| GM Rednal |
Fhanys was only too eager to relate the experiences of the day. Prior to her arrival at the tomb, she'd been out of the village with Norben, looking for various herbs to bring back. The village grew plenty on its own, of course, but wild ones had a slightly better taste... but Priadan and his mercenaries had ambushed them, apparently knowing exactly where they'd be, before taking them towards the tomb. It was here that things had started to become a bit strange, and Priadan spoke in a language Fhanys didn't recognize - but it sounded like a ritual or incantation of some kind, after which you woke up and came out of the tomb. At that moment, he seemed to be channeling far more energy than he'd shown before or since.
Tracking the sellswords is possible - just barely, and only because they continued to move as a group after fleeing. However, they did have a good head-start, and it doesn't look like you're going to catch them anytime soon... they really wanted to get away, though their tracks are clear enough that you could probably follow them all the way to their destination. However, night is starting to fall... you'll need to decide whether to keep on their trail or head back to the village. More problematically, you might not find the trail again if you leave it...
| Sevia, The Raven Queen |
Assuming Fhanys repeats what she can remember of the incantation, do I recognize the language?
Sevia pondered what Fhanys had told her as she followed the sellswords tracks. Apparently Priadan had accessed some rather powerful magic to actually wake her - more evidence that this mysterious entity was the real puppetmaster here. But she knew not enough to guess at their objectives.
Seeing the sun dipping and having yet found any evidence of the sellswords fate other than they continued. Sevia paused to contemplate her course of action. She could continue to follow the tracks, but she wasn't really interested in tracking down these men if they hadn't died. Deciding only to press on for another hour or so just to be sure they'd actually kept traveling after the night Zanaver died, paying attention perhaps for some form of crude campsite; eventually giving up the chase to head back to the village. Sevia notes the general direction of their tracks on her map and marks the largest town or city they travel towards - stopping only long enough to refill her waterskin and find some edible plants on her way back, resolving to collapse into her bed when she gets back.
Sevia force marches if necessary to get back - traveling twice as fast as it took her to get out to where she is currently.
| GM Rednal |
By the time you get back to the village, it's fairly late - but even so, a familiar face is waiting near the gates, and smiling despite an obvious degree of tiredness. On the bright side, you did have plenty of time to think about what she said. Unfortunately, having only heard the chant once, there wasn't much Fhanys could remember of the dead priest's words. What little she could relate seems unfamiliar to you - however, you are familiar with a number of the oldest languages in existence, including Sylvan and the tongues used by both holy and profane deities... and while what Fhanys can remember isn't much of a sample, you do get the feeling that the spoken language is at least as old as these.
"Welcome back." the girl in question said, holding up a canteen of water.
| Sevia, The Raven Queen |
I'll assume I took at least some non lethal damage from exceeding a full days worth of traveling and cast an infernal healing on myself
Finally reaching the edge of the village, Sevia was somewhat surprised to see Fhanys out waiting for her - it was at least midnight, or even past it. She felt a little bad for keeping the girl up, but waved as she approached and took the offered canteen, her own waterskin rather low. "Thank you" Sevia said, taking a good long drink and splashing herself. "I wasn't able to find those sellswords, but they probably aren't dead given how far they got. It's a good thing I decided they weren't worth tracking down, I'd have felt bad to learn you waited out here all night and I never showed up." Sevia smiled wryly, though, she did appreciate the gesture. "Let's get some rest hm?"
| GM Rednal |
The girl smiles and nods, escorting you back to your room - and it's probably for the best that the owner of the place has already gone to bed, because the dirty look they would likely have given you wouldn't be the thing to fall asleep remembering.
The night's rest is better than the last, and you finally wake around mid-morning to a knock on the door. Father Otiward is there, and he seems to have prepared a certain spell for the day... one for querying the dead, perhaps? Admittedly, his power isn't phenomenal, and the actual use of the magic will likely be limited... but he, too, seems interested in learning whatever he can from that body, especially if it relates to the safety of the village.
| Sevia, The Raven Queen |
Sevia yawns as she wakes up, third time definitely felt better than the last two. Maybe this 'sleeping' thing wasn't so bad? After collecting her items she finally answered the door, nodding to her greeter. "Hello Father, ready to speak with the dead?" Receiving a nod in the affirmative, Sevia will gesture that the two depart. Sevia had put some thought into her questions, she wanted to ask what had killed Zanaver, but could already guess the answer would be vague or nill. She was also curious if the man was involved in these Pharasma cults - maybe he was actually a member? "How many questions will you be able to put to our dead acquaintance?" Sevia asked, knowing that the spell was limited depending on the power of the caster.
| GM Rednal |
| 1 person marked this as a favorite. |
"I've never been able to get more than three questions out of them. Not that I've used this spell in quite a while, either, but..." the Priest explained as the two of you moved, heading into the church. Father Otiward had obviously done something while you were gone - the area is clean and open, ready for the ceremony, and the priest calmly sets a large divine focus onto a stand just above the corpse.
It's always been... different... when divine energy is channeled. Arcane forces are raw and powerful, but even the simplest of divine magic involves forming a connection to a god - and it's a connection you've experienced more times than you can even start to remember... from the other end. This spell is no mere flash of energy, though - and for the next ten minutes, the priest slowly chants and moves his hands, more of a guide for the power within him than anything else.
Finally, the body opens its eyes - and there doesn't seem to be any kind of soul there, merely the residual knowledge and awareness of its physical form. The corpse seems quite hostile and unfriendly, but has no ability to move more than its mouth. Father Otiward nods a moment later - you can now ask your questions.
| Sevia, The Raven Queen |
Sevia casts Disguise Self and assumes the image of a nondescript human, taking a 10 for a 25 Disguise check to fool Zanaver.
