Iolana Altumas |
Iolana taps Ayako on the shoulder and casts Fly. "Go. Then she moves away from the others.
Takes the move portion of Blessing of Fervor.
Stealth: 1d20 - 1 ⇒ (5) - 1 = 4
Ayako |
Ayako lifts off from the ground, followed by Mushu.
Ayako flies up and sees one of the Mantis1 and his position to anotherFocusing her will, Ayako sends a stream of dark words at him[ooc]1 turning them against their ally2
Casting Murderous Connabd. DC 16 Will save or move to and make 1 attack against ally
GM Peachbottom |
Round 1
Iolana casts fly on Ayako.
Red Mantis Assassin 1: Sawtooth Sabre vs. Tyrandro's AC 25: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d8 + 8 ⇒ (3) + 8 = 11
Red Mantis Assassin 2: Sawtooth Sabre vs. Tyrandro's AC 25: 1d20 + 11 ⇒ (8) + 11 = 19
The two Red Mantis assassins move towards Tyrandro who revealed himself. One did not notice Sebastian standing invisible next to him and provokes as he leaves Sebastian's threatened area. I'll let Sebastian roll if he gets a chance.
Tyrandro dodges one attack but gets hit by the other. The assassin's jagged sword tears at the flesh. Tyrandro takes 11 damage.
The assassin nearest Tunstall regrets ignoring the giant wolf when it bites down hard upon his leg. Assassin 2 takes 32 damage. I think Tunstall gets a trip attempt too.
Red Mantis Assassin 1's Will save DC 16: 1d20 + 5 ⇒ (18) + 5 = 23 Success
Ayako tries to command one of the assassins, but the assassin resists the urge.
The gargoyles spot Ayako floating up into the air and move to assert their dominion over the sky. Gargoyles 1 and 3 move closer but don't quite reach Ayako this round. They are 20 ft. up in the air.
Gargoyle 2: Claw vs. Tunstall's AC 28: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
The third gargoyle swoops around to attack Tunstall. It remains 15 ft. in the air and claws down at the wolf but the magically enhanced wolf is difficult to hit.
Trinia stays within the tent but begins to play an inspiring song for all to hear. Trinia uses inspire courage +2.
Tyrandro and Sebastian can still take actions in Round 1. Then we'll go into Round 2.
Round 2
Active Effects: Ayako: Blessing of Fervor 10 rd., Fly 10 min., Haste 9 rd., Inspire Courage +2, Role Card; Iolana: Blessing of Fervor 10 rd., Haste 9 rd., Inspire Courage +2, Mage Armor 10 hr.;Tyrandro: Blessing of Fervor 10 rd., Haste 9 rd., Inspire Courage +2; Sebastian: Blessing of Fervor 10 rd., Haste 9 rd., Inspire Courage +2, Invisibility 10 min.; Trinia: Blessing of Fervor 10 rd., Haste 9 rd., Inspire Courage +2
Initiative
22 - Iolana
20 - Red Mantis Assassin (1-2) (AC 19, T 15, FF 14)
18 - Tyrandro
18 - Ayako
18 - Ashwing Gargoyle (1-3) (AC 20, T 14, FF 16)
13 - Trinia
12 - Sebastian
Tyrandro Amprei |
BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC
and Reflex saves for AC26.
Bow: 1d20 + 19 - 2 - 3 + 2 + 2 + 1 ⇒ (9) + 19 - 2 - 3 + 2 + 2 + 1 = 282d8 + 26 + 2d6 ⇒ (3, 5) + 26 + (1, 3) = 38
Bow: 1d20 + 19 ⇒ (12) + 19 = 311d8 + 13 + 1d6 ⇒ (3) + 13 + (2) = 18
Bow: 1d20 + 19 ⇒ (20) + 19 = 391d8 + 13 + 1d6 ⇒ (7) + 13 + (5) = 25
Bow: 1d20 + 14 ⇒ (9) + 14 = 231d8 + 13 + 1d6 ⇒ (8) + 13 + (4) = 25
Confirm: 1d20 + 19 - 2 - 3 + 2 + 2 + 1 ⇒ (15) + 19 - 2 - 3 + 2 + 2 + 1 = 342d8 + 26 ⇒ (2, 3) + 26 = 31
Tyrandro continues to shoot the assassins, feeling confident, that he can weather the attacks he earns for shooting next of them. But it is so crowded, that there are no other options.
Next round
Bow: 1d20 + 19 - 2 - 3 + 2 + 2 + 1 ⇒ (6) + 19 - 2 - 3 + 2 + 2 + 1 = 252d8 + 26 + 2d6 ⇒ (1, 5) + 26 + (6, 5) = 43
Bow: 1d20 + 19 ⇒ (7) + 19 = 261d8 + 13 + 1d6 ⇒ (5) + 13 + (2) = 20
Bow: 1d20 + 19 ⇒ (18) + 19 = 371d8 + 13 + 1d6 ⇒ (4) + 13 + (3) = 20
Bow: 1d20 + 14 ⇒ (2) + 14 = 161d8 + 13 + 1d6 ⇒ (5) + 13 + (3) = 21
Once all of the insects are dead, Tyrandro turns to the flying menaces to help out Ayako.
