Age of Ashes - A Grand Tour of the Inner Sea

Game Master Luke_Parry

MAPS

Loot Sheet

Hero of Breachill - 5% Discount
Friend of the Ekujae
Hero of Kintargo
Honorary Citizen of Kovlar - Free training with a Guild for 10 years
Favored by the Pactmasters of Katapesh


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Sovereign Court

Stylish!

By this time, the disasters and monsters have resulted in a widespread general panic in Breachill. If left to fend for themselves, the citizens will likely increasingly succumb to panic, abandoning their homes and even each other to flee haphazardly, which will only hurt the town even
more. Without neighbors helping neighbors, a lot of citizens are left without any essential supplies and are doomed to become injured, or worse...

Diplomacy/Intimidate to calm them down. Arcana/Occultism/Dahak Lore to explain what is happening. Performance/Society/Breachill Lore to recall tales of the past that are relevant to the current situation.

DC 40. Three successes before three failures, in order to be successful.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre pinches the bridge of his nose, and sighs.

Always...

He then tries to rally the townsfolk!

Breachill Lore: 1d20 + 28 + 3 ⇒ (16) + 28 + 3 = 47.
Breachill Lore: 1d20 + 28 + 3 ⇒ (17) + 28 + 3 = 48.
Breachill Lore: 1d20 + 28 + 3 ⇒ (11) + 28 + 3 = 42.

Sovereign Court

Jean-Pierre's voice comforts the townsfolk, and keeps them from running around like terrified, stunned ducklings.

At this point in time, the roiling clouds open up, and a massive pillar of fire slams down into the ground!

From out of it strides a gargantuan red dragon, cruel intelligence in its eyes, and a certain degree of insanity.

"INSECTS!" roars the dragon. "KNOW THAT YOU HAVE THE GOOD FORTUNE TO SEE A MANIFESTATION OF DAHAK'S WRATH! NOW DIE!"

It then lumbers forward to attack the town.

It does not appear to have noticed Jean-Pierre.

As it does so, a familiar red dragon with a piece of gold embedded in its chest, alights upon the central monument of the town.

"I renounced you long ago; your are naught but a false god!"

The Manifestation shrieks in rage, and starts charging towards Kyrion, flattening whatever buildings get in its way.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Not wanting to get closer, Jean-Pierre contents himself with volley-firing.

Hunted Shot: 1d20 + 33 + 3 ⇒ (15) + 33 + 3 = 51, for 4d8 + 6 ⇒ (4, 6, 8, 4) + 6 = 28 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 3 Good damage.
Hunted Shot: 1d20 + 31 + 3 ⇒ (16) + 31 + 3 = 50, for 4d8 + 6 ⇒ (4, 5, 2, 5) + 6 = 22 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 29 + 3 ⇒ (19) + 29 + 3 = 51, for 4d8 + 6 ⇒ (2, 8, 6, 8) + 6 = 30 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 29 + 3 ⇒ (16) + 29 + 3 = 48, for 4d8 + 6 ⇒ (5, 8, 2, 5) + 6 = 26 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 29 + 3 ⇒ (3) + 29 + 3 = 35, for 4d8 + 6 ⇒ (4, 5, 5, 6) + 6 = 26 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 6 Good damage.

Magic Missile: 15d4 + 24 ⇒ (2, 4, 4, 3, 4, 2, 1, 1, 4, 3, 3, 3, 3, 1, 4) + 24 = 66 Force damage.

Sovereign Court

*blinks*

Jean-Pierre manages a series of incredible shots!

The Lesser Manifestation of Dahak roars in pain, then looks around for its tormentor...

Perception: 1d20 + 36 - 3 ⇒ (6) + 36 - 3 = 39.
Perception: 1d20 + 36 - 3 ⇒ (15) + 36 - 3 = 48.

"YOU ARE NAUGHT BUT A GNAT!"

Furious, it charges forward towards Jean-Pierre!

Will Save (DC 42) against Frightful Presence.

A Rather Angry Dragon, Round 1:

Jean-Pierre (-)
Lesser Manifestation of Dahak (-283)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Will: 1d20 + 29 + 3 ⇒ (14) + 29 + 3 = 46.

Gulping hard, Jean-Pierre tries to rinse and repeat.

Hunted Shot: 1d20 + 33 + 3 ⇒ (12) + 33 + 3 = 48, for 4d8 + 6 ⇒ (7, 2, 1, 3) + 6 = 19 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 31 + 3 ⇒ (17) + 31 + 3 = 51, for 4d8 + 6 ⇒ (6, 6, 5, 3) + 6 = 26 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 29 + 3 ⇒ (15) + 29 + 3 = 47, for 4d8 + 6 ⇒ (2, 5, 1, 7) + 6 = 21 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 29 + 3 ⇒ (5) + 29 + 3 = 37, for 4d8 + 6 ⇒ (3, 5, 4, 1) + 6 = 19 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 29 + 3 ⇒ (1) + 29 + 3 = 33, for 4d8 + 6 ⇒ (6, 2, 8, 6) + 6 = 28 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 1 Good damage.

Magic Missile: 15d4 + 24 ⇒ (4, 1, 2, 1, 2, 4, 2, 1, 3, 4, 2, 1, 1, 2, 3) + 24 = 57 Force damage.

Sovereign Court

This time, only two arrows hit, but they and the force missiles steadily whittle away at the Manifestation.

Snarling in fury, it lashes out...

