| Orlog BrightShield |
Orlog uses channel vigor to bless his limbs and starts running toward the window. "Incomming" He moves past the ranger and then past the window frame. After dealing with the express way down, he stands back up and look around.
Cast Channel Vigor with fervor.
Buffs: Channel Vigor(Haste), Bull Strength, Weapon of Awe, Divine Favor
| DM Vayelan |
No one was adjacent to Rigg (the other fey) when he fled. Fenrir and Brandt were the closest, each being 10 feet away, but they did not have reach.
Orlog Acrobatics: 1d20 - 4 ⇒ (18) - 4 = 14
Fall Damage: 2d6 ⇒ (2, 5) = 7
Brandt's shot, concealment, miss on 1-2: 1d10 ⇒ 10
Orlog lands heavily and painfully, albeit still on his feet. He finds himself right beside the fleeing fey, who is very shocked to find the armored dwarf so close on his heels. This momentary surprise leaves him a sitting duck for Brandt to nail him with an arrow from on high.
Orlog takes 7 fall damage.
In the tower above, you find the Taldan women to be alive and relatively unharmed. They are emerging from a daze, likely brought on by the fey's magic.
Searching the now-bound Dancing Lady's elaborate gown turns up a small brass key dangling from a garter.
| Bydar |
Amazed by the leaping power of the fellow, Bydar races to the window and if he can,sends a light of glorious light from his open palm to join his own attack to Brandt's.
Searing LIght spell, range 170 feet.
Ranged Touch to hit 1d20 + 6 ⇒ (7) + 6 = 13
if that hits, dmg 3d8 ⇒ (7, 1, 8) = 16
| Lord Christian D'Elagante |
Christian is shocked to see the dwarf jump out the window.
...never a dull time...
I assumed that the green guy...rigg? would get away and since that is not the case then I have done my action for the following round...searching for the key and such. who is up then?
| DM Vayelan |
Syretia shoves her way to the window overlooking the courtyard, providing a clear view of the one-on-one stand-off between Orlog and the green man. She decides to ramp up her firepower to end this battle, and she aims a burning arc at the green man.
Rigg reflex save vs Burning Arc DC 18: 1d20 + 16 ⇒ (12) + 16 = 28
Fireball damage: 7d6 ⇒ (4, 3, 1, 1, 5, 2, 5) = 21
The fleeing fey survives the fire and other attacks from above. Eschewing grace or caution, he runs as fast as he can to escape Orlog and find shelter, making towards the northwestern tower.
Orlog can make an AoO because Rigg opts to Run rather than Withdraw. The party can act again.
| Orlog BrightShield |
Cold Iron Warhammer +1 AoO: 1d20 + 8 + 2 + 2 + 1 ⇒ (1) + 8 + 2 + 2 + 1 = 14
Damage: 1d8 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 = 10
Sadly, the fey moves too fast for Orlog and manages to move out of reach. He then goes after his foe as fast as his shorter legs can carry him.
With haste, Orlog can do an 80 charges. If not possible, he will try to get as close as possible to the fleeing fey.
Buffs: Channel Vigor(Haste), Bull Strength, Weapon of Awe, Divine Favor
| Lord Christian D'Elagante |
How about Bydar and I tend to the captives. The rest of you back up Orlog. Be careful there is someone else out there besides that green man. Someone or something called Teo. We will be behind you right away.
He turns to the cage once more and proceeds to open the cage with the key.
Bydar would you take a look for wounds and tend to them.
| Brand Oluffson |
Brandt breathes out, arrows coming to hand quickly, firing after the fleeing fey before it passes from reasonable range....
ORLOGG BEWARE WHATEVER IS DOWN THERE! he calls out, fletchings whizzing by in a flash...
Attack, Rapid Shot, height: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
2: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
3: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Crit?: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Damage 1: 1d8 + 3 ⇒ (8) + 3 = 11
Damage 2: 1d8 + 3 ⇒ (5) + 3 = 8
Damage 3: 1d8 + 3 ⇒ (8) + 3 = 11
Crit? extra damage: 2d8 + 6 ⇒ (8, 4) + 6 = 18
| Syretia |
Syretia shakes her head in dismay, but does as she's told, rushing down the stairs as fast as her quickened feet will take her.
| DM Vayelan |
Concealment on 1-20: 1d100 ⇒ 82
Concealment on 1-20: 1d100 ⇒ 42
Concealment on 1-20: 1d100 ⇒ 100
Orlog's pursuit slows to a halt as he watches one last hail of arrows catches the fleeing fey before he rounds the central tower and passes out of sight. Despite the blurring effect created by the green man's incredible speed, Brandt's aim is true enough to bring down the fleeing foe.