Ayako |
Seeing her perilous position, Ayako floats back down so she isn't so vulnerable to getting double-teamed while Mushu scrambles towards the tent.
AYako gabbles at the closet gargoyle, seeking to steal it's mind away and hopefully make it attack it's allies
Gift of Madness (Su): You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 8/Day DC 19
GM Peachbottom |
Round 1
Sebastian: AoO vs. Red Mantis Assassin FFAC 14: 1d20 + 17 + 2 + 1 ⇒ (19) + 17 + 2 + 1 = 39
Crit Confirmation: 1d20 + 17 + 2 + 1 ⇒ (6) + 17 + 2 + 1 = 26
Damage: 2d6 + 32 + 2d6 + 4 ⇒ (3, 3) + 32 + (3, 6) + 4 = 51
Sebastian's invisibility fades when he stabs the assassin through the back. The assassin's insectile mask hides his look of surprise. Red Mantis Assassin 2 takes 51 damage.
Wounded from Sebastian's attack, Tunstall's attack actually takes the assassin down. Tunstall yanks the assassin to the floor and he does not get back up.
Tyrandro point-blank fills the last remaining assassin with arrows like a pin cushion. His first three shots are enough to bring the assassin down and Tyrandro is able to plant another around into one of the gargoyles as well. Assassin 1 takes 83 damage and dies. Gargoyle 2 takes 25 damage.
On Sebastian's turn, he moves back closer to the party, but can't reach any of the gargoyles who are all currently in the air. BoF for attack, AC, and Reflex bonus.
Round 2
Tyrandro kills the gargoyle he injured last round and badly wounds the second gargoyle heading towards Ayako. Gargoyle 2 takes 43 damage and dies. Gargoyle 1 takes 40 damage.
Gargoyle 1: Will save DC 19: 1d20 + 6 ⇒ (15) + 6 = 21 Poor Ayako. The enemies always roll well against your spells.
Ayako tries to confuse the gargoyle headed towards her but it fails and the gargoyle continues forward.
Gargoyle 1: Bite vs. Ayako's AC 23: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
The gargoyle swoops over Ayako's head, biting her as it moves past. Ayako takes 6 damage. Gargoyle has flyby attack.
Gargoyle 3: Bite vs. Tunstall's AC 28: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Gargoyle 3: Claw vs. Tunstall's AC 28: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Gargoyle 3: Claw vs. Tunstall's AC 28: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Gargoyle 3: Gore vs. Tunstall's AC 28: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
The other gargoyle hovers in place above Tunstall and unleashes a full attack of bites, claws, and horns. One claw hits and slashes a bloody wound on Tunstall's back. Tunstall takes 9 damage.
Trinia maintains her inspiring song.
Iolana and Sebastian can still take actions in Round 2.
Round 3
Active Effects: Ayako: Blessing of Fervor 8 rd., Fly 10 min., Haste 7 rd., Inspire Courage +2, Role Card; Iolana: Blessing of Fervor 8 rd., Haste 7 rd., Inspire Courage +2, Mage Armor 10 hr.;Tyrandro: Blessing of Fervor 8 rd., Haste 7 rd., Inspire Courage +2; Sebastian: Blessing of Fervor 8 rd., Haste 7 rd., Inspire Courage +2; Trinia: Blessing of Fervor 8 rd., Haste 7 rd., Inspire Courage +2
Initiative
22 - Iolana
18 - Tyrandro
18 - Ayako
18 - Ashwing Gargoyle (1,3) (AC 20, T 14, FF 16)
13 - Trinia
12 - Sebastian
Both gargoyles are 15 ft. up.
Iolana Altumas |
Round 2
Taking the +2 to AC and attacks from BOF
Iolana casts two Ray of Colds at the closest gargoyle (1).
Ranged Touch: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Cold: 4d6 ⇒ (6, 1, 5, 2) = 14
Ranged Touch: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Cold: 4d6 ⇒ (6, 2, 4, 2) = 14
Ranged Touch Crit Confirm?: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Cold: 4d6 ⇒ (2, 6, 1, 1) = 10
Round 3
Iolana casts two Ray of Colds at the closest gargoyle (1). If he's not longer alive she'll shoot at the remaining gargoyle.
Ranged Touch: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Cold: 4d6 ⇒ (2, 3, 3, 2) = 10
Ranged Touch: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Cold: 4d6 ⇒ (1, 6, 3, 6) = 16
Ranged Touch Crit Confirm?: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Cold: 4d6 ⇒ (6, 5, 1, 5) = 17
Tunstall |
Round 2
Fluffy turns towards the Gargoyle that does the back scratches wrong. But as it hovers out of reach he lies in wait for the Gargoyle to come down.