Jaws: 1d20 + 42 ⇒ (13) + 42 = 55, for 4d10 + 22 ⇒ (3, 8, 4, 9) + 22 = 46 damage, +3d6 ⇒ (2, 2, 5) = 9 Fire.
1d20 ⇒ 5
Jaws: 1d20 + 37 ⇒ (12) + 37 = 49, for 4d10 + 22 ⇒ (3, 2, 5, 8) + 22 = 40 damage, +3d6 ⇒ (6, 6, 5) = 17 Fire.
1d20 ⇒ 2
Jaws: 1d20 + 32 ⇒ (5) + 32 = 37, for 4d10 + 22 ⇒ (4, 1, 9, 1) + 22 = 37 damage, +3d6 ⇒ (6, 4, 5) = 15 Fire.
1d20 ⇒ 20

...but doesn't land a single blow.

However, the ambient fire around it risks burning Jean-Pierre.

Dragon Heat: 6d6 ⇒ (2, 5, 4, 6, 4, 6) = 27 Fire damage. DC 42 Reflex.

A Rather Angry Dragon, Round 2:

Jean-Pierre (-)
Lesser Manifestation of Dahak (-444)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Reflex: 1d20 + 33 + 3 ⇒ (20) + 33 + 3 = 56.

Jean-Pierre deftly dodges the flames.

He then keeps firing!

Hunted Shot: 1d20 + 33 + 3 ⇒ (19) + 33 + 3 = 55, for 4d8 + 6 ⇒ (8, 7, 6, 3) + 6 = 30 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot: 1d20 + 31 + 3 ⇒ (13) + 31 + 3 = 47, for 4d8 + 6 ⇒ (7, 1, 8, 2) + 6 = 24 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 29 + 3 ⇒ (19) + 29 + 3 = 51, for 4d8 + 6 ⇒ (5, 1, 8, 3) + 6 = 23 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 29 + 3 ⇒ (16) + 29 + 3 = 48, for 4d8 + 6 ⇒ (4, 8, 4, 1) + 6 = 23 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 29 + 3 ⇒ (16) + 29 + 3 = 48, for 4d8 + 6 ⇒ (6, 2, 1, 3) + 6 = 18 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 2 Good damage.

Magic Missile: 12d4 + 19 ⇒ (4, 3, 4, 1, 3, 1, 4, 1, 1, 2, 2, 4) + 19 = 49 Force damage.

Sovereign Court

Jean-Pierre's first arrow pierces the gargantuan dragon through the heart.

"NO! IT CANNOT... be..."

The gargantuan beast collapses to the ground, taking out a row of shops in the process.

Combat over.

With the defeat of Dahak’s manifestation, the dragonstorm above the region suddenly dissipates, the clouds fading away to be replaced by blue skies over the course of a single minute.

For now, Breachill and Citadel Altaerein are safe.

The day is saved and losses are minimal. The damage Breachill sustained is relatively minor. The town’s residents will recover fully in a few weeks and throw a festival in Jean-Pierre's honor. The Citadel takes minor damage, which the citizens offer to repair as thanks for Jean-Pierre's efforts.

However, after the feast, the town council urgently begs Jean-Pierre to continue to explore the Ring, to put a stop to this menace, once and for all!

Now is an excellent time to level up to 19 :-)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre orders another 100 Cold Iron arrows, and rests for the night, but after that is quite happy to take another crack at the Ring.

Sovereign Court

This time, when Jean-Pierre activates the final Gate, everything progresses according to plan, and he is able to step through without any issues.

Once upon the other side, he finds himself in a long corridor, seemingly carved from marble.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre casts Heroism(9th) and Prying Eye, and sends it to explore.

Sovereign Court

A1:

This large chamber is decorated with carvings of daggers and wasps along its walls. The image of a trio of daggers pointing outward adorns the ceiling above. A large stone platform in the center of the room is surrounded by four stone benches. Three halls extend out from equidistant locations along the northern half of the chamber.

Of more immediate concern, however, are the dragon-constructs...

Jean-Pierre: 1d20 + 29 + 3 ⇒ (11) + 29 + 3 = 43.

...which Jean-Pierre recognises as Animated Dragonstorms, physical embodiments of Dahak's wrath.

Jean-Pierre: 1d20 + 34 + 3 ⇒ (6) + 34 + 3 = 43.

Jean-Pierre also notices a not-particularly-well-hidden secret door to the south.

A2:

A large pool, divided into three sections by low stone walls, fills most of this roughly triangular chamber; a dagger lies at the bottom of one section. The walls are decorated with imagery of bathing elves. A hall extends out from the southeastern wall of the chamber.

Jean-Pierre: 1d20 + 34 + 3 ⇒ (12) + 34 + 3 = 49.

Jean-Pierre realises that there is a Haunt tied to the dagger; destroying the dagger from a distance would solve the problem, without triggering it.

A3:

A number of elegant pillows, thin sheets, and mattresses lie in a shallow pit in the center of this chamber. A number of suggestive carvings decorate the walls, each depicting embracing elves in various poses. A hallway extends out from the southwest wall of the room.

A4:

This large chamber is decorated with carvings of wasps. A large dais rests in the center of the room. A set of stone steps lead up to a large, stone archway in the center of the dais. The archway bears a similar motif to that of the room adorned throughout with carvings of wasps and daggers.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre casts Disappearance, and sneaks forward, ready to unleash Hell upon the Animated Dragonstorms!

Stealth: 1d20 + 35 ⇒ (7) + 35 = 42.

