| Shasta Lux "Lucky" |
Those who benefited from Shasta's Rallying Speaker should have 10 temporary hit points to use up. Can the narrator specify the rolls that resulted in hits on Shasta? She has some reaction abilities that might be able to modify those rolls.
| Sebecloki |
Those who benefited from Shasta's Rallying Speaker should have 10 temporary hit points to use up. Can the narrator specify the rolls that resulted in hits on Shasta? She has some reaction abilities that might be able to modify those rolls.
1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 6 ⇒ (15) + 6 = 21hit for 14 damage (I typed the bonus wrong, each is 1d10+4 damage).
Aeleni
|
Posting a bit in advance, but think should be my turn again then.
Aeleni bites her lips in commiseration as Jiminiy and Shasta both get bitten by the snakes, as it looks very painful.
She stays focused though and unloads another volley into them.
Attack Action:
HCB+1: 1d20 + 11 ⇒ (15) + 11 = 261d6 + 6 + 5 ⇒ (3) + 6 + 5 = 14
HCB+1: 1d20 + 11 ⇒ (20) + 11 = 311d6 + 6 + 5 ⇒ (3) + 6 + 5 = 14 Crit! for 28 damage
Bonus Action:
HCB Offhand: 1d20 + 10 ⇒ (16) + 10 = 261d6 + 5 + 5 ⇒ (2) + 5 + 5 = 12
HCB Offhand: 1d20 + 10 ⇒ (19) + 10 = 291d6 + 5 + 5 ⇒ (2) + 5 + 5 = 12
Here take this and die! she shouts, focusing on the snake next to her.
| Sebecloki |
Posting a bit in advance, but think should be my turn again then.
Aeleni bites her lips in commiseration as Jiminiy and Shasta both get bitten by the snakes, as it looks very painful.
She stays focused though and unloads another volley into them.Attack Action:
[dice=HCB+1]1d20+11;1d6+6+5
[dice=HCB+1]1d20+11;1d6+6+5 Crit! for 28 damageBonus Action:
[dice=HCB Offhand]1d20+10;1d6+5+5
[dice=HCB Offhand]1d20+10;1d6+5+5Here take this and die! she shouts, focusing on the snake next to her.
Another of the hideous beasts hisses with a ear-splitting death rattle as it collapses into the dust.
| Jiminy Hargrove |
I’m limited to mobile for the weekend and can’t update my header, but Jiminy is at 35 HP. I’m assuming he saved against the venom? He’s also down to 5/9 exertion so still in decent, but not great, shape
Also his AC with haste and while dual wielding is 22
| Shasta Lux "Lucky" |
Re: the two serpent beast attacks that hit.
Fortunate Extra d20 Roll: 1d20 ⇒ 7
I believe that will cause the first attack to miss.
She will use her reaction to the second attack to expend 1 use of Bardic Inspiration to roll a Bardic Inspiration die (d6) and subtract that number from the roll the enemy made on its attack.
Bardic Inspiriation Die: 1d6 ⇒ 5
Subtracting that from the second attack roll reduces it below Shasta's AC, leading to a miss. Now Shasta can add 5 to one of her attack, ability roll, or save within the next 5 rounds.
Use of this ability requires a d20 roll. On a result of 1, roll off the Chaos Magic Surge table (5E).
Chaos Magic Surge: 1d20 ⇒ 18
No surge.
As the first serpent-beast started it's attack on Lucky, a bug flew into its eye and spoiled its stereoscopic vision, causing its strike to be just wide enough that Lucky was able to dodge it. The second was distracted by a small bird that had been hiding in the brush which took to flight as the serpent beast advanced, causing its strike to miss as well.
| Shasta Lux "Lucky" |
The map looks different from what I was expecting. At the end of Shasta's last turn, she was on the opposite side of a serpent with Jiminy to the NE and Shasta to the SW and all the creatures north and east of her position. Now Jiminy is west of Shasta and all the serpents are north. Jiminy says he things Shasta and he ought to still be flanking a serpent. I'll make Shasta's attacks and let the narrator decide if there should be a flanking expertise die added.
Shasta continues to attack with her combo of shortsword and unarmed strike.
Shortsword: 1d20 + 8 ⇒ (1) + 8 = 9
Shortsword Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Bonus Martial Arts Attack
unarmed: 1d20 + 7 ⇒ (3) + 7 = 10
Unarmed Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Shasta cannot find any weak places in the creature's anatomy to land a damaging attack.
If a creature attacks Shasta and misses, she will attempt the combat maneuver Leading Throw, DC 16 Dex save for be move 15 feet in a straight line.
| Jiminy Hargrove |
Jiminy holds his ground, giving not an inch to the serpentine creatures. His hunter’s instincts kick in, training on the closest creature. His rears back an extra measure for the first strike with his saber before following with another two.
Bonus action hunters target to add a d6 to each damage roll. Action deadly strikes to make crit range 19-20. Because he isn’t moving on this turn each attack roll gets a +1 to hit. And first strike hit or miss will expend two uses of trained accuracy to add 3d6 to the damage roll as well. This expends his reaction for the turn. Previous turn parrying counter would apply for the monster turns adding 3 to AC (total 25) against the first attack only since they go before him in initiative order. If a miss, it would let him make a melee attack as a counter as part of the same reaction.
+1 Saber (Parrying Counter only): 1d20 + 9 ⇒ (9) + 9 = 181d8 + 6 ⇒ (7) + 6 = 13
+1 Saber: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 171d8 + 4d6 + 6 ⇒ (8) + (5, 6, 3, 1) + 6 = 29
+1 Saber: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 171d8 + 1d6 + 6 ⇒ (5) + (5) + 6 = 16
+1 Saber: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 151d8 + 1d6 + 6 ⇒ (8) + (5) + 6 = 19
Still on mobile. Current base AC with haste and dual wielding is 22, so I think that makes any of the rolls a miss. Trained accuracy uses 2/4 remaining. Exertion still at 5/9 after parrying counter. Assuming the roll is in fact a miss HP unchanged at 35.
| Shasta Lux "Lucky" |
Ret-con: I just noticed Shasta is wielding a parrying weapon, which gives her an option to roll an expertise die to add to her AC.
Boost to AC from shortsword parry: 1d4 ⇒ 4
That would boost her ACto 22 and result in a miss I believe, which would eliminate the need for the constitution check vs. poison, the poisoned condition, and the use of the inexerable concentration feature to maintain concentration after an injury, and the hit point damage. I'll leave the rolls here in cases I' wrong about not getting hit.