Bite: 1d20 + 14 ⇒ (10) + 14 = 244d6 + 18 ⇒ (2, 2, 3, 2) + 18 = 27
Trip: 1d20 + 14 ⇒ (20) + 14 = 34
Tyrandro Amprei |
Never change a winning system. And so Tyrandro keeps shooting. "Shooting arrows is a really nice thing. But with the sky full of these flying abominations it would be better to have some magic to sweep them away."
Bow: 1d20 + 19 ⇒ (9) + 19 = 281d8 + 14 + 12 + 4 + 2d6 ⇒ (3) + 14 + 12 + 4 + (3, 1) = 37
Bow: 1d20 + 19 ⇒ (13) + 19 = 321d8 + 15 + 1d6 ⇒ (5) + 15 + (6) = 26
Bow: 1d20 + 19 ⇒ (8) + 19 = 271d8 + 15 + 1d6 ⇒ (1) + 15 + (1) = 17
Bow: 1d20 + 15 ⇒ (5) + 15 = 201d8 + 15 + 1d6 ⇒ (8) + 15 + (4) = 27
GM Peachbottom |
Round 2
Iolana blasts the nearest gargoyle with two rays of ice. The gargoyle flounders in the air and Tunstall grabs it out of the air and tears it to pieces. Gargoyle 3 takes 55 damage and dies.
Sebastian: Acrobatics (Jump): 1d20 + 15 + 12 ⇒ (2) + 15 + 12 = 29
Sebastian: Rapier vs. Gargoyle AC 20: 1d20 + 17 + 5 ⇒ (18) + 17 + 5 = 40
Crit Confirmation: 1d20 + 17 + 5 ⇒ (13) + 17 + 5 = 35
Damage: 2d6 + 32 + 4 ⇒ (1, 2) + 32 + 4 = 39
Sebastian runs and jumps and the last flying gargoyle. With he speed magically enhanced, he literally soars through the air and drives his rapier deep into the gargoyle's chest, pierces its heart, and pushes it down to the ground with him. The gargoyle is dead before it hits the ground. Gargoyle 1 takes 39 damage and dies.
Combat with the assassins and gargoyles doesn't go into Round 3. But a new encounter starts instead.
As you finish off the enemies nearest to you, a clearing opens in the combat and you spot Krojun locked in combat with another Shoanti and a large firepelt cougar. The two are surrounded by dead gargoyles and a few dead thundercallers. The enemy Shoanti is wearing a "cowboy"-like outfit and wields a stylized repeating crossbow. The two have clearly been going at it as they are both wounded. But Krojun is much more injured and will likely lose the fight without help.
"That must be the Cinderlander that we've heard of." says Trinia. "Go. Help Krojun."
Additional Initiative Rolls
Krojun: 1d20 + 2 ⇒ (13) + 2 = 15
Cinderlander: 1d20 + 4 ⇒ (16) + 4 = 20 The cougar is an animal companion named Neverfar.
Round 3
Active Effects: Ayako: Blessing of Fervor 7 rd., Fly 10 min., Haste 6 rd., Inspire Courage +2, Role Card; Iolana: Blessing of Fervor 7 rd., Haste 6 rd., Inspire Courage +2, Mage Armor 10 hr.;Tyrandro: Blessing of Fervor 7 rd., Haste 6 rd., Inspire Courage +2; Sebastian: Blessing of Fervor 7 rd., Haste 6 rd., Inspire Courage +2; Trinia: Blessing of Fervor 7 rd., Haste 6 rd., Inspire Courage +2
Initiative
22 - Iolana
20 - Cinderlander (AC 25, T 16, FF 20)
20 - Neverfar (AC 21, T 16, FF 15)
18 - Tyrandro
18 - Ayako
15 - Krojun
13 - Trinia
12 - Sebastian
Iolana Altumas |
Using Blessing of Fervor Movement to get closer to the action.
Iolana flies as fast as she can to the still raging battle. She fires five magic missiles at the cat.
Magic Missile: 5d4 + 5 ⇒ (2, 2, 1, 2, 2) + 5 = 14
Tyrandro Amprei |
Tyrandro walks the direction Iolana flies until he find a spot where he can look past the tents and get a glimpse of the guy that causes the fuss. "Looks like not all Shoanti are so honorable as to not selling out their brothers." He takes aim and shoots an arrow at the 'cowboy'.
Bow: 1d20 + 19 ⇒ (8) + 19 = 271d8 + 13 + 1d6 ⇒ (3) + 13 + (6) = 22
Double movement due to haste. BoF for +2. To far from Trinia for Inspire I guess.
GM Peachbottom |
To far from Trinia for Inspire I guess.
Not too far. You just need to hear her. You are able to hear Trinia anywhere on the map. Plus she is going to follow you.
Iolana hits the cougar with with her magic missiles. The cougar survives and growls angrily in Iolana's direction. Neverfar takes 14 damage.
