| Chrysa Surtova |
"There are rumors enough around about that. Must already assume I am a relation, so the secret is out." there is a moment of resting her hand on her stomach with that dark iron gaze looking into the distance.
gather information on the abbey: 1d20 + 23 ⇒ (6) + 23 = 29
time: 1d4 ⇒ 3
| Senna Proviso |
Night Before…
Senna prestidigitates the grime from her clothes and body as she heads to the accommodations provided by Sophiel. Only if her next bed was in a prison cell would she feel justified in shedding dirt indoors. She wasn’t entirely without manners.
In the ‘spartan apartment’ Senna casts an appreciative eye and commends her own judgement. It was significantly better than most of the spots where she bedded down. She walks through the apartment briefly, only pausing to admire the bath tub enviously. She planned to soak until she pruned up after her last task of the evening was done. Prestidigitation was no substitute for hot water on a tired body.
The tattooist heads out and, after getting directions from various and sundry personnel, finds her way to Chrysa’s rooms. She knocks. If she can speak with the Lady of Shadowfall, grand. If not, Senna leaves a message with whomever tends to her affairs.
”I’ve agreed to Sophiel’s request that I be observed while I’m here. I’m going to the front gate now to study it, in case we need to make a hasty retreat tomorrow. Good evening.” Senna then walks down to the gate and spends a couple hours studying it from all angles. She doesn’t bother to check if anyone is following her.
Basically, I’m trying to boost my familiarity with the gate as a teleport target.
Next Day…
My Status spoiler is updated.
Sophiel praises Senna effusively for her efforts, noting ”even if had no cause you trust you, you’re at the very least not aligned with Pitax, so if the others in the group would have you - I have no objections.”
Senna doesn’t know what to do with the praise. ”You’re welcome, milady. I think the bath was an excellent trade for my spellslinging. As for Pitax or its neighbors… My loyalties are to the Rostlanders who raised me, the Varisians who befriended me, and folks of good will who respect my freedom as much as I respect theirs. I believe in people more than nations – no offense intended.”
She switches subjects. ”Whiterose Abbey. Considering the ‘unknowns’, I’ve memorized a spell that will allow me to send you a brief message quickly. (Sending) If things go poorly, I’ll try to warn you as best I can.”
6th Spells (4): x
5th Spells (6):
4th Spells (7):
3rd Spells (8):
2nd Spells (8):
1st Spells (8): x
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 13 hours
Shield : +4 AC/FF and incorporeal touch for 13 mins
See Invisibility : see for 130 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +13 temporary HP for 13 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
| Chrysa Surtova |
The night before
Chrysa answers. Dressed simply in a loose dress, she looks much less dangerous out of her black armor. She did of course answer the door with a sword in her hand, since she is not an idiot, even in the safety of her second-home country. This one singes her dress like it hand been left in the fire for an hour, but does not touch the lady's flesh the same way.
She sheathes it when she sees the knocker "One moment, and I will accompany you." she fixes her swordbelt around her waist, slips on a pair of slippers, and puts away a file from her dressing table into a drawer. "Shall we?" she gestures and accompanies.
--------
| Naomi Ravasz |
| 1 person marked this as a favorite. |
"Hmm... not many largish bands of lycanthropes running around who are personally formidable enough to prove a true threat. A single champion could possibly go unnoticed, but it might be worth asking around to see if any of those have disappeared from their haunts or taken up service with His Magnificence..."
Naomi is well skilled at raising morale when she wishes too, partially through her quick-witted charm, but her psychic abilities also extend to relieving the misery of those she comes into contact with. The frightened and rattled can easily have their frantic minds quieted with but a touch. And of course, conversation with a charming stranger can be a true balm in times of stress as well...
Gather Information: 1d20 + 22 ⇒ (19) + 22 = 41 Looking for rumors as to who is a local expert on lycanthropes and/or bandit/mercenary companies.
| Naomi Ravasz |
| 2 people marked this as a favorite. |
Didn't quite have time to edit in the appendix here:
Escorted by Galgra Goldbeard, the treasurer, Naomi makes her way through Gliocas, helping where it's within her skill set, and being guided by them to where they might best help. She also can't help but nudge Galgra into helping her speak with various notables about who might have the sort of answers she's looking for. And of course, even in the midst of horrors, there's time to make an impression on Galgra themself. She has no intention of plundering the treasury or convincing Galgra to do so on her behalf, but the more people she has a pleasant working relationship with the better, and it's past time she continued with the court here.
However, despite her only outward goals being to comfort the afflicted, and perhaps gain the ear of local guard officers, mercenary captains, and local therianthropic scholars, her previous visit does mean that some of the Gliocasians are aware of her recent Pitaxian position.
