| Billy Bardy |
Billy sings out,
♫"Lord Markish is proving quite tough.
Turned down my dancing. That's rough.
.....But here where it's wetter.
.....Our team is much better.
At striking, inspiring, and stuff."♫
Lingering Performance +VirtPerf +Mask +Music, DC 34: 1d20 + 28 + 2 + 2 + 1 ⇒ (11) + 28 + 2 + 2 + 1 = 44
Crit Success: Courageous Anthem duration 4 rounds. Cost: 1 focus point.
Billy strides south, drops his staff, retrieves his Albatross Curse from his bandolier, and slaps a quick battle dressing on his wounds.
Battle Medicine DC 20: 1d20 + 24 ⇒ (13) + 24 = 37
Damage Healed +Medic: 2d8 + 10 + 5 ⇒ (1, 8) + 10 + 5 = 24
Crit Damage Healed: 2d8 ⇒ (3, 5) = 8
Billy heals 32 hp.
◇ Ling Comp, ◆ CA, ◆ Stride (hasted), ◇ Drop staff, ◆ Interact (retrieve scroll), ◆ Battle Med
| GMAndrewW |
Billy inspires his companions and brings himself a bit of much needed relief.
Slick surges forward but Markish is wise to his tricks and is not fooled. Unfortunately Slick doesnt need any such tricks and stabs him in the chest, throwing him off guard. This lets Slick catch him with the second blow but by the time of the third he is sufficiently recovered to dodge the last.
Crit, hit, miss for 116 damage
Pine then struggles his way forward and stabs him with his pointy stick!
A hit for 34
Badly injured, limited in his actions by Sigourneys magic and too far away from Slick given his greater reach his options are limited. He decides to go for broke and begins to cast a spell. Slick swings for him and...
I am going to pause here, Slicks reactive strike misses but he may wish to use a hero point or other form of reroll if he has one. Markish has taken 238 damage and is currently off guard.
| Slick Silvertongue |
Okay. Let's try and finish this. Since he's off-guard, I'll use a regular success Hammers Harrowing Ritual result to reroll the attack.
Reactive Strike (↺)
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Enlarge [L4] and Courageous Anthem vs Off-Guard Markish
Greatsword Attack: 1d20 + 28 + 2 + 1 ⇒ (6) + 28 + 2 + 1 = 37 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 4 + 1 ⇒ (2, 1, 10) + 13 + 4 + 1 = 31 piercing damage
| GMAndrewW |
Markish's attempt to cast a spell was the last act of his despicable lifetime. Slick pierces him through the throat and he gurgles, collapses and stops moving!
COMBAT OVER
Slick 178/233
Billy 96/186, see invisibile
Pinebrush 99/201
Sigourney 73/188, Slimed, Wounded 1
Reginald 81/105
What do you do? You know Sigourney has been slimed and so is now cursed and diseased.
| Sigourney Knowledge |
Well, its not just me, is it? I know from earlier RK that if you die from the slime you turn into smelly oil. I definitely don't want that. Just in case this has the Death trait, I'm going to burn a few spells.
Sigourney swims over to the body of Markish and slaps it with her tail. "Good riddance to bad rubbish. That's for creating the worst undead I have ever had the displeasure of fighting. Someone else search the body, I'm going to make sure Billy and I don't die to the curse."
She quickly casts Life Boost on herself and then Interacts with Billy twice, expending her Vital Beacon. She then swims back to the previous room and retrives her wand before moving back towards the party.
Vital Beacon 4d6: 4d6 ⇒ (6, 3, 3, 1) = 13
Vital Beacon 4d4: 4d4 ⇒ (2, 2, 1, 2) = 7
I heal 64 HP after 4 rounds. Billy heals 20 HP.
After the impact of the curse hits her, she spends the next 30 minutes trying to refocus.
| Slick Silvertongue |
Slick pulls his blade from the now expired Markish; the undead marid ichor that coats his greatsword quickly washes away in the current. "With a little luck, that's the end of all the undeading that's been going on around here. The derhii should be happy." Returning to his normal size, he searches the corpse for the Harrow card Markish claimed to have in his possession, as well as anything else of value on his person.