Back up in the tower, the rest of the party uses the recovered key to free the caged Taldan women. They are still emerging from a fog of disorientation, likely caused by the fey's magic. Apart from this, though, they are physically unharmed.
| Lord Christian D'Elagante |
Christian looks out the window at the motionless body and back to Brand, then repeats the process.
Impressive shot and yet I find hard to believe even being a witness to such a feat. I am glad you are on our side.
| Brand Oluffson |
Brandt breathes out heavily, calling down to the courtyard, Drag him back up here, I got lucky with that one. he says, unstringing the bow and leaning on the window. Remembering that there were the captives in the room he nods at Christian, I can't believe that worked... but thanks Sir. he looks across, watching with concern as Bydar tends to the captives.
| DM Vayelan |
"We thank you for the assistance," says one of the women, older by a couple years. "By chance...did you happen to encounter a dog as you approached the tower?"
"Now is not the time," the other woman interrupts, taking control of the conversation. "I am Adula Marthane, and this is my older sister Xemne. We were making a pilgrimage to an old temple situated in this forest, a few days' hike to the north. We foolishly sought shelter in this old stronghold and found it infested by fey.
"It is quite fortunate that you arrived when you did. Would you also happen to be pilgrims?"
Bluff: 1d20 + 13 ⇒ (12) + 13 = 25
This introduction is a carefully albeit quickly constructed ruse. Adulla and Xemne are aliases, rather then the women's true identities.
The younger of the two women is clearly quite skilled at creating cover stories. You suspect that she is buying time to learn about the party - your identities, motives, trustworthiness - before entrusting you with their own true identities. This suggests that rather than being a mere charlatan, she is an experienced bodyguard or spymaster working to protect the older woman.
On the other hand, the older woman is sincerely worried about the dog she mentioned.
| Bydar |
Sense Motive: 1d20 + 14 ⇒ (11) + 14 = 25
Bydar smiles indulgently, "I'm sorry. I don't blame you for your caution with us. These are dangerous lands where terms like 'you have what you hold' are thrown about as a point of rough pride. I can see why you'd use false names. First let me say I did not see a dog. I'll ask if some of my compatriots did. Maybe Fenris can help track your pet and we can get a safe return. I'm not a pilgrim I am a settler of Charis. Have you heard of it?"
| Lord Christian D'Elagante |
Pilgrims...Dressed like that...pilgrims. B+##@*!#, let us play along and see what we can find out.
Sense Motive: 1d20 + 5 ⇒ (16) + 5 = 21
Pilgrims...You folks are a bit of distance from any form of civilization.
I wonder who the names truly belong to as these are not pilgrims. May give some insight to their motives and their endgame.
Knowledge Nobility: Adula Marthane: 1d20 + 11 ⇒ (12) + 11 = 23
Knowledge Nobility: Xemne Marthane: 1d20 + 11 ⇒ (14) + 11 = 25
Perception : 1d20 + 11 ⇒ (10) + 11 = 21
Christian looks the two up and down a few times as the Bydar speaks.
As my friend Bydar has said we are out of Charis. We are exploring and clearing out the area to make it hospitable for those that reside in the region. Orlog and Syretia over there and that is Brand and Fenris. You may call me Christian.
He smiles at the two women.
A pleasure to meet you. I wish it would have been under better circumstances, but you are safe now. There is yet some unfinished business to attend to here. One of the outlying towers is infested with some creature and there is another creature...maybe another fey that goes by the name of Teo. We will need to clear this place out before we can leave. We will help find your dog and I recommend that you two join us as it will be safer for you then to remain behind.
Christian pauses as he looks down at the woman.
Speaking of which. Now I am not fond of letting her live as she will bring harm to more innocent people and I doubt she can be trusted to leave the region...but...if you have a problem with us sentencing her to death then now is the time to speak up.
| Orlog BrightShield |
Orlog grabs the green fey by the one ankle and start dragging it back up the tower. Once back with the group, he drops the creature along a wall. He nods when Christian introduce him, but keeps out of the conversation. Prefering to let the social ones taking the lead.
| Syretia |
Syretia, accompanying Orlog, rejoins the others and offers a slight bow to each of the two women they've rescued.
| DM Vayelan |
Perhaps most importantly for the moment, when they are killed, they are known to place a terrible curse upon their killer.
Lord Christian knows that the Marthanes are a very minor noble family from Taldor. The only word about them in years has been speculation about whether or not the family has died out after their fortunes turned incredibly sour. What little Christian knows about the Marthanes' characteristics leads him to believe that these two are not actually part of that family.
