| Kiddrik, the Blackstone |
After a brief, quiet exchange with the 'paravicar', Kiddrik nods and moves off into the courtyard below. He finds a place out of the way and watches, paying attention to the back-and-forth of the discrete hand-speak ... and even trying to follow Kage's eyes at the mention of the Sewers.
Interesting, he thinks, the sewers may, indeed, be the quickest escape.
The Blackstone, from over his shoulder, reverberates a dark, ominous laugh into Kiddrik's mind as it projects images of filth and flotsam.
Yah, not much fun, he thinks back to the blade, but that may be as much a deterrent for pursuers as it is to us.
Shaking his head at the mental jab from his blade, Kidd leans back against the stage, watching those around him to gauge their reaction to what is playing out above.
Perception and Sense Motive to read the other people sharing the courtyard floor with Kidd.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21
Basically, if Kidd gets the feeling that his teammates up on the platform are getting overly negative reactions from the people around us, he'll start looking for ways to create a distraction when the time to escape comes.
Speaking of which, how populated are the different tents for the events that were scheduled for the Citadel later on? What can Kidd see is going on in there (or at least what should he expect is going on in there)? Just people hanging out? Cooking? Drinking?
| Mama Bess |
Sorry not to post much recently. Combo of busy-ness and Mama not having too much to contribute to this part of the scene. If my know local or sense motive rolls tell me where to stand, I'll stand there. If not I'll just stand at the base.
.
If "hearing" the new Mantis mention the sewers triggers another opportunity to look around, Mama will try the appropriate roll to see if she can figure out a way down through the gears.
| DM Stalwart |
There's an outer track with spokes for the draft animals. Now that the stage has been draw up into the air, the gears are somewhat exposed. There's a small lip to prevent someone from blundering over the edge into the gearworks, but nothing that would stop anyone from making an effort to go into the mechanism below.
Kiddrik can see that a Hellknight revelry would likely be a very boring affair. There is a little mingling and the smells of food reach the front courtyard, but nothing seems to indicate much activity.
So Bess, Kiddrik and Ghiv are down, Eris and Kage are up. I'll go ahead and say that Myra is up as well. It's not unusual for attendants to be at hand in case things get ... messy.
One of the Hellknights yanks off the hood of the man strapped to the chair, revealing a round face with pronounced jowls, blinking against the light. Sweat beads on his bald pate as he focuses on Eris, her entourage, then at the figure on the balcony. He wets his lips as he shifts futilely to find a more comfortable position on the rigid chair. He makes a quick glance to the Hellknights standing on either side of him.
Looking again at Eris, he sags. I've told you... He draws in a breath and says louder, directed toward Haelcant, I told you, he looks straight at Myra with sorrow and sympathy. I will not betray my little ones.
Those looking at Haelcant see him steeple his fingers together, watching intently.
| Yamyra Demir |
Myra's eye twitches. Of course he has to be a halfling lover... she thinks as a cold rage begins to boil in her stomach. Keep it cool, Myra. You swore an oath to He Who Walks in Blood. You don't get to choose who dies. The halfling 'slave' grasps her hands tightly together in front of her waist, keeping her eyes low.
| Eris Triguna |
The expression on the face of Eris turns from a stern one, into an expression of extreme boredom. "If you think I'm going to waste my time repeating the same questions over and over, then you have another thing coming. I'm a busy women, and one way or another, you WILL tell me what I wish to know"
With a gesture, Eris indicates the prisoner and motions for someone with the skilled bladework necessary to input a little bit of pain into the prisoner in the hope of being more co-operative.
| Sa'Kage |
Silently Kage uncoils some silken rope he's been carrying, one end of which is tied into a hangman's knot. Casually he slips the noose over the prisoner's neck and tightens it before looping it under the legs of the seat. While undoubtedly frightening for the prisoner, the rope's true purpose is to provide an escape route. If that escape route breaks his neck, well so much the better. Kage studies the man under his unblinking bloodshot eyes, thinking 'I despise these theatrics, my corpse deserves a clean death as demanded by holy Achaekek. Still my brothers and sisters deserve a clean escape even more. I must play the part if only for a few moments longer...'
Slowly at first Kage pulls the rope taught, forcing the man's neck back into the seat and compressing it uncomfortably. Satisfied that the man is rendered truly helpless, Kage looks at Eris as if to say, shall we end this farce?
Kage is very keen to end him cleanly and be done with it.
| Mama Bess |
In the interested of eliding descriptions of torture, Stalwart, what do you need from us here next? Any more questions about our strategy? Dice rolls to see how we do at it?