Constitution: 1d20 + 3 ⇒ (1) + 3 = 4
The spider bites her and manages to hit a minor artery, sending the poison directly into her bloodstream. The creature leaves itself open to a magical attack, which Shasta sends its way with a word and a gesture. A spray of acid shoots forth from an outstretched finger.
Casting Arcane Riposte at 1st level, using her reaction.
Magic Attack, poisoned, disadvantage: 1d20 + 8 ⇒ (11) + 8 = 19
Magic Attack, poisoned, disadvantage: 1d20 + 8 ⇒ (12) + 8 = 20
Arcane Riposte, acid: 3d6 ⇒ (1, 4, 3) = 8
Shasta steps back from the middle of the scrum, hoping to eliminate their flanking advantage.
DC 10
Constitution to maintain concentration after injury: 1d20 + 3 ⇒ (3) + 3 = 6
Expending a use of Inexorable Concentration to reroll a failed check to maintain concentration, a human heritage feature.
Constitution to maintain concentration after injury: 1d20 + 3 ⇒ (7) + 3 = 10
Shasta maintains her concentration on the magical enhancement to Jiminy's dexterity.
Aeleni
|
Round 3:
Aeleni is holding up her barrage the the snakespiders.
Attack Action:
HCB+1: 1d20 + 11 ⇒ (9) + 11 = 201d6 + 6 + 5 ⇒ (6) + 6 + 5 = 17
HCB+1: 1d20 + 11 ⇒ (14) + 11 = 251d6 + 6 + 5 ⇒ (5) + 6 + 5 = 16
Bonus Action:
HCB Offhand: 1d20 + 10 ⇒ (8) + 10 = 181d6 + 5 + 5 ⇒ (1) + 5 + 5 = 11
HCB Offhand: 1d20 + 10 ⇒ (14) + 10 = 241d6 + 5 + 5 ⇒ (5) + 5 + 5 = 15
| Sebecloki |
...
Another of the hideous arachnid-snake abominations expires with a blood curdling scream, leaving only a triad of opponents left to face the brave adventurers.
Gonna go ahead and begin the next round to keep things moving
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (6) + 6 = 12
1d20 + 6 ⇒ (20) + 6 = 26
Shasta is hit twice by the hissing mischwesen--enraged by the loss of several of their scaly brethren, they strike fiercely in revenge,
2d10 + 8 ⇒ (4, 3) + 8 = 15
1d20 + 4 ⇒ (20) + 4 = 24
39 damage and 2 DC 13 constitution rolls to avoid poison effects.
Everyone else can go ahead and post their actions for this round
| Jiminy Hargrove |
Jiminy is starting to really sink into his his whirlwind of saber strikes against the serpentine spiders. Figgy bounds up and around the back of the nearest snake creature to get into flanking with Jim and Lucky. As he’s striking out he trains his preternatural hunters instincts on the one to draw his attacks focus.
repeat of last round. Hunters target as a bonus action to cut down the one in the middle of the line. Deadly strikes (free) and reaction Trained Accuracy final two uses on the first attack that hits. Figgy will expend her reaction to give one strike a d6 acid damage.
Figgy Bite: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 3 ⇒ (3) + 3 = 6
+1 Saber: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 221d8 + 6 + 4d6 ⇒ (1) + 6 + (5, 3, 3, 6) = 241d6 ⇒ 3
+1 Saber: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 281d8 + 6 + 1d6 ⇒ (3) + 6 + (2) = 11
+1 Saber: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 301d8 + 6 + 1d6 ⇒ (8) + 6 + (1) = 15 Critical hit doubled to 30 damage
Figgy manages to miss with her bite attack, but the distraction opens Jiminy up for three vicious saber attacks. All three bite deeply into the creature, the last one leaving an especially serious wound.
| Shasta Lux "Lucky" |
As the monsters close in, Shasta mutters, "Luck don't fail me now!"
Will spend another fate point to activate her Fortunate Feat on the first spider-snake attack.
Fortunate Roll: 1d20 ⇒ 1
This roll replaces the first attack roll that was a 19.
"Still got it," she says confidently, as a gust of wind moves tall bit of vegetation that distracts the beast into attacking it. Shasta grabs one of its hairy legs while it is off balance and tugs, using the momentum of its failed attack to move it away.
The monster that made the first attack must make a DC 16 dex save or be moved 15 feet in a straight line. If this succeeds, move the monster that made the first attack 15 feet away from any PC. This is the Leading Throw Combat Maneuver. That used her reaction.
The third attack was too much for Shasta to avoid and she took a deep bite and got a dose of the monsters venom burning the wound like fire. Fortunately, she was fortified by her own rousing oratory not long ago, so she is not too badly wounded.
DC 13 Constitution Save: 1d20 + 3 ⇒ (4) + 3 = 7
I'm confused by the damage rolls. One is 2d10 +8, which I assume is the critical hit, but the other is 1d20 +4. Was that supposed to be 1d10 +4? Assuming that went with the first negated attack, it is a moot point. I'm going to assume her damage is 15 points. Let me know if it is different. Reading the monster description you linked to, it looks as if a failed save results in 4d8 poison damage (ouch).
Poison damage: 4d8 ⇒ (5, 3, 1, 7) = 16
It looks like Shasta took 15 from the bite and 16 from the poison for a total of 31. The first 10 comes off her temporary hit points.
| Shasta Lux "Lucky" |
I will wait to find out if her Leading Throw combat maneuver last turn moved one of the monsters away from her and other PCs. Then I'll post Shasta's next round actions.
| Shasta Lux "Lucky" |
Sorry to delay things again, but could you move the spider-snake on the map that was affected? Thanks.
| Sebecloki |
The press of the melee continues unabated for several more savage minutes. Savage, flesh-rending blows are traded by the two parties of combatants. The hideous arachnid-legged serpents, their twisted coils the size of a grown man, and their savage teeth longer and sharper than kitchen knives used to split bone, gradually decline in number -- from half a dozen, to none. Each death is accompanied by an ear-splitting, bone-shaking death rattle which issues forth like a dark spell from their ichor-filled lungs.
In the course of the desperate melee, the ranger Jimminy and his dutiful drake companion Figgy tragically succumb to the eight-legged horrors -- they die heroically deflecting the poison fangs of the monsters from their erstwhile travel companions. Upon a hopefully triumphant return to the beleaguered town of Sikystal, tales of the heroism of both will be sung for ages beyond counting.
In the aftermath of the combat, the shadows of the Emerald Scale Forest appear to fall deeper, wider, and somehow darker than before. Perhaps it is the late afternoon descent of the sun, or perhaps this barely perceptible alteration in the forest's illumination heralds some more sinister change in the circumstances of the noble adventurers.