Three questions was a good amount, considering two was the base anyone could be capable of. It also helped her gauge some of Otiward's strength as a Divine caster. Watching as the man prepared the spell, Sevia remained courteously silent - well aware of the more ritualistic length divine casting often encompassed. It actually felt a little weird not being the one to answer such a spell, as she had been the deity to whom this particular spell was often asked of.
As Otiward began to reach the end of his spell, Sevia glamored herself in the guise of a normal human. It wouldn't last long, but she intended to be quick about her questions, and hoped Zanaver might me more willing to answer truthfully if he was not aware she was the one asking. Though, if his will was strong enough, he could simply not answer at all.
Finally, the man's corpse awoke - it did not disturb her as it would've any regular mortal, but it still felt...foul...
"Zanaver, we seek to know whom killed you. If you can, please tell us the who, or what, ended your life?" Sevia asked, waiting for his reply before asking her second question.
"Were you ever affiliated or associated with heretical death cults focused on or dedicated to Pharasma?" Again, waiting for his reply.
Sevia asks a different question depending on his answer, and will Sense Motive his response - apply my result to all 3 questions
Sense Motive: 1d20 + 7 ⇒ (12) + 7 = 19
"Please tell us where we can find one such cult or a follower of said cult"
"If you can, please tell who and where we can find someone affiliated with Priadan's conspiracy"
| GM Rednal |
The corpse watches for several moments, displaying extraordinary resilience to the spell's effects... but, eventually, its lips pull up into a wide smile. "Death." it said, a simple response to the first question. Then, "No. I never worshipped Pharasma." He doesn't actually seem to be lying on this one - and despite being a priest, it's true that he's never carried anything that would mark him as a worshiper of that particular goddess, even during the ceremony at the tomb. If there was any time to display his loyalty to her, it would have been then. Its eyes narrow for the last question, and then a harsh chuckle comes out of its mouth. "You will find all of them in the Boneyard." It said. The body fell back a moment later, Father Otiward's magic exhausted and no longer able to demand responses.
"May Pharasma send you to exactly what you deserve, your body's rest undisturbed forevermore." the priest muttered, closing the corpse's eyes.
| Sevia, The Raven Queen |
'About as useful as I would've guessed' Sevia thought ruefully, frowning at Zanaver's now lifeless corpse. "Not as useful as I would've hoped, but at least I can rule some things out." Sevia said, though more or less talking to herself than Otiward. At least she knew pursuing any more leads regarding Priadan would be a dead end - which was a bit of a pity, as she'd actually been somewhat interested in his conspiracy. She reckoned she might try to find out more about those Pharasma cults, though it seemed this and them weren't related.
"Here, let me help you take care of this." Sevia said, crouching down next to Otiward. As distasteful of the man she was, she still felt obligated to help lay him to rest. Typically she'd only ever presided in spirit for such functions, but she'd be no true Goddess of Death if she couldn't perform them herself.
Sevia helps Otiward take care of Zanaver's body - deferring to his methods. Typically Sevia had always called on her followers in the past to have themselves and their loved ones cremated, as it safeguarded themselves from ever being controlled through necromancy; she didn't strictly require it though, recognizing other means of burial as important coping mechanisms for those left alive.
If Otiward doesn't have anything to say to her/nothing comes up, Sevia will head off to the library
| GM Rednal |
The burial seems like it will be taken care of by some others, and it's here that you learn something else about the town. It seems that many of the flowerbeds around town are actually graves where the dead have been buried, their remains used to bring life and beauty to the rest of the town.
Once the ceremonies themselves are finished, however, Father Otiward's attention is eventually called away - leaving you with the small library once more. You've gone through most of the materials that seem relevant, and there may not be much else for you to learn... but nothing is stopping you from tryin.
There are no other leads for regaining your powers within this library. However, you can still search for other knowledge if there's anything you want to check on.
| Sevia, The Raven Queen |
After bidding farewell to Otiward and returning to the Library, Sevia looks through her notes; after having failed to find any other leads she sits down with what books she's already found and looks through them again. In particular, noting the locations where these Pharasma cults had previously been located as well as the mysterious unending darkness; as well as looking for any regions mentioned in the tales dedicated to warriors who'd possessed the Belt of Grace. Sevia also spends some time looking up a map of Taldor to figure out exactly where she is, as well as the direction the mercenaries had gone in.
Finally having exhausted the remaining avenues of research, Sevia will look up some books on Ustalav and the Whispering Tyrant - interested in the region of one of her long time foes, especially in his imprisonment.
Having thought about it, she knew she'd learn nothing much more here, nor would she recover any power as well, deciding that it might be best to leave at the end of the day. But still, she'd like to at least let her one faithful know where she was going, and share a final goodbye, leaving the library behind, looking for a store to buy a few travel necessities.
Sevia spends about 3 gold on a backpack, bedroll, trail rations, etc stuff she doesn't have. As well as 2 gold on a crowbar
Eventually as the sun is getting low in the horizon, Sevia heads off to find Fhanys, telling the girl about her plans when she finds her.
| GM Rednal |
As you speak, the girl looks sad... but eventually puts on a big smile. It seems like she was expecting this to happen soon, and while she'd rather you not leave, she knows that holding you back would be selfish and unfair. "Just be sure to stop by if you ever pass this way again, okay?" she said in a tone completely unsuitable for someone talking to their goddess. "I'll come find you myself if you don't!" As threats go, it isn't much... but if what you were told before is true, she might have a better chance at doing that than anyone would expect.
| Sevia, The Raven Queen |
"Of course, you don't need to do that - and...thank you for your hospitality" Sevia chuckled, before pulling the girl into a light hug. 'I'll miss her' Sevia thought before pulling back and putting on a more serious face "If you're ever in dire need of my help, just close your eyes and pray. I don't know how long it will take me, but I will come." Sevia told her, before saying her final goodbyes and taking off into the night - whistling for Epyon to follow her.