Not 100% sure what Iolana's current AC is. I think 23?
Cinderlander: Crossbow vs. Iolana's AC 23: 1d20 + 15 + 2 + 2 - 2 - 4 ⇒ (19) + 15 + 2 + 2 - 2 - 4 = 32 +15 to hit, +2 favored enemy, +2 bane, -2 range increment, -4 cover
Crit Confirmation: 1d20 + 10 + 2 + 2 - 2 - 4 ⇒ (8) + 10 + 2 + 2 - 2 - 4 = 16 No
Damage: 1d10 + 1 + 2 + 2d6 + 2 ⇒ (3) + 1 + 2 + (3, 5) + 2 = 16
Cinderlander: Crossbow vs. Iolana's AC 23: 1d20 + 10 + 2 + 2 - 2 - 4 ⇒ (3) + 10 + 2 + 2 - 2 - 4 = 11
Cinderlander: Crossbow vs. Iolana's AC 23: 1d20 + 5 + 2 + 2 - 2 - 4 ⇒ (3) + 5 + 2 + 2 - 2 - 4 = 6
The Cinderlander turns his attention to the appearance of a sorcerer and fires three bolts at Iolana. The tents provide some cover for Iolana's approach but one bolt still hits her. It seems to be magically enhanced to injure humans and hurts much more than a normal bolt would. Iolana takes 16 damage.
Neverfar: Bite vs. Krojun's AC 22: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Neverfar: Claw vs. Krojun's AC 22: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d3 + 4 ⇒ (1) + 4 = 5
Neverfar: Claw vs. Krojun's AC 22: 1d20 + 9 ⇒ (10) + 9 = 19
The cougar, on the otherhand, continues to attack Krojun instead to moving to attack the oncoming party. It tears into Krojun with a bite and claw. Krojun takes 13 damage.
Tyrandro runs closer and hits the Cinderlander once with an arrow. The Cinderlander takes 24 damage.
The Cinderlander shouts in response. "You are not of Shoanti blood, but you have become Shoanti all-the-same. Thus I have no qualms killing you. Die!"
Ayako, Trinia, and Sebastian all also move closer.
Krojun: Earthbreaker vs. Neverfar's AC 21: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16
Krojun: Earthbreaker vs. Neverfar's AC 21: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 2d6 + 7 ⇒ (3, 2) + 7 = 12
Krojun: Earthbreaker vs. Neverfar's AC 21: 1d20 + 9 ⇒ (8) + 9 = 17
Krojun: Klar vs. Neverfar's AC 21: 1d20 + 19 ⇒ (12) + 19 = 31
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Krojun: Bite vs. Neverfar's AC 21: 1d20 + 14 ⇒ (20) + 14 = 34
Crit Confirmation: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 2d4 + 6 ⇒ (4, 2) + 6 = 12
Krojun retaliates with a comeback, energized by the appearance of allies. He bashes the cougar with hammer and shield then bites down on the cougar's neck and tears out its throat with a gush of blood using his bare teeth. He then lets loose a thunderous animalistic roar. Neverfar takes 47 damage and dies.
Round 4
Active Effects: Ayako: Blessing of Fervor 6 rd., Fly 10 min., Haste 5 rd., Inspire Courage +2, Role Card; Iolana: Blessing of Fervor 6 rd., Haste 5 rd., Inspire Courage +2, Mage Armor 10 hr.;Tyrandro: Blessing of Fervor 6 rd., Haste 5 rd., Inspire Courage +2; Sebastian: Blessing of Fervor 6 rd., Haste 5 rd., Inspire Courage +2; Trinia: Blessing of Fervor 6 rd., Haste 5 rd., Inspire Courage +2
Initiative
22 - Iolana
20 - Cinderlander (AC 25, T 16, FF 20)
18 - Tyrandro
18 - Ayako
15 - Krojun
13 - Trinia
12 - Sebastian
Iolana Altumas |
Iolana gives a cry as the arrow hits her. She flies foward closer, and then casts Black Tentacles right below the Cinderlander. "I don't think I'm going to die today."
Grapple Check: 1d20 + 15 ⇒ (10) + 15 = 25
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Black Tentacles CMB Bonus +15
Tyrandro Amprei |
Tyrandro wonders that the guy didn't even flinch at being hit by an arrow. But if at first you don't succeed, get a bigger hammer - or more arrows.
Bow: 1d20 + 17 ⇒ (11) + 17 = 282d8 + 26 + 2d6 ⇒ (2, 4) + 26 + (6, 3) = 41
Bow: 1d20 + 17 ⇒ (2) + 17 = 19
Bow: 1d20 + 17 ⇒ (19) + 17 = 361d8 + 13 + 1d6 ⇒ (7) + 13 + (3) = 23
Bow: 1d20 + 12 ⇒ (7) + 12 = 19
Confirm: 1d20 + 17 ⇒ (9) + 17 = 262d8 + 26 ⇒ (1, 2) + 26 = 29
GM Peachbottom |
Round 4
The black tentacles fail to grab the Cinderlander. But they do force him to double-move to get out of the area of effect, which prevents him from assaulting anyone with crossbow bolts.