The bugbear Briggmukk grunts apprehensively as a wide, but worn, road, gradually appears in the forest as the group moves further along the trail of the goblin abductors of the Belaste Phalanx.
"Hurf! Be wary little ones. This is the edge of the Phalanx's territory. The old road" the bugbear points with a talon-like nail at he wide path gradually manifesting out of the forest "was once a major trade way. Some disreputable merchants still use it to trade with the goblins for blackmarket goods, even though the little devils use their newfound wealth to purchase slaves to build their defenses and cull their fields, and weapons of greater quality to wage war against the townships of the hinterlands of the Shinning Deep."
| Shasta Lux "Lucky" |
Shasta mourns the loss of Jiminy. Her temper flares, and she wants to lay into the bugbear for his lack of help, but knows the evil creature will not respond well to a tantrum, so she focuses on wrapping Jiminy in his cloak with his arms around the drake. If there are any rocks around, she'll try to pile them around his body to keep the scavengers off them so they can give them a proper burial and a monument in town, if they survive what is to come to do so on their return.
She keeps the potentially useful things from his gear. She cannot effectively use the magic saber or the longbow, but the alchemical torch may come in handy as well as his food supplies, the bandages, the lantern and oil, and the grappling hook. Let us know if you want us to formally divvy these up and compute the weight etc.
To the bugbear, Shasta says, "You're the tracker. We'll follow the trail and support you as we can. Maybe some more recruits from the city will have set out and catch up to us. Looks like we'll need to find a place to rest and keep watch for things that go bump in the dark. You're probably the expert at finding the best spot so let us know where would be a good campsite."
| Sebecloki |
... [/b]
The bugbear grunts in affirmation of Shasta's identification of him as "the tracker." Then, before replying, he snorts again, his large nostrils flaring with the expulsion of hot, fetid air from the creature's large lungs. The putrid stench threatens to nauseate Shasta. What had this thing eaten?
"Yes -- this is the edge of the Phalanx's territory. It is well guarded and they will be expecting attackers now. I will have to disguise myself if we go into your town." The bugbear pulls out a large, black cloak from its shoulder satchel and drapes it over its impressive shoulders. "If I hide myself in this, you can say I'm a leper you found in the forest, or, even better an obsidian druid."
The bugbear smiles at its own cleverness.
"These druids are an ancient order that has tended the black circles of stones in the forest for millennia. They cover their bodies and speak with hand gestures instead of words. No one has ever seen one of their faces and lived. They also, on their own strange will, guide travelers or provide aid to those who seek the health of their woods. My tribe, the Grinning Skulls, has already encountered them after the goblins of the Phalanx established their territory at the edge of our hunting grounds. They wished to ally to drive out the intruders, or at least that is as much as our chieftain understood from their contact. Maybe they have their own mysterious goals. Anyway, it will be a good disguise. The townsfolk will accept it. It will not be hard to perform. When I make hand gestures, just pretend you know what they mean."
| Shasta Lux "Lucky" |
Shasta shakes her head and takes a step back from the odor field of the big one. "You lost me. Are you talking about going back to the town we started from to get reinforcements? Or is this druid town of which you speak in our path? Are you suggesting we seek aid from the druids? Explain your plan again, for I am but a humble human and not as smart as you."
| Sebecloki |
...
The bugbear chuckles derisively,
"Yes, indeed, I forget that my brain is bigger than that of humans, elves, gnomes, kobolds, goblins, and other small creatures."
"My tribe of bugbears and many others have many stories about this that we pass down from one generation to another. One of my favorites is about a bugbear shadow mage named Ghaathrilik the Shadewalker who lived in the First Dawn Age. He accidentally killed several elves by thinking too hard about them... and then intentionally killed several more by the same means."
"There is no doubt, we are truly a brilliant race, as you now realize, and there is no doubt about it. It is a miracle we do not rule the entire world -- only the treacherous plots of the little folk keep us from doing so. If the world were fair and honorable, the entirety of the lands of Dhal-Thar would be a great kingdom of the glorious bugbears."
"But I forget myself. It is sometimes difficult to talk to you little ones with this big brain of mine. I will explain my extremely clever scheme again so that you can understand it."
"Your little woodsman, you, and the others came from the town we call the Stinking Place Khun-Khurronk. I can smell it on you. I have learned from captives which my tribe have taken that the elves called it Tephysealorasatra when it was a colony of their empire. The humans now call it Sikrystal, and most others have adopted that name in the present age."
"This miserable settlement, far inferior to the high caves where my tribe rule over our territory in the Emerald Scale Forest, is the place from which you came to seek the miller's daughter, which the goblins of the Phalanx will likely sacrifice to their green dragon goddess. It is to here that you will now return for new comrades, hoping they are made of sturdier stuff than your friends who were eaten by the snake spiders we just fought." It is curious that the bugbear mentions 'we' in describing the combat, as he did not participate...
"The obsidian druids are an order that watches over the Emerald Scale Forest and other hinterlands of this region, which is known as the Shinning Deep because of the deep inner sea which lies at its center. They cover themselves in dark clothes, do not show their faces, and communicate only by hand signs. They rarely make their presence known in Sikrystal or any of the other towns of the hinterlands, and are widely feared as mysterious and ominous beings. I will impersonate one to avoid suspicion because of my great and terrible size and appearance, which would otherwise strike a mighty terror into the hearts of all the townsfolk who behold me, and would make it impossible for you to gather more of the little people as allies to complete our mission. I will cover myself in a mantle such as they wear, and my awesome and terrifying form will be hidden from the townsfolk, and I will not speak with my voice that would cause them to faint with terror and awe because I will pretend that I am one of the obsidian druids who do not speak, but talk by means of hand signs."
Aeleni
|
That's all good and well, but why should we go to the town again? Are you saying they took the girl there? That doesn't make any sense really.
Aeleni looks at the bugbear with suspicion.
Insight: 1d20 + 8 + 1d4 ⇒ (6) + 8 + (3) = 17
Is he telling the truth or trying to lure them away?
| Sebecloki |
...
The bugbear issues a hearty guffaw, then descends into a fit of spastic laughter that consumes the large goblinoid for several minutes. After he has recovered, he addresses Aeleni again through several tortured wheezes,
"Really, you little folk are going to kill me -- I'm going to die of laughing at your small minds and small memories. No wonder our revered ancestor Ghaathrilik the Shadewalker killed several of your pointy-eared kind merely by thinking too hard about them. I fear I may do the same to you little one!"
"You have just lost your companion -- your woodsmen friend and his drake, and so our band is short several members. So, your singing friend here thought we should hope that others from the smelly town you came from would catch up to us."