"Don't trust her! She's one of those devils from Pitax! Venomous as any wyvern!"
Naomi looks up, distress visible on her face. Some of the people she's been helping and conversing with start to murmur, which she immediately responds to as though their uncertainty had already solidified into a defense. "No no my friends, he is right. I did serve Pitax, to my shame, and worse, the tyrant Irovetti, damned be his name and accursed his memory, used me as a means of disguising this Treachery. Already had I planned to leave the service of a man so lacking in decency, so profligate in his outrages, and I was so moved by the beauty and harmony of your fair nation that I had quite determined to quit Pitax and make a home here, only returning at the side of your champions that I might make a suitably honorable departure from the villain-king's grasp.
"Yet at that tournament, Irovetti's infamy surprised even me! Shielded by my ignorance of his treachery, he invited the worthies of our lands only to hide his underhanded assault. Rest assured, the guests of other lands will surely hear of this and know not only of his ill faith, but also of the rot and weakness at his core that will surely lead to his ouster when justice is served. And my friends, if I may be so fortunate as to call you friends, as soon as I learned of his treacherous aims, no sooner could I speak with the Lady Shadowfall, but that I brought warning of his deeds, and sought to see her returned while she could still turn the tide of this battle and bring her allies to bear." A tear slides down her face, and she turns to Galgra for their support. "I only regret that I did not learn sooner. For if I had, then surely would we have struck a righteous blow together ere the army of Irovetti the Infamous came to your walls. "
Diplomacy: 1d20 + 22 ⇒ (18) + 22 = 40 There's a little embroidery, but this is essentially true, especially the thrust of 'I tried guys!'
| Senna Proviso |
Night Before…
Dressed simply in a loose dress, she looks much less dangerous out of her black armor. She did of course answer the door with a sword in her hand, since she is not an idiot, even in the safety of her second-home country.
Senna eyes the other woman top to bottom, trying to reconcile the black-armored warrior she’s met to date with who she is seeing now. She gestures at the dress and sword combination. ”You make that look work. I’m feeling a little under-dressed.” Despite the hour, Senna is in high spirits.
| Chrysa Surtova |
The ruthless iron baroness of the north laughs. A startled snort, unladylike and unexpected, shattering any image someone might have of her. "Wearing armor all the time is rather uncomfortable, so anything less restrictive when I find a moment is a luscious treat." she smoothes out the dress a bit, maybe showing the tiniest amount of self consciousness. But it is fleeting as her hands curve around her hilts "These though I cannot be without. While Soph and I would die for each other, there are those from the good people of Gliocas that think I am bewitching their lady and I will eventually betray her. To the point, killing me would be worth the punishment. I am not worried, but wearing these makes the brave not be so brave, if you understand."
She leads Senna down the streets "I saw you in the sky" her eyes looking over as they walk. Not elaborating since it is not needed in the least "Are you ready to tell your story?" there is not even the slightest hint of pressure in her voice, just curiosity.
| Senna Proviso |
"While Soph and I would die for each other, there are those from the good people of Gliocas that think I am bewitching their lady and I will eventually betray her. To the point, killing me would be worth the punishment."
The tattooist mulls the point. ”It says something good about Lady Sophiel that she inspires such loyalty from all sides… even if some of them are over-zealous.”
"I am not worried, but wearing these makes the brave not be so brave, if you understand."
Senna's reply is matter-of-fact, possibly from experience. ”Sometimes a reminder is needed in addition to a warning.”
She leads Senna down the streets "I saw you in the sky" her eyes looking over as they walk. Not elaborating since it is not needed in the least "Are you ready to tell your story?" there is not even the slightest hint of pressure in her voice, just curiosity.
The tattooist weighs an answer for two dozen steps. There are factors that counsel caution, not the least of which being Lady Shadowfall’s birth family and her proximity with a lethal blade. Matters of blood and honor are hard to predict. ”Trust is a hard-earned coin. If we are still alive after tomorrow, you folks will have earned one… enough to buy some answers. What I will say now is that I grew up in the Rostlands. Six years ago, I left Brevoy, the River Kingdoms, and Numeria to journey west. I didn’t expect to return. I found tattooing. I also pursued my other calling which you saw earlier today.”
”It’s a dangerous world for a lone traveler… especially a woman. I’ve walked hundreds of leagues alone and kept myself safe.”
| Chrysa Surtova |
Chrysa nods, without worry "Trust can be many things. Gained bit by bit, worked on with patience and respect. Or smashed into you by a unique horrifying experience. Soph and I gained ours that way. We were paired together by chance it seemed, and butted heads at nearly every turn." she smiled, wistful in memory "You might have heard enough about the two of us to see we approach problems in Very different ways."
