Nalia Malphason
|
Ok, this place is creepy. The light we all see by is coming off of me!?!
Nalia swiftly calls out to her god Malphas to protect her from these evil creatures (swift sword cast of protection from evil) and then shifts to her right one space in the odd slow motion wall area to bring her sword down on the creature next to her (the one who looks to be grappling BobE if possible).
power attack: 1d20 + 8 ⇒ (16) + 8 = 241d8 + 9 ⇒ (1) + 9 = 10
AC is 22 if these guys are evil. I'll also do knowledge religion if that helps
Knowledge religion: 1d20 + 6 ⇒ (10) + 6 = 16
bobie
|
BobE tries to break free cmb: 1d20 + 4 ⇒ (2) + 4 = 6
Beatrip will come to BobE s aid
attack: 1d20 + 5 ⇒ (9) + 5 = 142d6 + 7 ⇒ (1, 2) + 7 = 10
| Benjen Harris |
Yes you were still down 9 Turngut. Don't forget 50% miss chance everyone.
Turngut moves up and tries swinging at the Mad One. His first attack he misses only because the darkness plays a trick on his eyes and the second he is just unable to land the attack despite the creature being in a grapple.
BobE tries desperately to break free of the Mad Ones grip but is unsuccessful. Beatrip also can't seem to land a hit
Initiative Order Round 2
Poppo
Friendly NPC's
Nalia
Mad Ones
Turngut (9 Damage)
BobE (Grappled)
Poppo escapes the grip of the long, slender, dark fingers and quickly dodges back toward the light.
Nalia Miss Chance (High Hits): 1d100 ⇒ 7
Nalia Blind Fight Re-Roll (High Hits): 1d100 ⇒ 1
Nalia thinks she is about to hit the creature but at the last moment it seems to blink out of the way of her blow. Nalia you know a little about these but not enough to get a question. Mad One's are essentially those who did not succeed in their Trial and went mad.
Micolash Strength Check: 1d20 + 3 ⇒ (20) + 3 = 23
Red Mad One Pin: 1d20 + 10 ⇒ (2) + 10 = 12
Yellow Mad One Grapple: 1d20 + 10 ⇒ (17) + 10 = 27
Blue Mad One Grapple: 1d20 + 5 ⇒ (9) + 5 = 14
We need to get out of here! Micolash yells as he darts into the central room grabbing Poppo and darting into the light were they both disappear.
Similarly Calia with a limping Dunwar yells Get him free and run for it! She moves over to the light and drops Dunwar into the light, he disappears. She however doesn't go through the light and stays behind in case the group need assistance.
You watch as the Mad One that grapples BobE tries to pin him to the ground but BobE is just able to fight being pinned, but he is still grappled. The yellow Mad Ones reaches out and grapples Nalia. The blue Mad One five foot steps and attempts to grapple Turngut but being a skilled grappler himself he is able to avoid it. You do notice it seemed slower when it reached into the brighter area.
Everyone can go!
| Turngut |
hp=51/60+0
Desperate to get BobE out of this situation and wanting to follow the others, Turngut digs deep and tries to tear the Mad One off BobE.
CMB (Grapple): 1d20 + 11 ⇒ (9) + 11 = 20
Move=Martial Flexibility-Improved Grapple. Standard - CMB check to "ungrapple" BobE. If GM allows. Otherwise, I'll just try to grapple the creature.
bobie
|
BobE can tell turnguts efforts and throws his weight in an attempt to help him. aid another: 1d20 + 4 ⇒ (17) + 4 = 21
Beatrip attacks the holder
powerslam1: 1d20 + 5 ⇒ (20) + 5 = 252d6 + 7 ⇒ (1, 1) + 7 = 9 miss chance: 1d100 ⇒ 82
powerslam2: 1d20 + 5 ⇒ (9) + 5 = 142d6 + 7 ⇒ (6, 3) + 7 = 16 misschance: 1d100 ⇒ 48
| Poppo Hedgehopper |
I assume I'm out of combat?
If not let me know
| Benjen Harris |
Yup you are out of the combat Poppo. I'll say yes you are able to break the grapple Turngut.
Beatrip Confirm Crit: 1d20 + 5 ⇒ (16) + 5 = 212d6 + 7 ⇒ (5, 1) + 7 = 13
Turngut rips the Mad One off of BobE and in turn BobE is then able to help Nalia free. Beatrip critically slams into the Mad One that was formerly grappling with BobE and to your surprise the Mad One shutters and then reappears a good distance away from you.
