector Spencer Hopkins (Southeast Tower)
***********************************
The Downfall of Inspector Hopkins
Encounter Challenge Round: 3
Goal Four: Convince Him Resistance to the Arrest Order is Pointless
Aid Another (Diplomacy): 1d20 - 1 ⇒ (6) - 1 = 5 = Failure
***********************************************
Fethryth sees that Tobias’ words are making the Chief Inspector hesitate so she jumps into the conversation. ”Look Hopkins, do you really think they sent us in here without backup? Use your head.”
Hopkins appears to be unmoved by her words. She starts calculating how quickly she can run across the office. Idiot. Should have used the wand before we came in. Spirits willing he won't poke too many holes in me before he goes down.

Jesselle Wesmere |

12 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of Chief Inspector Spencer Hopkins (Southeast Tower)
The Downfall of Inspector Hopkins
Encounter Challenge Round: 4
Goal Four: Convince Him Resistance to the Arrest Order is Pointless
Appeal to Sensibility (Diplomacy) Aid Another for Tobias: 1d20 + 9 ⇒ (18) + 9 = 27 (Success 1/1)
"Mister Hopkins, please, consider things rationally. While we," She motions to her companions and herself, "Came to your office to serve you notice of charges and arrest you. But out there," she points out the window, "are more. Many more. You cannot hope to go through everyone. Do wish to to stain the reputation of the RHC further? Do you wish to stain your reputation any further?

Emerson Hill |

Axis Mission – Take the Seawall & Lighthouse! - Round 8
HP20/20; AC18/12/16
FrA:Command Ellemental
Elemental:FRA Picks up Wizard and disposes him outside lighthouse
SA:Channel Energy
Channel: 1d6 ⇒ 4
Hill can see that Anneca has signaled the fleet as a bright light fills all the windows of the tower and mechanical room beyond. He scans the room and commands his elemental. ”Take that body outside please.” The Stout Assistant instantly obeys his commands. It glides over to the stairs, picks up the broken burnt form of the rebel wizard and unceremoniously dumps the body off the raised deck past the entrance to the tower.
When Emerson is sure everyone is close enough, he reaches out with this mind to ignite the powers he was given all those years ago. A second later a wave of healing energy emanates from the constable washing over all the members of the RHC.
New Hit Point Totals
Anneca 11/11
Gemma 19/24
Johnathan 9/18

Emerson Hill |

Axis Mission – Take the Seawall & Lighthouse! - Round 9
HP20/20; AC18/12/16
SA:Channel Energy
Channel: 1d6 ⇒ 5
He can see that some of his comrades are still in need of medical attention and invokes the power again.
New Hit Point Totals
Gemma 24/24
Johnathan 14/18

Emerson Hill |

Axis Mission – Take the Seawall & Lighthouse! - Round 10
HP20/20; AC18/12/16
SA:Cure Light Wounds (wand)
Cure Light Wounds on Johnathan: 1d8 + 1 ⇒ (5) + 1 = 6
Lastly Emerson uses his wand to heal the remaining damage Jackson received at the hands of the now dead wizard.
New Hit Point Totals
Johnathan 18/18

Johnathan Jackson of the RHC |

Axis Mission – Take the Seawall & Lighthouse! - Round 8-10
HP18/18; AC19/13/16
Johnathan happy to be at full strength again and is ready to inflict more pain upon Queen Evelyn’s traitorous troops. It’s hard for him to look around this tower and not experience unwanted flash backs to that night
where he lost all his friends. He can still see the face of the man that was seconds from slitting his throat and hopes that he finds him before this evening’s hostilities are through.
His eyes focus back to the present and quickly he notices the crossbows the rebels had cast aside in their assault on the tower. He recovers two, reloads them and places one at the second story window while holding on to the second for himself.
”Hey Willem! You’d have a pretty good vantage point to make proper use of that double barreled cannon of yours up here.”

DM Vord |

12 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of Chief Inspector Spencer Hopkins (Southeast Tower)
Round 4 – The Downfall of Spencer Hopkins
Time: 0-1 Minutes Remaining (for full victory), 3/4 Rounds Completed
Goals: 4/4 Goals Completed - Challenge Completed Successfully!
Total Successes: 7/7
The tension is almost unbearable as the three constables stand fast against Spencer Hopkins in his office, a razor's edge away from bloody conflict. Tobias Utegg's words seem to resonate with Hopkins for just a moment, but he shakes his head with a slight defiant smirk and continues to tense, trusting to his abilities to clear him from the R.H.C. fortress. Fethryth Teldanona's words are replied to with something akin to a sneer - in that moment she thinks that if he draws his blade, she will be the first object of his wrath. As Jesselle Wesmere steps up and speaks her brief but impassioned plea for him to stay his hand, something unexpected happens. Spencer initially looks past her to continue his wrathful gaze upon Fethryth, but ever so slightly flicks his eyes down to Jesselle. Up to Fethryth. Back to Jesselle. A third flicker of his eyes between the two women, and then a brief look over to Tobias in the room. Finally, he returns his gaze back to Jesselle, and his cold stare seems to soften somewhat.
"You're nothing like her, but yet there is something about you that reminds me of..." Spencer's words to Jesselle trails off, a now-haunted look in his eyes that they haven't seen before now. The moment of emotion passes by swiftly upon his face, but something seems to have changed now. The imminent threat of violence dissipates. He turns away from the trio on the heel of his fine boot and calmly walks back around to his desk, whereupon after looking at the trio one more time he unbuckles his baldric and tosses his sheathed rapier upon the desk with a dull clunk! sound. This is followed by removing the bandolier of his exquisite hilted daggers and depositing that too upon the desk. His hand brushes across the hilts of his prized weapons one last time, whereupon he looks up at the trio of constables once more. "I have served King Aodhan and Risur a long time now. With great success and distinction. I have been a loyal soldier, spy, constable and inspector. Twenty years now or more I've served." Spencer points a finger to the rear window of his office. "She murdered Makala, Lucas and Hayden...and seven more of our own besides. The butcher's bill must be paid, constables. The affront cannot be allowed to stand. I could no longer stand by to see that it wasn't, simply because the King had grown too old and sentimental to do what must be done with the sister that tried to murder him." With that, he calls out for the guards in the stairwell and puts forth both of his hands to the trio in surrender.
Several Minutes Later...
Spencer Hopkins is gone from his office in the high tower, manacled with magecuffs by the Risuri Army soldiers and escorted down to the holding cells in the bowels of the R.H.C. fortress. Jesselle Wesmere, Tobias Utegg and Fethryth Teldanona stand there in the lavish office of the former Chief Inspector, wondering what to do next in this most unique of days. A light and respectful knock is heard upon the door, followed by the appearance of a rather meek but attractive younger woman dressed in the dress of a member of the R.H.C. secretarial pool.
She bows and lowers her eyes as she speaks to them. "Pardon my intrusion constables, but the Director has asked that you meet with him in his private offices at the earliest opportunity. May I tell him that you will be along shortly?"

Gemma Atherton |

Axis Mission - Take the Seawall & Lighthouse
Rounds 8-10
"Thank you so much Emerson." Gemma rolls her previously injured shoulder to make sure that it's back in working order, frowning slightly at the rend in her uniform where the blade went through. "That feels much better. Now on to more fighting, right?"
After slipping outside the outer door and back, retrieving her pistol in the process, she quickly reloads it after locking the door again.
"How is everyone doing?" She looks to each of the constables that she can see, visually assessing any outward damage from a far. "Is everyone ready for this next push?"
She takes a look again at the control panel, seeing if there's anything around it that she could use to smash it or any way to sabotage it at the last minute if it came to that.
The thought of what's to come is slowly settling into her. The back of her mind works away at it, trying to fit the emotion of it all into it's proper box so it has no chance of interfering with what has to be done.
At the last minute, as she's reassessing her gear and making sure everything is in it's proper place, she takes a couple items out of her pack. These may come in handy...
She places a flask of alchemist's fire and a small bag of marbles in separate pouches near her hip, easily grabbed if she needs them.

