Devyhn Rhyker
|
"The Queen may be willing to speak with us. The murder cannot shine a kindly light upon the integrity of the auction. It should be in her interests to see that the killer is identified and apprehended."
| Bleyz |
"Achren has a good point, I was just thinking the same myself."
| DireMerc |
You go the castle and try to get an audience to with the queen but despite your best effort your entry is refused.
With nothing better to do you return to the manor and go see Naila to report on the situation.
You meet with Naila in her sitting room on the second floor and are telling her what has happened so far when there is shouting outside.
Your about to check it out when a flaming rock crashes in thought the window and lands on the sofa setting it on fire. You hear three or four more crashes as more rocks come in trough other windows in adjacent rooms. The rocks are small but radiate magical flames that quickly spread.
"What is this?!? An attack? Who? Why?" says Naila.
| Bleyz |
Bleyz grabs a rock and throws it back outside the window as quickly as he can, hoping it didn't light too much on fire, then tries to smother any flames it started with his jacket.
| DireMerc |
Lyall dispels the flames on the stone in the room but the flames on the sofa remain.
Naila grabs a nearby vase of water and dumps it on the sofa putting out those flames.
Bleyz runs out in the hall and grabs a flaming stone and throws it outside. fire damage: 2d6 ⇒ (3, 6) = 9 reflex dc 15 to avoid catching on fire.
Lyaro begins to make his way down.
Anyone looking out the window sees the stones are appearing out of thin air to bombard the manor.
A servant is running down the hall when he is struck by a small arrow and falls limp to the ground. A cursory glance shows he is in a deep sleep.
The attackers are likely pixies
| Bleyz |
reflex save dc 15: 1d20 + 11 ⇒ (7) + 11 = 18
Bleyz accepts the damage from the stone grimly and goes about trying to put out flames already started elsewhere.
| Bleyz |
Bleyz turns to their hostess and asks, "Any reason why you should be pixilated like this? Has this ever happened here before? Could this maybe be related in some way to your father's recent demise?"
| Naila |
"No this never happened before! I don't know!" shouts Naila
"I will organise the staff to fight the flames see if you can stop these creatures!"
Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest, most pristine forests which they will fiercely guard. Most pixies stand just over 2 feet tall—though they typically fly about the eye level of creatures they're conversing with in order to maintain eye contact—and weigh about 30 pounds. Pixies talk quickly and easily become overexcited.
Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Special Arrows (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow.
A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Charisma-based.
Charm: The target must succeed on a DC 15 Will save or be affected as though by a charm monster spell for 10 minutes.
Memory Loss: The target must succeed on a DC 15 Will save or be affected by a modify memory spell (this effect can only eliminate the previous 5 minutes of memory—a pixie typically uses this ability to make the target forget it encountered the pixie so it won't chase the pixie when he flees).
Sleep: The target must succeed on a DC 15 Will save or fall asleep for 5 minutes.
Strange beings both of and beyond the natural world, pixies have magic that occasionally favors them in strange ways. For example, one out of every 10 pixies exhibits an additional spell-like ability that it can use once per day. Usually Baleful Polymorph, Beast Shape or Irresistible dance but it can me many other spells as well.
Achren Brayland
|
Initially taken by surprise, Achren is at a momentary loss as to how to defeat an enemy that can't be seen. Then he recalls a spell he had learned for just such an occasion, and fans into flame the innate magic within using a brief incantion, some gestures and a pinch of ground mica.
Achren casts glitterdust at the most likely spot to contain pixies. It has a 10 foot radius and a range of 180 feet. Anyone covered by it is outlined in sparkling glitter for the duration of the spell and must save vs. blindness (DC19)
| DireMerc |
Achren manages to catch two pixies in his spell.
will save: 1d20 + 7 ⇒ (13) + 7 = 20
will save: 1d20 + 7 ⇒ (14) + 7 = 21
They aren't blinded but you can see their outlines now.
Looking out the window you can see the pixies aren't the only attackers. Several women made of wood seems to be attacking the farmhands out in the fields as well. There is also a gorgeous nude elf woman and a half-man half-goat playing the pipes.
Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads' main interests are their own survival and that of their beloved forests, and they have been known to magically coerce passersby into aiding them in tasks they cannot complete. They are more likely to be friendly to non-evil druids and rangers, as they recognize a mutual respect for or empathy with nature.