"But then something happened, something only the few that lived through it will ever know the details of and now... well I help protect a realm that give harbor to the fae..." rumors of her prejudice are true it seems "... not because I trust them, or ever will." there is a dark memory there that will also not come out today "But because I TRUST her. Simple easy and unfortunately exploitable. My 'family' would be So disappointed." she mocks lightly.
She continues to stride down the path "If trust can be coin as you stated, consider what I have said to be payment for the future."
| Senna Proviso |
| 1 person marked this as a favorite. |
Senna nods and keeps walking, respecting the other woman's convictions. Eventually, she playfully adds, "So, this horrifying experience that built trust between you two..." she smirks trying to lighten the mood, "was it the first time you put on a corset? I hear they are torture. Naturally, I assume you still had a sword. I don't expect you shattered your image in one go."
| Chrysa Surtova |
Chrysa laugh again, managing not to get caught unaware this time and avoid the snort "No. Um... corset training started when I could walk, sword training started only after I parted ways."
She stops "The main gates are all yours" she gestures to the <insert description from Jedi>
| GM Litejedi - Kingmaker |
The city walls, which did not exist until very recently, surrounding Tri Firinnean, are incredibly thick knotted wood that seem to have grown up out of the ground. Running along the top is a rough walkway of cut timber which allows passage, but the wall itself is verdant and leafy, as if it were covered in ivy. Hidden from view under the leaves are half-inch long curved thorns that serve as a painful deterrent for anyone inclined to try and scale the wall.
The gate arches over the northern entrance which serves as the largest and most prominent of the city, as most of the commerce runs from the other states, the most prosperous being the secretive underground kobold society of Silvermine.
The gate itself is a pair of three - two steel gates which drop from the ceiling above the entrance, and a pair of removable double doors constructed from greenwood and banded with some silvery steel which open up outward when they are hung by one or another of the few giant citizens.
The emblem that Senna has seen the sheriffs and even Sophiel wearing, the spiral-inlaid golden triangle that points down seems to have been knocked off of where it hung above the gate. In their haste to retreat the attackers neglected to steal it as a “spoil”, and the battered crest lays forlornly at the foot of the gate.
Many civil servants have, by this point, managed to rescue the surviving soldiers, and Senna now sees that the population is plurality human but not just chrlaxian and Taldor, but a smattering of other far-flung folk. Mixed in with these are a substantially higher proportion of the ‘half’ ancestries of orcs and elves than Senna has seen before in most cities, as well as a large number of gnomes. Most curiously, Senna observes elfin and more exotic beings she must assume are fey in staggering numbers compared to what she’s seen before. Walking around openly, wearing clothes like a typical humanoid, and conversing with the other people nearby, they seem to take their tasks as seriously as the humanoids and are rendering aid and working on the recovery along side the other citizens.
This recovery, curiously, even includes helping and rescuing any Pitaxian soldiers who may have survived. Once disarmed, the poor wretches, many of whom seem to have been brought back from the brink of death, sit in neat rows outside the gate. A hill giant that Chrysa recognizes, the father she sent to Shadowfall, salutes Chrysa and nods at her, when he sees her, though otherwise is standing guard over the prisoners, holding no weapon other than a pair of brass knuckles. These prisoners are tended to by a few kindly fey women - small women with shears in their back pockets - who are handing out soup and water, and trying to console them.
The remainder of the enemy dead are being collected in wagons for burial, and the sheriffs and citizens seem to be trying to figure out, person-by-person, if any of them had specific holy-symbols they wore, seemingly trying to sort them. A small number of priests stand by to apparently give ‘last rites’ as appropriate, before the dead are to be disposed of. The mood is somber and as the citizens of the city set on their grim tasks, many are weeping quietly, or must have been recently. This sorrow is not reserved for the losses of the Gliocas, but also their enemies. The priests try to console them, and Senna gets a sense that the people of this country are as sad for the death they have suffered as they death they have inflicted.
********************
As Naomi speaks, even the taciturn Galgra softens her stance to the young woman. While it’s clear that the Dwarven priestess is not particularly friendly with Naomi, this seems to be borne of the fact that Galgra isn’t particularly friendly anyone, and it’s all the more remarkable when the middle-aged dwarf says, ”aye, leave her be. She tried to help you. It was only chance that she didn’t get here in time. But we managed to persevere anyway, eh? If Miss Sophie has good enough judgement to keep us safe, trust her judgement in who she associates with.” The most ‘goonish’ of the assembled (though Naomi notices that these types of people are few and far between) seem to be embarrassed at their behavior and the crowd disperses, with many people approaching Naomi sadly, apologizing for thinking the worst of her.