"I suggested we go to the smelly town and make sure to recruit some instead. We cannot successfully push into the Phalanx territory with our current numbers. We need more members of our band."
"I came up with the brilliant plan to disguise myself as an Obsidian Druid so that the townsfolk of the stinking place will not look upon my terrible form with fear, and we will then be unable to find new members for our band. This is an ancient order of druids with black cloaks that do not speak or reveal their faces and who wander the hinterlands of the Shinning Deep region."
"I will come along you in secret, pretending to be one of these secretive druids. None of the townsfolk will be the wiser. I will help to point out new members we should recruit."
"When we have done so, we will be well prepared to attack the gates of the Belaste Phalanx. They have a strong gate with high walls at the entrance of their territory. It is built into an area of the Emerald Scale Forest with many cliffs and will not be possible to go around and reach the entrance to their caves. Once we have more new members of our band, we will be able to attack these gates and kill the guards they have there -- then we can enter their territory."
He can't help but also be insulting trying to explain this plan, even though that makes it less likely you'll go along with his suggestion, because bugbears are a proud and obnoxious people who think they're better than everyone else even though they live on the edges of civilization. It's partially a coping mechanism because their smaller cousins recently had a large and prosperous empire, while they were much less numerous and successful.
| Shasta Lux "Lucky" |
"So we're going back to Sikrystal to recruit more allies. You're going to disguise yourself so you don't get attacked for being an insufferable blabbermouth who uses a thousand words when a score would do, wasting valuable time. Got it."
Shasta contemplates exposing the bugbear once back in Sikrystal, just to be rid of him, assuming there are fighters in town who could capture or kill him.
"This would all be unnecessary if you had helped fight the spider-snakes, so next time, how about showing off some of your superior fighting skills."
| Sebecloki |
...
The bugbear frowns, issues a feral grunt, and then frowns again, his bushy, wiry black eyebrows furrowing in a point so sharp it threatens to stab his broad nose.
The creature is obviously unused to being shown up verbally, and is unable to devise any retort. Shasta is, after all, correct -- he just had not anticipated being called out on his cowardice. The whole exchange raises a number of questions about the nature of the bugbear society from which this thorough unlikable character stems -- do they lie constantly, and never question such pronouncements. The sheer boldness of the bugbear's misrepresentations hints that this sort of bravado is a normal occurrence in his life, and that he is unused to having to having the rug pulled out from under his loquacious explanations.
The bugbear frowns again, large, dark eyes almost disappearing in the painful squint of displeasure. He pulls on the dark cloak.
| Shasta Lux "Lucky" |
As the bubear dons the black robe and becomes silent, Shasta considers it further confirmation that she is lucky. She makes a silent promise that if the kidnapped woman is sacrificed or otherwise harmed, which prompt intervention by Jiminy, Aelani, Brin, and the bugbear might have prevented, she would put a bounty on their hulking black-robed druid impostor.
Then she begins to hustle back toward Sikrystal to recruit more aid.
Let us know of anything we need to roll for to help make good timee getting to Sikrystal.
| Sebecloki |
As the bubear dons the black robe and becomes silent, Shasta considers it further confirmation that she is lucky. She makes a silent promise that if the kidnapped woman is sacrificed or otherwise harmed, which prompt intervention by Jiminy, Aelani, Brin, and the bugbear might have prevented, she would put a bounty on their hulking black-robed druid impostor.
Then she begins to hustle back toward Sikrystal to recruit more aid.
Let us know of anything we need to roll for to help make good timee getting to Sikrystal.
The return journey to the town is relatively uneventful -- though Briggmukk makes plenty of noise throughout -- phlegmatic coughs and feral growls. The distinct impression Shasta intuits from this ridiculous display is that the braggadocios goblinoid may not be quite as a fearsome a warrior as he puts on -- and, in fact, may not be much of a warrior at all. Perhaps this is the real reason he hung back so decidedly during the melee -- that he's actually not much of a fighter, and needs others to take the brunt of the effort of melee because he cannot do so himself. Maybe the 'huntmaster' title is also an exaggeration, or even an outright lie. There seems to be more to the story of why exactly Briggmukk was dispatched on his own to confront the goblins impinging on the territory of the Grinning Skulls' bugbears -- but what exactly that deeper and greater truth might be, had yet to be revealed...
The information which Briggmukk had just conveyed to Shasta about the town's previous names - Tephysealorasatra in elven - are not surprising. Sikrystal is self-evidently a city that has receded from its previous heights to encompass now only a town-sized conurbation. Nevertheless, the remnants of a much greater and more glorious past remain. The dense growth of the sandalwood, blackwood, agarwood, bocote, and pink ivory trees, along with other, highly-valuable species, breaks near the old wall.
It is evident that a mile or more of overgrown forest near the walls used to be cleared farmland -- the ruins of old walls, fences, and collapsed thatch and tile roofs intermittently break through the undergrowth, hinting at what had been lost since the tumultuous years that ended the Age of the Four Empires.
Tephysealorasatra was once a profitable port of the Elven Empire of Tykor. The Stoneweaver Earthomancers -- greatest of the Grey Elven architect-mage guilds of the old empire, had erected the barrier to protect the bustling mill factories from the assaults by the goblin Farstriders of Glier-Cuir. Such protections were necessary during the times of war between the ancient empires of the goblins and elves in the lands of Dhal-Thar. The elves of Tykor sent an uninterrupted stream of valuable building material to the imperial heartland from the hinterlands of the Shining Deep, maintaining their vast fleets and legions of deadly archers.
Now, however, the old wall of the grey elf mage-architects encompasses a wide territory far in excess of what the diminished population requires -- only a small zone within the center of the old city is fully populated. The rest is overgrown or purposely returned to cultivation.
The old walls, however, are still a useful barrier against incursions from hostile forces in the Emerald Scale Forest, and are patrolled by the town guard of Sikyrstal -- the Krystal Keepers.
| Shasta Lux "Lucky" |
Shasta decides to try to learn more about the bugbear. Since he's under a kind-of vow of silence, she doesn't ask him any questions, but she makes a point to thank him or complement him if he proves helpful in picking the path back to town or pointing out a hazard.
Once back, she seeks out the chief administrator of the town to explain the need for more adventurer-types to join the rescue effort.
If needed, here is a Charisma based persuasion skill check toward either her "be nice to the bugbear" effort or recruitment efforts.
Persuasion, Charisma: 1d20 + 5 + 3 ⇒ (11) + 5 + 3 = 19
| Sebecloki |
...
The bugbear does not appear to soften any, at least in an outwardly noticeable manner, towards Shasta. The fact that he is bundled tightly in a voluminous black cloak, his disguise as one of the enigmatic 'obsidian druids' of the Shinning Deep hinterlands, certainly does not help the bard in her evaluation.