However, the Cinderlander doesn't get much farther before a critical arrow between the eyes stops him for good. The Cinderlander takes 93 damage and dies.
Combat over.
With the last of the enemies defeated, the people of Flameford come through the assault with relatively few casualties—certainly not enough to dull the sense of triumph. Thunderous "huzzahs" fill the air.
Krojun's rage wears off and he comes to you, battered and bloodied. He slaps each of you on the backs. "My brothers. You saved me and showed your true bravery fighting with the Sklar-Quah. Forevermore you are now nalharests (blood brothers). Come. Now is time to celebrate. A victory party is in order."
And indeed, the Shoanti party for the rest of the day. Finally, you get a see a different side of these people. Although they are just as raucous and wild as they are with everything else. Alcohol is flowing and wrestling and sredna matches are plentiful.
With the absence of the tribe's shaman, Ayako and Trinia are asked to help tend to the wounded and bury the dead. One Shoanti approaches Iolana and offers to give her an authentic Shoanti tattoo if she wants it. Tyrandro is approached by an intoxicated woman swooning over his bravery and arrow skills and offer to share a bed with him but only if he agrees to have his unsightly mop of hair shaved first. Lastly, Krojun himself, challenges Sebastian to a drinking contest that he rightfully believes he can't lose at.
Iolana Altumas |
"Those were some sharp teeth Krojun. I guess I should feel lucky I really didn't upset you with my snipping at you."
Iolana is honored and accepts the tattoo. She makes the alcohol cold with Prestidigitation.
Tyrandro Amprei |
As the Cinderlander falls Tyrandro moves closer to see if his companions are fine. As he confirmed that the major threat is dealt with he helps out the other shoanti with arrows at Gargoyles that are flying out of reach of the raging Sklar-Quah.
Once all fighting is over and the talking starts he grins at Krojun "You have something between your teeth. It might be dead cat."
"It is a good thing to have brothers and sisters who know how to fight." he replies to being called a brother with respect to all the Sklar-Quah who bravely beat down a sky full of gargoyles.
Later through the celebration Tyrandro is hit by the blunt honesty of the Shoanti. Going through his backpack he gets out his grooming kit and checks himself in the mirror. The time crawling through sewers and riding through the Cinderlands haven't done his looks any good. And no barber for the next 100 miles. So he starts shaving his face and then his head. Not willing to part with all of his hair he decides to go for a mohawk. If the woman didn't nod off in the meantime and she accepts the haircut Tyrandro retreats with her for an unarmored melee fight.
Ayako |
Ayako breaths out as the Cinderlander falls from Tyrando's expert bowwork. [b]Mushu! No eating him, you don't know where he has been." She shoos the naughty pig awya.
Ayako puts her magical and mundane skills to work helping the wounded and arranging the slain and she is exhausted from all the effort that has happened over the last few days and tumbles into some furs for sleep.
Sebastian Merrin |
The Cinderlander is dead before Sebastian even gets into striking distance, slain by Tyrandro's dead-eye marksmanship. "You know Tyrandro, I can't quite place my finger on when it was exactly, but fighting alongside you has stopped feeling sporting." Trying on the dead man's hat before discarding it and replacing it back with his own, he realizes how bitter he must sound. "Sorry. What I meant to say was, nice shot."
Back at camp, Sebastian joins in the raucous celebration. When Krojun approaches him, he looks the Shoanti up and down. "A true swordsman never turns down a duel, no matter what form it might take. Death and hangovers may come for us on the morrow, but tonight we drink!"
GM Peachbottom |
The next morning you all wake up, still slightly exhausted from a the night of partying. Some with a hangover and/or bruises.
When the Sun Shaman and the chieftain return to Flameford the next day, they find the camp in a shambles from the previous night’s battle and celebration. Flameford needs time for things to get back to normal, but the Sun Shaman doesn’t wait. He invites you into his home to speak to you personally. Once you are all settled in his hut, he begins his tale.
“Many hundreds of years ago, a man named Mandraivus gathered a small group of heroes to fight a despotic blue dragon named Kazavon, and my ancestor was one who joined this crusade. This ancestor, a shaman named Amarund, was gone for months. When she finally returned she was not the same woman—her hands shook, her eyes carried a haunted stare, and she cried out in fear at night. She spoke little of what she had experienced while fighting at Mandraivus’s side, but did say that they were successful in defeating Kazavon and that the dragon’s fortress of Scarwall in Belkzen was now under Mandraivus’s control.
“While Kazavon had been defeated, his will to live was so immense that even the remains of his body twitched. The heroes attempted to destroy the remains, but key fragments of the dragon’s skeleton resisted even their most destructive spells. Mandraivus tasked the seven surviving heroes, among them Amarund, with each claiming one of the bony relics of Kazavon’s body and taking them far from Scarwall. None of the seven would communicate where they were going to the others or to Mandraivus in hopes of ensuring that their chosen relics would remain hidden and guarded for all time in order to prevent the dragon from returning to life.