1d100 ⇒ 56
Naomi knows from previous experience that while Trinity is an academic institution little rivaled in this part of Avistan, and there are plenty of academics who know everything about lycanthropes, the only chance to know about specific ‘packs’, especially in areas like Pitax - which is hundreds of miles away, would come from scouts who might have given reports to the Marshal or Warden of Gliocas. Otherwise, just asking in taverns might in normal circumstances get more information. At the moment, the restaurants and inns are largely closed to the public, seemingly serving as makeshift garrisons and food production centers.
Naomi spends a few hours asking around, and while she can’t identify how reliable the sources are, she does manage to talk to a few of the half-orc wardens, some of whom mention that they’ve heard from other contacts in the wilds, who have heard from others, that Irovetti has in his employ feline lycanthropes who serve as mid-level commanders in his armies. As this is not relevant to the Abbey, specifically, Naomi keeps asking around about any others that may have been anywhere nearby, and learns that there’s werebears in the Narlmarches forest, werewolves in the Thousand Voices forest and Glenborn uplands, and a small number of werebats in the Tors of Levenies. Or were there, historically at least. In the vicinity, she knows they’re generally quite rare in Brevoy, and elsewhere in the River kingdoms, other than a substantial number of wererats in Daggermark. Unfortunately, she does not know much about what abilities any of these creatures have, nor much about where these places are. Having no relevant knowledge skills to speak of, she wouldn’t know about the nature (alignment) or powers of any of the lycanthropes, nor where these locations are, not without doing more investigation which would take time.
| Senna Proviso |
While studying the gate and surrounding walls, the sorceress notes the liberal mix of races with a slightly raised eyebrow. ”Varisian caravans often contain a motley collection of folk. Tri Firinnean beggars that description. When the dust settles, I’d like to walk around and meet some of these people.”
Litejedi, with Senna's multiple visits to and studying of the gate, can I get to the Studied Carefully level of familiarity?
| GM Litejedi |
Sophiel nods at Chrysa and moves to retrieve some clerics from Shadowfall. When she returns, she says to Chrysa, with the others not in earshot”your cohort and a few others are all that could be spared. It appears your aunt has not taken well to your turning on her. The situation with Irovetti must be resolved soon.” She adds, ”At this point, I think there is value in explaining the situation to everyone. It is not productive to have any more secrets, but the decision is up to you, ultimately.”
After some internal discussion, the party decides to stay in the city for at least long enough to rest and regain their powers. The devastation is not insignificant but there are resources in place to recover. Sophiel does not rest, however, seemingly not needing or wanting to. If anyone wishes to do anything in town before leaving, now’s the time. Purchase limit is 12k iirc.
The party wakes up late the next morning at about 11:00 am after resting in their own places, or given spartan apartments. Sophiel praises Senna effusively for her efforts, noting ”even if had no cause you trust you, you’re at the very least not aligned with Pitax, so if the others in the group would have you - I have no objections.” She does little else other than shepherding, in two trips, the remainder of the party into a robust cypress tree, seeming to reference an older book on geography written by a naturalist, Jubilost Narthropple, who seemed to reference such trees in that general location. ”The abbey is in that vicinity, but as you were resting - I consulted various sources and discovered that this was not all of Irovetti’s army. Had I not the teleportation, you all would be hard pressed to pass one of his many armies. So you may find yourself pressed on a few sides. Whatever is there, I recommend stealth. You may be powerful, but thousands of archers can still kill you…” Hoping her warning is heeded, she leaves them in a large hilly field after pointing a general ‘direction’...
Let’s move on. Is everyone prepared? I posted a landing page for the vicinity of the Abbey. Maybe some skill checks to find it? I don’t see anyone bought any maps, so geography or survival might do the trick.
| Tikroch |
know geography: 1d20 + 14 ⇒ (13) + 14 = 27
survival: 1d20 + 15 ⇒ (17) + 15 = 32
Tikroch, after consulting with Mila, takes the lead guiding the party through the wilderness.
| Senna Proviso |
Senna takes a moment to look around for trouble and get her bearings before following the druid.
Perception: 1d20 + 11 ⇒ (19) + 11 = 30
6th Spells (4): x
5th Spells (6):
4th Spells (7):
3rd Spells (8):
2nd Spells (8): x
1st Spells (8): x
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
| GM Litejedi - Kingmaker |
Tikroch’s sense of navigation is excellent and it doesn’t take long before the party crests one of the low hills and spies their destination.
Whiterose Abbey is located atop a foothill on the southern slopes of the Branthlend Mountains in the shadow of the great Mount Branthlend itself, about 80 miles northwest of Fort Drelev.