The main gate of Sikrystal is placed in a wall that is about 30ft high and 5ft wide, and made of cement that has been reinforced with pebbles of boron nitride, a super-hard substance stronger even than diamond that was incorporated into the barrier by the grey elf Stoneweaver Earthomancers of the elven empire of Tykor. Or so Shastra was informed by patrons of the Laughing Dragon Inn when she first arrived in town -- the inhabitants are clearly very proud of the imperial heritage of their home, and take every apparent opportunity to emphasize it to new comers. Shasta has the sense that they are somewhat remorseful over the present, decreased state of their home, and long for a return to its brighter days as a thriving port and trading post, instead of a politically-isolated outpost in a wild hinterland.
The main gates of the town are made of a gold-titanium alloy and are reputed to weigh an almost unimaginable 100 tons -- only the ancient magic of the mechanisms in the gatehouse are able to move the ponderous portcullis, and it slams onto the earth when it closes with a force that imitates a small earthquake, and sends tremors through all travelers on the main road.
Beyond this gate -- known as the Gate of the Strength of Khurgorbaeyag, or simply the Gate of Strength, lies the great church of Tamara, known by the ponderous name of the 'High and Heavenly House of the Queen of the Lights of the Aurora' -- also simply the 'house of lights'. The impressive structure is devoted to the dragon goddess of life, light, mercy, and forgiveness. After the great wars that ended the Age of the Four Empires, the followers of the dragon goddess established the House of Lights to protect the graves of many heroes who had fallen in the conflict -- to pray for their journey in the next world and to commemorate their noble sacrifices to defeat the forces of chaos. The impressive structure greets all newcomers, and the plaza which surrounds the House of Lights opens, to the right, onto the main town square, and, to the left onto the River Lysseneira, which forms the eastern border of Sikyrstal.
To the south, the settlement of the town quickly dissipates, replaced by farmsteads and roads which were once major thoroughfares of the larger, more heavily populated port city of Tephysealorasatra that once existed on this site.
| Sebecloki |
This is a longer post which repeats some information to introduce a new players. Shasta, you and Briggmukk are approaching the front gates, when you catch site of an aasimar approaching at the same time.
I have the map of the town uploaded in Foundry. We'll get that set up over the next few days as I get new players signed in and Shasta gets their new computer up and running. For now, you two should introduce yourselves (new player is an aasimar marshal named Luvidial Highshield.
The World of Suiviri is surely one of the strangest in the Prime Material Plane.
It is also known as the ‘World of the Halos’ because of the mysterious assemblage of 1640 colored rings which surround the planet with a might mantle of incredible dimensions and terrible power. Each of these rings exists in distinguishable bands which form a scintillating rainbow when viewed from orbit – the 1640 individual bands belong to families of 18 broad colors – red, orange, yellow, lime, green, cyan, blue, indigo, violet, white, gray, black, pink, rainbow, magenta, and rose, gold, and silver. Each of these rings is aligned with a separate demi plane in the Astral Sea of infinite size which is associated with each of the 1640 colors of the rings. These halos also contain roughly four quadrillion meteors of varying dimension. These small planetoids contain gates to the demi planes of the Astral Sea, as well as providing habitable territory to the creatures who call the rings their home.
In the most ancient days, the gods of the elves, goblins, gnomes, and kobolds found their way to Suiviri by means of these gateways, and proceeded to fill the world with their followers. After an age of plenty, a strange event known as the First, Primal, or Original Apocalypse occurred, in which the vibrations of the rings changed and exerted a mysterious effect upon the elves and the other created races of the new gods. The elves and goblins reversed their traditional outlook and devoted themselves to the gods of their ancient enemies.
The mighty Elven Empire of Tykor was founded by elves who venerated the goblin deities such as Maglubiyet the Great General. The goblins turned to the worship of the Seldarine, and founded the Verdant Realm of Glier-Cuir. The rock gnomes founded the Mountain Realm of Zabkist, and their deep gnome kin established the Deep Earth Empire of Pakoog. The twin gnome empires both took up the veneration of Kurtulmak and the other kobold gods. Finally, the kobolds of Qhink-Vak assumed the service of Garl Glittergold and the other ingenious gods of the gnomes. In times, the gods themselves began to mold themselves to their new worshippers. Historically, the continent of Dhal-Thar stood in the midst of the Four Empires – the elven realm of Tykor to the north west, the goblin realm of Glier-Cuir to the southwest, the gnome realms of Zabkist and Pakoog to the south east, and the kobold realm of Qhink-Vak to the north east. The present-day ‘Warlands’ of Dhal-Thar were once known as the Crossroads or the Centerlands, and contained several dozen human and halfling realms that suffered grievously in the quaternity of the Protean, Limbic, Oblivion, and Chaotic Wars which brought an end to the high point of civilization experienced in the Diamond Ages.
This time, the Eon of the Four Empires, was ended by another vibration of the rings, which opened Suiviri to the ancient realm of Chaos. During a great war between these four powers, a gnome warlock re-opened the gates to Outer Chaos, leading to the Protean, Limbic, Oblivion, and Chaotic Wars with the malign powers of these reaches. At the end of these conflicts, the gods departed Suiviri in order to secure the withdraw of the powers of Chaos. This withdrawal also released many of the races of the four empires from their previous thrall to the deities of their ancestral enemies – now, for example, the goblin races are divided between those who wish to continue the peaceful and druidic traditions of Glier-Cuir, and those who have turned to the veneration of the wrathful ancient wyrms.
In the wake of this conflict, the ancient wyrms Aasterinian, Asgorath, Ashardalon, Astilabor, Azharul, Bahamut, Balagos, Chronepsis, Daurgothoth, Falazure, Garyx, Haerinvureem, Hlal, Imvaetnarhro, Kalzareinad, Kereska, Klauth, Kuyutha, Laerahkralan, Lendys, Lernaea, Miirym, Null, Odassa, Palarandusk, Saridor, Tamara, Task, Tiamat, Velsaertirden, Xavarathimius, Zotha, Zorquan, and others seized the mana wells, the ancient nodes of power which the Elemental Halos caused to manifest on Suviri, and also conquered the genie, elemental, and mephit races that once ruled the Inner Planes. The Age of the Dragons was decreed, and the lands of Suviri divided between the ancient wyrms. The chromatic and selfish gem dragons have in general overwhelmed the peaceful gem dragons and metallic dragons. These aggressive ancient wyrms seek to draw forth the life energy of Suiviri through their control of the mana walls, and increasing their own power and size, and gradually terraforming their territories to more closely match their preferred elemental habitats
The Town of Sikrystal lies on the border of the Kingdom of Sylras, an ancient hinterland of the Elven Empire of Tykor. In the previous era, during the height of the Four Empires, it stood on the border of the quaternity of imperial realms within the so-called Warlands of Dhal-Thar -- the central landmass of Suiviri which lies between the ancient homelands of the elves, kobolds, goblins, and gnomes. The town sits on prominent cliffs on the shores of the Shining Deep, a semi-circular body of water that may be 360,000 ft. deep. It is surrounded by the dense foliage of the Emerald Scale Forest. These forests are contain many dangers, including renegade goblin and kobold tribes.