Initiative Order Round 3
Nalia
Friendly NPC's
Mad Ones (Red: 10 Damage)
Turngut (9 Damage)
BobE
Blue Mad One CMB: 1d20 + 5 ⇒ (12) + 5 = 17
Yellow Mad One CMB: 1d20 + 10 ⇒ (14) + 10 = 24
Calia casts bull strength on Nalia in hopes it will help her with the grappling. But again the yellow mad one grapples Nalia. The blue Mad One attempts to grapple Turngut but can't quite get a grip on the orc.
Everyone can go!
Nalia Malphason
|
Nalia sees the light emanating from her and knows she must try and hold off so her friends can make it thru the dark and distorted slow walls. Feeling Calia's enchantment course thru her, she's never felt stronger! She quickly attempts to shake off the creepy creature.
break grapple: 1d20 + 6 ⇒ (6) + 6 = 12
| Turngut |
hp=51/60+10
Already on edge from the oppressive and dark environment, Turngut's eyes widen in fear, much like a rearing horse. Now, unable to see Poppo, his mind unhinges and he tears into the inky void, vision blurred by his rage as much as by his tears of frustration.
Where Hoppo!? Where Hoppo!?!?! LET GO OF WOMAN!!! He screams the last sentence as he rushes the Yellow Mad One and attempts to tear it off of Nalia.
CMB (Grapple): 1d20 + 13 ⇒ (20) + 13 = 33
(Apparently, one should not go around grabbing Nalia when Turngut is already freaking out about Poppo!)
Rage. Move up to Yellow. Attempt Grapple.
Since Nalia is emitting light, no miss chance, correct?
| Benjen Harris |
Matt asked me to post an attack for him since Turngut was able to break Nalia free. Still 50/50 miss chance but with grapples I'm gonna say you can do that with out the miss chance because I'm trying to speed this combat along as fast as possible.
Nalia Attack: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 9 ⇒ (5) + 9 = 14
Nalia Confirm Crit: 1d20 + 8 ⇒ (8) + 8 = 161d8 + 9 ⇒ (4) + 9 = 13
Miss Chance (High Hits): 1d100 ⇒ 85
Nalia nearly lands a critical hit but just barely misses the head of the Mad One. She stills clips the Mad One, it shutters and reappears twenty feet away.
BobE you're up!
bobie
|
Fly you fools BobE yells and double moves into the light, trying to shove nail and turngut as he goes. Beatrip moves in front of the mad ones, blocking their path.
| Benjen Harris |
BobE escapes and the shadow Beatrip blocks the other two Mad Ones.
Initiative Order Round 4
Nalia
Friendly NPC's
Mad Ones (Red: 10 Damage, Yellow: 4 Damage)
Turngut (9 Damage)
Calia Strength Check: 1d20 + 2 ⇒ (7) + 2 = 9
Poppo is just beyond here! Come on! Calia pulls Nalia and Turngut out of the shadow into the center room but can't drag you guys far enough to the light.
The Mad Ones spend this turn ripping the shadow Beatrip apart before turning to those in the center room.
Nalia and Turngut you guys are up!
Nalia Malphason
|
Nalia screams at Turngut, Get Callia out of here! She'll take you to Poppo. Run to where she directs you and I'll be right behind you!
Nalia delays until she sees Turngut in front of her.
bobie
|
| 1 person marked this as a favorite. |
definitely the healer one
Bobe is going to write a letter to the Dalports:
My Dear Dalports,
I congratulate you on your success. Our common good friend, Poppo, has an acquaintance he would like to reconnect with, a certain serving maid from Crowhall. I am writing to inquire if you would perhaps have an employment opportunity for her if she were to come to Ark.
Your Humble servant,
BobE
Assuming they are in agreement, BobE will write another letter to the serving lass in Crowhall (Can't remember her name) Discussing possible employment opportunities and mentioning that Poppo speaks of her often.
He will also inquire as to the welfare of Ela Renfroth.
He will also send correspondence to Mayor Fetherwill
My Dear Sir,
I am pleased to inform you that, with your most welcomed aid, we have arrived in Ark. Belis Ormaris was a wonderful host and sends his greetings. We again thank you for such a wonderful letter of introduction. Has there been any further sign of the Butcher? How is the renovation of Castle Croft coming along? Is the Red Madness worsneing?
Please advise if there is anything you would like to have sent to you from the city.
Your humble servant,
BobE
Character sheet updated and I made up a cheat list with my common summons and stat changes with the different options I have. Feel free to check and see if it looks right.
| Benjen Harris |
Back to it then!
The sun shines down upon the dusty and decrepit manor of the House von Eberich. A light snow falls upon the ground despite it being the month of Firemoot.