Looking at her map, Sevia notes the closest location of a reported Pharasma Cult and heads towards any city nearby it. These cults might make the best locations to start her search she figured - setting off into the forest under the cover of night.
Sevia travels in 10 hour increments at night, a standard 8 and 2 hours of force march, at 60ft speed. She sleeps during the day. She asks Epyon to keep a look out when she sleeps
| GM Rednal |
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The journey takes quite some time as you move along the roads - though foraging helps to extend your supplies as you move. After more than a few days have passed, you arrive at the city that seems to be closest to the problem. Known as Maheto, the city is more like a fortress than anything else, built to be defended from just about anything - and the roads around it are very well-patrolled. However, the city doesn't seem to be in a conflict at the moment, and your encounters with the guards are surprisingly reasonable, mostly consisting of warnings to obey the law and generally avoid trouble.
While only a small city, Maheto seems unusually wealthy, and the reasons soon become clear - dwarven craftsmen run the place, and even the bureaucracy of Taldor can't squeeze every last bit of wealth from them. Rather, they'd be insane to even try, considering how valued the crafted items in this city are and how much the nobles of the land want to continue getting them... and after a brief discussion at the gate, you're given a pass that allows you into the city.
The local churches should have information on the cults, but the stores offer good supplies - and do enough business to buy the expensive items that smaller settlements can't take. If there are any supplies you need, you should be able to find them in this town as long as they're within your budget.
| Sevia, The Raven Queen |
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Upon arriving inside the city, Sevia looks around a bit and considers her options. Feeling it best to be a little bit better informed about the situation in the area, Sevia decides to pass around through the city and gather information regarding these Pharasma Cults, as well as general rumors or news of anything important happening recently.
Diplomacy check to Gather Information, and will take a 10 on Diplomacy to influence the attitude of those she talks to.
Diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12 for 1d4 ⇒ 1 Hours
Given her speed and the - relatively - small size of the city, Sevia is able to gather information rather quickly, only spending a short amount of time to gather the most common information. After grabbing a quick bite to eat, Sevia proceeds to a local church, prioritizing a church of Pharasma if she can find one, and heading to a church of any Good aligned God if she can't.
After arriving, she'll ask to see whoever is in charge, explaining she's looking for information regarding the troubling Pharasma heretics in the area. If asked why she's looking for this information, Sevia says that she's been hired to investigate them by someone she can't name.
Bluff: 1d20 + 9 ⇒ (13) + 9 = 22
If she can't get any information, she'll continue on to other churches seeking the same information - also asking if there's anyone they know who might be able to answer her questions.
| GM Rednal |
| 1 person marked this as a favorite. |
There doesn't seem to be a church to Pharasma in the city - though from a few off-hand comments you heard, that might be because of the cults. The biggest church in the city is - unsurprisingly - dedicated to Torag, the dwarven deity of the forge and natural patron for the area. Equally unsurprisingly, the priest you've found is rather shorter than you are, and carries a sturdy-looking warhammer on his back.
Sense Motive: 1d20 + 8 ⇒ (15) + 8 = 23
His grasp of the language, on the other hand, is surprisingly accent-free. "Aye, they just keep popping up." he explains. "It's no secret, really, though why anybody obsesses over someone they're going to meet anyway is beyond me..." In general, Pharasma probably didn't have too many dwarven worshipers, simply because so many of them were focused on building and crafting instead. That didn't mesh very well with any deity interested in the end of things. "So... why are you really here?" he adds a moment later, fingering his hammer. He doesn't seem to regard you as an enemy - yet - but lying while asking about death cults isn't exactly the sort of thing likely to keep you in a priest's good graces... especially if you're trying to do better in your own life.
| Sevia, The Raven Queen |
| 1 person marked this as a favorite. |
This Dwarf was slightly more perceptive than Sevia had anticipated, seeing him idly reach for his hammer. At the moment she probably realized she was playing a bit too much into a racial stereotype here - a church of Torag probably wasn't the best to go to, considering the enmity of Dwarfs towards Fetchlings.
"Peace good Dwarf, I mean none of the citizens of Maheto any harm." Sevia said, holding up a hand; she certainly wasn't spoiling for a fight. Still, Dwarfs were nothing if not reliably unchanging in their ways, so she explained herself. "I merely wanted to avoid any unpleasant questions, though I appear to have failed...Given your kind value honesty, I shall be frank with you - I am seeking these cults because I am pursuing something else which I suspect might be linked to them." At this, Sevia produces the unknown Holy Symbol she'd been keeping on her which she'd recovered from Zanaver, holding it out for the Dwarf to study. "This is the 'Holy Symbol' associated with my last lead, who died about a week ago. He claimed to have no affiliation with cults of Pharasma, yet was also a member of a Death cult, much like these heretics. If I can find one of these cultists, I might be able to learn more about my quarry." Sevia explained, handing the symbol over to the Dwarf if he asks for it, hoping he might be a little more forthcoming now.
| GM Rednal |
The priest takes the symbol and looks at you for just a moment, clearly suspicious - but he examines the symbol carefully, then focuses a bit of divine energy as if getting ready to channel it. What he says next is totally incomprehensible, as you're not familiar with the dwarven tongue, but it sounds like confused swearing. "There is no deity in the world with this symbol, or I'll eat my own beard." the priest says flatly, returning to the common tongue as he passes the symbol back. "There's also no doubt that it's real. It's not something we've seen the cults show, but..." he narrows his eyes again, carefully studying you. The followers of Torag are not the type to rush matters, and the priest seems to have no problem at all with making you wait on him. Then, "I don't trust you, and you've already lied to me, but this is something that needs to be investigated. Aye, you'll get your help here... if you allow me to magically bind you as follows: To speak only the truth, to avoid harming the residents of this city through action or inaction, and to report your findings to me when you're done. The curse will cease functioning after that last one. These are not negotiable." The dwarf moves over to one of the many cabinets and, after producing a key and unlocking one, pulls out a scroll. He seems to be an adherent of the old adage 'Trust but Verify', though on the bright side, his commands don't sound like they'll actually conflict with your goals...