As the party approaches, they see that patches of white roses still grow on parts of Whiterose Hill. Thick swaths of kudzu-like vegetation grow on the hill, and the wide path that once led up the hill to the abbey itself is now little more than an overgrown trail. A low stone wall encircles the hilltop, built decades ago by the priests to delineate the land granted them by the church.
Few signs remain of the expansive vineyards that once surrounded the hill, although here and there, overgrown posts and tangles of wild grapes hint at the region’s past. Three partially collapsed buildings slump near the wall to the southeast of the hill’s peak, once guest lodgings, a stable, and a wagonhouse, respectively. To the west of the hill against a steep, vine-covered slope stands the ruins of the winery itself, while at the hill’s peak looms the stone abbey. The stone abbey has a tall, separated belltower and the primary building seems to have multiple floors above the Narthex, and there are contemplation quarters set in a low building to the west of primary abbey sanctuary.
Map to come later today. Party is outside of the wall, if anyone wants to prepare.
Senna senses are heightened but if there’s anything particularly odd from about the place from this distance, she can’t tell. I also pm’d Naomi a little more info I missed.
| Senna Proviso |
Though it might be premature, Senna casts Ashen Path on the team and Bear’s Endurance on herself.
6th Spells (4): x
5th Spells (6):
4th Spells (7):
3rd Spells (8):
2nd Spells (8): xxx
1st Spells (8): x
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
| Chrysa Surtova |
"Tikroch, do you have the capacity to scout? Knowing if there is any benefit of going to the other buildings would save time, but the enemy is aware of your abilities, and probably expects us, so don't take chances." the baroness slips her blades out of their sheaths, and waits to see his answer.
Let's assume Chrysa's question is before Senna cast her buffs, so if Tikroch wants to scout, it doesn't take more resources.
| Tikroch |
Take 10 on Nature for 28 to know the proper kind of bird to turn in to so as to not look out of place for the area.
Tikroch considers Chrysa's request for a moment before nodding. "A reasonable approach. Let us observe the hilltop for a little while to see what wildlife approaches. It will help determine if I should attempt to remain unseen altogether or if I can blend in." As they observe, Tikroch takes a small statuette from his pocket and places it on the ground. Speaking the command word, Luca grows back to normal size! He gives the dino a rundown of the situation before commanding him to Defend the party.
Luca Perception: 1d20 + 16 ⇒ (11) + 16 = 27 +2 vs stealth, +20 vs invisible
I can take some time to fly around and get the general idea of what's there. And I do have another casting of carry companion prepped just in case.
| GM Litejedi - Kingmaker |
Tikroch turns into a rough-legged hawk and starts to fly from the area nearby towards the hill.
Once Tikroch crosses from the hills past the low stone wall, the biome changes markedly. On the other side of the wall, the air feels strangely thick and humid, almost as if the hill were under an immense greenhouse rather than on the slopes of a temperate mountain range. There are no other negative effects.
Tikroch flies around a bit and gets a sense that winery to the west and guest house to the southeast are ruins, with the roofs having collapsed inwards. The abbey on the hill seems to have all the buildings intact.
| Tikroch |
Perception: 1d20 + 21 ⇒ (9) + 21 = 30
Any activity outside? Can I catch a glimpse in any windows for hints of adversaries or activity inside?
| GM Litejedi |
Switching you to a hooded crow, as a rough-legged hawk would be unlikely to descend from the sky particularly often.
Tikroch sees a pitaxian lookout in the tower. The windows to the lower building seem to be grimy, but looking past with his keen eyesight, it looks like there’s boxes stacked in front of the communal space of the abbey, blocking vision.
The plaza in front of the abbey has a significant number of footprints in the dry dirt that seem to lead into the abbey. It appears there was a clumsy effort to hide the footprints.
| Tikroch |
Trying to keep this short so as to not exclude everyone else for too long. Just one use of wildshape?
Returning to the group, Tikroch changes back to his human form. He basks in the air for a moment before telling what he found. "Beyond the wall is odd... It's like a greenhouse instead of the cool air just outside the perimeter. The outbuildings have thoroughly collapsed and are unusable but the main abbey building appears to have a significant number of beings occupying it or at least working there. There was an attempt to conceal their numbers so there is some efforts of subterfuge though they were clumsy." Tikroch grins at his ability to see through the concealment.
Shrugging, "I couldn't see anything inside the building itself as they blocked the windows with boxes. Not sure if that is on purpose or if they just have so much stuff."
"Lastly, there is one lookout in the tower that will need to be neutralized if our approach is to remain hidden. Perhaps one of you more skilled in subtlety can take care of that. I can provide magic to allow you to walk on the air if necessary."