Which card is it?
Once the Harrow Card is secured, he helps in the usual after-battle patch-up with his healing touch. While recovering his healing powers, he does a general search of the room for anything of interest. In particular, he focuses on the long pool with its deep blue water standing in contrast to the murky water above it. He closely examines that two crystals at either end of the pool to see if they have anything to do with the bicolor effect of the water in the pool.
Activity: Search (Perception +23) - SECRET
Action: Recall Knowledge (Arcana +18) - SECRET
| Billy Bardy |
When Slick takes a final deadly slice out of Markish, Billy calls out to Pinebrush and Sigourney, "I've been working with Slick. He's come a long way." Turning serious, he adds, "Thanks for the all the healing, Sig. I wouldn't have made it without you." Billy then swims back to retrieve his staff from the sea floor and (since it's nearly out of charges) stows it away.
While being healed up, Billy prays to Desna and refocuses.
In 30min, he regains all 3 focus points.
With everyone healed up, Billy helps Slick search the area.
Perception: +27, Arcana/Occult: +22, Religion: +27, Society: +23
| Sigourney Knowledge |
Looking up from her meditation, Sigourney remarks: "If you want to thank someone, thank Pine. If it wasn't for him distracting those giant monsters, I would not have been able to cast those spells in the first place."
Sigourney remembers that she was very interested in the magical crystals earlier. She tries to recall if she has seen anything like them before.
Arcana +30
| GMAndrewW |
With Markish and his minion defeated the group can set to examining the area. Sigourney will eventually succumb to the second stage of her curse but, having taken control of the manor, you know you have plenty of time to sort things out before she is at risk of dissolving into a puddle of smelly oil.
Checking Markish you discover he is carrying the Beating card (on roll20 now). He also wears various pieces of expensive jewellery (worth 2000gp) and his trident is magical (+2 greater striking, shock, thundering).
Sigourney examines the two crystals. The northern, blue crystal, supplies clear, fresh water at a constant rate from the elemental plane of water. The southern, shadowy crystal, has been corrupted and is drawing in negative energy from the plane of shadow. The crystals can be set to inactive, standard flow or maximum. Both are currently set to maximum and are clearly the source of the flooding of the upper city.
It is possible to adjust the flow of the crystals back to normal, and to decouple the southern crystal from the plane of shadow by someone sufficiently skilled in arcana or occultism.
You can give me 3 checks, 1 to decouple the southern crystal and then 1 for each crystal to turn them down to regular flow which will gradually resolve the flooding issue).
The are to the north is reached by stairs which lead up into this tower to a rectangular stone room full of dry air. Windows shimmer with held-back water. Within the room stand stone furnishings, including a desk, a stone slab, and shelves. Scrolls, baubles, tools, and containers of differing types line the shelves, along with a few blackened derhii skulls.
Searching the area you find another cache of onyx gems worth a total of 1,000 gp, along with 100 pp, 2,300 sp, two potions, a wand as well as a crossbow bolt on a display stand.
Two potions of flying
Wand of Prismatic Spray
Disintegration Bolt
| Sigourney Knowledge |
"The...Beating, huh? Well Markish and his minions certainly gave us a beating. It doesn't make sense for me to have it - I think this card suits Pine best."
Arcana, Decoupling crystal: 1d20 + 30 ⇒ (7) + 30 = 37
Sigourney does her best to decouple the corrupted crystal. However, once she starts to decouple the crystal, her fatigue finally sets in. Coughing and wheezing, she has difficulty completing the rest of the tasks. "Billy, would you mind helping me out with these crystals? I can't seem to muster up enough focus right now..." She moves away from the wet underwater lair up to drier stairs.
"Oh dear, I forget I don't have legs right now. Attend to me, magic disc!" Sigourney snaps her fingers once and pulls herself onto her floating magic disc. In lieu of legs, she positions herself in a sitting position and floats around the room on the disc. The magical items catch her attention and so she spends a few seconds identifying each item.