Whatever their identities, the Taldan women offer no objection to putting an end to the dangerous fey creature.
| Brand Oluffson |
Knowledge, Nature: 1d20 + 9 ⇒ (8) + 9 = 17
Sense motive: 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9
She's a Baobhan Sith, a blood-drinking fey creature. I don't think we let her live to draw breath.... Brandt says, fishing out his intricately carved greataxe, They say these creatures curse their killers, but I donno if that's just a tales the fisherwomen say, or if its true. I'm happy to end her, but if curses are real, I hope someone can aid me... Unless you prefer to take your chances Christian? he looks to the Lord, offering Christian the opportunity in proper deference.
| Lord Christian D'Elagante |
Christian places a hand on Brand's shoulder with a smile.
Your offer is well received, I appreciate it and you beyond measure. If I am to lay down a sentence such as this knowing full well the consequence of that action and allow others to take the risk. Then I am not worthy of anything...especially your friendship. That risk is mine and mine alone.
He takes the offered ax and steadies himself for what he will do next.
I am not sure what will happen but if anyone has magic that will be helpful in this situation...you have my permission to cast it.
Christian says with a bit of worry in his voice.
He will wait for aid and then follow with her death. I am not certain how it works but I remember asking to have her gaged due to my worry of her casting charms spells and such. She is unconscious and cannot talk so there for she should not be able to curse anyone. I hope..lol
| Syretia |
I could try casting lipstitch on her, though I'm not sure if it would stop her either.
| Syretia |
Syretia raises an eyebrow at the others, before gesturing toward the fallen fey with her free hand.
Casting [i]lipstitch, DC 17 Fort negates
Damage: 1d6 ⇒ 5
| Lord Christian D'Elagante |
Handing the ax back to Brand, Christian glances around the room.
This tower is cleared. I think we should continue looking for this Teo and then clear the outer tower. When we get home, we can make arrangements for someone to keep an eye on the place.
| DM Vayelan |
The axe falls, but no curse falls. Other than a sense of finality, Lord Christian feels no different once the fey woman is executed.
Bydar Diplomacy, aided by Christian: 1d20 + 16 + 2 + 2 ⇒ (5) + 16 + 2 + 2 = 25
The older of the two women is mollified by your candor, and especially your offers to locate her dog, so she confesses her identity and confirms what you already know. She is Eutropia Stavian, the exiled princess of Taldor. She introduces her slightly younger companion as her best friend and spymaster, Lady Martella Lotheed. For her part, Lotheed remains somewhat wary about you, as evidenced by the way her eyes continue to appraise you all, one by one.
Meanwhile, as the adrenaline of blood and battle wanes, you have a moment of peace to take stock of the well-appointed bedchamber occupying the upper floor of the tower. Whether left over by the bygone elven kingdoms or collected by the Dancing Lady from her victims, quite a few curious and apparently valuable items are spread across the room.
The most noticeable items include a life-sized alabaster statue of a nude, dancing
elven woman and an ancient filigreed elven water clock. The Lady’s four-poster bed is covered with a snow-white bearskin coverlet. A finely carved, wooden wardrobe beside the bed holds several changes of fine clothing, although several of these tasteful, once-expensive articles of clothing are heavily stained with blood and now worthless.
A small wooden coffer atop a rosewood table contains four delicate vials and a gem-studded tiara. An unlocked chest sits beside the table.
Elven Statue (900 gp, but weighs almost 500 lbs)
Masterwork Harp (100 gp)
Jade Snake Statuette (75 gp)
Elven Water Clock (1000 gp, but weighing 200 lbs)
White bearskin coverlet (50 gp)
2 Royal Outfits (200 gp each)
3 Courtier’s Outfits (30 gp each)
3 vials of Exotic Perfume (100 gp each)
Gem-Studded Tiara (350 gp)
Elixir of Love
Chest holds 431 sp and 370 gp in leather sacks.
| Lord Christian D'Elagante |
I was thinking this part would take longer and that I would have time to think of a good introduction...lol I will make it happen.
Christian bows to the women, his voice polite and political in tone.
Your Grace...Lady Lotheed. I will assume that those that fell to that creature were part of your coterie. You have my condolences for your loss. When we are finish here, we will give them a proper burial
He keeps his demeanor professional as he introduces the group in a more official tone.
Since we are laying our cards on the table, a proper introduction is in order. May I present to you...my friends, my companions and my council...Lord Bydar Lebeda of Shelyn, Master Brand Oluffson, Master Orlog BrightShield, Mistress Syretia Rambeau and I am Lord Christian Del`Agante of Charis.