Jesselle Wesmere |

12 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of the Chief Inspector (Southeast Tower)
Jesselle looks to the woman and with a nod, "Yes, you may."
The Archivist begins to gather up the array of weaponry that Hopkins left atop his desk. She considers to herself, 'A shame these will never see use again for a long, long time.'
Jesselle turns to her fellow constables, "That went surprisingly well, everything considered."

Fethryth Teldanona |

12 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of the Chief Inspector (Southeast Tower)
Fethryth relaxes for the first time since they entered the room. ”That is did. Good work you two. Getting him to surrender saved us a lot of violence and chaos.”
She walks across the room to the cabinet and reaches out to touch one of the trinkets, but she pulls her hand back at the last second. ”He was looking at something over here. Could be a sentimental item, could be something dangerous. I want to take a look before we leave”
In a commanding voice she chants ”Vona, perfundet arcane in lumine tuo!”
Casting Detect Magic. Using it in conjunction with Perception to find anything magic or out of the ordinary.
Find something odd (Perception): 1d20 + 10 ⇒ (10) + 10 = 20

Tobias Utegg |

12 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of Chief Inspector Spencer Hopkins (Southeast Tower)
Tobias raises an eyebrow at Fethryth as she inspects the office. He watches her move around looking for anything strange and shrugs at Jesselle.
"I imagine the Director will probably have someone going over the office with a fine tooth comb, but as long as you don't take too long I suppose a quick glance won't hurt. I dare say, we did a pretty good job. I usually work solo but it was nice knowing I had m back covered for once."
Tobias waits patiently for Constable Teldanona to finish her investigation before taking the lead and heading toward the Director's private offices.

DM Vord |

12 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of Chief Inspector Spencer Hopkins (Southeast Tower)
Fethryth extends her illuminated hand in a slow circle around the room, starting with the decorative cabinet shelves. Almost instantly she sees a variety of curios and objects glow to her eyes with the aura of magic, though not all of them do. On the shelves glow a trio of fine ivory satyr figurines of the Dreaming in different poses, an expensive-looking marble statuette of an exotic elephant from the borderlands past old Elfaivar, a silver metal statuette of a barn swallow, a feysteel hollow tube that looks to short to be a flute, a feysteel rod of about a foot in length, and a mother-of-pearl decorative bowl set with thirteen white pearls around its rim - a single rune is carved into the middle of the bowl, which Fethryth knows from her Skyseer heritage as the Kraken Rune, the sigil of Mavisha in the Heavens.
Fethryth then turns to his desk. Though the modern inkpen he used does not radiate magic an older-style feathered quill does, as well as the inkwell of seemingly-ordinary looking black ink next to it. An elaborately engraved small box of mahogany glows faintly, but all of this pales in comparison to the immense power of the aura that surrounds Spencer's sheathed rapier, with the red leather scabbard radiating a distinctly separate aura. The four daggers each have their own aura as well, in varying levels of intensity: one appears to be feysteel, one made of ultra rare Drakran skymetal, the third forged of cold iron and the fourth of mirror-like Risuri sheensteel. There could be more auras emanating from one or more drawers in his desk, but that would mean opening and rummaging through them.
Two glowing auras seem to have significance as it relates to the rear window of his office in the topmost floor of the high southeast tower. Though the heavy glass itself is not magical, a complex series of finely etched magical sigils can be seen all across the top of the window frame, etched into the stone itself, feeling dangerous somehow to Fethryth though she's never seen its like before. However, the stranger of the two auras has to do with a spidery line of magical tracings, which extends from the bottom of the windowsill where each heavy iron bar sets into the stone; these tracings converge together along the wall below the windowsill and then move laterally along the stone walls to the cabinet shelf, terminating at an innocuous-looking decorative globe of verdant crystal upon a small ivory stand, containing an unknown liquid inside of it. The globe does not radiate magic, but the magical tracings terminating at the shelf right at that location cannot be mere happenstance.

Jesselle Wesmere |

12 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of the Chief Inspector (Southeast Tower)
Jesselle nods to Tobias, "Aye, part of being a team."
Watching Fethryth Jesselle is tempted to call upon her own arcane powers but she is mostly content to watch for the moment.
Looking to the elf she asks, "Lots of interest I assume?

Willem Muhnee |

Axis Mission – Holding the Gatehouse & Lighthouse!
Round 8, Initiative 21
hp 20/20; AC 17/13T/14FF; +5F/+7R/+2W
Conditions: Lit up with Faerie Fire, 2 barrels are loaded.
FA: Speak
FRA: Help assist the Aerial Assistant getting Emerson into the Lighthouse.
Recognizing Emerson's humor, Willem responds, "Getting old my friend?! Letting a flesh wound slow you down? Here let me help getting you into the light house old man?!" Willem smiles as he quickly but carefully gets Emerson into the lighthouse. After all three are in, he begins barricade all the entrances.
Has the Faerie Fire warn off yet? ... lol

Willem Muhnee |

Axis Mission – Holding the Gatehouse & Lighthouse!
Round 9, Initiative 21
hp 20/20; AC 17/13T/14FF; +5F/+7R/+2W
Conditions: Lit up with Faerie Fire, 2 barrels are loaded.
FA: Speak
FRA: Secure and Ready the Lighthouse.
After the doors and the windows are secured, he takes out his old musket and leaves it at the 3rd level window. Then places his second musket at the 2nd window. He dims the light as much as he can before those who can not see in the dark, which is most of them, have problems moving around in side. The idea is to eliminate or mitigate the light shining out the house' windows to give away their positions. Willem also looks for something to wear to cover the Fairie Fire. If successful, he see if there are more and hands them out. While handing them out, "Does anyone have an extra musket and/or anyone want to load my rifle as I transition from 2nd floor to 3rd floor. This way I can move around, shoot, and not get focused on."
Temporarily leaving round 10 open for anything discussed in Discussion.