| Sevia, The Raven Queen |
Sevia already knew that she wasn't dealing with a deity, after all - SHE was the Goddess of Death; though she wasn't about to elaborate that point. He seems to take his time examining it, and then herself, but she's in no rush; after hearing his offer though she takes a moment to consider it. Of the stipulations, only the first is really concerning, but at this point, it might be the path of least resistance. Though 'truth' was a somewhat muddled term as it so happened, even if she had to always speak the truth, there were ways to mislead without telling a lie, as devils were so wont to do.
"Very well, I find your terms acceptable. I would ask that you specify your first stipulation though, as to whether it applies merely from myself towards you, or to anyone - and if the latter, what would happen if I thought I needed to lie to avoid harming a citizen?" Sevia asked, being somewhat careful to understand the bounds of her conduct. Truth be told, while she found the idea of binding somewhat distasteful, she didn't believe it would impact her too badly.
After submitting to his binding spell, Sevia reiterates that she intends no harm to any citizens of Maheto and asks for what information he can provide.
| GM Rednal |
The dwarf actually smiles at the question. "Protecting the citizens is more important." he said, focusing power into the scroll and reading a relatively lengthy chant off of it.
You have been cursed by a Quest spell. You cannot lie, except to protect the town and/or its citizens. You cannot harm any resident of the city through action or inaction. You must report the results of your investigation into the cults of Pharasma, at which time this Curse will cease.
With the spell used, the priest visibly relaxes and begins to sketch out the situation. The cults are most popularly known for kidnappings, sacrifices, and assassinations, with a tendency to announce their presence in flamboyant ways. Several cycles of this has taught the residents of the city to strike back hard as soon as a cult reappears, and indeed, that's exactly what they did several weeks ago... but no matter how thoroughly they're hit, their bases crushed, and their members executed, the cults keep coming back. They don't seem to have any real goals besides finding people to kill, and while they've gone to ground after the last raid, the city's guards have pinpointed an area to search. Of course, what they'd really like is to stop the cults from coming back at all...
| Sevia, The Raven Queen |
Sevia was somewhat puzzled by the situation, obviously these cults were more tenacious - and apparently crazy - than she initially thought. Not to mention, she felt rather confused why these people seemed to be worshiping Pharasma, instead of some other God, like Norgorber or Groetus. It seemed to her that the usual tactics simply wouldn't cut it here, she needed to either stalk their members - or better yet inflitrate their ranks, and figure out where they were coming from; hopefully the fact that she was a Fetchling, and thus associated at least tentatively with Pharasma, would help in that regard.
Sevia leaves the church, her first stop being somewhere to find a clothing shop to buy a cloak so she doesn't stand out so much, then heads over to the area the Dwarf indicates she should search. She spends what little time is left of the day walking the streets of the area, careful to avoid loitering too long to avoid seeming suspicious, mostly just looking around at the places which she assumes the guard wants to search and noting any seedy looking buildings.
Sevia and Epyon both take 10 on perception to look around for anything that seems suspicious, so a 22 and 24 perception respectively
Mainly she was just waiting for nightfall, trying to get an idea of good places to look at once darkness took over the city. If the city has a curfew, she'll ignore it, sticking to the shadows.
Stealth of 22 to avoid guards if they call a curfew
| GM Rednal |
The area noted by the guards is outside the walls of the city itself, within the forest. The cults have been generally unsuccessful at creating bases within the town, since the city knows about them and is on-guard to stop them from gaining a foothold.
Simply wearing your cloak does get you a few looks, but the guards do let you through. The city itself is relatively well-maintained, as expected of a place built and largely run by dwarves. Stone seems to be the preferred material, with many of the homes looking carved instead of built, and there doesn't seem to be a curfew that's currently being enforced.
| Sevia, The Raven Queen |
Would appreciate details like that up front
Leaving the city as the sun goes down, Sevia heads off in the direction of the designated search area, waiting for dark before entering the forest. This time however, anyone spotted would be considered a suspicious person worth following. Sevia has Epyon fly into the sky and circle around within a mile of her location to look out for anyone or any structure - asking that he let her know by their empathetic link if he finds anything. Meanwhile Sevia mostly focuses on looking for tracks of any kind.
Sevia and Epyon again looking out for people, Sevia with a 17 Perception and 17 Survival looking for tracks, Epyon with a 24 perception
| GM Rednal |
The forest isn't quiet, exactly - true forests always have something going on, but there don't seem to be much in the way of human figures roaming around. On the other hand, they are probably afraid of being followed by the city's guards, and wandering around their home territory without a good reason would be... foolish. Eventually, however, Epyon does signal to you. There's a small, carefully hidden trail that winds through the woods, heading away from the city... and it abruptly disappears after about half a mile.
| Sevia, The Raven Queen |
Does it end anywhere particularly noteworthy?
Hearing Epyon's call, Sevia heads over to the trail, following it with her Raven until reaching a dead end. Frustrated, Sevia looks around with her familiar to see if the trail picks up anywhere.
Two perception checks to look for any hidden stuff, Sevia makes a Survival role to look for tracks - with Epyon using aid another.