Sovereign Court

Jean-Pierre remains undetected.

Surprise Round.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre unleashes!

Hunted Shot: 1d20 + 34 + 3 ⇒ (20) + 34 + 3 = 57, for 8d8 + 12 + 1d10 ⇒ (5, 2, 4, 3, 4, 3, 2, 3) + 12 + (6) = 44 damage, +2d6 ⇒ (6, 3) = 9 Sonic damage, +2d6 ⇒ (5, 3) = 8 Good damage.
Hunted Shot: 1d20 + 32 + 3 ⇒ (6) + 32 + 3 = 41, for 4d8 + 6 ⇒ (5, 8, 4, 5) + 6 = 28 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (9) + 30 + 3 = 42, for 4d8 + 6 ⇒ (5, 6, 3, 3) + 6 = 23 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (17) + 30 + 3 = 50, for 8d8 + 12 + 1d10 ⇒ (7, 5, 6, 6, 1, 6, 8, 4) + 12 + (5) = 60 damage, +2d6 ⇒ (1, 4) = 5 Sonic damage, +2d6 ⇒ (2, 2) = 4 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (7) + 30 + 3 = 40, for 4d8 + 6 ⇒ (4, 1, 1, 5) + 6 = 17 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 1 Good damage.

He then tosses an Electric Arc...

Electric Arc: 9d4 + 13 ⇒ (3, 2, 2, 3, 4, 1, 1, 4, 2) + 13 = 35 Electricity damage, DC 41 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre's arrow volley shatters bone, leaving one Dragonstorm at death's door...

Reflex: 1d20 + 30 ⇒ (18) + 30 = 48.
Reflex: 1d20 + 30 ⇒ (12) + 30 = 42.

...managing to hold on to existence solely due to its electrical resistance.

Aniamted Dragonstorms: 1d20 + 30 ⇒ (4) + 30 = 34.
Jean-Pierre: 1d20 + 36 ⇒ (4) + 36 = 40.

The Leftovers, Round 1:

Jean-Pierre (-)
Animated Dragonstorms (-243, -2)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

With a sigh of annoyance, Jean-Pierre keeps firing.

Hunted Shot: 1d20 + 34 + 3 ⇒ (5) + 34 + 3 = 42, for 4d8 + 6 ⇒ (6, 4, 2, 4) + 6 = 22 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Hunted Shot: 1d20 + 32 + 3 ⇒ (16) + 32 + 3 = 51, for 8d8 + 12 + 1d10 ⇒ (2, 8, 7, 8, 1, 5, 5, 8) + 12 + (8) = 64 damage, +2d6 ⇒ (3, 5) = 8 Sonic damage, +2d6 ⇒ (5, 4) = 9 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (17) + 30 + 3 = 50, for 8d8 + 12 + 1d10 ⇒ (5, 6, 1, 1, 5, 1, 6, 2) + 12 + (6) = 45 damage, +2d6 ⇒ (2, 4) = 6 Sonic damage, +2d6 ⇒ (4, 6) = 10 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (11) + 30 + 3 = 44, for 4d8 + 6 ⇒ (1, 7, 1, 6) + 6 = 21 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (9) + 30 + 3 = 42, for 4d8 + 6 ⇒ (6, 8, 1, 6) + 6 = 27 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 6 Good damage.

He then tosses an Electric Arc...

Electric Arc: 9d4 + 13 ⇒ (4, 1, 4, 2, 3, 2, 4, 2, 2) + 13 = 37 Electricity damage, DC 41 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre's first arrow shatters the heavily injured dragonstorm, then his remaining ones do a number upon its colleague.

Reflex: 1d20 + 30 ⇒ (20) + 30 = 50.

It then nimbly dodges the electrical blast...

Perception: 1d20 + 30 ⇒ (14) + 30 = 44.
Perception: 1d20 + 30 ⇒ (20) + 30 = 50.

...and after spotting him, charges forward to engage!

The Leftovers, Round 2:

Jean-Pierre (-)
Animated Dragonstorms (-231)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"You are naught but a distraction."

Jean-Pierre tries to finish it off.

Hunted Shot: 1d20 + 34 + 3 ⇒ (3) + 34 + 3 = 40, for 4d8 + 6 ⇒ (4, 5, 2, 2) + 6 = 19 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 32 + 3 ⇒ (4) + 32 + 3 = 39, for 4d8 + 6 ⇒ (7, 7, 2, 8) + 6 = 30 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (7) + 30 + 3 = 40, for 4d8 + 6 ⇒ (5, 4, 3, 4) + 6 = 22 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (8) + 30 + 3 = 41, for 4d8 + 6 ⇒ (8, 2, 8, 1) + 6 = 25 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 1 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (5) + 30 + 3 = 38, for 4d8 + 6 ⇒ (6, 5, 5, 6) + 6 = 28 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 6 Good damage.

He then tosses an Electric Arc...

Electric Arc: 9d4 + 13 ⇒ (2, 2, 2, 4, 3, 4, 1, 4, 1) + 13 = 36 Electricity damage, DC 41 Reflex for half.

...before casting Shield, which causes a tracery of golden scales to glow across his skin.

Sovereign Court

Jean-Pierre's first arrow shatters it.

Combat over.

There is nothing else of interest in this room.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre moves on to the haunt-room, and tries to blow-up the dagger (from a safe distance), using adamantine arrows.