DM Vord |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Floors of Central Keep)
The trio of constables walk through the lower floor of the three-story central keep, carefully noting that many of the support staff and soldiers of the R.H.C. are watching them as they pass by. It is clear the word of the arrest has now permeated the entire Slate Branch fortress compound, with themselves the source of it. If nothing else, the desire of the Directorate to have the constables take credit for policing one of their own will surely make the Slate dailies well before nightfall.
Coming down out of the southeastern tower which is the domain of the Office of Foreign Affairs, the three of them have most often made their way to the neighboring northeastern tower - the Office of Domestic Affairs where both Emilia Hart and James Sutton conduct familiar constable business. The northwest tower is devoted to Assistant Director Cyneburg and the "Noses" of the Special Inspectorate. The southwestern tower is the "least" of the towers and devoted to Research & Development staff which support the efforts of the constables. The constables' own small offices and desks are located one floor up on the second level of the central keep, along with the briefing rooms and exclusive training halls of the constables. The first floor they walk across now is devoted to the more "public facing" areas that visitors mostly see, along with the secretarial pool and servants which maintain the compound. Down in the basement level are the quartermaster's armory and evidence vaults, with the brig and holding areas in the sub-basement level below that. In nearly all of these places they have some degree of familiarity...but to-date the Office of the Directorate on the topmost third floor has been a place where none of them have ever been.
Tobias, Jesselle and Fethryth take a double-wide marble staircase upstairs, passing by the familiar second level landing to continue on up to a smaller landing on the third level, flanked by elite Risuri soldiers guarding a set of rich wooden double doors. As the trio approaches the third landing the guards open the doors for them, revealing a lavish waiting parlor beyond. They enter, and the doors close behind them gently. On the far side of the waiting parlor is a finely crafted single door, with a small writing desk just to the side of it: the woman they encountered earlier is seated there, drafting up a letter on parchment. After a moment she looks up to them and nods deeply. "Constables, the Director is expecting you. Please enter if it pleases you."
The door opens to the Director's large private office, bedecked with finery and lavish furnishings of every type; a great woven colored tapestry of Lanjyr hangs on the far wall, with another wall devoted to hunting trophies and the third set with portraits of both current and prior Kings and R.H.C. Directors. The desk of the Director is impossibly grand, as is the high-backed chair behind it, but Viscount Nigel Price-Hill is not seated there currently. Rather, he stands at a marble side serving table in his full dress uniform, mixing a porcelain cup of tea with Yerasol sugar. With an acknowledging smile he nods to the three constables and motions for them to help themselves at the serving table, finding various types of expensive fresh teas, Yerasol coffee and even a rarer tart Yerasol juice in a crystal decanter available for their sampling.

Tobias Utegg |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Floors of Central Keep)
Is this all they use the third floor for? Waste of space.
Tobias reflects on the stark difference between the country home he grew up in and the Director's private office which was twice the size, at least. He takes a moment to appreciate the amount of wealth and prestige Nigel Price-Hill has before his growling stomach gets the better of him and he pours a cup of coffee to take his mind off of it, giving an appreciative nod to his superior.
Unsure if he should speak, Tobias takes a few more moments to scan the room, trying to pick out a conversation piece, but he gives up and decides to just go by the book.
"What can we do for you Director Price-Hill?"

Jesselle Wesmere |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Floors of Central Keep)
Jesselle looked about the office took it in at a glance, after all she was not here to gawk at another persons collection. She had seen such 'lairs' before and it was meant to impress. While not part of the nobility her family did have wealth and even her mother and father had such showrooms.
At the invitation for something to drink Jesselle took the Director up on his offer. She poured herself a drink of the juice. Try something new whenever the opportunity presented itself was a lesson Master Alantree had taught her.
After a brief taste of the Yerasol juice she motioned to the weapons that were taken from the Hopkins that she had draped over a shoulder. "I did not know if it was wise to leave the weapons and we did not yet have a chance to turn them over to evidence."

Fethryth Teldanona |

12 Spring 500 A.O.V. – Approximately Eleven o’ clock
The Foreign Affairs Office of Chief Inspector Spencer Hopkins (Southeast Tower)
Standing in front of the cabinet, Fethryth snuffs out her spell and eyes the crystal globe. That thing is trouble, no two ways about it. She marches out into the hall, grabs the nearest guard she can find and hustles the poor man into the room. ”I don’t know if you’re supposed to be here when they pick this room apart, but I’m volunteering you for a mission here. You see that orb right there?” She points at the small globe. ”Now, this place is lousy with magic, but I think this one’s the important one. There’s a nasty #*%* spell on the window and there’s more magic connecting it to this thing. My guess is, you trigger this and BAM, out goes the window, so tell them to be careful with this unless they want to rebuild that wall.”
Satisfied that her job is done, she helps Jeselle gather up Hopkin’s weapons and then follows her team to the Director’s office
12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Floors of Central Keep)
The Director’s office is luxurious enough to border on extravagant, but what really impresses Fethryth isn’t the furniture, it’s the offer to sample expensive drink. The price on the juice alone is staggering; she’s always wanted to buy some to try in a dozen different recipes but it’s out of her price range. She carefully pours a small amount into a glass, then she throws all propriety out the window and makes a cup of tea as well.
”Yeah, those things are lousy with magic. The whole office is. We didn’t take a good look, but from what I saw he had a backup plan of blowing up his window in case he got caught. Good thing Jesselle and Tobias talked him down.”

DM Vord |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Top Floor of Central Keep)
Nigel Price-Hill, Lord Viscount of Sustenberry and Director of the Royal Homeland Constabulary, has a reputation of propriety and formality in nearly all matters. Casualness and conversation-in-the-familiar are therefore two aspects which seem not to suit the good Director well, despite his clear attempt at putting the trio of constables at ease. As Jesselle offers up the weapons of his former Chief Inspector, it is evident Director Price-Hill did not expect them to be brought and deposited within his professional domicile. Similarly, a slight downturn of the mouth beneath his well-groomed mustache appears briefly when Fethryth speaks so offhandedly of her impressions of Hopkins, his office and the potential for violence. "Yes...well ahem yes yes that is all well and good on your observations, Constable Teldanona. Surely you alerted the guards to this and you - ahh yes Constable Wesmere, do be so kind as to place his weapons on the table by the umbrella stand there and I shall have Quartermaster Richards come to fetch them after we conclude matters here - ahem where was I? Oh yes, his office. Well then, let everyone be seated and then we can go over matters more clearly."
Director Price-Hill moves to take a seat, though surprisingly he does not return to the grand chair behind his grand desk, but rather to one of four upholstered chairs of equal size with no armrests, all situated around a small round table for tea. For all of his apparent discomfort, he is attempting to make their visit in his office as cozy as possible. He waits until the trio have their refreshments and pick their chairs, and then they sit down together. Sipping his tea and nodding with satisfaction, the Director waits until they too have had a formal sip of whatever they have brought to the table before he begins with a practiced air to their "informal" debriefing.
"Firstly, I wish to offer my deepest thanks to the three of you for what you have done this morning. Without you performing your duty in the highest degree of skill, loyalty and tact, I am certain the events of this morning would have been far, far worse. You have my thanks, the gratitude of the Directorate and even the appreciation of Principal Minister Lee, whom as you know is my direct counsel as it relates to His Majesty. The stain on our esteemed organization is lessened by your fine efforts this day."
"Secondly, though I do not consider the audit by the Special Inspectorate to be wholly out-of-bounds given the extraordinary circumstances we now face, I do...regret...the secret manner by which you were all subjected to it. Please believe me when I say I did not relish giving the order, though I felt it was necessary - and would do so again if the same circumstances were before me. Nevertheless, I understand any consternation or doubt it may have caused each of you, and am prepared to hear your words to that effect...if you feel it necessary to do so." Nigel turns in his seat then to look squarely at Fethryth, the look upon his middle-aged face apparently one of sincerity. "On behalf of the Constabulary I especially wish to convey my sincerest apologies to you, Constable Teldanona, for what you have been subjected to these past many days. I have personally seen to it that any reports questioning your loyalty or character have been expunged from the official record, as have all reprimands linked to this dreadful deception been cleared from your professional file. I regret only that we did not reverse this sooner, but with the current state of affairs in Risur and elsewhere, we had to be certain. Still, I apologize - and I shall make it clear in channels public and private, verbal and written, as to the wrongs done to you by Mister Hopkins and the full support of the Constabulary to attest to your good name."
"Thirdly, it is with great burden that I must ask you to consider your working day not ended, much as I should like to say you have earned a deserved rest for what you have been through this morning. You see, I have another mission for you, one of the highest priority, coming directly from His Majesty King Aodhan himself no less! For reasons I can relate if I must, the three of you are the only ones that I can trust to send on this top-tier mission, for you three possess the qualities and context required in order to be successful. Classified as 'Sealed to the Inspectorate,' it must be undertaken and achieved successfully tonight, for the sake of Risur."
Director Price-Hill lets that sink in to all three of them a moment as he takes a sip of his tea, his manner calm though his eyes watching their reactions intently. Setting the cup down and clearing his throat slightly, he gestures to them in acquiescence. "Before I brief you on the objectives and details of your mission, I feel that I owe you full disclosure on...well...anything and everything you wish to know regarding what has led to this moment. No matter how trivial, politically sensitive or...embarrassing it may be to me, it is imperative you have all of your questions answered, for the good of the kingdom we all serve. Therefore, we shall take as much time as is necessary until you are satisfied. So please, constables, ask your questions."