You recall the eventful day you've had, how you struck a deal with Master Mirror Gaunter O'Dimm and by winning his game have freed the souls of Helgard, Anna, and Iris von Eberich. You also learned what is causing the Red Madness and the only way to stop it is by stopping the tyrant known as Taranor Coarek.
What do you do next?
| Poppo Hedgehopper |
Well back to the Nomad then? Poppo suggests.
Assuming they walk back to there lodging/favorite watering hole, Poppo seems lost in thought about the days events.
Gaunter O'Dimm seemed devious, but in all honesty he could have made things much harder on us. I think he liked to play the game, but he didn't mind losing. He must be very bored. I wonder if we'll have a chance to play his twisted game again someday.
First thing in the morning we should report in at the temple about what we learned about the red madness. But right now I'd like to eat a nice big fish and some ale to wash it down! He remarks.
| Benjen Harris |
Completely forgot to reveal something that O'Dimm would have revealed to you about the Red Madness because I was thrown off by the question.
As you wonder back toward the Dancing Nomad you hear the voice of the Master Mirror in your head Seek out the machine of ancients, it will stop the madness that creeps into this world.
You all return to the busy Inn known as the Dancing Nomad, you look up at the wall where your portraits now hang and feel great accomplishment. When you enter you also see two familiar faces, Jespar Del'Varek and Ves. The two of them sitting and eating at one of the many tables scattered haphazardly around the room.
bobie
|
so close to seeing a real dinosaur, well I wonder if Helgard is still immortal.
Nalia Malphason
|
Let’s give the two love birds a bit of space tonight. They don’t need us to be a third wheel. How about this good table in the corner, far from those ugly mugs on the wall!
With that she calls over the waitress and orders drinks to begin with, then fish for Poppo, a haunch of beef for Turngut, the stewed wheat porridge with minced liver and onions for the old man, and the house stew for herself.
In the morning we can go to the temple to ask about the machine of ancients and give our leaders a report on all that has happened. I bet you feel so much relief knowing that menace has let that girl and her family go, right Turngut?
| Turngut |
Were the ghosts of Anna and Iris able to move on from this world to the afterlife? I'm going to assume they did after Helgard got to spend some time with them. Assuming that, and considering the forgiveness that Anna gave Turngut, he's a completely new orc!
On the way back to the Dancing Nomad, Turngut talks loudly and cheerfully with his three friends. Most of it is recounting their adventures together, but he even tells tales of his time in the fighting pits - stories that he's never recounted before. It is quite obvious that a massive emotional burden has been lifted from his heart and he even is able to speak about meeting Anna.
Turngut see Little Girl. Little Girl nice to Turngut. Now...now Turngut can be good orc! Turngut will help friends for as long as Turngut can. Then looking down at his hand that grips Frostfang, now gloved with Chainbreaker, he gives a slight smile. Turngut have powerful weapons, but friends even more powerful! He smiles again and gives them each a big side hug as they walk along.
At the tavern, he greedily dives into the beef and for the first time since you've met him, seems to actually enjoy himself. Yes Woman. Turngut happy. Little Girl safe. Now, Turngut ready to fight bad man coming on the beaches. Fight with friends!
| Benjen Harris |
You're not 100% but would assume that after spending some time with Helgard, Anna and Iris departed to be guided through the Cradle.
So you guys spend some time sitting, drinking, and eating at the Dancing Nomad. Turngut with some real peace of mind after after freeing the souls of Anna, Iris, and Helgard. The new powerful cestus equipped to his hand Turngut is beginning to look like a walking arsenal. You all rest up and in the morning head towards the Sun Temple.
Who would you like to talk too? And what are you telling them?
Nalia Malphason
|
I would say we should look for Signet Leader Jorek Bartarr and maybe try and check on his son. Could we maybe do a combo meeting with Constantine Firespark as well, that way we're filling in the church side and the magic side at the same time. I don't think we have anything to hide from them, so maybe we share about Master Mirror and our time in his plane, his test and then his advice on seeking out the ancient of machines.
For some reason I feel I trust Bartarr more than Arantheal, but maybe it's because we've interacted and done more with him. What do you guys think?
bobie
|
Sound plan. War counsel, always wanted to be in one. Let's see if defflaf and what's her name? The one who has the hots for Turnybutt.. let's see is she has some knowledge of this machine thingy.
| Poppo Hedgehopper |
Had to have the GM nudge me, I keep forgetting to post
Yeah we can update Bartarr, Constantine, and Lishari. And if he's not too bust we could update Arantheal as well. Not sure if we'll find Dettlaff but we can try later on. He smiles back at them.
Nalia, I think we can trust Arantheal, he's the head of the order after all. The one I'm leary of is the Truchessa; but she does intrigue me. I must say.