In the previous age, the goblin empire of Glier-Cuir was a force for good that served the gods of the Seldarine. However, in the wake of the wars with the Realms of Chaos which ended the Age of Annihilation, many of the goblins turned to the worship of the dragon goddess Claugiyliamatar, the green dragon queen of greed, illusions, and treachery. These new splinters of the goblin nation, which remained from the former armies of Glier-Cuir which were stranded in the hinterlands of Dhal-Thar at the end of the last age, now strive with the kobold servants of Ashardalon and Tiamat. The conflicts between the groups of dragon worshippers has made the hinterlands of Shining Deep a dangerous location for its inhabitants.
The Town of Sikrystal is ruled by a pair of elected mayoral figure known as the ulkrant and uligron -- the former administrates the secular and economic affairs of the town, and the latter is in charge of supernatural and divine auspices such as the certificates for the local magi, the charters for temples, regulating healers etc. Each is elected by a council of 'important citizens' from their respective areas of concern -- the constabulary, the merchant's association, the chief priests of the temples, the local white mage, and so forth.
The current occupants of the positions are the ulkrant Tibos Yfa Veorroreosh, a shadow elf minstrel of some renown who settled in the the town after a long adventuring career, and Llassevale the Moonchosen, a gnoll druidess who was selected as a compromise candidate to maintain peace between the local temples of Astilabor, dragon goddess of greed of the southern slaveocrary of oligarcy of Slizitha, and the 'Four Dooms' -- the black dragon gods Chronepsis, Daurgothoth, Falazure, and Null who are worshipped in the Necrocracy of Plegilon to the north. The temples almost came to war over influence upon the small port of Sikrystal, and open warfare was averted by the elevation of the gnoll to the position of uligron.
Even now, the town and kingdom it theoretically belongs to lie on the dangerous border reaches of two draconic powers -- the Necrocracy of Plegilon, an evil theocracy and mageocracy devoted to the four black dragon lords Chronepsis, Daurgothoth, Falazure, and Null to the north, and Slizitha – and oligarchy and slaveocracy ruled by merchant-priests of Astilabor the topaz dragon queen of greed, to the south. Both Plegilon and Slizitha desire to incorporate the rich hinterlands of Sylras into their borders, and to subjugate its peoples for their scaled rulers.
The Town of Sikrystal was, in the Age of the Four Empires, an isolated but significant port of the Elven Empire of Tykor known as Tephysealorasatra. However, it has now declined, though many of the impressive remnants of its previous glory remain, evidence to travelers of the storied history of the now little-traveled hinterland.
These remnants include the walls of Sikyrstal, which consist of an imposing barrier six feet thick, thirty six feet high, and made of blocks of diabase, gabbro, basalt, and quartzite, cemented with a mortar which contains tiny pebbles of boron nitride to further reinforce its already impressive strength. This barrier was first erected by the arcane powers of the Stoneweavers, one of the many Grey Elven cabals of earth elementalists known as Earthomancers that served as some of the principle engineers and architects of the Elven Empire of Tykor. Rising even higher than this barrier, some sixty feet above the road, are the main gates of the town. During the time of the empire, the gates were known as the Great gate of the Strength of Khurgorbaeyag, and now are often simply called the ‘Gates of Strength’. The main entrance to the town is an eighteen foot high portal closed off to the dangers of the wooded hinterland by an immense portcullis made of golden-titanium alloy reinforced with spells. This great metal shield is said to weight 100 or more tons, and shakes the earth every time it is raised or lowered. Those near the great gate when it is opened or closed describe it as if a small earthquake had struck the region.
The current center of the town is the great church of Tamara, known by the ponderous name of the 'High and Heavenly House of the Queen of the Lights of the Aurora' -- also simply the 'house of lights'. The impressive structure is devoted to the dragon goddess of life, light, mercy, and forgiveness. After the great wars that ended the Age of the Four Empires, the followers of the dragon goddess established the House of Lights to protect the graves of many heroes who had fallen in the conflict -- to pray for their journey in the next world and to commemorate their noble sacrifices to defeat the forces of chaos. The impressive structure greets all newcomers, and the plaza which surrounds the House of Lights opens, to the right, onto the main town square, and, to the left onto the River Lysseneira, which forms the eastern border of Sikyrstal.
As the sun sets in the afternoon sky, Luvidial is pleased to see the profile of the Strength of Khurgorbaeyag, portending safety for the night. Torches have already been kindled on the highest battlements, and now light the way to safety. As he approaches the gates, he notices a tall figure in a dark robe, as well as a brightly-clothed young woman, simultaneously drawing near from the wide dirt road leading into the shadows of the Emerald Scale Forest which surround the settlement.
| Luvidial Highshield |
Using his pike as an oversized walking stick, Luvidial makes his way to the Gates of Strength. He appears to not have much aside from his weapons and armor, and is clearly tired from whatever journey has led him to this place. He smiles in relief at the chance for a safe place to rest, before noticing the two figures also approaching the gates. Ever the cautious one, he gives them a look over but ultimately decides that they don't seem like they're looking to cause trouble. Luvidial makes the decision to call out, with a wave of his hand.
"Greetings fellow travelers. Pleasant night for a stroll, is it not?
| Sebecloki |
...[/b]
The dark cloaked figure makes no gesture to take Luvidial's hand, but instead withdraws slightly. It -- for no gender is discernable beneath the voluminous folds of the black cloak and hood -- then begins to make complex motions with its hands. This would appear to be its mode of communication.
The gate is flanked by two large statues, each some dozen or more feet in height, easily dwarfing all the travelers on the road. They depict two armored figures with helmets that obscure their faces. Each stares down watchfully on the road that leads to the Gates of Strength.