Willem Muhnee |

Axis Mission – Holding the Gatehouse & Lighthouse!
Round 10, Initiative 21
hp 20/20; AC 17/13T/14FF; +5F/+7R/+2W
Conditions: Lit up with Faerie Fire, 2 barrels are loaded.
FA: Speak
FRA: On the third floor looking out to give warning and fire the first repelling shot.
After securing much of the light house and gate house, Willem moves to the 3rd floor window with the lights off to either reduce or eliminate all light behind him. He readies his musket looking across the pathway they had just recently stormed and down to the skiff.
I think I am ready for the skill challenge.

Ifris Lanvaldan of the RHC |

Axis Mission – Holding the Gatehouse & Lighthouse!
Round 6, Initiative 20
hp 24(4); AC:22/T:13/FF:19; Fort +4, Ref +5, Will +6
Conditions: Armed, Armored, and Lit up with Faerie Fire, Shivering, drown rat appearance, (4) points non-lethal
FRA: Assist with securing the Lighthouse and she will stand guard in the gatehouse unless she is called to help in the lighthouse since the gatehouse is currently more important.
Ifris stands in the inner door frame between the two houses, "I will stand guard in the gatehouse to keep the rebels away from the gate gears! However call me, if you need me to assist during battle!"

Tobias Utegg |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Top Floor of Central Keep)
Tobias sips his coffee while he listens to the Director speak. He stifles a laugh at how clearly uncomfortable the man is, knowing better than to laugh out loud. He finds the apology for the audit to be particularly strange. It was certainly not ordinary procedure, but hearing the Director himself apologize was even stranger.
A mission from Aodhan himself? And carte blanche to ask whatever we'd like?"
Tobias can barely believe what he's hearing as Price-Hill wraps up his speech. His mind quickly goes back to the mental notes he'd taken during the audit. The Noses concern for Jackson, Lanvaldan, and the Resilience stand out the most.
"The Noses, they mentioned that Hopkins had altered a capture command into an assassination order for the Duchess. Are we really that close to her already? Is this the secret mission the Resilience are assigned to right now? Is there a way to alert them that Jackson and Lanvaldan might subvert their objectives?"
He's eager to know the truth, and it clearly shows on his face, but he's also considering the ramifications of martyring the kings sister and he understands why it needs to be handled lightly. He stands up, still nursing his coffee and paces for awhile, listening to whatever the Director says next with his complete attention.

Fethryth Teldanona |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Floors of Central Keep)
After meeting with the Noses it was clear that the R.H.C knew she was the same loyal constable she’s always been, but hearing Director Price-Hill apologize to her...it’s a heady feeling. The fact that he took the time to personally make sure her record was clean at a time when he must be working around the clock blows her away. If the man asked her to go march off the roof she’d do so with a spring in her step.
Fethryth takes a minute to gather herself and focus her thoughts on the mission at hand. At a break in the conversation she asks ”How bad is the damage? Does the Duchess outmatch us in any way? And, I’ve been wondering, have we heard anything from the Unseen Court?”

DM Vord |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Top Floor of Central Keep)
With a gracious nod to Tobias, the Director takes another sip of his tea and listens to his questions intently, taking a moment to put down his teacup and collect his thoughts to the answers.
"I intrigued to see, Constable Utegg, that both your service record on past assignments and what Inspector Sutton has said of your inquisitive insights is now directly apparent to me." He pauses a moment as Tobias begins to pace a bit, apparently deciding then the situation calls for more leeway with his junior officers he has put into an uncomfortable situation today. "What the Special Inspectorate said is correct - Spencer Hopkins has subverted the specific parameters of this mission to capture the former Duchess and return her to Risur for proper trial, convincing or coercing Constables Lanvaldan and Jackson to assassinate her at the earliest opportunity. Both were posted to the secondary team that is to support and supplement Sparhawk's Resilience team as primary...I suppose many of your next questions will also be about the mission undertaken and its critical nature, so I shall relate it to you now in full disclosure. Remember, this is Sealed to the Inspectorate and may not be discussed with any of the constables or support personnel..."
For the next quarter-hour, the Director relates the full extent of the events leading to the mission: how Duchess Ethelyn took a full banner of her rebel forces and the bulk of her fleet from Shale by 5 Spring, how she surprised attacked Axis Island and overwhelmed the Danoran garrison there with great loss of life on both sides, how the ruling House Jierre of Danor approached King Aodhan with detailed intelligence of the attack in an attempt to avert another war, how the plan was formed to retake Axis Island with Risuri Naval forces and requiring R.H.C. teams to infiltrate the island and open its harbor gates, as well as neutralizing Etheyln's top echelon and taking her into custody. The mission, set for this very night of 12 Spring, must reach its successful conclusion by sunset of the following day, else the invasion of Axis will become public knowledge and both nations will be pushed into a Fifth Yerasol War that neither leader wants. Director Price-Hill concludes with a summary of the two R.H.C. teams sent in to conduct the infiltration: the veteran Resilience led by Senior Constable Sparhawk with former King's Bodyguard constable Celeana Kirby added to round out their team, and a "backup" team of composed of the Flint Branch "four-double-nines" that were instrumental in preventing the double-assassination plot on King Aodhan and the destruction of the R.N.S. Coaltongue on 1 Spring - he notes Constables Lanvaldan...and surprisingly Willem Muhnee - of their own branch were also part of the events of 1 Spring, and were so included on the team, with Constable Jackson being added to the team at the last moment after his return from Shale.
To Jesselle, the relating of these events from 1 Spring to now is simply staggering - until early this morning she simply had no idea of the full extent of the plot to kill King Aodhan and destroy the Coaltongue, the full details of those events absent from the news of the dailies. It is quite a lot to catch up upon, which the Director seems to realize as he focuses on the questions from Tobias and Fethryth after his briefing is done.
"...so you see Constable Utegg, there is no way to contact them at this late hour about Lanvaldan and Jackson. The attack fleet is fully shielded and enshrouded in order to prevent their discovery by rebel forces on and around Axis Island; no communication or teleportation to them is possible now. Yet we must stop them from the perversion of the King's orders, for making Ethelyn a martyr will only serve to strengthen this rebellion, giving the rebels a rallying cry that cannot be undone and those that are unsure of which side to take a valid reason to distrust the King that would murder his own sister out of petty vengeance. Can you see it, Constables? And the very instrument of that vengeance coming from our own esteemed Constabulary, which would be brought down in shameful disgrace for all time. It cannot be borne. We must stop it."