I have communal air walk prepped that will last for about 22 mins if we all get a piece.
| Naomi Ravasz |
Naomi smiles prettily up at Tikroch and the rest. "If we simply want them dead there may be someone more suited, but if we would rather have what information they might possess, then perhaps I should go for a walk?"
| Chrysa Surtova |
"We want both" Chrysa answered simply. "We have been delayed a day, during which your 'departure' from Pitax could have easily been relayed. I am certain your skills could be applied to a prisoner just as easily?" a question asked with a raised brow.
"I can access the tower." Chrysa can fly "... remain hidden reasonable well" +23 stealth "... and can silence someone quickly." meaning kill them. "After that, we can decide to use words or weapons."
| Senna Proviso |
Senna’s contribution is delivered coolly, without emotion. ”We don’t need them all alive, a few will do. If we have the element of surprise, I’d be inclined to use it to strike first, decisively.” She shrugs, as the decision is not hers to make. The tattooist continues with a nod in Chrysa’s direction. ”I can make you truly invisible, for a short time.”
I can hit her with Greater Invisibility for 14 rnds. If the flight time is reasonably short, that could certainly help.
6th Spells (4): x
5th Spells (6):
4th Spells (7):
3rd Spells (8):
2nd Spells (8): xxx
1st Spells (8): x
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
| Mila Ekanheart |
"I partially agree." Mila says to Chrysa and Senna. "But knocking them out might also do the trick."
To complement the plan, can also use invisibility to hide Chrysa and/or Senna.
| Tikroch |
Before they move out, Tikroch casts a few spells of his own to prepare for the impeding assault. After the castings, he gives Chrysa an apologetic look before shifting his form once more. This time turning in to a child sized old man with oversized hands and feet with big ears. Holding his scythe he really looks the part of a redcap. "Why not use the abilities of the enemy of I can? The extra speed might come in handy."
Extended Barkskin, Extended Freedom of Movement, Longstrider, Resinous skin; Use at will alter self to turn into Redcap.
| GM Litejedi - Kingmaker |
Upon crossing the threshold, and observing a few odd effects, one could make a nature check for some piece of information, and a planes check for another piece. If you all are moving into the wall, please explain a) how far you go on the “big map” shared in discord. Does the entire party approach the top of the hill along the road that goes up, or do some of you just wait at the bottom of the hill? Do some folks go halfway up until Chrysa scouts?
Upon passing the low stone wall, everyone in the party observes that, after taking a moment to concentrate, it’s clear that vegetation shifts and writhes at times without an apparent breeze and it seems weeds have grown to excessive size and strength in patches on the hill in various places. Tikroch spots an excessively large spider (the size of a small cat) creeping towards a grasshopper the size of a terrier, and pouncing on it. A few moments of observation makes it clear that the various “vermin” of a typical garden seem to be oversized in some way, much like the large, writhing weeds.
This was not visible from outside, seemingly, nor could Tikroch tell earlier, because he was moving too quickly to notice that the wind seemingly did not animate the fields or weeds.
| Chrysa Surtova |
Chrysa's dark eyes go as cold as death as she looks on Tikroch's new form. A moment passes before she dismisses whatever gut reaction was pushing forward. "I agree. Use their gifts as needed." she gives him a nod and moves on.
nature: 1d20 + 8 ⇒ (19) + 8 = 27
planes: 1d20 + 7 ⇒ (15) + 7 = 22
| GM Litejedi - Kingmaker |
Chrysa’s nature check: the wilds seem unnaturally verdant here and suggests that a magical influence is behind the hearty growth.
Chrysa’s flies rapidly to the belltower. A trio of fallen iron bells lies amid a pile of broken beams on the floor within this partially collapsed stone tower.
When she enters the tower, Chrysa hears the soft sound of bells pealing, as if from some vast distance. The sound does not seem to diminish, though it is quiet enough not to be distracting or annoying.
She slips up into the open window at the top where she sees one of the ‘heralds’ from Pitax appears to be looking out towards the hill. She looks a little uncomfortable, in the humidity, and is humming quietly to herself. She looks to be in her early 20s, and has clear River Kingdoms/Brevian ancestry. She’s sitting on a stool. Pitaxian heralds were, at the Rushlight, nothing more than bards or skalds who seemed to have been responsible for answering questions, taking tickets, and the like. She’s dressed like them, but Chrysa doesn’t recognize or not recognize her from the festival, as she hadn’t particularly paid attention to the heralds at the time.