Dryads are benign guardians of trees, and though they can do little in the way of direct violence, they can trap and disable threats to their homes or turn enemies into allies. Some keep one or more charmed humanoids in their territory to fend off or lead away attackers. Incapacitated foes are typically dragged to the edge of the forest by the dryad's allies and left there, but evil or overtly hostile ones are killed once combat is over.
Their presence here is even stranger than the pixies as dryads cannot go far from their bonded trees without being sickened and yet here they are far away from the trees attacking the manor staff.
The woman is clearly a nymph.
Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature—a guardian of nature's purest places and most beautiful realms, she treats those who respect her and her abode with kindness, and may even favor someone who takes her fancy with magical gifts. Yet those who would seek to abuse or harm her or her home quickly find that behind her beauty is a fierce protector more than capable of defending her charge.
And finally there is a satyr
Satyrs, known in some regions as fauns, are debauched and hedonistic creatures of the deepest, most primeval parts of the woods. They adore wine, music, and carnal delights, and are renowned as rakes and smooth-talkers, wooing unwary maidens and shepherd boys and leaving a trail of awkward explanations and unplanned pregnancies in their wakes.
Though their bodies are almost always those of attractive and well-built men, much of the satyrs' talent for seduction lies in their talent for music. With the aid of his eponymous pipes, a satyr is capable of weaving a wide variety of melodic spells designed to enchant others and bring them in line with his capricious desires.
In addition to their constant frolicking, satyrs often act as guardians of the creatures in their forest homes, and any who manage to turn the satyr's lust to wrath are likely to find themselves facing down dangerous animals surrounding the faun. Still, while satyrs tend to value their own amusement well above the rights of others, they bear no ill will toward those they seduce. Children born from such encounters are always full-blooded satyrs, and are generally spirited away by their riotous kin soon after birth.
| Erik Haakon |
Knowledge nature: 1d20 + 11 ⇒ (20) + 11 = 31
"Dryads, a nymph and a satyr. This makes no sense; why are they here, so far from the forest?"
He calls out to the nymph and satyr:
"Forest-kin! Why do you attack this place? I am Erik, ranger of the cold north. We seek to parley!"
| DireMerc |
The only ones close enough to hear are the pixies and one of them does shout back "We tried talking! Were past that now! "
They shoot their arrows at Erik and Achren but neither connects.
attack: 1d20 + 12 ⇒ (6) + 12 = 181d6 ⇒ 6
attack: 1d20 + 12 ⇒ (12) + 12 = 241d6 ⇒ 2
Lyaro makes it to the back entrance he can see the closest dryad is about 60 feet away and the nymph is about 80 feet away and the Satyr is right 10 feet behind her. The nymph seems to be the leader of the group.
Devyhn Rhyker
|
"Talk to me," Devyhn says sternly, displaying Pharasma's mark upon his palm. "Whatever your grievances, I will hear them in the name of the Gray Lady. Refuse, and we will defend our lives, even to the cost of yours."
Diplomacy: 1d20 + 13 ⇒ (7) + 13 = 20
Achren Brayland
|
After waiting for Lyall to cast Bull's strength on him, Achren casts improved Invisibility on himself then moves over to the nymph.
Achren has 10' reach, so he can stand 10; away. I believe he will not be able to initiate any attack this round (standard action - cast spell, move action - move, nothing left for attacks) but if he gets an AoA, he will use it to start grappling
| Bleyz |
bleyz hasn't acted yet... but a little unclear on the situation... IS there anyone he can reach in a single round? or two rounds even? He is good at grappling and maybe can help stop one of the major foes - nymph or satyr - if he can get close to one...
| Bleyz |
Bleyz heads for the nearest major fey (not the pixies), satyr or nymph.. (double move of 100).
Devyhn Rhyker
|
"This is your final warning, Children of the Wild! You impede a quest decreed by Pharasma, the Lady of Graves! Cease your attack, lest you find yourselves standing before her in the Boneyard!"
Diplomacy, last chance, with a threat of DOOM: 1d20 + 13 ⇒ (3) + 13 = 16
| Erik Haakon |
Erik attempts to get the nymph's attention with a volley of arrows.
Manyshot, non-lethal: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
damage: 1d8 + 4 ⇒ (4) + 4 = 8 Named bullet, but I don't understand what to do
damage: 1d8 + 4 ⇒ (8) + 4 = 12
Non-lethal: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
damage: 1d8 + 4 ⇒ (5) + 4 = 9
| Erik Haakon |
Confirm: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
What damage does the named bullet do on success?