DM Vord |

Director Price-Hill takes a long draught of his tea then. To the three constables it is the most animated they have ever seen the Director, the impassioned tone in his voice briefly evident for all of them to pick up on. He takes another sip and then puts his teacup back down upon their shared table, looking over to Fethryth on a question she asked that he has not answered or forgotten about.
"That is a very good question about the Unseen Court, Constable Teldanona. Principal Minister Lee has related unto me that the King was contacted by messengers of the Unseen Court, declaring they had no part in Ethelyn's plots to kill Aodhan, their support for 'The Pact of Kelland and the Unseen' still in full effect. Yet they did not say more to him on any archfey or fey lords outside the ruling body of the Court or its dissenters, nor on their own plans to support the King or hinder the former Duchess. Simply put, the King does not know what they plan to do here." The Director frowns decidedly, leaning back in his chair and taking out a silken pocket handkerchief to clean his monocle lens. "We know that the archfey Beshela, Lady of the Seas, actively extracted Ethelyn from the Coaltongue the night of 1 Spring when it was to be sabotaged and destroyed, so we assume she is actively helping Ethelyn's cause and aligned with her interests. It is for that reason we have had to utilize all wards and power of the Skyseers to keep the fleet from being discovered, lest it be attacked and scattered by her before it reaches Axis. Could there be others? We hope not, but it is certainly possible."

Jesselle Wesmere |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Top Floor of Central Keep)
Jesselle drank heavily at the juice, enjoying the tart taste. She listened the Director as he explained the situation. She tried to pay attention to the particulars of what had happened from the 1st of Spring onward. How events played out across the entire Kingdom were quite shocking to say the least.
As she finished the juice she stood and went to refill her cup of the juice and as she turned she asked the director, "Sir, if I might presume to ask? Why was I left in the outskirts of Slate for so long? I figured after I had completed my mission that I might have returned to Flint, or something. And than all, this, happened, and still I obeyed my orders and stayed put. I almost wished that I have ignored what I was told. I could have done something. I could have helped." She said the last in a raised tone.
With a deep sigh she returned to her seat, "I apologize. I just feel bad for all those that, did something, as I sat and sat and read books."

DM Vord |

13 Spring, 500 A.O.V. – early morning (approximately two o’ clock)
Axis Fortress Harbor (at the lighthouse and adjacent seawall)
Map of Axis Fortress & Town
Scene of the Harbor
Sea Gate Docks & Lighthouse (w/ tinted areas)
With all of their wounds healed by Emerson's deva-inspired magic, pistols and muskets loaded and the injured or dead rebels cleared from the place, the team of six constables finish their final preparations for the expected counterattack. The steady ~thrum-BANG!-thrum-BANG!-thrum~ sounds of the sea gate mechanism working steadily to open the entrance to Axis Harbor fill the lighthouse and adjacent blockhouse. If the musket fire and shouting men didn't alert the rebels at the gatehouses and barracks by now, surely the sea gate slowly opening has. Peering out the dirty secured windows that overlook the sea gate mechanism itself and the eastern edge of the gate, they can also see some faint impression of heavy fog upon the ocean to the north...but whether this is normal fog or the magically-induced screen of the naval fleet, they cannot tell. From doorways and the windows of the lighthouse tower to the south, they can clearly see the rebel garrisons of Axis beyond the harbor wall are alert and mobilizing, the round central tower of the central keep beyond the inner walls has windows fully lit now, as does the closer garrison tower that looms over the outer walls where it separates the harbor from the town itself. Though fog obscures a clear view of Axis Town, there seems to be a great deal of light...and possibly a fire...away on the far western side of town, as if some great commotion or disturbance is going on there as well. So far from the faint illumination of the gaslamps interspersed upon the sea wall, there is no formation of rebel troops coming their way...but the constables well know they are coming soon.
Anneca Summers finishes taking her brief inventory of the three scrolls, one potion and travelling spellbook from the vanquished rebel wizard that was just unceremoniously dumped outside the lighthouse. She places the scrolls in her scroll box, though she does not have the time to try and identify their use at the moment. The potion too she does not know, but is has a similar golden nectar-like color and thickness to it, sealed in the manner of healing elixirs that the Skyseers would do. The spellbook has a single ‘J’ mark inscribed upon it and is locked with a delicate metal lock, the book well waterproofed and sealed to preserve its pages from the elements. She cannot help but feel the thrill of excitement as to what arcane formulas and incantations she might find in there that are different from her own, assuming of course that she lives through the morning.
Gemma suddenly receives a sharp flare of discomfort in her mind – a dreadful whispered scream reverberates throughout her brain, the connection to her shadowy assistant flaring up in terrible pain at being rent apart by a combination of arcane magic and divine energy of the Old Faith. The scream dims and fades from her mind after a moment, the connection to the shadow broken. The Eclipse Coin is unnaturally cold in her pocket for some reason, though Gemma finds her night vision fully intact and the calling of its other power still present in her mind.
For the others, the two downed Risuri rebel patrolmen had light crossbows and longswords in addition to the standard-issue heavy leather armor of light-infantry footmen, but nothing else of significance. So too does the blockhouse have a few more crossbows and plenty of bolts available, enough for everyone in their group should they have a need. Aside from searching the men, they find the blockhouse underneath the stairwell is stacked with all kinds of storage items that have been stacked and stuffed away: storage supplies in various crates and barrels, metal gears and leather belts to repair and maintain the sea gate mechanism, coils of rope, planks of wood, wood nails, carpentry tools, blacksmithing tools and even a portable anvil. So too does the bottom floor of the lighthouse behind the staircase winding upwards, stowed there as if the stationed patrolmen did not want to lug the unused materials back across the seawall to the fortress supply depots. Though crude, all manner of items might be able to be built up or rigged in such a fashion as to delay the enemy…or at least confine them to various choke points so that their inferior numbers are not so dire. Once again, the constables may be forced to rely on their ingenuity and creativity as well as their steel and magic to keep the rebels at bay until their Risuri war frigates can make the harbor…
*****************************************************
Hold the Lighthouse!
(A blended skill & combat encounter challenge...)
Round 1
Conducting the Skill Challenge:
Goal: To Successfully Keep the Sea Gate Open Until the Risuri Fleet Arrives.
Rounds: 10 (each round is 1 minute)
Areas of Defense: 3 (color-coded on the linked map for reference)
* Inside Lighthouse (red-tinted area)
* Outside Lighthouse (yellow-tinted area)
* On the Seawall (blue-tinted area)
Mitigating Factors: 2
* Delay of Enemy Waves, major (due to only Mild Alert level during PC’s infiltration of Axis)
* Reduction of Enemy Forces, minor (due to shadowy assistant’s diversionary attack)
* Each challenge round, PC’s get an area move action, and a skill check action, as described below.
* Enemies will be arriving in waves of multiple opponents, with the intention of trying to (a) take over each of the three areas of defense, (b) eliminate PC opposition and (c) close the Sea Gate.
* If the PC’s can prevent from being overrun/wiped out and the Sea Gate from being closed by the end of Round 10, the fleet arrives and they win! Otherwise they lose (which is really bad if you’re a Risuri Marine or Navy sailor…and not so good for the constables either).
* Area Move Actions - the PC’s will be able to move to any of the three areas of defense per challenge round (with some exceptions as noted below), but once they move to an area in that round they have to stay there until their next round.
* Skill Check Actions – the PC’s will be able to conduct a single skill check action, as outlined below. Most skill check actions require a skill check to accomplish, though at least one (Battle) does not. Some skill check actions are specialized and require a prerequisite knowledge check or theme feat to unlock, though only one “unlock” attempt can be made per PC (if you can’t figure it out, you can’t use it). At least one skill check action require multiple PC’s to coordinate in the same round. This creates an element of strategy and coordination in order to be successful.
* No initiatives are needed – the PC’s will always go first at the top of each round, in any order, followed by the NPC enemies at the bottom of each round.
* Once all PC’s conduct their actions in a challenge round, I will conduct the enemy’s movement and actions under specific guidelines. The round is then finalized by me, and I announce the next round, at which point the PC’s will be able to go once again. NO MULTI-ROUND POSTS by PC’s!
* Casualties are removed at the end of every challenge round – enemy NPC’s of a challenge round will all get actions, even if there are casualties inflicted by the PC’s earlier in that round.
* Inflicting casualties (by the PC’s) and taking damage (from the enemy) is fairly static in the challenge encounter – you’re not going to be rolling damage dice or attack rolls.
* Using the tactical map and tracking – I will be using the tactical map you all have used in your earlier classic combat encounter, showing your relative stated positions as well as the number of enemies in each area of defense. Specific grid coordinates, however, are unnecessary in this challenge encounter – just tell me in your posts which area of defense you’re going to and I’ll put you in the area.
A PC hurriedly piles whatever’s at hand to halt the enemies’ advance. A successful check means the PC creates 3 points worth of barricade inside the lighthouse (red-tinted area), or 2 points of barricade outside the lighthouse (yellow-tinted area). A failed check in either area still places 1 point of barricade. There is not enough material to effectively barricade the sea wall (blue-tinted area). A PC cannot assemble a barricade in an area location already occupied by enemies.
You can a maximum of 10 points of barricade inside the lighthouse (red-tinted area), and a maximum of 20 points of barricade outside the lighthouse (yellow-tinted area). If you create 6+ points of barricade inside the lighthouse (red-tinted area), PC’s cannot move inside or outside of that area to other areas.
* Battle. (Automatic, Special)
The PC does not have to make a check to perform this action. Instead, he must have a combat action (melee, ranged or spell – even a damaging cantrip) that can reach the enemy forces, even just a ranged basic attack. The PC kills/incapacitates one enemy. If the player describes a particularly effective strategy or gambit (using up finite spells or resources), they might (at DM’s discretion) kill/incapacitate two enemies. A PC in the lighthouse can make a “free” Stealth check (DC 18) to snipe and move to cover when attacking enemies outside the lighthouse or on the sea wall (ranged attack weapon only obviously). If successful, he/she takes no damage from any counterattacks that round.
* Set Trap. (Disable Device DC 15) A PC uses available materials (weapons, ropes, loose stones, barrels, supplies from storage) to assemble a crude trap that lasts until the end of the challenge encounter OR until expended. Like assembling barricades, a PC cannot assemble a trap in a location already occupied by enemies. When the enemies reach that area location, the trap is expended and kills 1 enemy.
* Set Ward. (Spellcraft DC 15) As Set Trap, except a PC scratches some sigils into a surface and uses one of his damaging spells to prepare a temporary trap that lasts until the end of the encounter or until expended. To use this action, the PC must have a spell available that deals damage – even a damaging cantrip works. Like assembling barricades, a PC cannot set a ward in a location already occupied by enemies. When the enemies reach that area location, the ward is expended and kills 1 enemy.
* Stall the Enemy. (Diplomacy or Intimidate DC 15) The PC shouts to the approaching enemies, perhaps to try to convince them to surrender, to negotiate a feigned surrender of the PCs, to cow them into holding off for reinforcements, or to create a hostage situation. If the check succeeds, NO enemies advance or act this round. Increase the DC by 2 for each previous round the enemies were successfully stalled. If the PC is using Diplomacy, increase the DC by 2 if the party attacks at all this round. If the PC is using Intimidate, increase the DC by 2 if the party doesn’t attack at all this round. Multiple PCs can try to Stall. Only one needs to succeed to stop the enemy advance.
* Brace Barricade. (Strength or Constitution DC 10)
The PC must be inside the lighthouse (red-tinted area) to use this action. By using his/her own force to hold existing barricades in place, he/she makes it harder for enemies to get through. The
first 2 enemies who try to remove barricades this round have no effect.
* Special Actions (2). (Special)
COMING SOON IN ROUND 2!
What If I Need to Heal or Cast A Spell?
Since these challenge rounds are one minute each, it is possible for you to cast a spell, drink a potion, or otherwise perform a “standard” action in addition to moving and performing a skill action. However, by doing so you incur a -1 DC penalty to your skill check action (for a Battle action I may therefore require a DC 11 ability check with appropriate ability score). Please keep any “extra” actions reasonable, and remember that with one-minute rounds any defensive spells or buffs may expire quickly without any appreciable benefit to you.
Then for each enemy NPC, act in the following order:
* Remove 1 point of barricade from an adjacent area until there are
no adjacent barricades left.
* Deal 3 damage to one PC that shares the area with the enemy, or
* Deal 2 damage to a PC in another area.
Also – NO RETCONS! Play off the preceding posts as if they happened, no matter if it accidently changes your precise action or original intention of your post. Those are the breaks of PbP combat, and I expect everyone to be adaptable and mindful of preserving the story as written.
I'll post a quick 'Round 1 Top' post here shortly to describe what you see in the areas and give you an updated tactical map with your icons, and then you'll each be able to conduct your Round 1 movement/action.