“Amarund told this story to her fellow shamans and revealed that her selected relics were the dragon’s fangs, which she called Midnight’s Teeth. She and the other shamans chose the ancient pyramid on the shores of Conqueror’s Bay as the fangs’ reliquary. After hiding them in a secret room deep inside the pyramid, Amarund and her descendants swore to ensure the fangs would remain safe. For generations, they maintained their task—until Cheliax invaded and drove us off. The few survivors who knew the secret of the fangs were forced to flee with their kin into the Cinderlands. For the next three centuries the knowledge was passed from Sun Shaman to Sun Shaman, and we have watched with fearful eyes as the city of Korvosa has grown up around our ancient reliquary.”
After his tale, the Sun Shaman says, "The fragments of Kazavon’s soul are like seeds—once they find soil in which to grow, they can bloom into a mighty tree. This is the case with Ileosa, and her own cruelty and strength have been enhanced greatly by the fangs. Worse, she now possesses two souls: her own, and one grown from the fragment of Kazavon’s. Having two souls in one body would grant her incredible power over her own mortality." The Sun Shaman muses.
"To aid you in your quest, I suggest that you now participate in a ritual called the Blessing of the Ancestors. Is there is a specific spirit or ancestor with whom you have a particularly strong link. The stronger the link, the more exacting the advice granted by the Blessing of the Ancestors becomes."
Ayako |
Ayako rises the next day with most of her fatigue dispelled, although Mushu is snoring away after eating so much and sampling whatever passes as alcohol. He seems to have grown quite clever and taking advantage of people just thinking he is an ordinary pig is becoming a trait of his.
Thinking on the Sun Shamen's words, Ayako makes a suggestion. Perhaps Zellara? She has been with us since the beginning of our journey.
Tyrandro Amprei |
"That's a loose definition of ancestor." Tyrandro replies. "But she's willing to give advice and she is a spirit of someone dead."
"But I wonder why the evil insist to stay in this world and be a nuisance even after dead. I've never heard of someone good walking around with tremendous powers granted from seeds of a deceased benevolent creature that refused to die." he muses. "But that might have to do with my Che....arming homeland. Not many people there are after good.
Iolana Altumas |
Iolana is a little confused, and the brand new tattoo of Cindermaw on her should burns. "Is it to be a personal ancestor for each of us or one ancestor for the group?"
GM Peachbottom |
The Sun Shama explains, "The Blessing of the Ancestors is a ritual conducted by Sun Shamans to seek advice concerning a current quandary or event. The information isn’t imparted by the contacted spirit, but rather by the realm of spirits, with the spirit contacted serving as a conduit for the information."
"The ritual must begin 2 hours before sunrise, so that it comes to its conclusion as dawn breaks. Meet me at the upper tier of Bolt Rock tomorrow before dawn to perform the ritual."
The next morning the entire Flameford tribe accompanies you up to Bolt Rock to watch, silently and respectfully, as the ritual progresses. The Sun Shaman is already waiting for you and sitting behind a small campfire created to serve as his focus for the ritual. You seat yourselves in a circle around the Sun Shaman and the campfire so that you are each touching another, forming an unbroken ring of flesh and bone. Once seated, the ritual begins.
The shaman initially recounts tribal legends and the heroics and wisdom of the ancestors in a sing-song voice, then shifts after 10 minutes into wordless droning and rhythmic chanting. This continues for 2 hours, after which the Sun Shaman slumps and the spirit Zellara rises from the smoke of the fire to address the participants.
As Zellara coalesces, she regards you favorably and greets you each by name. When the Sun Shaman asks the spirit for advice on how you can defeat your enemy, Zellara begins to sing in a clear, haunting voice.
"Fate of steel—Serithtial
Her cage for years sustained.
Four enthralled in lost Scarwall;
Undead to keep her chained.
A spirit first, red war his thirst
Still stands at post of old;
A second foe, infernal soul
Waits high in tower cold.
In kennel’s grime, third bides his time
Then vents his killing breath.
And on a stone ’mid ash and bone,
The final dreams of death.
The spirits worn and battle torn
And locked in their damnation,
The chained one’s hold at last grows old
And ushers in salvation.
Yet hope remains amid the chains
When blade’s stone cage has crumbled,
Friends to dread and death of the dead,
Keys to Kazavon humbled."
As Zellara finishes the song, you each feel an upsurge in your souls as the spirits of the dead infuse you with energy to aid you. The Shoanti stand amazed as the ritual ends and the spirit fades into darkness. Finally Chief Ready-Klar breaks the awestruck silence.