This particular one seems to have a light shield strapped to her arm, a sheathed longsword, and a breastplate.
| Chrysa Surtova |
surprise attack, brilliant energy(ignores armor): 1d20 + 21 ⇒ (18) + 21 = 39
damage: 1d6 + 12 + 5d6 ⇒ (2) + 12 + (6, 2, 5, 6, 5) = 38
confirmation: 1d20 + 21 ⇒ (8) + 21 = 29
damage: 1d6 + 12 ⇒ (4) + 12 = 16
Debilitating Injury: hampered if she takes sneak attack damage
Chrysa had experimented a little with the weapon handed to them as their prize, so she felt familiar enough to use it as a second sword. A sword she felt fitting to strike the first strike against its former owner.
She floats behind the guard rams the light sword into her back.
| Senna Proviso |
As Chrysa gives her the are you coming? nod, Senna weaves a series of spells. (True Skill, Fly, Greater Invis x2 – Status updated) then she launches into the sky trailing the Lady of Shadowfall. Being overly cautious, she pulls the rod from its holster. As they draw nigh of the guard in the tower, she triggers the magic to improve her stealth and watches. If Chrysa fails to kill the guard, she’ll follow it with an attack of her own.
Stealth: 1d20 + 10 + 7 + 20 ⇒ (2) + 10 + 7 + 20 = 39 True Skill + Invis
6th Spells (4): x
5th Spells (6):
4th Spells (7): xx
3rd Spells (8): x
2nd Spells (8): xxx
1st Spells (8): xx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Greater Invisibility : 14 rnds
True Skill : +7 to Steath to 1 roll in next 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
| Senna Proviso |
Senna considers what she has seen. The herald was quick… quick enough to dodge the worst of Chrysa’s lethal strike that was literally only visible for mere seconds. It strongly suggested a level of skill that made Senna’s reliable spells much less reliable. Through hard experience, the tattooist had learned that well-trained, quick, roguish types were a hazard. Best to hit them with spells they couldn’t avoid. In quick succession she casts two spells. The first makes her preternaturally accurate, and the second…
Senna appears for the blink of an eye, just long enough to flick the herald’s forehead.
SWIFT: Cast Quickened True Strike
STAND: Cast Force Punch
Force Punch is cast on the defensive but since I cannot fail to do it successfully, I didn’t include the roll.
Force Punch
MODS: Spell Focus (+1 DC), Varisian Tattoo (+1 CL), Blood Havoc (+1 DAM/Die) [CL15]
COMP: V, S
RANGE: Touch, creature touched
DURATION: instant
SAVE/SR: Fortitude partial DC:21 / SR Yes
EFFECT:
Melee Touch ATT: 1d20 + 8 + 20 ⇒ (9) + 8 + 20 = 37 | Force DAM: 10d4 + 10 ⇒ (1, 4, 2, 1, 3, 4, 2, 2, 3, 1) + 10 = 33 + target pushed 35’ (minus size mod) away.
On successful Fort Save vs DC:21, the target is not pushed but still takes the DAM.
Since this is theatre of the mind, it’s the DM’s call. If the herald fails the save, she could be sent flying into a wall or launched out of the bell tower. All Senna would do is make sure I didn’t send her flying into Chrysa. Enjoy! :D
6th Spells (4): x
5th Spells (6): x
4th Spells (7): xx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Greater Invisibility : 14 rnds
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
| GM Litejedi - Kingmaker |
Fort Save: 1d20 ⇒ 10
1d100 ⇒ 14
The woman is badly hurt by Chrysa, and then knocked unconscious easily by Senna. She’s thrown back into the wall of the tower, and slumps to the ground, bleeding from her nose and ears, as well as the stab wounds in her midsection.
??: 1d20 ⇒ 16
??: 1d20 ⇒ 17
??: 1d20 ⇒ 5
| Senna Proviso |
Senna floats up beside Chrysa, warning her in a whisper, ”I’m on your left.” She continues, ”We have only a little time until the invisibility ends. I can get us back to our allies unseen if I cast it again. How do you want to play this?” While they’re in the bell tower, she takes in the surroundings moving from window to window, looking for other sentries, snipers, and enemies. Finally, if Chrysa hasn’t done so, she disarms the herald and takes any sort of warning device – a horn, whistle, or otherwise.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
6th Spells (4): x
5th Spells (6): x
4th Spells (7): xx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Greater Invisibility : 14 rnds
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
| Chrysa Surtova |
For a moment, Chrysa considers the door (assuming there is one) down into the building. "Scouting would be wise, but trouble could lead to separation. Division of force has plenty of applications, but in this one I believe it could be problematic." she sighed, then nodded "We return to the others, then continue our advancement."
keep the team together! :)
While Senna deals with the bleeding woman, the baroness looks out of the watchtower, trying to see any dangers on their path, or anywhere.
perception: 1d20 + 21 ⇒ (18) + 21 = 39
| Tikroch |
Just for fun
As the stealthy types cast their invisibility, Tikroch orders Luca to try to detect them and to keep an eye out for their return.