DM Vord |

Hold the Lighthouse!
Round 1 (Top)
Areas of Defense Status:
* Inside Lighthouse: Enemies – 0, Barricades – 0, Traps/Wards – 0, Specials - none
* Outside Lighthouse: Enemies – 0, Barricades – 0, Traps/Wards – 0
* On the Seawall: Enemies – 0, Barricades – N/A, Traps/Wards – 0
Updated Tactical Maps:
Map of Defense Areas (color-coded for reference)
Current Strategic Map
As the great sea gate of Axis finishes opening to its widest point the mechanism stops its terrible noise, allowing the constables to hear the normal sounds of ocean waves - as well as the sounds of various alarm whistles and bells being sounded from the fortress walls and town beyond. Illuminated light is apparent from many areas along the walls and in town, the rebel companies that hold Axis now fully mobilizing for attack. No sign of the fleet can be seen so far.
Mercifully, the magical faerie fire that the rebel druid used to illuminate them is gone now, as is the rebel wizard’s grease of the lighthouse entrance…and nearly all other magical protections they may have cast aside from Anneca’s arcane armor incantation. With no enemies in sight for now upon the sea wall, and with the multitude of supplies they have discovered inside the lighthouse and blockhouse areas, the constables know they could hold more than just the lighthouse doors if they wanted to. Yet they must move quickly with whatever they decide to do…
…for the rebels will be coming soon in force…
All Axis Island Team PC’s are up!

DM Vord |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Top Floor of Central Keep)
"There are no apologies required by you, Constable Wesmere. None at all." The Director takes the opportunity to rise from his chair to refresh his own teacup, and pats her shoulder reassuringly to emphasize his words - though he does so in an awkward manner that suggests a man who is wholly unused to public displays of affection or friendship in any form. He walks over to the side table as he continues to speak to her.
"It is considered near the top of the soldier's many burdens to wait for orders, the mental strain of such being a very real burden indeed. I myself have had to endure this in the military ranks as a younger man, and so I know very well of what you mean." He pours more tea and stirs in some fine sugar with a silver spoon, explaining further, "I cannot speak directly for Inspector Hart and I am only aware of the summary briefing of your most recent assignment, Constable Wesmere, but I am sure any oversight on returning you to Slate Branch was not done consciously. As I seem to recall, there were...concerns...about possible reprisals against you by the remnants of Verlinn's underlings and their possible ties to 'The Family' crime syndicate, leads that had to be followed-up on by Constable Danst before Emilia would clear you for active duty. After the events of 1 Spring the priorities had shifted dramatically, but your status had not changed on the boards. In any event, we are glad that you are returned to duty this day, for my need of you - all three of you - has no supersedence."