Poppo makes some light-hearted talk about orange groves as they continue to move along toward the Sun Temple, after the serious business is decided, of course he enjoys an orange or two on the way.
bobie
|
we should definitely see is what's his name is available. And that one guy and lass as well. Nalia, maybe you should set up the invites. Turnybutt, do you know how to arm wrestle? I think there is money to be had if you do.
BobE will attempt to set up an arm wrestling tournament and bet heavily on turngut.
Nalia Malphason
|
Ok, let's see if Bartarr can talk to us and if he feels we have good info to share, important enough to interrupt Arantheal, than we'll get him then. If Constantine and/or Peghast can join, that would be great. That way we've informed the mages and the holy order. Are we leaving any big group out?
I'd put money on turngut as well, who's he wrestling?
| Benjen Harris |
BobE gets the sense that gambling within a sacred temple dedicated to Malphas is not the best idea. You guys go to see Signet Leader Jorek Bartarr. Tall, dark hair greying, with a short trimmed beard. A cigarette hangs out of Jorek's mouth as he sits in his cluttered office reading the holy text of Malphas. As you enter he puts the book down Keepers of the First Sigil. What can I do for you all?
bobie
|
temple? i thought we were still at the bar. missed the transition and the day change. still want to set up a tournament and have turngut win us some dough.
| Benjen Harris |
Why don't we move forward with the story which is taking long enough to move forward, instead of doing some arm wrestling tournament.
bobie
|
because i thought it would be fun and thought you would find it slightly irritating. but if we must move on so be it. untold wealth and fame lost :) alas. actually i was just stalling while we figured out who else to invite. its cool.
| Poppo Hedgehopper |
Poppo waits on Nalia to updated the Signet Master, but seeing as the mighty holy warrior seems a bit distracted, the impatient Poppo goes ahead and gives it his best shot.
Well, I'm sure you know or at least know of Helgard von Eberich, well see we came across him and turns out he sold his soul to this Master Mirror fella, Gaunter O’Dimm. Who turns out to be a being of some sort, a devilish type. Contracts and other planes of existence type of stuff.
Poppo judges the Signet Master's gaze as he recounts the tale. Seeing he wants the halfling to cut to the chase.
So cutting to the chase, as I know you are busy with that book about the Keepers. We helped out Helgard, by "playing a game" with O'Dimm. We won of course and we were allowed to asked O'Dimmm one question as a reward. So BobE had the great idea of asking about how to stop the Red Madness.
Seeing that he had at least sparked some interest in Bartarr, Poppo hurriedly gets to the details out of his brain through his mouth.
O'Dimm said stopping Taranor Coarek from destroying the two Sun Temples would stop the spread of the Madness. That seems in line with what we would want to do anyway. So not that helpful by itself, but somehow the holy sites keep the crazy Red at bay! That seemed important and then he said we should "Seek out the machine of ancients, it will stop the madness that creeps into this world." But we don't know what that is, so we thought we outta tell you about it.
Poppo gives his signature goofy grin, hoping what he had to say would be helpful to the Holy Order and that Bartarr wouldn't chew his head off for doing something so stupid as making a deal with Gaunter O’Dimm.
Nalia Malphason
|
Nalia elaborates a bit on Turngut having been forced to interact with the Von Eberich family resulting in some tragedy that we were able to help lay to rest.
Yeah, what Poppo said...
Sorry guys for the delay and thanks for filling in for me.
We mostly wanted to fill someone in on what we've been doing and what we have found out. We're sort of new to the working for the man business and we're not sure who we are supposed to report to. Is this something Constantine should know? Should we share with him or will you send him a report?
| Benjen Harris |
This is dire news indeed! Jorek responds standing up from his seat and scratching his chin and pacing back and forth behind his cluttered desk. Bastion Krell had reported that Taranor Coarek was destroying temples to the Lightborn when he was still in Nehrim. Jorek sighs Machine of ancients? he quietly utters Rings a bell somewhat, madame Peghast has theorized about an ancient Pyrean device of great power. I wonder if they are one in the same? For things like this report to me and if I deem it important enough then I will have you share it with both Tealor and Constantine. This is very important information let us go speak with them immediately. Unfortunately Peghast isn't here at the moment shes back at that excavation site in the Heatland.
The Signet Master leads you to the Grandmasters war room snapping to a random keeper and requesting him to send master Firespark to the war room.
As you enter the war room you notice that the room is even more cluttered than it was the last time. The massive table spanning the middle of the room is a small replica of all of Vyn. Twenty four small figurines with the symbol of a golden eagle with a castle at its center line the map just above the continent of Qyra. Alongside those figurines are twenty more with the symbol of a pure white sun as well as two figures with the symbol of a black scale.