“Truly these Friends of the Sun are blessed by the ancestors. They walk with the spirits and bear the spirits’ mark. They honor us with their presence and friendship. As they go forth to battle the evil that has plagued these lands of ash for many-score generations, they go with the power of the Sklar-Quah. They shall go forth with the power of Father Sun in their hands.”
The sudden influx of spiritual energy gives each of you two additional benefits to aid you.
Infused Weapon and Armor: The spirit world infuses one weapon, suit of armor, or shield owned by each PC (PC’s choice, and the item in question need not be present at the blessing). If the PC chooses a weapon, it gains the undead-bane weapon special ability. If the PC chooses armor or a shield, the item gains the ghost touch armor special ability. This effect functions only in Castle Scarwall.
Infused Soul: The next time the PC fails a saving throw against a death effect, the effect is negated but the PC is stunned for 1 round as the spiritual energies in her soul burn away. This protection can save each PC from a death effect only once, but can do so anywhere in the world (this boon is not limited to functioning only in Castle Scarwall).
Tyrandro Amprei |
Tyrandro sits through the ritual with a mix of curiosity and incredulity. But is awe struck again as Zellara appears and a makes quite the show of it.
Once all is over and the group is not the focus of attention anymore he asks "It's all cool that the spirits are with us and such. But I didn't exactly understand what Zellara was trying to say to us. Was it: 'Go to Scarwall. Kill all.', just in rhymes?"
Iolana Altumas |
"It sounds to me like there were four specific beings we needed to destroy or recruit. I'm not quite sure." Iolana thinks hard on what Zellara was trying to convey to the group.
GM Peachbottom |
After the Sun Shaman shared his knowledge on Kazavon and Scarwall with you, there is little left for you to do in Flameford. Although you are welcome to stay as long as you like.
But, you've already delayed your return to to Korvosa long enough while completing your quests for the Shoanti and are eager to aid Kepirra as soon as possible.
You teleport to Kaer Maga as a quick stop off to sell your loot. It is just as vile as you last remember it. However, the trip is uneventful. After that, you teleport back to Korvosa.
Tyrandro Amprei |
Tyrandro says goodbye to the Sklar-Quah. First to Krojun. Him he also asks the name of the woman from the party night - as he forgot to ask then and is embarrassed to ask her about it now. Once he knows he says goodbye to her too. Lastly he joins the official goodbye of the group in front of Chief Ready-Klar and the Sun-Shaman.
In Kaer Maga Tyrandro tries to stay away from all citizens of that city and keeps an eye on his stuff, so nothing gets 'lost'.
Once in Korvosa again he tells "All that teleporting makes me dizzy. Where are we now?" As he doesn't recognize the spot they landed on right now.
Ayako |
Ayako says her farewell to the Shoanti as well. She is rethinking her position about being herself cloistered in Korsova and makes a few comments about visiting the Moon Temple again when she is able, she certainly seems drawn to it.
Back in Kaer Maga, Ayako will secure her items as well. Perhaps we should get more Bags of Holding. I am thinking of getting some metamagic rods.
GM Peachbottom |
Once you've re-equipped and prepared yourselves, you teleport to the Dead Warrens to get to the Grand Cathedral of Pharasma and meet with Archbishop Kepiira D'bear who sent you the sending message to return.
As you approach, you are surprised (or not) to find Cressida Croft outside. When she sees you, she motions you closer. "Thank goodness you made it. Quickly. Make your way inside. It is safe here. The cathedral has become a meeting place for the rebels opposing the queen."
At the entrance to the cathedral, armored priests stand guard. "Password." one of them demands.
"Blackjack" responds Cressida and the priests let you all pass.
The cathedral complex’s front room, the ossuary, is quite different from how it appeared the last time you were here. It now contains several chairs arranged around a large wooden table on which a map of Korvosa has been placed.
Within the ossuary, Bishop d’Bear waits to greet you, her expression somber and her manner grim.
"Greeting friends. I wish I better news but the situation in Korvosa grows dire. Queen Ileosa grows more powerful, and those who would oppose her are being dismantled or neutralized. The Sable Company is officially disbanded, the Hellknights of the Nail have fled the city for the safety of their own Citadel, and the Korvosan Guard, already shattered by riots and plague, has fallen far from its former glory. After some rough moments, the church of Abadar announced its support of Queen Ileosa, and Archbanker Darb Tuttle officially recognized her as Korvosa’s greatest opportunity for recovery. That her methods are seated in cruelty and tyranny doesn’t seem to matter to the church, in light of the obvious effects her rule is having on squelching civil unrest. Of course, this decision plants the seeds of a growing schism in the church, with many of its younger members seeking a way to legally oppose the queen while maintaining their good standing with the church. The church of Asmodeus has fewer qualms supporting the queen. The churches of Shelyn and Sarenrae remain apart from the potential conflict, but they are already overwhelmed helping to organize the city’s recovery from the plague and riots. Only the church of Pharasma has the right combination of resources and dissatisfaction to oppose the queen, but for now, we play our allegiance to the rebellion close to the chest."