Perception: 1d20 + 14 ⇒ (5) + 14 = 19
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Survival: 1d20 + 9 ⇒ (20) + 9 = 29
Albeit tunnel visioning a bit on the tracks at the expense of her surroundings, Sevia meticulously combs the disappeared trail, looking for any evidence of travel.
If Sevia seriously finds nothing with that roll, she'll call it a night and rest outside somewhere out of the way, having Epyon keep watch for her. If she does, she follows the trail using stealth
| GM Rednal |
The trail doesn't seem to end anywhere in particular - it simply stops in the middle of the forest, with no other tracks or trails nearby that you're able to find. The thorough examination of the trail itself reveals that it is used - people have traveled it both ways in the last few days, but no amount of examination is revealing anything past the edge of the trail. They simply stop at that point.
| Sevia, The Raven Queen |
After an hour of searching and still finding nothing to go off of, Sevia finally gives up and decides to get some rest, having already exhausted quite a lot of night time. In the morning after having a night of rest, Sevia lets Epyon get some sleep himself, going out to gather some food from the forest before returning to the end of the trail to keep watch on it while she eats, studying her map of the region to pass the time waiting for Epyon to wake up or someone to come along the trail.
After Epyon rests, Sevia asks him to fly up and keep searching through the forest - past a mile if necessary, looking for a structure, camp, person, cave, trail, or anything else interesting enough to come back to her. Sevia remains at the trail in case someone shows up for her to tail, and giving the area another once over looking for perhaps a secret entrance.
Sevia takes a 20 to search the area for a possible hidden secret so 30 perception. Epyon searches the forest taking a 10. If I find nothing and nobody comes by then I'm rolling a Sense Motive for a Hunch because I'm stumped
Sense Motive: 1d20 + 7 ⇒ (14) + 7 = 21 vs DC 20
| GM Rednal |
The complete lack of any detail beyond a certain point is decidedly unnatural. You may be weakened from what you were, but you're more than slightly perceptive, and your wilderness knowledge makes it clear that something of this sort shouldn't be happening. However, it clearly is, which means that there must be some kind of explanation - and, on further thought, a cult dedicated to a deity might just have some sort of magic to hide the entrance to their lair. You could attempt to search for the exact location the magic may have been cast, or lay an ambush for anyone that might be using the trail and see if you can get information from them.
| Sevia, The Raven Queen |
Feeling puzzled at her lack of progress, and starting to suspect some kind of magical interference, Sevia decides to cast a Detect Magic spell on the area. Walking around, she sweeps the area while concentrating on the area, trying to find any magic auras.
If Sevia doesn't find anything with Detect Magic, or if she does find a magical aura but it doesn't lead her to any kind of secret entrance, she'll use Mythic Power to then cast Detect Secret Doors and sweep the area with that spell. If she still doesn't find anything, she'll just keep hanging out in the area and lay an ambush for someone
| GM Rednal |
After a slow, careful examination of the area, there's a reaction from Detect Magic - a constant aura of power is coming from underground, deeper than people would normally look, and further study of the aura suggests that it has the ability to move up and down in response to some sort of trigger.
Epyon sends you a signal a moment later - someone is traveling down the path, about half a mile out, moving quickly and quietly.
| Sevia, The Raven Queen |
I'm assuming I didn't need to cast Detect Secret Doors to get that? Please keep me appraised of the light level as well
Acknowledging Epyon's warning, Sevia quickly finds some cover to hide behind, whatever is closest to this secret entrance. She sends a reply back along their link for him to follow that person.
Both take a 10 on Stealth, DC 22 and 24 for them respectively
After a few minutes of waiting, she sees the mysterious figure approaching and knew the perfect spell for the person. Once her quarry arrives at the area of the apparent secret entrance, Sevia moves forward and casts Charm Person on them.
Sevia uses mythic power to cast Charm Person - Will save DC 16, stealthing up to within 30ft if she wasn't already
"Hello there, mind telling me what you're doing around here this fine evening?" Sevia asks in a friendly manner as she continues approaching the person.
| GM Rednal |
The lighting level is currently normal - as it's morning, the sun has risen enough to provide light normally, though the canopy does filter a bit and stop it from being actively bright.
Will Save: 1d20 + 3 ⇒ (19) + 3 = 22
The traveler is immediately wary, reaching back to grab what looks like the hilt of a morningstar. "Nothing in particular. Just passing through the area." they said cautiously, staying about fifteen feet back. "I suppose someone could ask that same question to you. It's rather rude to just accost someone without even introducing yourself." People might mistake you for, say, a bandit or something. Or just someone else looking to get into a bit of trouble.
Bluff: 1d20 ⇒ 9
| Sevia, The Raven Queen |
Sense Motive: 1d20 + 9 ⇒ (2) + 9 = 11
Sevia chuckled slightly as the traveler instinctively reached for his weapon, lot of good that would do him. Still, it her spell's obvious failure irked her, making her feel particularly unlucky. It appeared the person was at least a poor liar, though she didn't really need to try to guess why he was really here.
Sevia draws back the hood of her cloak to give the traveler a better look at her face. "Very well, since you insist...my name is Sevia. And I'm here much for the same reason I believe you are -" to get inside that secret entrance of course, but after that, well who knows? "- oh, not to pass through the area of course, we both know that's not why you're really here."