The massive force that sails toward Enderal is gigantic compared to the very few figurines that are scattered across Enderal. One figure with the symbol of a figure of a feather in the Suncoast. One figure with a red snake in the Powder Desert. Three figures in Nanyah two with a symbol of three stone hammers and one with a red crystalline fist. And in Ark four figures with the symbol of the holy order.
Tealor leans over the table in silent contemplation. As you enter he doesn't notice you initially but then snaps to realization Jorek, Keepers! What is it?
Possibly some good news, but ill leave you in suspense Mysir Firespark needs to hear this too.
Shortly after Constantine enters, face covered in soot with his beard ever so slightly singed. I hope this is important Bartarr! I'm very busy at the moment as you can see.
Jorek looks to you all Keepers?
| Poppo Hedgehopper |
As if well rehearsed from the previous telling, Poppo begins, also including details Nalia had added to make the tale more complete.
Well, Turngut had previous interactions with the von Eberich family; this lead Helgard von Eberich to seek him out. If seems Helgard sold his soul to Master Mirror, Gaunter O’Dimm. Who turns out to be a being of some devilish power with magically binding contracts and the ability to whisk people away to other planes of existence. We helped out Helgard, by "playing a game" with O'Dimm. We won of course and we were allowed to asked O'Dimmm one question as a reward. So BobE had the great idea of asking about how to stop the Red Madness.
He pauses for a breath and then quickly continues,
O'Dimm said stopping Taranor Coarek from destroying the Sun Temple and the Temple in Ark would stop the spread of the Madness. That seems in line with what we would want to do anyway. So not that helpful by itself, but somehow the holy sites keep the Red Madness at bay! He said we should "Seek out the machine of ancients, it will stop the madness that creeps into this world."
He stops and gives both Constantine and the Grandmaster a look expecting wisdom to follow from them both.
| Benjen Harris |
Blasting, blistering, blazes! Constantine quietly proclaims. Coarek is a tyrant and a man who would see Vyn itself fall if it meant more power for him. If the destruction of temples to the Lightborn is whats ushering in the Red Madness then Coarek must be stopped, but…
We don't have nearly enough forces to combat the armies of Coarek and King Lothric of Arktwend Tealor interrupts motioning to the models on the map. An army of forty six thousand strong, the armies of Nehrim, Arktwend, and a mercenary company called the Black Scales. Not to mention if Coarek's invasion is connected to the Red Madness they could have untold horror within their army as well. Even with all the forces of Enderal combined we stand little chance against them. And that is if we are united, the lords of the council are here in Ark to discuss this matter. Some of them may take some convincing, so I would like to send the four of you to try to convince the lords to rally their troops here in Ark. This will be your first assignment under the Holy Order, I pray you can convince them. The meeting will be held in the noble quarter. A quick walk from the Sun Temple is the Magistrates Hall, they should be expecting you.
Nalia Malphason
|
Nalia looks to her friends, not really seeing any alternative to what has been proposed but dreading the thought of convincing high and mighty Lords.
Thank you both for hearing us...I guess we should be heading there now as we don't want to annoy the Lords, and maybe Ladies? Don't know. Are you sure you want to send us? I'm sure there are more learned and convincing people you could send.
Withering slightly under the scowl that I'm sure that got me, I'll encourage all of us to jump to it and do a quick spit shine on the way.
Bobie, comb that rats nest you call hair, Turngut pull the remains of breakfast out of your teeth. We've got to look good as I expect we'll need all the help we can get convincing this lot.
disguise check: 1d20 + 2 ⇒ (19) + 2 = 21 to try and help our appearances
knowledge nobility: 1d20 + 5 ⇒ (2) + 5 = 7 to see if I know anything before we go in.
| Poppo Hedgehopper |
We should go back to the Nomad and put on the close we wore to the fancy dinner. I agree I'm surprised were chosen for such a task, but we can certainly try.
| Benjen Harris |
Sorry for long posts ahead, political intrigue be like that.
I have full faith in your capabilities, you wouldn't be keepers if I had any doubt. Tealor says before you depart.
You would probably have those fancy clothes with you. Nalia doesn't know anything different from what you already know. You know that Belis Ormaris, Dakrast Motylek, and Jugar Featherwill are all members of the council. You also recall Dakrast and Belis mention a woman named Lannia Norrey who also sits on the council but you don't know more than that.
So you guys take a short walk to the noble quarter and are easily able to find the Magistrates Hall which looks like a medieval courthouse.