.
I'm imagining Eris makes a show of interrogating (BLUFF) and Kage makes a coup de gras attempt look like an accident (another BLUFF).
.
Note, if Eris calls Mama up on stage she can assist Kage in his bluff check, likely adding +4 to his role, and presumably Myra can do the same for another +2. (I'm not sure there's a convincing way for them to Aid Eris in looking like she's really interrogating him, but we can help to hold the prisoner, making it look like he twisted himself into Kage's blade as a form of suicide, or somesuch which might mechanically translate into Aid Bluff rolls)
| DM Stalwart |
As the "show" begins, Haelcant touches a crystal on a small pedestal next to his seat. Suddenly, there is a shimmer in the air that fades almost instantly.
Eris: 1d20 + 4 ⇒ (2) + 4 = 6
Kage: 1d20 + 5 ⇒ (3) + 5 = 8
Myra: 1d20 + 3 ⇒ (5) + 3 = 8
Ouch.
Portuni: 1d20 + 6 ⇒ (6) + 6 = 12
Him, too.
Portuni simply sets his jaw and looks defiant at Eris, though he occasionally flicks pleading glances to Myra. The beads of sweat swiftly turn into rivulets when Kage affixes the rope around his neck.
Before much else can occur, the elder Hellknight clears his throat. Excuse me, Paravicar. I hate to interrupt just as you're getting started, but I want to ask you something. What was the last opera we attended together?
The two Hellknights standing upon the Confessional turn their helmeted heads toward you.
| Ghiv Masdara |
Spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7
Ghiv watches, waiting for the moment his allies in Blood need him.
Ghiv isn't wearing his armor or carrying his weapon. He will just be casting spells if this turns into a fight.
| Eris Triguna |
O.k, so I'm not sure if The Nightingale Rebellion's Folly counts as an opera that we know the Paravicar saw. With that said, I only know of three opera at all, The Six Trials of Larazod, The Winter of White Roses, and The Elopement of the Dowager Princess. Unless anyone has a better idea, I'll prolly just guess and attempt to get it correct. If things hit the fan, please god someone kill Portuni so we can make an easy escape.
| Mama Bess |
Eris, I think you're compelled to only speak the truth...so if you open your mouth you need to say "I've never been to the opera with you"...or at best maybe to change the subject...not that I think he'll let you get away with that.
.
I think we need to kill Portuni and run!
Mama's expression gets grim as she sees the zone of truth getting activated. She moves with practices casualness, surreptitiously signing a warning in the red hand while pulling out her whip (using every bit of inspiration she can to keep it concealed under a fold of her cloak).
Her message-- :: Zone of Truth. Will get bad fast. Time to kill and run ::
_______________
Spellcraft: 1d20 + 7 + 1d6 ⇒ (15) + 7 + (6) = 28
Bluff (to conceal message): 1d20 + 8 ⇒ (18) + 8 = 26
Slight of hand (to conceal drawing her whip): 1d20 + 7 + 1d6 ⇒ (13) + 7 + (6) = 26
Tracking: Inspriation 4/5
| Sa'Kage |
I think the zone of truth scuppered plan A. Time for plan B, kill him and run!
Kage catches Mama Bess's message, and thinks 'Oh hells! I didn't feel a thing, what's going on down there?'
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
He glances but it's all a blur and he has eyes only for the prize Portuni... 'It is my holy mission to kill this man. The guild has asked and I shall deliver.' Kage leans in to whisper to the man, "Fear not, for your little ones. We're not here for them, no we're here to free your soul." And with that, he draws a sword and gives the man the quickest and cleanest death he is able to deliver.
Coup De Grace, Studied, Power Attack: 2d8 + 18 + 1d6 ⇒ (5, 2) + 18 + (5) = 30
Kage will check to see if he's dead - if not he'll do it again.
Coup De Grace, Studied, Power Attack: 2d8 + 18 + 1d6 ⇒ (2, 7) + 18 + (3) = 30
Knowing that that s**t just hit the proverbial fan, Kage vanishes and uses the rope to climb down. Hopefully Eris and Myra can get down that way too.
Climb: 1d20 + 10 ⇒ (13) + 10 = 23
| Yamyra Demir |
Yamyra is caught unawares as Kage stabs Portuni in the throat, but she knows the game is up. Not seeing any reason to stick around with their target apparently dead, she heads for the underbelly of the Confessional as quickly as possible. What the f*#~!? Why did he do that? I really need to learn that Red Hand thingy. I feel like I'm walking around deaf.