Hunted Shot: 1d20 + 34 + 3 ⇒ (6) + 34 + 3 = 43, for 4d8 + 6 ⇒ (7, 4, 3, 5) + 6 = 25 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 5 Good damage.
Hunted Shot: 1d20 + 32 + 3 ⇒ (5) + 32 + 3 = 40, for 4d8 + 6 ⇒ (4, 6, 5, 2) + 6 = 23 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (2) + 30 + 3 = 35, for 4d8 + 6 ⇒ (2, 7, 7, 3) + 6 = 25 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (17) + 30 + 3 = 50, for 4d8 + 6 ⇒ (7, 3, 2, 7) + 6 = 25 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 6 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (18) + 30 + 3 = 51, for 4d8 + 6 ⇒ (5, 4, 8, 6) + 6 = 29 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 6 Good damage.

Sovereign Court

Jean-Pierre breaks the dagger, rendering the haunt quiescent before it can rouse itself.

Jean-Pierre: 1d20 + 34 ⇒ (19) + 34 = 53.

Jean-Pierre finds a Greater Phylactery of Faithfulness, lost behind some of the pillows in A3.

Apart from that, the area is clear.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Packing up the Phylactery, Jean-Pierre heads through the second Gate.

Sovereign Court

Heading through the Gate...

This grand cavern holds a large dais at its center. A stone archway bearing carvings of daggers and wasps stands in the center of the dais and a set of stone stairs lead down from the archway. A wide tunnel continues south from the dais.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre casts Prying Eye, and lets it explore.

Sovereign Court

B2:

A large rug lies on the ground of this cavern. Several shelves surround the rug, each packed with books. The cavern continues to west.

B3:

The domed ceiling of this massive cavern rises to a height of eighty feet. A garden of small bushes and flowers rests beneath an opening in the ceiling above. Two tables stand in the northeast portion of the cavern. The smaller table holds a number of glass containers and other scientific equipment. The larger table supports a model of a city that features large, red walls and a number of walk ways that span the length of the model. A large bed of stone and a massive pile of gold, jewels, and other treasure fill up much of the space at the southern end of the room. The cavern connects with a smaller cavern to the east and a large, stone staircase to the west.

Jean-Pierre: 1d20 + 23 + 3 ⇒ (8) + 23 + 3 = 34.

B4:

This barren cavern opens to the outside via an opening in the southwest. A staircase in the northern portion of the cavern leads down further into the cave.

A woman with golden hair, and an half-elven man are deep in discussion here.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre sneaks forward to listen.

Stealth: 1d20 + 34 + 3 ⇒ (13) + 34 + 3 = 50.

Sovereign Court

Jean-Pierre remains undetected.

Jean-Pierre ascertains that the two are Councillor Emaliza, and her bodyguard, the half-elf Rinnarv. It becomes apparent that they are aware that the Gate has been activated, and they are waiting for someone to put in an appearance.

Emmaliza is hopeful that she will be able to 'persuade' you to see things her way, but her bodyguard remains carefully non-committal.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Recognising the name of the one who was in league with the leader of the Scarlet Triad, Jean-Pierre elects to show no mercy.

However, he does elect to manoeuvre around them, so that he is at the entrance, boxing them in, and listens for any more intelligence...

Sovereign Court

Jean-Pierre: 1d20 + 34 ⇒ (20) + 34 = 54.

It becomes clear that the woman has some sort of 'hold' over the half-elf; he isn't Dominated, but it is clear that he is not acting entirely of us own volition, almost as if there was some kind of 'hold' on certain actions.

For her part, the woman is clearly arrogant, and used to being in control. She talks candidly about her plans for Promise, once 'the Wyrm has been brought to heel'.

Jean-Pierre: 1d20 + 23 + 3 ⇒ (16) + 23 + 3 = 42.

Jean-Pierre recognises Promise as the name of the capital (and port city) of the island-state of Hermea, which is ruled by the gold dragon Mengkare.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Interesting.

Jean-Pierre backs off, and decides to use a Wish to free the half-elf from whatever is binding him.

Sovereign Court

Well, you have a surprise round. Make a counteract check.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Counteract: 1d20 + 31 ⇒ (5) + 31 = 36.
Counteract - Hero Point: 1d20 + 31 ⇒ (17) + 31 = 48.

Jean-Pierre then unleashes upon the woman!

Hunted Shot: 1d20 + 34 + 3 ⇒ (8) + 34 + 3 = 45, for 4d8 + 6 ⇒ (4, 3, 4, 6) + 6 = 23 damage, +1d6 ⇒ 3 Sonic damage, +1d6 ⇒ 2 Good damage.
Hunted Shot: 1d20 + 32 + 3 ⇒ (17) + 32 + 3 = 52, for 4d8 + 6 ⇒ (3, 4, 3, 6) + 6 = 22 damage, +1d6 ⇒ 1 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (8) + 30 + 3 = 41, for 4d8 + 6 ⇒ (2, 3, 8, 8) + 6 = 27 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.
Iterative - Hero Point: 1d20 + 30 + 3 ⇒ (13) + 30 + 3 = 46, for 4d8 + 6 ⇒ (8, 8, 6, 2) + 6 = 30 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 5 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (4) + 30 + 3 = 37, for 4d8 + 6 ⇒ (2, 8, 7, 7) + 6 = 30 damage, +1d6 ⇒ 5 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative - Hero Point: 1d20 + 30 + 3 ⇒ (5) + 30 + 3 = 38, for 4d8 + 6 ⇒ (8, 5, 8, 3) + 6 = 30 damage, +1d6 ⇒ 6 Sonic damage, +1d6 ⇒ 2 Good damage.
Iterative: 1d20 + 30 + 3 ⇒ (20) + 30 + 3 = 53, for 8d8 + 12 + 1d10 ⇒ (2, 2, 2, 7, 6, 1, 3, 3) + 12 + (9) = 47 damage, +2d6 ⇒ (2, 2) = 4 Sonic damage, +2d6 ⇒ (2, 3) = 5 Good damage.