You are ushered into a large room by some standard guards. A very large ovular room with curved benches lining one side of the room and on the other are eight masterwork arm chairs. Sitting in those chairs are some figures you recognize and some that you don't. The three you recognize are Belis Ormaris your gracious host upon arriving in Ark. Dakrast Motylek who was having a heated discussion with Belis when you arrived at his estate. And finally a face you haven't seen in a while the lord of the Suncoast and mayor of Riverville Jugar Featherwill.
One of the other five figures is a pale elven woman with long braided blonde hair. Her eyes are unique one is green while the bright blue. You would recognize her as being a high elf the ruling caste of elves in Arktwend. But she doesn't wear fine elven garb instead wearing clothes that would be more similar to what a wood elf would be wearing. Most notably though the elven woman is clearly showing to be pregnant.
The next figure you see is a young handsome man with short brown hair. Wearing a ruby necklace with blue clothing. You can tell just from looking at him that he is stuck up noble type.
The next figure is a dwarf with a short brown but graying beard and long balding hair. He wears an amulet that has three stone hammers and wears lots of furs.
The next person is another woman very beautiful but clearly in her middle ages. She has long blonde hair and wears a golden tiara with a ruby at its center with a necklace of the same style around her neck.
The last figure sitting slouch in his chair is a very tan man, clearly from a place with more tropical climate. He has short dark hair and well groomed beard. His clothing are golden robes similar to that of the robes that Helgard von Eberich wore.
You also see several other figures in the room. Jespar, Ves, and Lambert sit in the stands. You see Bastion Krell and Commander Toddy Ulric as well. And finally you three other figures one being Dagroar the hobgoblin leader of the Silent Blades, the guards of the slums and Undercity.
The other two figures you see are a half-elven woman and a dwarven woman. The half elf woman is very beautiful but you can tell is also very tough and is the kind that doesn't take crap from anyone. She wears a breastplate with a rapier at her side and wears a long short sleeved coat.
The dwarven woman is wearing full plate and wields a large dwarven axe. Her hair bright red and similar to the dwarven man she has an amulet that has the symbol of a red crystalline fist.
See slides one and two for pictures of each person.
| Benjen Harris |
As you enter you are motioned to sit down by the guards. Jespar, Lambert, and Ves give you all a stern nod. And Mayor Featherwill gives a large smile as he sees you all enter.
Dakrast Motylek stands up This council meeting will now iniate. Today's subjects. The invading force of Taranor Coarek and a sensitive diplomatic mission to Artkwend. Lord Krell, I would like to start with you sharing your information on the impending force from Nehrim. Dakrast sits back down and Bastion Krell stands and walks to the center of the room.
My lords and ladies. I bring grave tidings from Nehrim. The usurper Taranor Coarek who murdered the honorable King Henselt sails to Enderal in hopes to conquer. From what my informants have found out Coarek has earned the support of many lords in Nehrim and has formed an army of twenty four thousand strong. He has also made a formal alliance with the King Artkwend, Lothric Valtalos. You see the elven councilwoman flinches when Bastion Krell says that name. Alongside King Lothric and a mercenary company called the Black Scales they have a force of forty six thousand strong.
The lords of the council mutter amidst themselves briefly before the lord in blue stands up The council recognizes Lord Clatton Tavner. Dakrast says as he stands.
This Coarek sails across the seas now? Tavner asks.
Yes, based on estimations we believe him to currently be just North of Qyra. Krell responds.
Tavner chuckles Black Scales and King Lothric he looks at the elven councilwoman Almost like Coarek sat down and picked two prominent nobles worst enemies. The lord in blue sits down before the pregnant elvish woman stands up.
Well I better speak before I have any suspicions thrown my way. the elven woman speaks slightly cross.
The council recognizes Lady Alya Valtalos. Dakrast quickly says.
I have no love for my father King Lothric because he has no love for his people chiefly the grey elves who he enslaves. Do you know...do you know if my brother fights with him? Lady Alya asks with some concern on her face.
I know not I'm afraid my lady. Bastion Krell responds.
Thank you Lord Krell. Alya says before sitting down.
The court goes silent for a little while Any further questions for Lord Krell Dakrast asks and is met my shakes of heads Thank you Lord Krell, you may be seated. The council now calls forward the representatives from the Holy Order of Malphas, please step forward and present what you know of the invading force.
| Poppo Hedgehopper |
As the meeting begins, Poppo seated next to Turngut, leans in and whispers. I'll never get use to this noble business. I kind of wish we were out in the wilderness, finding some long forgotten tomb or something less dangerous than all this noble meeting stuff.