Climb check: 1d20 - 1 ⇒ (3) - 1 = 2
Acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21 If there's any way I can use that to hop down instead. Take 10 for a 19.
| Mama Bess |
Stalwart, I'm guessing we'll be in round-by-round initiative order soon but in the meantime if anyone attacks someone within 15' of Mama she'll use Bodyguard/Aid to (try to) add +4 to their AC, whipping the attack away.
| DM Stalwart |
Eris opens her mouth to hazard a guess to the Hellknight's question, but nothing comes out. There's a long moment of silence as everyone paying attention to the stage waits for a response. That silence is interrupted by Kage drawing his serrated blade across Portuni's neck.
Fort save: 1d20 + 4 ⇒ (12) + 4 = 16
Blood spills freely and the life in the portly man's eyes fades. With that, everyone erupts into motion.
Hellknights: 1d20 + 1 ⇒ (12) + 1 = 13
Haelcant: 1d20 + 4 ⇒ (20) + 4 = 24
Eris: 1d20 + 4 ⇒ (6) + 4 = 10
Kage: 1d20 + 2 ⇒ (5) + 2 = 7
Myra: 1d20 + 5 ⇒ (12) + 5 = 17
Bess: 1d20 + 3 ⇒ (19) + 3 = 22
Ghiv: 1d20 ⇒ 9
Kid: 1d20 + 6 ⇒ (13) + 6 = 19
Round 1
Using those who've posted already to fill in their actions. Still need a few blanks filled in.
Close the gates! Haelcant shouts, standing to lean against the balcony's railing. His voice travels across the courtyard, setting the armigers scrambling in action.
Bess has her whip out and readied to assist any of her fellow assassins on the ground.
Kid has a chance to act.
Myra slides down the rope effortlessly, rather than trying to climb it.
The two Hellknight guards upon the Confessional brandish their halberds, then swing at the assassin who slew their prisoner.
Melee, power attack: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Damage: 1d10 + 4 + 6 ⇒ (2) + 4 + 6 = 12
Melee, power attack: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Damage: 1d10 + 4 + 6 ⇒ (6) + 4 + 6 = 16
Eris, then Ghiv get to act
Kage is unable to twist away from the two Hellknights, and their halberds deal heavy blows. He falls back and slides down the rope easily, reaching the ground along with splatters of his own blood.
Need Round 2 actions!
| Mama Bess |
Round 1
Bodyguard / Aid AC: 1d20 + 8 ⇒ (4) + 8 = 12
Bodyguard / Aid AC: 1d20 + 8 ⇒ (6) + 8 = 14 >> Kage's AC is +4 for both attacks against him
Round 2
Mama looks up as Kage murders the man who had helped countless halfling slaves escape. Portuni was a good man. Thank Achaekek that Kage was at least able to grant him a clean death.
Mama forces herself to exhale as things spring into action. She stands by the machinery, ready to jump down below...but waiting first to see if her family members need any aid from her.
Will use Bodyguard to grant +4 AC vs any AoOs folks trigger, and will grant aid to anyone else who seems in need. Otherwise once her family members have jumped down she'll go in as well.
| Eris Triguna |
Eris blasts any guards close to her with a quickfire Color Spray (DC 17), before retreating backwards to meet up with allies, casually blowing Haelcant a kiss as she does so.
| Sa'Kage |
The savage cut's from the Hellknight's burn like acid, but this doesn't stop Kage from feeling a certain sense of satisfaction. The guild asked and Kage delivered, with a little help from his friends. It was particularly gratifying that none of the Asmodean theatrics where allowed to interfere with the sacred rite of murder. Portuni's secrets died with him.
Still the harder part was now to come, escape. Kage vanishes and starts moving towards the lower levels.
| Ghiv Masdara |
Ghiv leaps into action moving swiftly towards the entrance to the sewers/mechanism. He attempts to look unobtrusive.
Bluff: 1d20 + 8 ⇒ (5) + 8 = 13
| Kiddrik, the Blackstone |
As these things often do, the actual Act went down quickly. Not what I would have done, thinks Kiddrik as he scrambles for the best next step, but the deed was done cleanly. Focus on the next tasks … survival and extraction.
Kiddrik gives Haelcant a dubious look as he springs into action. The man is quick, Kiddrik thinks as he draws out the Blackstone, have to be careful of that.