Diplomacy to alter attitude, and then Diplomacy to request secret information
Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29
Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21
"No, the reason you're here is right there at the end of that trail, which is what I want to know more about" Sevia says, pointing towards the secret entrance. "I understand of course why you'd lie about it, one can't be too careful! But you won't have to worry about me, I'm not working for the guard." No, she was working for a Cleric of Torag, but she declined to mention that.
| GM Rednal |
After a few moments, the man lets go of his weapon, visibly relaxing - he was quite wary to start with, but your overall charm was more than enough to put him at ease. He's actually looking rather friendly now. "Well, heh, yeah... the guards are pretty nasty." he said. "You're here to join, right? We've all heard the call. It's... incredible." His expression grows vacant for a moment, but he shakes himself a bit and advances forward, reaching into his clothes and pulling out a charm. As he holds it out, magic rises from the ground, peeling back to reveal some kind of portal in space. "Come on, I'll introduce you to everyone." He beckons, then quickly strides through the portal - though he does keep one hand outside of it to ensure that it stays open.
| Sevia, The Raven Queen |
'Good, still salvageable. Now I can worm my way into this group and see just what's really going on here...' Whatever it was, Sevia was sure she would not like it. The way he seemed to talk about this 'call' seemed incredibly suspicious, perhaps an enchantment? A detect charm spell would do the trick but she was unwilling to use up her reserve of mythic power so quickly. "Yes...of course..." she said as neutrally as possible, stepping up beside him as he pulled out a charm. What next was certainly surprising, as the small thing summoned an actual arcane portal, which implied someone or something rather powerful was behind all this.
Spellcraft on the portal and charm. Sense Motive to sense an Enchantment
Spellcraft: 1d20 + 7 ⇒ (8) + 7 = 15
Sense Motive: 1d20 + 9 ⇒ (2) + 9 = 11
"Lead the way" Sevia said - calling Epyon to her arm before following him inside, the portal closing behind the two of them. As the two venture inside, Sevia looks around, trying to get a lay of where they've gone. "The call, is it the same for you and me? Or was yours different?" Sevia asked, probing for some information.
| GM Rednal |
The cultist(?) doesn't seem to have a specific enchantment on him that's fogging his mind... but it could well be far more subtle than you're currently able to detect. The same seems true for whatever magic was used to create the door - it's clearly very powerful magic, though the talisman is much easier to figure out. It's some kind of talisman that interacts with the spell, preventing anyone who doesn't have it from entering the area.
Past the doorway, the hidden base is... rather well-lit, actually, with what look like Continual Flame spells placed at regular intervals. The halls are made of clean stone, with carpeting beneath them - and directly in front of you is a massive tapestry featuring the spiraling comet of Pharasma. "The call is different for all of us." the man said, moving forward. "It tells us who we should eliminate - and we can't oppose them, of course."
Now that you've entered the area, a few others can be seen - a mix of males and females, mostly human, but there seem to be a few half-orcs around, along with one or two other beings that are much stranger. They don't seem terribly alarmed at your presence, and a few of them call greetings to your companion.
"Ah, and what's your name? I must introduce you to it, of course..." the man you'd followed inside said, wringing his hands excitedly.
| Sevia, The Raven Queen |
How many people are there in total?
Sevia's brows rose in understanding as he spoke, though she couldn't detect an enchantment on him, she was now sure or at least strongly suspect that he was under some form of enchantment. But certainly stronger than a simple charm person spell, mayhaps a Geas. Which certainly put these cults into perspective - they couldn't be eliminated because the cultists weren't actually even in control of it, merely disposable pawns picked up from the town.
"Sevia. Please proceed." She said, giving the man her name. 'It?' she thought in confusion. More developments. Surveying the room, she noted that a fight would be rather against her favor in this place.
| GM Rednal |
There seem to be more people in the facility than you've seen - the main pathway only covers part of the facility, but there seem to be at least two or three dozen cultists. Your guide walks forward without concern, though, his smile growing wider and wider as you near a set of large doors at the end of the hall. He stops, then, and reverently bows his head before pushing open the doors.
There are another six people in the chamber, kneeling down on cushions focus all of their attention on a small object set onto a raised pedestal in the middle of the chamber. More torches line the walls here, preventing all but the smallest shadows from existing. Even that seems secondary, however, as your divine nature suddenly surges forward to focus on the object.
For a few moments, it's difficult to comprehend what you're seeing - but eventually, it does become clear. Held on the pedestal is a sort of extended ring, shaped to match a Raven's toe and meant to be worn over one finger. The item itself is black instead of yellow, however, and lacks a claw - apparently designed to allow one's fingernail to act as a substitute. It's very small indeed, but you couldn't possible make a mistake about this - the item holds part of your divinity within it.
It only takes a moment for the cultists to recognize that something strange has happened - even an atheist would be able to feel the building resonance of divine energies, and the thoughts of the mortals begin to bombard you.
<Is she an Avatar of Pharasma?>
<Blessed are we by the Handmaiden of Death!>
<I knew I shouldn't have joined this cult!>
| Sevia, The Raven Queen |
Sevia did not know what to expect when she saw the doors, clearly an important antechamber given her...guide's veneration, but she knew the answers to her questions lay here. The doors opened, and she had but almost an instance to glance at the scene before her, before her divine essence roared inside her body, momentarily overwhelming her more mortal senses before she took a deep breath and steadied herself.
The ring on the pedestal, it was clearly an artifact, one which she knew instinctively was a fragment of her divinity. And it rightly belonged on her finger, and away from mortals which she suspected were being influenced by it.
"Where...How did you find this? Do you have any idea what you are trifling with?" Sevia asked sternly, her second question a statement more than a query. Her face darkening as she stepped forward, slowly approaching the pedestal, and wary of what action these seven might take. Hearing their thoughts provided a clue, more than one seemed to have immediately picked up on the two divine essences almost reaching out to touch each other, apparently concluding she was an agent a Pharasma; which might be useful to exploit if needed.
| GM Rednal |
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"We didn't find it. It found us." the guide whispered, his mouth suddenly as dry as the desert as he slowly backed away. It's clear that he has no idea what's going on - and for a group of cultists largely cut off from the world, that's not exactly a good thing to be feeling. You don't even need to try and understand their feelings as you get closer to the pedestal - the tension in the room is rapidly shooting upwards, even as the raven's claw starts vibrating on its pedestal, trying to get closer to you.
| Sevia, The Raven Queen |
The guide's statement was more worrying than enlightening, making her wonder exactly what effect it had on these mortals. Nothing good apparently. Reaching out with her hand, Sevia tries to discern more about the item as she approaches it, her steps walking quicker, as if unconciously being pulled to the item.