Luca Perception vs invisible: 1d20 + 36 ⇒ (10) + 36 = 46
Patiently waiting for their return, he also keeps an ear out for any signs of trouble.
Perception: 1d20 + 21 ⇒ (16) + 21 = 37
| Senna Proviso |
With their invisibility refreshed, Senna flies back down the hill along the group's likely route of travel, brushing the treetops and weaving around obstacles. She’s looking for possible hazards and choke points but really she is enjoying flying a little too much to pay proper attention. She arrives by the alert team and *ahems* to draw their attention without startling anyone, then plants the herald’s sword which becomes suddenly visible. ”The sentry was alive when we left her. No signs of other sentries that I saw, but we should assume there are more.”
Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Stealth vs Luca DC46: 1d20 + 10 + 20 ⇒ (20) + 10 + 20 = 50 Lucky!
6th Spells (4): x
5th Spells (6): x
4th Spells (7): xxxx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins
Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
| GM Litejedi - Kingmaker |
The party approaches the main door of the church, and pushes the doors open, which creak loudly as if protesting against being moved.
Spiral stairways curve down to the west and up to the east in this entry room. The walls and ceiling are tiled in branching vine patterns, but beyond the entryway corridors branch to either side, while a heavy curtain shrouds the sanctuary.
| Senna Proviso |
From her position near the rear of the group, Senna peeks into the chapel, (using see invisibility and normal vision) looking for trouble. She whispers a simple spell and sweeps her hand to one side. One of the curtains at the other end of the gallery , slowly begins to move aside, as if pushed by an unseen hand.
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Mage Hand
COMP: V, S
RANGE: 25' +5'/2 lv (60’) ; one non-magical, unattended object weighing up to 5 lbs
DURATION: concentration
EFFECT: You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
| Chrysa Surtova |
Chrysa did not feel the need to order any of these people to stay alert and watch for ambushes and traps. They were all professional. Her own dark eyes tracked all they could as she carefully crossed the entry room floor.
slowly, waiting for Senna's mage hand reveal
perception: 1d20 + 21 ⇒ (17) + 21 = 38
| Mila Ekanheart |
Mila has her bow in hand as she follows the others. She breathes deeply as she makes a quick and silent prayer to Kelinahat.
| GM Litejedi - Kingmaker |
The room ahead is shrouded in dim light, and the curtain is quite difficult for the mage hand to pull aside, but some vague details become apparent in the gloom. This long, colonnaded hall is marked by rounded bays that run along either side, each containing dusty old barrels. Piles of wood mark where kneeling benches have long since fallen to ruin. Above, wooden rafters may form a complex network of supports for the roof, while below, numerous bedrolls and what may be… alchemical supplies? of obviously recent manufacture sit on the floor.
There are no immediately visible creatures from this distance and at this angle. Vision into nooks generally is blocked by the heavy curtain which cannot be completely pushed aside, and the presence of junk also gives a sense of clutter.
| Tikroch |
Utilizing his small size and depending on his speed to get out of trouble, Tikroch starts to investigate the room in person.
| Chrysa Surtova |
alchemy: 1d20 + 8 ⇒ (12) + 8 = 20
Chrysa had dabbled in alchemy, mainly to help her own industry, so she looked over the ingredients to get an idea of what is going on as their fake fae investigates.
| GM Litejedi - Kingmaker |
Chrysa can't really identify much from outside of the room.
There are a number of columns in the way which block easy LOS and likely will restrict movement. The way the LOS worked, only when Tikroch got close-ish, with the curtain opened by the mage hand, did he see the following, which triggered a surprise round when they saw him:
tikroch perception: 1d20 + 21 ⇒ (2) + 21 = 23
stealths: 1d20 + 10 ⇒ (13) + 10 = 23
As Tikroch approaches, he can hear the shuffling of movement, and barely sees the presence of medium-sized humanoids in the room in the nooks on either side, nestled between the barrels in the room, and the barrels pressed against the alcoves. The room is relatively gloomy. He's not surprised so he can act in the surprise round. I assume he has not gone in yet.
Initiative Tikroch: 1d20 + 5 ⇒ (1) + 5 = 6
Initiative W: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Initiative H: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Initiative G: 1d20 + 5 + 2 + 4 ⇒ (20) + 5 + 2 + 4 = 31
Tikroch has cover from the curtain.
There's a flurry of sounds in the room as it looks like a number of spells go off and people prepare for combat. People outside can do spellcrafts if they can hit a DC 18ish perception.
Chapel Ambush - ??/Tikroch - Tikroch is up!