Fortunately for Luvidial, there are two more talkative guardsmen stationed at the entrance to the town. Each wears scale male and a pointed helmet lined with chain mail. They each bear two weapons -- a khopesh -- a kind of short sword with a hook like end, as well as a triple-headed flail. Each of the guards appears to be half-elven -- the lemon-drop shape and epicanthic folds of their violet eyes hint at their fey heritage. One of the guards steps forward to greet the newcomer and explain the curious behavior of the cloaked figure,
"Well met, traveler. I am Darfin Caiharice of the Gatewardens, the division of the local constabulary that are stationed to keep watch over this noble gate."
Darfin gestures at the cloaked figure,
"If you are new to these lands, you may not recognize your fellow traveler as one of the Obsidian Druids, an order who are well known in the hinterlands of the Shinning Deep Region, but less so in the civilized lands beyond the borders of the Sylvan Kingdom of Sylras. They have watched over the shadowed depths of the Emerald Scale Forest since at least the Era of the Four Empires, and probably much longer. They are the wardens of the ancient rings of black stones within the deepest reaches of the forest which are believed to lead to other worlds and other planes of existence. You need fear them not, they are strange but mean no ill. They do not speak or show their faces."
Darfin then points to the darkening sky and then to the gates of the town.
"Luckily, you have come just in time. We were preparing to lower the Teeth of Khurgorbaeyag" This must be the name of the immense portcullis of some kind of golden alloy which is half-lowered to allow about a six foot clearance. "If you had arrived another three or more candle marks later, we would already have closed the gates, and you would have had to set camp outside the protection of the ancient walls first erected by the great magics of the grey elf sorcerers known as the Stoneweavers."
Darfin's countenance assumes a darker cast,
"Beware, traveler, the shadows of the Emerald Scale Forest contain many dangers. One does not have to wander far along the Keazeiros Road which leads from these gates to come to the territory of the bugbears of the Grinning Skull Tribe, as well as that of the goblin marauders known as the Belaste Phalanx."
"The Belatse Phalanx were once a famous division of the legions of the goblinoid empire of Glier-Cuir. The other phalanxes in their armies were destroyed during a great war with the elven legions of the Empire of Tykor at the end of the Age of Annihilation which ended the Four Empires. Because of this experience, they turned their backs on their ancient patron Tethrin Veraldé, the Seldarine god of bladesingers and swordsmanship. They turned, in this age, to the worship of the malign dragon goddess Claugiyliamatar, the green dragon queen of greed, illusions, and treachery. They retain a hatred of their former elven foes, as well as kobolds and metallic and gem dragons."
"This town was once a distant port city of the elven empire, and the goblins retain their ancestral hatred and wish us ill. They recently abducted the daughter of the local miller, Esthove Iserash, a member of the merchant's council that elected our current mayor, which we call the ulkrant."
Darfin then turns to Shasta, a look of recognition coming over his face as he remembers her from the party that set out earlier in the day to rescue the abducted maiden,
"In fact, I believe this fair lady is a member of a party that had intended to rescue the young maiden. But their number is much reduced, and the Obsidian Druid was not with them when they departed this morning."
He addresses Shasta directly,
"I remember you, fair lady minstrel, but I worry that your excursion has not been successful. Where are your companions? And how came you to have the company of this one?"
The half-elf guard gestures at the dark-cloaked druid.
| Shasta Lux "Lucky" |
Shasta greets Luvidial but remains silent as Darfin informs the newcomer of the history and hazards of the region. When he addresses her finally, she nods and says, "We encountered some of the strange creatures of the forest, a group of beasts that combined the most dangerous features of both giant snakes and spiders. We lost our ranger. A cleric lost heart and fled. We killed them, but I cannot hope to infiltrate the goblin lair. I encountered a druid who has been willing to accompany me back here. We have returned in hopes we can find more brave souls who are willing to risk their lives to save another."
| Sebecloki |
...
Darfin nods solemnly,
“It appears that you had the ill-fortune to encounter some of the children of Saemarrelthaldryrth the Clever, a green dragon queen and aspiring goddess. Saemarrelthaldryrth was the result of the unholy union of her mother, the green dragon goddess Claugiyliamatar, the green dragon queen of greed, illusions, and treachery, and a spider-like demon called a bebilith. These spider demons come from one of the infernal dimensions whose portals manifest in the red rings of the magical halos that surround this world.”
“Saemarrelthaldryrth revolted against her mother and established her own territory in the hinterlands of the Shinning Deep and began to produce an army of abominations to extend her power. She is said to have legions of spider monsters of various kinds, as well as neogoi, phase spiders, and other humanoids at her beck and call. I would guess, based on your description, that you fought several visabhujagga – a spider/snake hybrid created from black widows and copperhead snakes by Saemarrelthaldryrth. You are lucky to have escaped with your lives, though not that of all your companions.”
“The rumors in the hinterlands are that the goblins of the Belatse Phalanx, who are servants of Claugiyliamatar, are currently in a state of war with the spider-like minions of their goddesses’ upstart daughter Saemarrelthaldryrth. If that cleavage could be exploited somehow, it might aid in the recovery of the miller’s daughter, but I am sure you will know best.”
| Luvidial Highshield |
Luvidial grows concerned at the mention that someone is in danger, and immediately speaks up once the others finish speaking. "Well if it's help that you require, then please allow me to join you. I can assure you that I am quite experienced when it comes to battle, and while I can't say for sure how I'll fare against these beasts you speak of, I cannot sit idle if there is an innocent soul in danger. Luvidial says, standing a little taller as he tries to convince the group to take him along.
| Sebecloki |
...
Before Lubidial can receive a proper answer from Shasta and her mysterious dark-cloaked companion, another voice, glistening like the tingling of a dozen silver bells, breaks in --
"Well met stranger -- the noble Gatewarden Darfin may not have seen fit to receive your name from you, but I would have it for myself."
A slight figure emerges from the shadows cast by the partially lowered portcullis. Until she had spoken and begun to move into the quickly-fading light, the new speaker had been practically invisible. The length of the hallway and the thickness of the portcullis' golden bars hide most of the inner recesses of the gatehouse in deep darkness. The new speaker is a slight woman who, like the Gatewardens, appears to possess elven lineage. Her teardrop eyes are have a strange, kaleidoscopic coloration that appears to shift in rippling patterns as the light plays across their surface. She is dressed in a billowing robe made of silver fabric that ripples like a forest stream in the moonlight. Beneath her cape, she wears plate armor made of some kind of white alloy or ceramic that is carved in the elaborate form of intertwined dragons -- her arms are sheathed each in several twisting drakes whose mouths open upon the base of her gauntlets. Her abdomen is covered by the pointed profile of a dragon head, and her epaulets are likewise shaped in the likeness of a reptilian snout. As the entirety of her strange garb is revealed, the speaker begins again,
"For your part, traveler, you may know that I am Sister Aurora Talashara of the Daughters of the Daughters of the Eternal and Everlasting Aurora, the handmaidens of the dragon goddess Tamara, Queen of Peace and Mistress of Light and Mercy. My order contributes to the peace and equanimity of this settlement, and watches over the memory of the honored dead who sleep beneath its stones."