Cast Detect Magic. Roll spellcraft to identify
Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12
Finally stopping in front of the pedestal, Sevia reaches out to take the ring and place it on her finger.
| GM Rednal |
| 1 person marked this as a favorite. |
An item of this type is not so easily understood - at least, not with lesser magic from a distance. As you touch it, however, a surge of knowledge floods into your body even as a fraction of your immortal might returns, the memories welling up deep within you.
Death comes to all things. What is started must eventually end - and when you scattered your power to keep it safe, the emotionless aspect of destruction gathered together to continue this work. Merely splitting apart a god's power will not stop it from doing what it was meant to do... and for thousands of years, mortals who strayed too close found themselves influenced by the singular goal of this power and driven to destroy others. However, your power is ultimately subordinate to you... and as you place the Raven's Talon on your finger, the power waits.
You have acquired [The Raven's Talon]. It has returned your power to you, and it does not need to be worn to continue providing effects. It can, however, have its ability returned to it so you can grant the power to another person... should you choose to do so.
You have gained the Divine Ability [Annihilating Strike]. Prerequisites: Divine rank 11, base attack bonus +20, Str 25. Benefit: When the deity strikes with a weapon or natural weapon, the opponent struck might be obliterated. Creatures, attended objects, and magic items must make Fortitude saves (DC 20 + the deity’s rank + the damage dealt) or be reduced to -10 hit points and killed outright. Unattended, nonmagical objects are obliterated. The deity can destroy up to 1,000 cubic feet (a 10-foot cube) of nonliving matter per rank, so the ability destroys only part of any very large object or structure targeted. Notes: Beings with a divine rank equal to or greater than the attacking deity are not subject to this ability. This ability has no effect on objects or effects that are not subject to physical attacks.
Note on Divine Abilities: In this game, Divine Rank and Mythic Tier are interchangeable terms, and refer to the same thing. For example, at this point in time, Annihilating Strike would not work on a being with two mythic tiers, and the DC right now is 20 + 1 + the Damage. The cost to use any Divine Ability is 2 Mythic Power, +1 additional Mythic Power for every prerequisite you do not meet. If the effect would normally be passive, you gain it for 2 rounds/tier. Mortal forms cannot easily handle the power of gods...
As you place the item on your finger, three of the people in the room simply run out of it, trying to get away as fast as they can - they have no idea what's about to happen and aren't interested in sticking around to find out. The others look far too scared (or, in one case, too interested) to move. The one who guided you in licks his lips nervously. "Um, you might want to know..." he began... only to be cut off as a bellowing roar came from the entrance hall. "Our, uh, our founder put a ward on that to be sure it wouldn't be stolen..."
| Sevia, The Raven Queen |
| 1 person marked this as a favorite. |
So is the item still a magic item/artifact? Could it be enchanted with other magic effects? And how can a Mythic rank of 11 be a prerequisite if there are only 10 mythic tiers? Also, just to be clear, when I use Annihilating Strike to kill something, anything its wearing isn't affected as well right?
As the ring became reunited with its bearer, Sevia gasped as memories flooded her - for any lesser being, such an experience might leave them catatonic for the remainder of their lives, but for Sevia, it took her no more than a few frozen seconds to relieve thousands of years.
This would be quite complicated to "report" to her Dwarven priest.
Taking a deep breath, Sevia finally broke her short trance and turned around, drawing her Wakizashi and approaching the door; Epyon caws menacingly at the approaching roar. "One cannot steal that which belongs to them." Sevia said coyly to the man, reading her sword for an attack against the coming beast, which even now she could feel through the vibrating floor, holding her sword up high and drawing upon all her mythic power for one decisive strike.
I ready an attack against whatever the source of the roar is, assuming it comes to attack me. If it doesn't come directly to the room to attack me soon, I'll move out to find and attack it myself. My familiar readies to use Aid Another to help my attack roll.
Initiative: 1d20 + 8 ⇒ (10) + 8 = 18
Aid Another: 1d20 + 5 ⇒ (11) + 5 = 16 vs AC 10
Attack: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 vs AC (or FF if I act first) Damage: 1d6 + 6 ⇒ (4) + 6 = 10 + 1d6 + 1 ⇒ (5) + 1 = 6 (If FF)
Critical Confirm: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 vs AC (or FF) + Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Sevia expends 5 of her mythic power to use Annihilating Strike, which counting the use of Wild Arcana she used to cast Charm person that used up her Temporary point of mythic power, brings her to 0/5 Mythic power remaining - DC 31 Fort save (or 41 if I confirm, the DC increases to 47 if the attack hits FF) to avoid Annihilating Strike
| GM Rednal |
The item itself is no longer magical, as it transferred its power to you - but it can be enchanted. As for Mythic Ranks, those serve as a reflection of divine power in this game, and gods are not bound by the same limits as mortals. And no, using Annihilating Strike won't inherently destroy anything a creature is wearing - not unless you're targeting those items, anyway.
Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
As you rush out into the hall, two figures appear, each of them holding a massive hammer as they charge through the hall towards you. Your own dagger is a much smaller weapon than what they're using... but it's surrounded by a power they can't even begin to comprehend, and the eyes of the first warrior just barely have time to widen before the dagger slams into his chest... and his body literally explodes, each part of it turning into dust as he vanishes.