He waits for Nalia or BobE to speak up, as they are clearly the most eloquent speakers in the group.
| Turngut |
Throughout most of the day, Turngut allows himself to be ushered from room to room. He's entirely flummoxed by all of the talking and big words. He looks confused, but not uncomfortable in the war room at the Temple of Malphas. The only contribution that he makes as Poppo and Nalia recount the recent history is to nod whenever he hears his name.
As before, he tugs uncomfortably at the (to him) too restricting tunic that he has to wear for the Magistrates Hall. Upon entering, he breaks into a huge smile when he sees the mayor.
MayorMan! He shouts across the chamber and runs up to Mayor Featherwill. Look. Look! Turngut still have Magic Boots from MayorMan. Boots powerful. He gives the mayor a tusky grin, the gold ring from Madam Peghast gleaming. Once the gathering nobles start to settle, Turngut allows Nalia to pull him by the arm back to their seats.
Once seated, he replies to Poppo. Yeah. Me too, Hoppo. Many BossMen and BossWomen. But look! He points to Featherwill. MayorMan! He nice and we help him save little girl too.
Nalia Malphason
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Fell free to correct or interject if I get something wrong or forget something.
Nalia stands up, clearly somewhat uncomfortable in front of the assembled nobles and leaders of the city.She utters a quick prayer to malphas under her breath and then gives a low and long breath out as she pictures all before her naked, as she was taught when she was young.
Lords and Ladies, my name is Nalia Malphason, and these are my friends Poppo, BobE, and Turngut. We all are from Nehrim originally, now refugees in another land. Since coming here we've had many adventures where we have had the pleasure to meet many of you in this room, with that she pauses and looks briefly at all of the people we've met and interacted with, greeting by name and giving a warm smile to all, so most of you know us. We have strived to help and aid where we can as we, as strangers to each other, have come to be fast friends over the last months. To those of you we don't know, I bid you greeting! As to why we were asked to speak, I'm not sure I know. We have been asked to become members of the order of Malphas and in our recent travels we've interacted with various extradimensional beings, the most recent of which is Gaunter O'Dimm, the master of mirrors. We were able to overcome some obstacles relating to Master O'Dimm and his previous transactions with citizens of this wonderful city and in the process we were able to gather some information we thought might be useful. When it was presented to Master Bartarr He ushered us in with Tealor Arentheal and Constantine Firespark of the nehrimese mages. They sent us here
Nalia pauses in her story, long enough to review her thoughts but not long enough to entertain a pause for questions. The master of mirrors relayed to us that if we wanted to stop the madness from spreading we had to save the temples, the sun temple and the temple in Ark, as well as seek out the machine of the ancients. For what purpose we don't know. I'm afraid we know little of the armies that are off shore, or really of the leaders that are conspiring against us, but as newly welcomed refugees working to become citizens of this great land, we'll do out best to thwart our common enemies and bring peace back to the land.
diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10
terrible roll!!!
I must add, I know I'm no trained speaker and we only just came back into town, and these clothes feel really out of place on me as I'd much rather be smashing some evil thing into dust, and I'm really nervous.....she mumbles some more as she trails off into quiet.
| Benjen Harris |
Gaunter O'Dimm? Machine of ancients? the dwarven man says slightly perturbed, still sitting in his seat before standing up.
The council recognizes Lord Kalf Stoneskin of the dwarves of Thalgard. Dakrast introduces.
Why should we trust the word of this "extradimensional being"? Seek out some unknown machine, whats some machine gonna do against an army? And why should we even trust in the words of some foreigners who know next to nothing about this land?!
Quickly standing up in defense of Nalia and the group is councilmen Belis Ormaris The council recognizes Lord Belis Ormaris, formally of the Holy Order. Dakrast addresses.
Do not be so quick to judge master dwarf! Belis says with raised voice These "foreigners" have done more good than many in Enderal. As for trusting them you need look no further than the trust the Grandmaster has in them.
I more than trust them as well! the old bearded Lord Featherwill says standing up.
The council recognizes Lord Jugar Featherwill of the Suncoast. Dakrast says.
Without the help of these brave adventurers my ancestral home Castle Croft would still be under control of cultists and bandits. Jugar says nodding to the group.
Boys, boys the middle aged woman says standing up.
The council recognizes Lady Lannia Norrey of the Western Cliffs.
Enough discussion of trust or mistrust. Lannia Norrey states As councilmen Ormaris said if Grandmaster Arantheal trusts these people then we have no reason not to. Protecting temples and ancient machines aside what really matters is soldiers when it comes to war. If all of the armies of Enderal became one we could stand a defensive chance against Taranor Coarek.
The dwarf Kalf rolls his eyes and then says in a raised voice The dwarves of Thalgard will not meet the call to arms! Enderal did nothing when Amoruk or our cousin Vallodir fell. We will stay in our halls and defend them to our dying breath.