The young assassin slides to a halt next to Bess, helping her hold the sewer portal as the others try to make their escape.
”This is certainly one way of doing it,” he says with a cold half-grin, his strange blade at the ready. His voice has a challenging tone, ”Now to see how good we really are.”
Draw blade as he moves to help Bess hold the sewer hole (under the stage, I believe?). If that only takes a single move action, he’ll ready an attack for the first person aggressive person to get in reach.
| Ghiv Masdara |
Ghiv will throw the lever as soon as his brothers in blood are clear.
| DM Stalwart |
Guards' saving throws: 2d20 + 2 + 2 ⇒ (10, 20) + 2 + 2 = 34
Eris' acrobatics: 1d20 + 4 ⇒ (6) + 4 = 10
One of the guards reels from the riot of colors as Eris grabs the rope and slides down awkwardly, but avoids landing too hard.
The Hellknights scattered about in the courtyard move to interpose themselves between the assassins and the gates. They form a line, drawing weapons and slowly advancing.
However, by blocking off the obvious escape route, they give the assassins ample time to drop into the gearworks below the stage. By the time Haelcant realizes they aren't trying for the gates and shouts for the guards to advance, Ghiv has thrown a lever reversing the stage mechanism. With a quick slap on the rump of a draft animal, the stage begins descending.
The light of day is shut out as the heavy stage lowers. The Hellknight guards pull up as the Confessional slams down with a heavy thud.
It is completely dark beneath the stage, but you appear to have a few minutes before the Hellknights raise the stage again.
| Kiddrik, the Blackstone |
A moment after Yamyra’s question, a small stone winks alight, orbiting Kiddrik’s head and lighting up the dark gear-works around them. Drawing and setting his ioun stone in orbit.
As he begins pulling out his own red mask, he watches Eris and Kage, waiting to see if there is anything he can do to expedite their recovery.
So just to clarify, as I’m working from inferred information from other people’s posts in response to spoilered information … we’re standing in the gear-works underneath the stage, around an entrance to the sewers below, correct? And we have intel that makes us believe these sewers will grant us access to an escape avenue? Do we have any details about how this sewer leads to our escape? Through the moats (with some big-ass monster in it)? Directly into the city’s sewer system? Something else entirely?
| Mama Bess |
In the light from Kidd's stone, Mama looks around to make sure that all of her ducklings are here and accounted for. She smiles at the newcomer, saying "We didn't know we'd have help from within. Surprises are rarely good on a mission like this....but that one was most welcome!
"Time for introductions later. In the meantime, what do you know about how to escape from here?"
While they talk, she looks and listens to get a sense of her surroundings, searching for inspiration for a plan.
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
| Eris Triguna |
"No details, just information that a secret exit exists. There should be another exit around here, instead of the moat or the entrance we came in that I discovered, but its going to be difficult to find, and id rather not waste time searching for it unless we get cut off from our other escape attempts."
| Sa'Kage |
Battle instincts fading, Kage tries to slow his breathing. He checks the wounds he picked up and is rewarded with a fresh flash of pain. He winces and has a sharp intake of breath but manages to avoid crying out. Shaking his head he puts his mask on and tries to explain, "That wasn't exactly plan A, but the truth spell meant we were moments from disaster. I believe I had to act."
Wincing again he pauses before adding, "Eris is right need to get going. I'm hopeful we can find the tunnel to the redoubt. Leaving via the city feels too risky, the Hellknights will lock it down hard."
He totters up and starts searching for an exit.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Trying not to keep it obvious, Kage keeps a cautious eye on the newcomer, thinking 'Does he have a mask too? Why weren't we told about him?'
Bluff: 1d20 + 6 ⇒ (17) + 6 = 23
| Mama Bess |
Mama looks over at Kage and sees how badly injured he is. "Hold on, dear," she says as she pulls out a blackwood wand with a blood red groove running from tip to base. She taps it to him once without effect and then tries again, causing a burgundy pulse to briefly wash over him.
"This wand is great but I still haven't quite got the hang of using it. Anyway, that should start the process of mending you up."
UMD: 1d20 + 7 ⇒ (2) + 7 = 9
UMD: 1d20 + 7 ⇒ (13) + 7 = 20
Infernal healing: fast healing 1 for 10 rounds
| Ghiv Masdara |
Ghiv actually doesn't have any gear at all....I'm hoping the GM will be generous and allow me to pretend that he stashed it all down in the lower levels.
| Sa'Kage |
Kage flexes his wounded shoulder and nods his thanks to Mana Bess, "That's a very handy wand, thanks!"
| Ghiv Masdara |
Ghiv nods in greeting to his Brothers in Blood. The Masters sent me here many months ago as a forward scout...I only just learned of your imminent arrival. Forgive my lapse of planning. I have a stash of supplies nearby, the sewers were one of my escape routes.