Johnathan Jackson of the RHC |

Hold the Lighthouse! – Round 1
MA: Collect materials and move to the Sea Wall (Blue Area)
SA: Set traps on the Sea Wall (Blue Area)
Set Trap DC15: 1d20 + 7 ⇒ (13) + 7 = 20
Johnathan looks out the window and scowls. Those bastards aren’t getting in! Not this time! Jackson runs downstairs into the block house and grabs a large burlap sack. He rummages through the miscellaneous supplies and starts throwing in gears, nails, planks and rope into the bag and dashes out the door.
When he gets past the stairs he turns back and shouts to the others, ”I’m going to start laying down traps on the wall. Some of you start barricading this area!” after a few yards he’s lost in the shadows of the wall but the others can still hear him working on his nefarious constructs.
1 Trap set!

Emerson Hill |

Hold the Lighthouse! – Round 1
MA: Collect materials and move Outside the Lighthouse (Yellow Area)
SA: Set up barricade Outside the Lighthouse (Yellow Area)
Set Barricade DC15: 1d20 + 5 ⇒ (18) + 5 = 23
”We’re on it Jack. Ifris, Gemma, come help me! Willem can you start doing the same inside the lighthouse?” Constable Hill runs as best he can back and forth from inside the block house to just past the stairs, rolling out barrels and pallets. Nailing and tying them together in an effort to block any enemy ingress to the area. He does try to keep a narrow isle open for the constables to move past, but small enough that it can be easily closed again.
2 points of Barricade erected Outside Lighthouse!

Fethryth Teldanona |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Floors of Central Keep)
[larger]”Dammit!”[/larger] Fethryth barks out the curse before she remembers who she’s talking to. Her cheeks fill with color and she stares down at her lap. ”Err. Sorry Sir. Automatic reflex. I just, the thought of us being dragged into yet another Yerasol War because of that woman...I can’t abide it. ”
The constable knows she’s embarrassed herself so she plows on in an attempt to move past her impropriety. ”Can I ask, how are we getting out to the island? And, once we’re there, what do we do if Constables Lanvaldan and Jackson can’t be persuaded to abandon their assassination attempt? Should we try to apprehend others in Ethelyn’s inner circle?”

DM Vord |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Top Floor of Central Keep)
The Director sighs exasperatedly at Fethryth's words, though she is not certain if it is due to her concerns over war...or the bold way she stated it...that is he is sighing about. Whatever the case, Price-Hill answers with, "It would indeed be most unfortunate, now given King Aodhan's clear intentions on his peace treaty with Danor and the aversion of future hostilities between our two nations. I can only assume Ethelyn was aware of his intentions on the matter - it was no secret that the two had become estranged at the end of the Fourth War after all - and her schemes to invade Axis Island was designed to provoke the very war you express your dissatisfaction with."
Director Price-Hill finishes stirring his tea and returns to his chair along with the other constables. He gives them almost a fatherly gaze, but his voice is all authority. "I want to know that each of you is clear on all the reasons that have contributed to the mission I am asking you to undertake. Each of you. I know from this morning that I have your loyalty, but you all must innately understand why it is imperative we do not fail in this." He looks at each constable to gain a visual cue that they understand him, and then turns to answer Fethryth's questions regarding the mission itself. "Senior Constable Sparhawk and team Resilience will see to the capture of Ethelyn and those of her inner circle - though if they ask for the help of the secondary team of which I now assign you to, that help will be under Resilience's explicit direction. As for Constables Lanvaldan and Jackson, well, you will do more than persuade them, Constable Teldanona. You and Constables Wesmere and Utegg here will call for their apprehension - to be removed from active duty effective immediately, remanded over to the custody of the naval marines for return transport back to Risur and then to Slate. They are to be "pulled off the line" if you prefer a military term. Of course, you shall have written orders each to Constable Lanvaldan and Constable Jackson in my own hand to give to them, confirming their indefinite suspensions from duty."

Anneca Summers |

Hold the Lighthouse! | Round 1
SA: read magic, analyze scrolls (1 FRA per scroll)
With the spell holding the door from enemies, Anneca mentally checks over her remaining resources. She has a little bit of arcane power left - enough to light a few people on fire in one blast, but hardly more than that. She has some scrolls, some of which might be useful when the enemies come in sight, and vials of fire and acid to throw at them. Finally, she has her pistol and enough ammunition to last through the siege, along with the other weapons at hand. It is a good start, but her curiosity eats at her. Rather than run out to throw up some more barricades, she casts the dice and hopes that one or more of the spells inscribed on the scrolls pilfered from the wizard who she defeated in a duel of fire. "Let's see what he had," she mutters to herself. She pulls forward the magical sight, so as to be able to read the scrolls easily, and pulls them out to check them over one by one.
She is hoping to find something that will be useful for the Set Ward or Battle options.

Tobias Utegg |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Top Floor of Central Keep)
"Is there a cover story for this as well? I'm sure we don't have much exposure we'll have on the island, but surely once we're back in Risur the scribes will surely catch wind." And the other Constables. Will we be labeled as heroes or snitches?
He keeps the last thought to himself but continues with his questioning.
"And what of the second team? I'm sure we can get old Muhnee to see reason, but should we expect any resistance from the rest of the secondary team? How close are they?"
While waiting for the director's response Tobias reflects on anything he might know of Axis Island that may prepare him for mission.
K. History: 1d20 + 5 ⇒ (10) + 5 = 15

Gemma Atherton |

Hold the Lighthouse! - Round 1
FA: Speak
MA:Move Outside Lighthouse to Yellow Zone
SA:Build barricade in Gear Room
Gemma senses the death, if one could call it that, of the shadow creature. "Constables...we will no longer have the assistance and distraction of the shadow. I believe it has been dispatched."
Gemma looks back to the control panel, hoping she can figure out quickly how to disable it.
Knowledge Engineering: 1d20 + 7 ⇒ (7) + 7 = 14
"Dammit!" Gemma hits the control panel, knowing she should be able to figure out how to disable it, but not succeeding. "Anneca! If you have a moment to spare, could you find a way to disable this control panel? I'm currently at a loss and we may need to if the lighthouse gets taken."
She starts to move barrels around instead, trying to erect a quick barricade within the gear room itself. It may seem like a waste of time, but she knows if they cannot hold the outside, this may be the last stand.
Strength: 1d20 + 3 ⇒ (19) + 3 = 22
"Be with you in a moment Emerson! This should only take a minute or two!"
3 Barricade Points to Lighthouse
Once the barricade is constructed in the Lighthouse, Gemma will move to the Yellow Zone to help Emerson build more barricades

DM Vord |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Top Floor of Central Keep)
"Rightly so, Constable Utegg, but I have no "cover story" for the dailies as of yet, due to the uncertainty of this mission. If, by sunset tomorrow we do not retake Axis and eliminate Ethelyn's grip on the island, thereby peacefully turning it over to Minister Lya Jierre when she arrives, the Danoran Senate will surely catch wind of this unprovoked invasion and call for war within days...which in turn will spur the hawkish nobles and aldermen from Risur to press King Aodhan to do the same." Price-Hill then shrugs at the unstated implications of it. "All then is hinging on tonight's mission for our two R.H.C. teams - Resilience as primary and the secondary team in support - to infiltrate the island and Axis tonight, and open the harbor gates for our fleet to attack before dawn tomorrow." He turns to each of them for emphasis. "You three must reach the fleet - tonight - and relieve Constables Lanvaldan and Jackson from duty, remanding them into the custody of the Naval Marines, taking their places on the secondary team."
Looking back to Tobias, the Director then says, "We simply have no evidence to know if Constable Muhnee or any constables of Flint Branch were similarly coerced...I share those same concerns as you do, Constable Utegg, but I cannot allow fear and speculation to turn into a witch hunt within our own ranks. The Special Inspectors found no evidence of Hopkins having any prior contact or connections to the newly-minted Flint Branch constables...and Spencer was certainly not keen on Constable Muhnee here at Slate Branch to reach out to him...for reasons that you may know...concerning his reprimands over his former mentor, Senior Constable Burton Glix." He says the last with a fair bit of discomfort and distaste - Slate Branch's rumor mills concerning Willem Muhnee as the "Gopher" of the constables is a topic well known to them.
"In any case, should you three have any provable suspicions on the contamination of any of the constables of the secondary team to act in contravention to the mission objectives, you will have full authority to remove them from duty. Coordinate privately with Senior Constable Sparhawk and Resilience on this as necessary. I shall give you another letter in my own hand to convey this directive to her upon your arrival."