The lady dwarf wearing full plate slams her hands on the railing that the surrounds the center of the room and curses You're a coward Kalf! If Ark falls then Nanyahr will follow soon after that!
The council recognizes Captain Joy Rubyfist, leader of the city watch.
The Rubyfist clan, and Stoneskin clan may share a home but we will not sit idly by while Coarek burns Ark to the ground. The Rubyfist clan will answer the call to arms! Kalf looks at Joy with much disdain and is met with a middle finger from the captain.
| Benjen Harris |
Well... Dakrast says after a long moment of tense silence If we have a call to arms then I'd like to hear where the other lords stand. I myself don't have much in the ways of an army as you all know. And what little forces I do have are dedicated to assisting Mysir Dagroar's forces in the Undercity.
Lannia Norrey speaks up once again I have a small retinue of three hundred troops, but like Lord Dakrast my troops are all dedicated to quelling the ever growing riots in the Undercity.
Bastion Krell and Commander Ulric both stand up Me and the Commander have one hundred battle hardened troops ready to defend Ark.
Next to speak is Lord Featherwill I have a very small army of two hundred militia but I do not think I could answer the call to arms. If I were this would leave the Suncoast completely undefended from beasts and bandits.
I have no army. Clatton Tavner says But I do have some connections back when I was a member of the Gilded Brotherhood.
Belis Ormaris speaks up I hate to sound repetitive but my troops like Lady Norrey and Lord Motylek are all committed to the Undercity.
What troops I may have is connected to the diplomatic mission mentioned earlier. Alya Valtalos says quietly.
The room is once again plagued with silence and everyones eyes are on the final lord of the council who has been silent the whole time. Lord Sontor Zana? Dakrast addresses.
Hmm? he says uninterested I suppose Duneville will answer the call.
Kalf slams his hands angrily down on the arm chair he sits in The Stoneskins will not answer the call until we are sent aid to take back Amoruk!
My lord will all due respect Amoruk is lost. Jugar Featherwill says Even with a large batalion of troops you can't hope to slay the demon within its halls. Kalf goes quiet after hearing that and wears a grumpy look on his face.
| Benjen Harris |
Well I see that the majority problem being the Undercity. Councilmen Dakrast says If we stop the increasing riots there then me, Lannia, and Belis can divert our troops to the defense of Ark thats three hundred from House Norrey, fifty from House Motylek, and one hundred from House Ormaris. Lord Tavner? How many strong are the Gilded Brotherhood sell sword company?
I don't know specific numbers but they are at least three thousand strong. Tavner reports to Dakrast.
Good, secure them as allies before Taranor Coarek can. I will personally divert the money required to hire them. Lord Featherwill? If we offered the citizens of the Suncoast protection within Ark and helped you rebuild the Suncoast after we win this war would you accept this?
I suppose, but it would take considerable wealth to rebuild after creatures and bandits take over. Lord Featherwill replies.
We will see it happen Lord Featherwill as long as you agree? Dakrast asks once more.
Yes then. Lord Featherwill answers.
Good! Lord Zana? Dakrast questions.
Lord Motylek I already said my forces will join. Zana responds.
I know what you said but I also know what you've done in the past when you've promised troops. I want your assurances that the armies of the Powder Desert will join in the fight.
Sontor Zana sighs before standing up for the first time All one thousand will join the call to aid.
Dakrast looks at Sontor Zana for a few moments before nodding and looking at Kalf Blimey! I've already said we wont join the call to arms!
Then you're exactly what Joy called you then! Allow me to remind you all what Ark has done for you in the past. When your city was overrun by plague we sent our best clerics and paladins to see that the disease was crushed. When you were on the losing side of a goblin revolution we sent our forces and turned the tides of battle. And do not say that we did not help you during the Sunfire Impact, I seem to recall your clan slowly being killed by either starvation or attacks from various creatures. But my father personally of his own good will escorted your people to Nanyahr and convinced Captain Rubyfist's father to let your people in. Now tell me will you answer the call?
Kalf looks back very seriously at Lord Motylek who shares a similar intense expression Why do you have to be so bloody convincing Dakrast! Fine! The Stoneskin clan will join the fight!
Good! Now that we have that all sorted out I would like to ask something of the representatives of the Holy Order. Dakrast says slightly out of breath The riots in the Undercity are increasing more and more each day. The three of us me, Lannia, and Belis have been making waves to get the people there fed and looked after but this is not quelling the rioting. I think something else is behind this, the council would be willing to pay you if you were to stop whoever is behind the rioting down there. We are willing to pay you four thousand gold from the city treasury.