Ghiv leads the party to his nearby stash, which includes food and water in case anyone needs. He places his mask on and also uses a charge to activate Darkvision.
We are going into the Citadel?
| Ghiv Masdara |
Let's assume for now that I do....the GM can overrule me when he posts later.
This way. What is our next target? Ghiv says as he leads his allies towards the Citadel.
| DM Stalwart |
With Kiddrik's ioun torch alight, the gearworks are illuminated while toothy shadows dance. The muffled shouts of Hellknights outside spur you down, deeper into the mighty clockworks. About halfway, Ghiv stops at a pile of spare gears and pushes one aside, revealing his stash. When the bottom is reached, you see grates in the floor where you get the sense that any rainwater that would sneak in gets carried off. There is also a heavy door along the north wall that would lead out into the dungeons beneath the Citadel.
The western wall of this lower chamber is made of bricked stone with crumbling masonry, and appears like the chamber used to extend further. There is an especially weak section on the far south side of the wall that could be broken open, although it would leave a fairly obvious hole. (Eris, you are able to orient yourself with the old map -- the western wall is not in your map)
Edit: Ghiv posted right before me. The door to the north would take you into the dungeons of the Citadel. He has not been able to explore the full extend of them, but there are several walled off sections, old wings of cell blocks no longer in use, and plenty of dead ends.
| Mama Bess |
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
| Sa'Kage |
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Before the others open the door, Kage says "Wait up, there's something odd about the wall over there to the south."
He starts tapping the brickwork and finds it to be hollow. Inspecting the brickwork he says, "Shoddy brickwork here, hardly any mortar used. Look how loose these bricks are. I bet we could make a hole easily if we wanted... Eris you've seen the maps, will we have an easier escape from the otherside?"
| Mama Bess |
Mama says, "It seems we have imperfect information here: Ghiv has explored some of the tunnels but not all the way to the exit, and going into the dungeon could be a dangerous route. Eris has seen maps of the older tunnels here...but it sounds like they don't quite map yet to what we see so we won't be sure of what we'll find.
"Either way is a gamble. I don't really like going into the dungeons, following the route Ghiv knows. I dislike the thought of leaving an obvious hole behind us too...but that may be a price worth paying.
"Here are my ideas: Option A, we go down these walled off paths--on the thought that they will lead to less populous and more fruitful exits. If we do so I'd suggest that one of us open the North door anyway, leave it ajar, and in fact leave some clear "tracks" heading that way a bit. Kage, do you think you could do that? That might at least create uncertainty about which way we've gone. With luck, it'll slow or divide our pursuers.
"Option B, we still open a hole here...but then we abandon it, taking Ghiv's path North through the dungeons...and hope that by opening this hole we've thrown off our pursuers completely."
Pausing a moment, she concludes, "I lean toward plan A here...but will go with the majority of my nephews and nieces. Or does someone see another option to explore?"
DM, if there's something I misunderstood here in terms of what we understand, please correct me.
| Sa'Kage |
Weighing up the options Kage replies, "Good summary. I think I prefer plan A too."
| Ghiv Masdara |
Ghiv gives the halfling a nod As you wish Mistress.
| DM Stalwart |
With a practiced urgency, the assassins carefully remove enough bricks to allow them passage and make enough of a trail to hopefully mislead their pursuers into thinking they've left through the main door.
Once into the walled-off section, they work their way through a series of cobweb-infested, rubble-strewn passageways. Sections appear to have collapsed, and old timbers have braced weak ceilings. When the old citadel was razed to the ground, this area obviously suffered enough damage that when the reconstruction began, this area was reinforced and then abandoned.
The six figures steal silently through the ruined corridors, crawling under collapsed beams or stepping lightly over mounds of rubble. The map provides the barest guidance through this ominous place, but enough so they do not get disoriented.
After encountering a wholly collapsed corridor, they are forced to detour through an adjacent chamber. Its heavy iron-bound door was braced from the outside, but the map showed no other possible way except to go back.
Opening the door on its protesting hinges, the assassins see into the chamber beyond grates set into the floor -- an oubliette. An ominous pall hangs over the entire chamber.
Perception checks, please.