Sovereign Court

Rinnarv looks as if a great weight has suddenly been lifted from his shoulders.

Emaliza looks angry.

"Rinnarv! I command you to heal me, and cover my retreat."

Rinnarv snorts.

"For the first time in a long time, I can say no to one of your demands. My oath my prevent me from harming you, but that doesn't mean I have to help you!"

Emaliza snarls.

"You are a traitor to the Great Endeavor!"

"Your great endeavor," he snaps back. "I doubt Mengkare would be amused, and I have kept meticulous records."

Rinnarv then addresses the empty air.

"If you can, I would suggest warding against dimensional travel; she will likely try to escape. If you can, try to take her alive."

Emaliza: 1d20 + 36 ⇒ (11) + 36 = 47.
Rinnarv: 1d20 + 32 ⇒ (17) + 32 = 49.
Jean-Pierre: 1d20 + 36 ⇒ (12) + 36 = 48.

Taking Down The Last Triad Link, Round 1:

Rinnarv (-)
Jean-Pierre (-)
Emaliza (-151)


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre keeps firing!

Hunted Shot: 1d20 + 33 + 3 ⇒ (19) + 33 + 3 = 55, for 8d8 + 12 + 1d10 ⇒ (4, 8, 6, 4, 7, 7, 3, 7) + 12 + (9) = 67 damage, +2d6 ⇒ (1, 5) = 6 Sonic damage, +2d6 ⇒ (6, 2) = 8 Good damage.
Hunted Shot: 1d20 + 31 + 3 ⇒ (9) + 31 + 3 = 43, for 4d8 + 6 ⇒ (1, 1, 2, 6) + 6 = 16 damage, +1d6 ⇒ 4 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 29 + 3 ⇒ (20) + 29 + 3 = 52, for 8d8 + 12 + 1d10 ⇒ (7, 4, 1, 6, 4, 3, 1, 5) + 12 + (3) = 46 damage, +2d6 ⇒ (6, 3) = 9 Sonic damage, +2d6 ⇒ (5, 1) = 6 Good damage.
Iterative: 1d20 + 29 + 3 ⇒ (15) + 29 + 3 = 47, for 4d8 + 6 ⇒ (7, 8, 6, 3) + 6 = 30 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 4 Good damage.
Iterative: 1d20 + 29 + 3 ⇒ (19) + 29 + 3 = 51, for 4d8 + 6 ⇒ (5, 1, 5, 4) + 6 = 21 damage, +1d6 ⇒ 2 Sonic damage, +1d6 ⇒ 3 Good damage.

If that drops her, I will attempt to Stabilise her. Otherwise, she will cop a Dimensional Anchor. Will DC 41.

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It takes all of his arrows, but Jean-Pierre manages to drop Emaliza, and then stabilises her.

Combat over.

Searching the body:

Anklets of Alacrity, Flawed Orb of Gold Dragonkind, Ring of Spell Turning, +3 Major Striking Staff, Winged Boots.

Rinnarv closes his eyes, and breathes a weary sigh.

"For years I was her bodyguard, for, as the High Councilor, it was her right. Mengkare himself assigned me to her, to protect her above all costs. However, she twisted that - forbidding me from saying anything about what she was planning, and the magic of my oath prevented me from going against her wishes, for the job of a bodyguard is to protect their ward at all costs. I highly doubt that Mengkare expected the bond to be twisted so.

I have lost track of the number of times that she dispatched me as her own personal enforcer to cow others into fulfilling her wishes, polluting the sanctity of my task with her filth, and her desire to enslave our own leader. Did you know that the Triad was originally set up by Mengkare, as a way to scout for potential recruits to Hermea? It was only when she and her brother came on the scene, that it was corrupted into the slaving operation that it is today, something that they went to great lengths to hide from the old wyrm.

I may not have been able to object to what she did, or warn others of them, but I kept a detailed log of every event should the time come that Mengkare relieved me of the position or after Emaliza’s term as high councilor was up. Fortunately, you found an alternative solution."

He smiles wryly.

"You have my thanks."

Rinnarv then nods to the flawed gold orb.

"That is the repaired Orb of Gold Dragonkind. Emaliza hoped to dominate Mengkare, and possibly to contain the manifestation of Dahak within. I don't know if such a gambit would be successful, but she may have hard other contingencies in play that she did not tell me of. Either way, I beg that you come back to Promise with me. I have a friend, Inizra Arumelo; she's the Captain of the Guard, and one of the other Concilors. She will know what to do with Emaliza, and may have some further insight into what to do with this mess."

Almost as an afterthought, he holds old a small gold pin, bearing a stylised golden dragon.

"This Visitor's Pin will mark you as a legitimate visitor to Promise."

He then smiles wryly again.

"Assuming you do, in fact, walk around visibly, of course..."


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre chews his lip thoughtfully, then nods.

"Fair enough."

He then dismisses his spell.

"Presumably we shouldn't just waltz through the streets with her body over one shoulder, though... Perhaps I should make her invisible."