However, whoever planned this seemed to have thought ahead... and the other warrior swings his weapon as hard as he can, blazing heat surging up through his tool as he aims straight for your chest.
Attack Roll: 1d20 + 4 ⇒ (14) + 4 = 18 for Damage: 1d8 + 1 ⇒ (3) + 1 = 4 + Fire Damage: 1d6 ⇒ 6
It was a pretty good swing... but not quite good enough.
| Sevia, The Raven Queen |
Sevia ducked as the second warrior swings, missing her by inches. Gasping for breath, Sevia couldn't help but feel winded as that attack took so much out of her strength. Turning to face the other warrior, she lets out a series of slashes, aiming to bring him down with just her sword - looking out for any other would be enemies.
Sevia just keeps attacking this guy 'till he drops (roll damage for any hits) or she takes damage. If she gets hit for around half her health, she'll take a 5ft step to cast Infernal Healing.
1d20 + 6 ⇒ (2) + 6 = 8
1d20 + 6 ⇒ (14) + 6 = 20
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 6 ⇒ (1) + 6 = 7
1d20 + 6 ⇒ (2) + 6 = 8
1d20 + 6 ⇒ (1) + 6 = 7
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 6 ⇒ (9) + 6 = 15
| Rednal |
Your first swing goes well wide of the warrior, and he promptly swings his hammer around again.
Attack Roll: 1d20 + 4 ⇒ (7) + 4 = 11 for Damage: 1d8 + 1 ⇒ (1) + 1 = 2 + Fire Damage: 1d6 ⇒ 5
However, this second swing of his is a miss - whereas your counterattack is undoubtedly a solid hit.
Your Damage: 1d6 + 6 ⇒ (2) + 6 = 8
It's a powerful blow, taking off a good chunk of his health. Unfortunately, your next swing is a little less than totally accurate...
Attack Roll: 1d20 + 4 ⇒ (20) + 4 = 24 for Damage: 1d8 + 1 ⇒ (5) + 1 = 6 + Fire Damage: 1d6 ⇒ 5
Crit Confirm: 1d20 + 4 ⇒ (1) + 4 = 5 for Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Crit Confirm: 1d20 + 4 ⇒ (17) + 4 = 21 for Damage: 1d8 + 1 ⇒ (4) + 1 = 5
...While his follow-up is a tremendously powerful blow that sinks right into your torso. -16 HP. 5 HP remaining. Even as you move backwards and cast Infernal Healing, however, the warrior... stays where he is, raising his hammer to swing again but not actually moving in for another blow. "Do you yield?" he asked, tightening his grip on the massive warhammer. "I've no personal quarrel with you, but I have been charged to protect this place from thieves."
| Sevia, The Raven Queen |
He fails to confirm with a roll of 21, my AC is 22. That's -11 for 10/21 HP. I use a standard action to Demoralize, Intimidate check. Also I should roll SCF for that spell since I'm wearing a buckler.
Spell Chance Failure: 1d100 ⇒ 69
HP:11/21
Intimidate: 1d20 + 9 ⇒ (8) + 9 = 17 vs 10 + HD + Wis
Sevia wasn't expecting the warrior to get such a solid hit in on her, luckily she was able to twist away at the last moment and avoid the worst of the blow. Still, it hurt pretty bad - another reminder of her mortal coil, she weighed her options. She could surrender, but she'd have no idea what these cultists would do to her, and her pride would not allow it. She could fight, but another blow like that might put her down, she could also run...but she wasn't sure how to get out. "Thief? You might want to look at your partner better before considering whether you want to keep threatening me." Sevia said menacingly.
HP:12/21 - Next round Sevia will take a 5ft step back and cast Color Spray against him DC 16 with a -2 to his Will save if he doesn't surrender or run.
Spell Chance Failure: 1d100 ⇒ 17
| GM Rednal |
Indeed it doesn't!
The warrior pauses, looking just a bit shaken by your words. However, he still has his pride as a warrior - and fear alone isn't enough to make him give up. "Then I'm afraid I have no choice." he said, sounding genuinely remorseful... but not enough to hold back from swinging his hammer again, the air around it shimmering from the sheer force of the heat as he moved.
Attack Roll: 1d20 + 2 ⇒ (15) + 2 = 17
Sadly for him, it wasn't quite enough of a blow to hit. He was indeed very strong, but not the most agile warrior to exist... and it was difficult to avoid remembering how little strength mattered if you couldn't strike your target.
| GM Rednal |
Vs Spell Resistance (13): 1d20 + 1 ⇒ (9) + 1 = 10
As the burst of color washes over him, something in the warrior's consciousness flickers... and the magic simply parts before him, unable to actually reach him. Freed from that particular problem, the warrior pushes forward, his weapon coming around for another pass.
Attack Roll: 1d20 + 4 ⇒ (20) + 4 = 24 for Damage: 1d8 + 1 ⇒ (1) + 1 = 2 + Fire Damage: 1d6 ⇒ 4
Critical Confirm: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d8 + 1 ⇒ (2) + 1 = 3 I do believe that one's a hit...
Critical Confirm: 1d20 + 4 ⇒ (11) + 4 = 15 for Damage: 1d8 + 1 ⇒ (7) + 1 = 8 And a miss! Good thing, too...
His hammer connects again - an astoundingly accurate weapon, and one that's hitting much better than it has any right to. Perhaps Fortune is smiling upon him... or some unknown entity from his homeland favors him. Either way, he's been able to strike hard and fast with his heavy weapon, though it remains to be seen whether or not his good fortune can continue. He is powerful, and another blow could easily fell you... but his vitality seems rather less than his strength, and you might just be able to slay him before he can land another hit. That would definitely be a risky plan, though, and another course of action might be more suitable.