"You have come quite late in the day -- from whither have you turned your step, if I may be so bold to inquire?"
The two Gatewardens regard Talashara with unconcealed reverence, stepping aside to make way for her approach and inclining their heads respectfully during her pronouncement.
| Luvidial Highshield |
Seeing that the Gatewardens show such reverence to Talashara, Luvidial immediately stands at attention like he would when speaking to a superior. "Luvidial Highshield, ma'am. It is an honor to make your acquaintance. As for where I have come from, just from the next town over" He gestures vaguely in a direction where he knows a town is. "I'm a bit of a wanderer you see, traveling place to place and doing good deeds whenever I can."
| Sebecloki |
...
I made up some more details about the dragon you used to work for in my reply.
Talashara's elegant eyes narrow slightly at Luvidial's slightly unspecific reply...
"The next town over you say, Sir Highshield? Pray humor me -- what town might that be>"
"You see, my sister priestesses -- the handmaidens of the dragon goddess Tamara, Queen of Light and Beauty and the Dawn, are frequent travelers throughout this region. We have temples in many of the major towns, as well as shrines in many villages. There are few settlements of any notable size, I would guess, with which we are not somewhat familiar."
"There is, for example, the town of Velšica to the north -- which we know best as the domain of the white dragon tyrant Samagsmolyandolsomanodolonta -- a terrible wyrm who most refer to by his title of the Fang of Winter or the Snowflake Tyrant."
"We know he has sought to turn the tides of winter upon this land by control of the mana well that lies beneath Velšica -- an elemental pool of great power that can enhance the magic of any who claim it. Many of its like are the objects of war between the various dragon lords of the land."
"We know, also, of the Snowflake Tyrant that he slew the previous dragon ruler of the town -- the green dragon princess Tengteng Tengzui."
"Now, the Snowflake Tyrant is the enemy of both Claugiyliamatar, the mother of the defeated green dragon princes and patron of the goblins of the Belatse Phalanx, as well as Claugiyliamatar's rebellious daughter Saemarrelthaldryrth the Clever. Though mother and daughter are themselves at war, yet they ally against the interloper who would seek also to change their current, temperature territory into a winter bound waste."
Talashara casts an expectant glance at Luvidial, almost daring him to own up to his point of departure, if, indeed, she has correctly identified it.
| Luvidial Highshield |
Luvidial opens his mouth to speak, but hesitates. He considers lying to Sister Talashara, telling her that he is from some other town and has nothing to do with Velsica. But he is here to atone for his past not run from it. Summoning up his courage he finally speaks. "You are correct. I am indeed arriving from the Fang of Winter's Domain."
| Sebecloki |
...
Sister Talashara nods sagaciously, continuing,
"Considering that you have freely offered this intelligence, I can easily discern that you are now spy, assassin, or other worker of ill deeds, and that, whatever has caused you to strike out from grasp of the Snowflake Tyrant, you intend to pursue a new and different life from this day forward."
"If you find yourself in need of lodging for the night, please come to the House of Lights -- the temple of Tamara in this town. It lies right beyond these gates, and any local can point you the way, though its two bell towers are also easily visible from any location within the walls of Sikrystal. Merely declare yourself as you have to me, and mention my name, and the sisters will see to it that you have a warm bed and food to eat, and guidance on your journey ahead, should you so desire it."
With that, Sister Talashara nods to Shasta, her cloaked companion, and Luvidial, and heads back through the gates, quickly disappearing within the darkness on the other side of the massive portcullis.
| Luvidial Highshield |
Luvidial sighs in relief that the sister has not deemed him as someone worthy of suspicion. As she begins to leave he gives a bow to the sister as she walks off, calling out to her, "I will not forget your kindness. If you ever require anything of me, please seek me out." The Aasimar then turns to Shasta so they can resume their discussion of him giving his assistance in the endeavor to save the miller's daughter.
| Dhizzi |
The lone Kolbold traveled down the road. They were both on edge and tired, a dangerous combination all around. It had been a couple of weeks since Dhizzi had been exiled. She mused to herself. “Sure it was because I was the only Kobold in the order.” In Dhizzi’s mind, her decision was correct. There was no reason to massacre the company of soldiers and camp followers. Yes, orders were orders, but mercy always had its place. A War Priest had to understand both concepts of how to win wars, but also how to win peace. Frankly, in her short lifetime, the latter was harder. It was easy to resort to violence, destroy your enemies, and seek vengeance to the point where they would never attack you or your home again. But… there was always a ‘but’, she found that doing so might serve the short-term interests of the ’noble’ though it did nothing for the long-term except cement hostility for the future.
Her short legs continued to propel her down the road. It had been at least a week since she was able to get out of her travel clothing and maybe just soak. Such luxuries were beginning to go beyond her. Fortunately for her, she wasn’t Human. After a few weeks, they really smelled. Being a Kobold or more serpent her scent was strong for her, but not as bad as Humans were. She quickly pushed such thoughts aside. I wasn’t that she minded the few Humans she interacted with. Although outside the battlefield she really had very little experience. They seemed fine enough, except sometimes they didn’t make sense to her. But it probably worked both ways she reasoned. Soon it would be nightfall and she would have to find someplace to shelter soon. A lone Kobold no matter how strong was too tempting a target for too many predators, both beast, and non-beast alike.
| Shasta Lux "Lucky" |
After hearing all about the threats to the local communities and the deities behind them all, Shasta sighs and says, "I'm just passing through, a traveling minstrel trying to help people forget about wars and dragons and all the troubles of the past. My people were people of the copper dragons, but they're not around to protect us except with a bit o' luck they left us. But now someone will die unless those of us who know one end of a crossbow from another don't save her. So let's rest while we can and get an early start tomorrow and see if we can't kick some goblin butt and return with a song to sing about ourselves, as well as that poor woman."
To Luvidial, she says, "Since you made such a good impression on that nice lady with the lights, can you put in a good word for us," she gestures to the silent one in the dark cloak, makes a few significant looking hand signs, and continues, "and see if we can all get a place to stay tonight?"
As she turns to head past the gatewarden, she looks back and notices a short solitary figure approaching. "Who's that braving the roads alone on such a night, I wonder."
| Shasta Lux "Lucky" |
If Shasta can see Dhizzi hesitating, she will gesture for her to hurry toward the gate and join the group taking refuge behind its massive doors.