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Rinnarv's tension eases slightly when he can see Jean-Pierre.

"That would be helpful. It will certainly make the trip easier! She still has a lot of allies around town, and that could make things... difficult..."

He then escorts you to town, stopping at a guardhouse at the northwestern gate.

There, he quietly talks to one of the guards, who salutes, then disappears quickly.

About 15 minutes later, a tall, graceful woman with brown hair and amber eyes, dressed comfortably in a mithril breastplate, strides into the room. She catches Rinnarv's eye, then escorts him to one side for a private, albeit intense, conversation.

Eventually she returns her attention to Jean-Pierre.

"Greetings. I apologise for not greeting you properly just now, but these are indeed strange times. I am Inizra Arumelo. I’m a member of the Council of Enlightenment and acting captain of the guard for the city of Promise.”

She then sighs.

"Rinnarv has come to me with some rather disturbing claims, which have me deeply worried. However, I already have my own problems.

You may look at Promise and see a utopia, but look closer. It is a place without freedom, without choice, without faith. The city’s citizens are well cared for... but in a way that treats them like livestock. Humans should not be kept as pets, should not be bred for qualities, should not be kept from making their own choices. I’ve only recently developed these convictions myself after speaking to a specialist Mengkare brought in a few years ago—a man named Jonivar. And now he’s gone missing! I need someone not bound by the Contract of Citizenship to infiltrate the citadel archive and seek anything that could provide insight into Mengkare’s plans, or at the very least learn of Jonivar’s fate. Someone like yourselves!

Jovinar is an elven scholar from the Mwangi Jungle. Mengkare recruited him as an expert on elven magic, but in his time here, Jonivar and I became friends. When I realized that my feelings for him were threatening to go beyond friendship, I tried to put an end to that friendship, for at that point I believed in Mengkare’s plan and, under the Contract of Citizenship, my choice of mate was Mengkare’s to decide, not my own. Jonivar convinced me otherwise, and I made a promise to return with him to the Mwangi once he completed his service to Mengkare. Yet, he never returned—he simply vanished! This occurred just over a year ago, and I’ve been unable to determine his fate. Such disappearances have happened here before, but I’ve always assumed they were for good cause. Now... I don’t know what to think.

While I’ve no idea where Jonivar was taken, I’ve learned more. I discovered that his area of expertise was not merely elven magic, but a very specific type of magic involving potent rituals, including something called the Anima Invocation—an ancient ritual that was once used to destroy a great evil.

Unfortunately, I haven’t been able to learn any more, other than that it is a potent weapon that requires the expenditure of a large sacrifice. What Mengkare’s interests in such a ritual could mean, I can’t say, but it worries me greatly.

I need you to infiltrate the archive below the Golden Citadel and seek any information you can find regarding Mengkare’s actual plans, and to try to determine what happened to Jonivar. Now is the best time to do so, with Mengkare away, but you must be quick about it—he could return at any time."

She then nods.

"Of course, I am not expecting you to do this out of altruism - you will be well-compensated for your efforts, and payment will be up-front.

What say you?"

Basically, a +3 Major Resilient suit of armour, and a +3 Major Striking weapon.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre nods.

"Sounds reasonable. I assume that you would prefer this to be handled as quickly and quietly as possible, yes?"

Frankly, it is probably something that I would have ended up doing anyway, but it never hurts to be paid to do it...

Sovereign Court

"Yes! If you can avoid detection, or at least avoid killing anyone, that would be ideal."


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

"Very well then; we have an accord. Can you please give me a description of Jovinar? That will help a lot..."

Sovereign Court

She gives you an accurate description.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

Jean-Pierre goes to find somewhere comfortable to sit near the Citadel, then uses a Prying Eye to go start exploring.

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C1:

A large, octagonal depression is carved into the floor in the center of this enormous chamber. Sets of stairs lead down into the pit and allow access to a large stone platform at its center. A smaller group of stairs leads up to this platform where a table stands surrounded by thirteen elegant chairs. Two platforms, each holding a podium, are located at the north and south ends of the pit. The room itself is an immense, open chamber with what appears to be a four hundred foot wide opening to the sky above. The domed walls curve down on all sides, decorated with carvings of glittering cliff-sides and forested slopes on the dome’s inner surface, painted with exquisite, realistic detail. What appears to be mist and clouds drift slowly across the painted landscape. Below, to four sides of the immense area, sit smaller structures built into the dome’s inner walls. These structures’ rooftops are covered with soil, serving as gardens with berry bushes, pleasant wildflowers, and small trees, giving the interior space four green swaths to help create the illusion that the central council hall sits at the bottom of a natural gully in a forested valley.

Two Citadel Guards patrol around this room.

This area is used by the Council of Enlightenment when they hold public meetings or discussions. The two podiums in the central area are for speakers to deliver their speeches, while the central circular platform is meant as a throne of sorts for Mengkare himself. None of the councillors are present at this time.

C2:

This room is filled with long desks stacked with papers and parchments, while the walls hold numerous scroll tubes.

This chamber is where contracts are penned and copies of existing financial documents are made; the walls hold copies of all of Promise’s citizen contracts.

C3:

This chamber houses several paper-cluttered desks and numerous shelves holding scrolls and books.

The main office of the finance wing handles both the day-to-day finances of Promise and the greater financial transactions required to maintain the city.

A half dozen non-combatant accountants toil in this room to keep track of city finances.

C4:

An elegant iron staircase spirals up several hundred feet inside of this tower to a door set in the roof far above.