He again bows to the ladies.
Please allow us to escort you back to safety where we can have a civilized discussion on what your next move will be. Taldor has made its desires known and I very much would like to know just how they plan to accomplish those desires. You are our guest and will be treated as such.
| Bydar |
"Thank you for trusting us with your real names. You'll not regret it." He adds to Lord Christian's already fine words."[/B] A look at his compatriots "Are any of you wounded at all? Mostly it seemed our minds were in danger during that fight."
| Syretia |
Syretia bows deeply to their rescuees, a broad smile across her face. "A pleasure to meet you, despite the circumstances."
| Lady Lotheed |
"Indeed, we came away physically unharmed," Martella says ruefully, "which is more than I can say for our men-at-arms. The only mercy was that we were not forced to watch their demise."
Despite the ordeal they have just survived, Martella seems ready to resume her role as Princess Eutropia's last, best line of defense. Whilst reclaiming her possessions from where the fey stowed them, she provides intel on the other dangers lurking in the ancient keep, based upon what she heard from the two now-slain fey.
The northwest tower is home to another fey called Teorlian, who she suspects to be a Grimstalker, a type of wicked, sneaky fey that fights with poisoned claws. He also apparently guards his tower with a growth of assassin vines.
The northeast tower hosts a very sizeable population of feral rats.
The fey have been tossing the remains of their victims to the rats, giving them a taste for humanoid flesh.
| Brand Oluffson |
Thank you for telling us of these threats, I believe we can dispatch them quickly and recover your lost puppy as well before escorting you to Charis. Brandt looks to the others for confirmation.
| Syretia |
Syretia nods grimly, her mind full of grisly thoughts.
| Lady Lotheed |
Thank you for telling us of these threats, I believe we can dispatch them quickly and recover your lost puppy as well before escorting you to Charis. Brandt looks to the others for confirmation.
The two women exchange a quick glance before thanking you for your aid.
"Yes, my dear princess would be simply lost without her little dog," Martella says politely.
| DM Vayelan |
As you march back out into the courtyard to confront the other lingering dangers in the keep, you pause to check the possessions on the fey that was shot down by Brandt while it attempted to flee.
I forgot that you also acquire a +1 short sword and 5 doses of blue whinnis poison from Rigg.
The northwest tower stretches high into the sky, its upper reaches hidden in the forest’s canopy. The vines choking the tower’s exterior, which are festooned with bleached humanoid skulls, nearly obscure the dark arrow slits. At ground level, a closed wooden door hides behind a cloak of hanging vines.
Thanks to the forewarning from the Taldan noblewomen, you know that these vines are actually dangerous assassin vines.
| Syretia |
Sense Motive: 1d20 + 2 ⇒ (16) + 2 = 18
"Brandt," Syretia says, gesturing at the vines, "any suggestions on how to handle these? Or should I just burn them down?"
| DM Vayelan |
These carnivorous vines are actually capable of locomotion, but usually only to find new hunting grounds, and it moves very slowly. Thus, if it has a weakness, it is its sluggish speed.
Teorlian Stealth: 1d20 + 18 ⇒ (10) + 18 = 28
A very grim face can be fleetingly seen moving from arrow slit to arrow slit along the tower's upper reaches. Since the interior floors of the tower look to have collapsed, whoever is up there is apparently capable of clinging to and scaling the naked stone walls.
Assuming this is the remaining fey, Teo, he is keeping a close watch upon the party as you deliberate your strategy.
| Syretia |
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
| DM Vayelan |
Gonna bot Brandt to movie things along.
With some assistance, Brandt lights a pair of torches and holds them aloft before taking a cautious step towards the vines cloaking the tower entrance. He keeps about four yards away and steadies his footing before hurling the burning torches at the dangerous plant life.
The vines finally betray their nature as they sharply recoil once the flames touch their thick, leathery lengths. Unfortunately, the flames do not catch upon them. Instead, the plant life seems resistant to the fire.
Still, aggravated by the minor burns, the assassin vines suddenly lurch forward and grasp for Brandt.
Slam vs Brandt: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Free Grab: 1d20 + 13 ⇒ (16) + 13 = 29
Brandt takes 10 damage and is grappled.
The party can act. I've also updated the encounter map.
| Lord Christian D'Elagante |
Christian steps forward cutting at the vines that grappled Brand.
Take it down and keep an eye out for others.
Issuing a challenge. Everyone gets +2 to attack the vine.
Attack, Challenge: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Damage, Challenge, Precise Strike: 1d10 + 3 + 7 + 7 ⇒ (4) + 3 + 7 + 7 = 21