Jesselle Wesmere |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Top Floor of Central Keep)
(( Lore Master: Take 10 Knowledge (History) 10+7 = 17 ))
Jesselle nods her thanks to the Director for understanding her frustration. She continues to listen to her colleagues' concerns and questions as she sips at her glass of juice.
"Axis Island, not the most pleasant of places," Jesselle comments before continuing, "Some strange going ons there if I recall correctly from reports of the last war."
"Director, how are we going to reach the fleet by tonight? ((Lore Master: Take 10 Knowledge (Geography) 10+7=17 )) "That is some three to four hundred miles away. Magic perhaps?" The woman's eyes almost sparkle at the thought of it.
((Found an awesome map HERE))

DM Vord |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Top Floor of Central Keep)
"Yes, that's correct," answers the Director with a satisfying nod. "Though the fleet is obscured and will remain so until tomorrow morning's assault upon Axis, I did have a single frigate - the R.N.S. Gryphon - dispatched just yesterday to rendezvous with the fleet before nightfall, on the hope that I had constables to send in time to stop this madness from Spencer Hopkins. Formally, they are bringing in extra men and materiel to support the assault wave, but Captain Allister has been communicated with by our sending spells to expect a top-priority arrival by R.H.C. operatives."
"Even with the arcane power of Director Cyneburg and Cloverdelve Circle I cannot have you transported to the fleet directly, but I can have you transported safely to the Gryphon, and once you reach the fleet before sunset you shall make your way to the two other R.H.C. teams which should be aboard the R.N.S. Impossible under Captain Rutger Smith. By Risuri law, neither Captain Smith nor even Admiral Jellicoe has jurisdiction over the R.H.C. or other civilian officials, but once remanded they can take them into custody upon your express orders."
That is an awesome version of the Lanjyr map! Much better than my copy - I've put that link in place now on the Campaign Info Tab

Tobias Utegg |

12 Spring 500 A.O.V. – After Eleven o’ clock
The Offices of the Director (The Top Floor of Central Keep)
The idea of magical transport, coupled with the rumor of strange happenings on Axis Island makes Tobias a little uneasy but he realizes the importance of the mission and keeps his misgivings to himself.
"Well, that's my curiosity sated I suppose. I appreciate the opportunity to discuss this with you Director Price-Hill, it's been an honor. Are there any other mission details we need to know? If not I'm ready to go."
That is a nice map, thanks for sharing Jesselle.

DM Vord |

12 Spring 500 A.O.V. – Near Twelve o’ clock
The Offices of the Director (The Top Floor of Central Keep)
"On this day, Constable Utegg, it is I who am honored to receive such excellent company as the three of you. Yes yes, quite good," says Director Price-Hill with a gracious nod to Tobias, delivered with his usual aplomb. He withdraws a golden pocketwatch on a golden chain from his uniformed outer pocket, and opens it to mark the time briefly. "Let us see...yes well it is quarter-till to twelve o'clock now, and I slated our time until one o'clock if need be. I am at your disposal to answer anything else that you need to know on this before you prepare yourselves to depart. Director Cyneburg will not be available until three o'clock at the Cloverdelve to convey you to the Gryphon, so you have until then to see Quartermaster Richards for any requisitions of necessity."
Price-Hill puts away his pocketwatch and peers at each of them with his fine monocle, trying his best to look encouraging and fatherly. "What else, Constables? As I said before, you must be clear in your own minds on the needs of this mission, with no doubts whatsoever left in your minds. I shall not keep you a moment longer if that is your wish, but I am at your disposal, for another hour if necessary."

Jesselle Wesmere |

12 Spring 500 A.O.V. – Near Twelve o’ clock
The Offices of the Director (The Top Floor of Central Keep)
Jesselle looks to Fethryth and than to Tobias before turning back to Price-Hill and she says, "Director, I believe that I am clear of what needs to be done for the mission. The three of us are to rendezvous with the Fleet, enter the opened sea gates with the Fleet, find the back up R.H.C. Team and relieve Constable Jackson and Constable Lanvaldan of their duties and remand them to the custody of the Marines."
She leaves the statement a moment, "I understand why this needs to be done and why we are the ones chosen to do it. I have no doubts of the mission." She pauses and than asks, "Provided all goes off without a hitch do we have any orders once we have completed our mission?"

DM Vord |

12 Spring 500 A.O.V. – Near Twelve o’ clock
The Offices of the Director (The Top Floor of Central Keep)
The Director politely corrects her after she summarizes their mission, saying, "Ah yes, well switch the opening of the sea gate to the last and you'll have that right. Once you pull Jackson and Lanvaldan from the mission and take their places on the secondary team tonight, you'll be assigned further duties by Resilience from there." Price-Hill considers the mission for a moment in his mind, thinking about timetables and tactics. "Granted, not nearly as much time for you to go over the tactical points of the island's infiltration, but Sparhawk will adapt as she always does and get you three squared away in time for the jump into the water. Remember, all of you - the opening of the sea gate for the fleet to enter Axis Harbor uncontested is critical to the success of this mission, with the minimum loss of life to the marines possible. That being said, you will be on the secondary team to backup Resilience and provide them support. Once the primary objective is achieved for the fleet, I expect tomorrow you will be conducting rebel prisoner interrogations and assisting the marines with any rebel holdouts in the town itself, while Resilience moves to apprehend the Duchess and her remaining top echelon. Final directives and tactical decisions, however, are under the command of Resilience. Agreed?"
As to Jesselle's last question, the Director regards her in almost a jovial manner as he responds. "Return safely to us is all that I ask, Constable Wesmere. The handover to Minister Jierre will be tomorrow at sunset, at which point the Impossible will return both teams back to Risur at best sailing speed."

Willem Muhnee |

HOLD AND DEFEND THE LIGHTHOUSE! - Round 1
FA: Speak
MA: Moving within the Red Zone or Interior Lighthouse
SA: Barricade lighthouse to mitigate grapplers
Willem gives a thumbs up to Emerson, "I got it! Constable Atherton is securin' the gatehouse and I will secure the lighthouse from grapples. See if Constable Jackson can create fire traps from them gas lightposts. I'll wait until you are all back in to fully secure the lighthouse so I don't shut the door on anyone else but you Emerson." Willem says with a smile and signifying slight joking around all military men do to relieve the stress of combat or combat situation.
STR DC 10: 1d20 + 3 ⇒ (13) + 3 = 16
Working on the ranch has paid off for Willem as he creates a barricade making grappling more difficult or impossible on the lighthouse.
+2 Points Barricade Red Zone (Lighthouse), 1 point from restricting movement in and out of Lighthouse, and 5 points from Max.