A climb up these stairs leads to a beautiful rooftop garden that gives a glorious view of the city and the central dome. In the center of this garden stands a stone pavilion large enough for Mengkare to lounge within.

Two citadel guards are posted here.

C5:

The walls of this room are covered with shelves cluttered with thousands of scrolls. Smaller freestanding shelves filled with even more paperwork stand in the middle of the room.

This chamber houses records of various transactions dating back to the founding of Promise.

C6:

This chamber contains several large metal chests and numerous documents on shelves along the walls.

This large vault holds the city’s transitory funds, either incoming or outgoing funds, before they are transferred to the Bank of Abadar.

Two citadel guards are on duty in this room.

C7:

This room contains several work desks stacked with paper.

The citadel’s accountants use these smaller offices for completing specialty contracts with visitors or to tackle very specific projects.

C8:

This room contains a single wooden chair surrounded by several other chairs, with folding screens against a wall allowing for portions of the room to be obscured as needed.

The citadel guards use these rooms to interrogate any prisoners before they are taken to the hold below.

C9:

A large supply of armour and weapons are stored here.

The citadel guards keep all of their weapons and armour in this room.

Two citadel guards are on duty in this room.

C10:

This room contains a long counter and a scroll-filled shelf.

Prisoners that are to be transferred down into the hold are brought here to be properly documented and registered for record purposes.

C11:

This chamber has several shelves stocked with various objects and clothing.

This room holds any prisoner’s belongings, though they rarely return to claim their items.

Two citadel guards are on duty in this room.

C12:

This large tower reaches up to a height of six hundred feet, the walls carved with images of gold dragons in flight. A spiral staircase in the middle of the room leads down below.

There is no roof access to this tower; a spiral staircase leads down to area D1 of the prison below.

C13:

Nearly two dozen beds fill this large barracks.

Citadel guards remain here while on duty and when not on patrol.

Four guards are resting in this room.

C14:

The walls of this long room are adorned with paintings and framed parchments, while numerous display cases in the middle of the room hold all manner of items.

Items that are significant to the histories of Hermea and Promise are on display here.

C15:

This large room features numerous plush sofas, comfortable chairs, and tables set with snacks and drinks.

This room’s main purpose is for visitors to enjoy themselves while they wait for their hosts or for their accommodations. The lounge has several comfortable chairs, tables, and even a fully stocked bar for guests to enjoy.

A half dozen noncombatant human servants clean and restock this room, along with a dozen or so noncombatant visitors to the citadel.

C16:

This circular chamber features numerous plush sofas, relaxing looking chairs, and tables set with snacks and drinks. The ceiling is six hundred feet up, the dizzying walls carved with images of flying dragons. An iron staircase winds up into an opening in the center of the ceiling high above.

This room is much like the visitor’s lounge, save that it is for exclusive meetings with Mengkare. The stairs lead to a rooftop garden similar to the one in area C4.

C17:

This large mess hall has several long tables for dining.

The citadel’s inhabitants use this room to eat their meals throughout the day.

A dozen or so noncombatant visitors to the Citadel can be found here.

C18:

This large kitchen has several ovens and an oversized pantry.

This room can feed the dozens of people that visit the citadel daily.

A half dozen noncombatant servants prepare food here.

C19:

This is a large meeting room featuring several comfy chairs arranged around an oval table.

These rooms are available for anyone looking to have more personal meetings. Each room contains a large table, several chairs, and a small assortment of food.

C20:

This large room contains several comfortable chairs paired with small reading desks.

These rooms are used for larger group studies.

A few noncombatant researchers study documents in these rooms.

C21:

This chamber’s walls are covered with shelves bearing hundreds of drawers.

This room contains a simple catalog of the library’s entire contents. Anyone searching for a book comes here first to determine where exactly a given tome is located in the library.

C22:

This enormous library holds hundreds of books about a dizzying number of subjects.

The books here cover a wide range of topics.

C23:

This large hollow tower reaches up to a height of six hundred feet, the walls carved with images of gold dragons in flight. A spiral staircase in the middle of the room leads downward.

This stone staircase spirals down to the entrance to the archives (area E1).

C24:

This section of the library is filled with dozens of small reading rooms. Each room has a desk and comfortable chair.

A dozen or so noncombatant scholars can be found here.

C25:

This room is a small maze of shelves and containers.

New books that have yet to be placed into the library are kept here. The room also holds other supplies used in the library.

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D1:

This sparse-looking chamber’s northwestern corner features a wide, spiral staircase leading up. An iron prison door is set in the wall to the east.

Three Citadel Guards stand sentry here.

D2:

Dozens of prison cells line this long, bleak hallway, each separated from each other by solid stone walls. Each prison’s door features a sliding slat at eye level and one at ground level.

Many of them contain prisoners who are thin, but not ill-kept; the fire of independent spirit burned out, they seem to be quietly awaiting the end of their days.

D3:

Countless glass bottles and other containers fill the various shelves of this room. Medical tools and other experimental equipment dot the shelves. Large glass containers stand against the northern walls, each filled with what appears to be mounds of still-living flesh. A door in the east wall allows passage in and out of this room.

Crouched down over a bench is an unkempt-looking fellow, working diligently upon a howling, shrieking conglomeration of spare body
parts which twists and shakes atop the table to which its contorted body has been tightly strapped.

Jean-Pierre: 1d20 + 34 ⇒ (17) + 34 = 51.