One other person that you have not yet met is there as well—a florid and heavyset man with short brown hair and beady dark eyes. Cressida introduces him to you. "This is Boule, the guildmaster of Korvosa’s thieves’ guild, the Cerulean Society. Tell them, Boule. Tell them why I’m tolerating your presence."
Boule smirks, then makes an exaggerated bow to greet you and relates the following, "Yes, let me get right to the point. We may operate on different sides of the law, but we can agree that Ileosa is not good for Korvosa. I want her gone as much as you. And while I feel that neither I nor my... associates... are the right ones for the task, you, brave adventurers, have proven time and time again that you are precisely what Korvosa needs."
"Without the Gray Maidens to police the streets or the Red Mantis to stalk the alleys, Ileosa’s grip on Korvosa will slip. Yet in their fortress at the Longacre Building, the Red Mantis and the Gray Maidens are bolstered against attack, and many who work within the building may yet be innocent, forced to comply with the queen against their will. But as it happens, I know of a back door into the chambers below. I know the secret to Deathhead Vault."
Boule goes on to explain, somewhat sheepishly, "For many years, the Cerulean Society has had an arrangement with a group of derros who operated in a secret network of caverns that adjoin the Deathhead Vault. As long as the Cerulean Society provided the derros with stock for their experiments, vagrants and lowlifes no one missed, I assure you!, the derros allowed the Cerulean Society to use the upper level of their caverns as a secret route to occasionally smuggle prisoners out of Deathhead Vault. The thieves sometimes freed fellow guild members, and sometimes were hired to rescue a friend or ally from the prison. The derros were masters of stealth and hidden architecture, and maintained this access route for decades. With the Cerulean Society’s support, abducted prisoners were often replaced by insane patsies who would then live out the original prisoner’s sentence without the Arbiters realizing it."
"I have had no contact from the derros in months, since some weeks before the Longacre Building officially shifted over to Gray Maiden control. However, I've done some investigation on my own and am convinced that the Gray Maidens and their allies, the Red Mantis, have discovered the hidden derro caverns and are using them in some manner. I can confirm that the secret door leading to the derro warren from the abandoned sewers still operates, and while I cannot vouch for what new perils may wait within, assaulting the Longacre Building from this approach provides a direct shot into the prison’s heart. I will also provides you with a special key that can unlock several, but not all, of the doors in Deathhead Vault."
"Although I loathes Boule", says Cressida Kroft, "I agree with this plan. If someone like you could stage a successful raid on Deathhead Vault, the Gray Maidens and the Red Mantis could be thrown into disarray. At the very least, rescuing certain prisoners from the Vault would build support for the rebels among Korvosa’s citizenry. You'll be happy to hear that I have secured reliable intelligence that the ex-commander of the Sable Company, Marcus Endrin, survived, magically kept alive by the queen, and is held within. If he could be rescued, he could become a significant supporter of the rebellion. The recovery of any important documents held by the Gray Maidens could also help tremendously, as would determining why Arbiter Zenobia Zenderholm has thrown in with the queen. Finally, defeating or capturing leaders among the Red Mantis or Gray Maidens would deal the opposition a significant blow."
Cressida notes grimly, "I'm hesitant to use my own resources and put the rebellion at risk. But this type of mission is precisely what you have been working toward over the past several months. The queen already knows that you oppose her, and if you are spotted on the mission, that won’t undermine other plans at furthering rebellion in the city. You are my greatest weapon, and if you can’t destabilize the Gray Maidens and Red Mantis, none of it will matter anyway."
Boule speaks again to offer one final gift, "To the matter of defeating Gray Maiden leadership, I've prepared a set of fake “coded documents” and can arrange for them to fall into the hands of the Gray Maidens. I know that the group’s second-in-command, Kordaitra, fancies herself a codebreaker, and the acquisition of what she suspects are documents containing information about a rebellion would be too much for her to resist. When you are ready to begin your mission, I will set these falsified documents loose, and Kordaitra will certainly take the bait, ensconcing herself in her quarters below the Longacre Building for days and ensuring that when you strike, she’ll be present for you to capture or defeat."
"In any event," Cressida says, "I am eager for you to begin this mission, for the sooner you can strike, the sooner the Gray Maidens’ hold over Korvosa will be shaken."
Ayako |
Ayako cordially greets the Bishop and Kroft when they reunite, being in the church again makes her feel at ease. The quiet stone halls with the main prayer area and the well worn pews has been the closest thing she has ever had like a home.
She listens to the news about what has happened with a serious face and when Boule starts talking about what the guild did with the tunnels, Ayako can barely hide her contempt.I can see how useful these tunnels can be of course, and any chance to rescue victims of the maidens should be taken.
Iolana Altumas |
Know Local Untrained: 1d20 ⇒ 14
"Breaking into a prison. Why not? It can't be any tougher than being eaten alive. What can you tell me of the layout inside? Will you give us a map or tell us the layout? Will it take us days to get to her quarters?"