Watching on, remorselessly, are two more Promise Guards... although Jean-Pierre notices that there is something a little... off... about them... such as the fact that their armour is literally bolted on.

Jean-Pierre: 1d20 + 34 ⇒ (20) + 34 = 54.

He also notices a secret door to the northwest!

D4:

Several large glass containers line the walls of the room, though most of them are shattered and broken. A few small tables litter the room, each covered with soiled medical and science equipment. A door in the east wall leads in and out of the room.

Three poor creatures, which appear to be amalgams of several humanoids forced into one body, rage around the walls of this room.

Jean-Pierre: 1d20 + 34 ⇒ (5) + 34 = 39.

Jean-Pierre spots a partially-ajar secret door to the northeast!

D5:

This small room has modest accommodations such as a bed, a small table, and a small shelf sparsely filled with books. A door stands in the southeast wall.

Sitting at the desk, nursing a broken arm in a sling, is a tall Ekujae elf with braided hair, matching Jovinar's description.

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E1:

A spiraling flight of stairs ascends in the southwest corner of this room, while three large bookshelves stand to the east.

E2:

Each room has a simple bed and a small side table.

E3:

Bookshelves fill the majority of this room. Each bookshelf is packed with dozens of tomes and scrolls. A large table and several stools stand against the room’s southern wall. A pair of doors are located in the southern wall. Another door can be found in the eastern wall.

Of more immediate interest, however, is the large, vaguely-dragon-shaped construct made of sculpted crystal draped in a beautiful gold filigree frame, which patrols around the room.

Counteract: 1d20 + 32 ⇒ (14) + 32 = 46.

It spots the Prying Eye, and pounces, destroying it!

Alright. That little sortie, given the limits of the spell, take all day. You can rest overnight, and decide what you wish to do next, in the morning.


Male Half-Elf Ranger/Sorceror 20 (SP 310/310) (HP 310/310) (RP 17/17) (AC 44) (Fort +33, Ref +36, Will +34)(Perception +36 (+2 Init))

In the morning, Jean-Pierre uses Disappearance, coupled with a Prying Eye to confirm Jovinar's location, then Dimension Doors into the room with him.

"Greetings. Inizra sends her regards. I need to make you Invisible, and then I will get both of us out of here."

Assuming that the Elf doesn't object, Jean-Pierre will then Teleport both of them to Inizra's guard-post.

Sovereign Court

That works!

Jovinar is overjoyed to be rescued. However, he doesn't merely accept it. Shortly after making sure that it wasn't some kind of trick, he had a request:

“While I appreciate the risks you took to rescue me, what Mengkare plans to accomplish still poses an extreme danger. The true nature of his so-called ‘Glorious Endeavor’ is to use an ancient ritual once used by my people to banish the manifestation of Dahak from this world—the Anima Invocation. Mengkare intends to perform this ritual again, but this time using the populace of Promise in an attempt to directly harm Dahak! I’ve tried to make him see reason, to convince him that even if the ritual could do what he expects it could, sacrificing a city of mortals is itself an abominable sin. His response was to lock me away in this dungeon—all the proof I need that he may be beyond redemption. But perhaps you can convince him of the errors of his ways where I could not—or if it comes to it, defeat him before he can put his plan into motion.

In brief, the ritual weaponizes the souls of the secondary casters who take part in the ritual, using those souls to produce a potent blast of energy capable of driving back or slaying even the most powerful of beings. It requires a mass sacrifice, and to my knowledge it has been used only once: to banish the manifestation of Dahak from this world during the Age of Darkness. I suspect that there could be a way to adjust the ritual to use its power in a different way, but Mengkare would hear none of that talk and never gave me a chance to pursue this theory.

However, I think that there is a fatal flaw in his plan - Mengkare doesn’t understand one of the core truths of the Anima Invocation: it requires the souls of willing participants. If he performs this ritual and sacrifices Promise’s citizens—people he’s engineered and conditioned over generations to lack the free will to make their own choices—I fear that the ritual could backfire in devastating ways. It could well slay all who dwell in Promise and use that energy to bolster Dahak instead of destroy him!

During my studies of the Anima Invocation, I believe I discovered a way to alter its usage so that it draws upon the power of the soul in a different way. Rather than sacrificing a person and using their soul as a weapon, the ritual could, in theory, augment a person’s soul to an extent that their living bodies could become bolstered enough to stand against the manifestation of Dahak’s will in person, to gain a fighting chance to defeat it. Mengkare didn’t believe this theory at all, but I think that, in time, I could make it work. Especially if I had help... either from you, or from Mengkare himself. Of course, without access to the full details of the ritual, which Mengkare has never allowed me to study, all of this remains theory—we would need someone to find the ritual notes as well. I suspect they are kept in the citadel’s archives.

I beg of you, track them down, so that I can see if we truly *can* come up with an alternative. With that in hand, we might be able to logic and evidence to convince Mengkare of the folly of pursuing his chosen course of action - something which I didn't do in my *own* encounter with him; I am afraid that I let my temper get the better of me, and the escalating war of words led to the imprisonment that you rescued me from."

Sovereign Court

Jean-Pierre sighs inwardly.

Each success begets a new request. An adventurer's job is never done!

Nevertheless, he nods agreeably.

"Consider it done. You should probably stay out of sight here for the moment, though..."

He then heads back to the Citadel, ready to explore the Archive.

Using Disappearance to sneak in.

Stealth: 1d20 + 34 ⇒ (19) + 34 = 53.

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