Arcana, Potion: 1d20 + 30 ⇒ (4) + 30 = 34
Arcana, Wand: 1d20 + 30 ⇒ (17) + 30 = 47
Arcana, Bolt: 1d20 + 30 ⇒ (4) + 30 = 34
"Potion of Flying, Wand of Prismatic Spray and Disintegration Bolt. The last one was a bit tricky but I think I got it right. I'll take one flying potion if you all don't mind - Billy and Pine can make better use of the wand and bolt respectively."
| Billy Bardy |
After healing up, focusing, and resting, Billy is ready to study the crystals seriously.
After a total of 1 hr since the beginning of the Markish battle, Billy regains his 1/hr Halfling Luck.
Muttering something about "being at his best in good lighting", Billy tries to provide some assistance for Sigourney as she does her thing.
Arcana to Aid (decouple crystal): 1d20 + 22 ⇒ (18) + 22 = 40
Arcana to Aid (adjust north crystal): 1d20 + 22 ⇒ (17) + 22 = 39
Arcana to Aid (adjust south crystal): 1d20 + 22 ⇒ (17) + 22 = 39
All 3 would seem to be crit successes => +2 for each of Sig's rolls.
When Sigourney hands him the Wand of Prismatic Spray, he gives it a good luck. "It would go very well with my Prismatic Ray spell, but it might make sense to sell it..." He'll hang on to it for the time being.
| Sigourney Knowledge |
Accounting for Aid, my decoupling crystal check is 39.
Arcana, North Crystal: 1d20 + 30 + 2 ⇒ (17) + 30 + 2 = 49
Arcana, South Crystal: 1d20 + 30 + 2 ⇒ (11) + 30 + 2 = 43
With Billy's help as a sounding board and a pretty face to look at, Sigourney gains back some of her focus. She does her best to set the crystal back in order.
| Slick Silvertongue |
Slick looks over the crystals and decides that their function is well beyond his meagre magical knowledge; he leaves them to Sigourney and Billy to deal with. He can't tell for sure, but it seems to him that between the two of them, they're figuring it out without too much trouble.
Meanwhile, he collects and accounts for all the loot they come across. He is particularly happy about the wand and all the easily convertible valuables that Markish left behind; he knows that they'll be worth a pretty penny, especially in Katapesh.
Loot sheet updated.
I'm fine with Pine taking The Beating if he wants it, but given how often Slick hits and crits, he'd likely make slightly better use of that +2/+3 item bonus to damage. Plus, Slick still has a couple of available investment slots for additional Harrow Cards.
| Pinebrush |
"The Beating?" says Pinebrush, "Doesn't really sound like me. I am very precise." But he takes the card and looks it over, and admits he could make good use of it.
He also looks at the crossbow bolt on the pedestal. "That's weird. Why would somebody put an arrow on display. There's something weird about--or about its owner, I guess, and he was pretty weird."
Arcana/Occultism: 1d20 + 20 ⇒ (7) + 20 = 27
| GMAndrewW |
Between the two of you Billy and Sigourney are able to realign the crystals properly and set them into proper motion. It will take some months but the upper city will slowly drain. The removal of the influence of the shadow plane will also allow life to flourish once more in the upper city.
With the task completed you are able to return to the safe house and report back. Usilket is fascinated and asks dozens of questions about the nature of the mummies, Markish, the crystals, the connections to the planes of water and shadow and many others. He has an inexhaustible curiosity about what you have discovered.
Shanaca is just glad that her people will be safe for the foreseeable future.
OK, which area do you want to investigate next? You have two options, the Field of Glass or the Pit of Endless Night. I assume you also rest overnight.
| Sigourney Knowledge |
"Usilket, I'd be glad to discuss planar theory with you at some point", Says Sigourney, "But not at the point where I am quite literally sick to my gills and struggling to stand. Later~" Sigourney brushes off Usilket as she teleports back to Harrowheart. She spends the rest of the day resting in bed.
The next day, Sigourney prepares a bunch of high rank Cleanse Afflictions to try and counteract the afflictions suffered by Pine, Billy and herself.
8th rank Cleanse Affliction vs Pine's Disease: 1d20 + 26 ⇒ (20) + 26 = 46
8th rank Cleanse Affliction vs Billy's Curse: 1d20 + 26 ⇒ (20) + 26 = 46
7th rank Cleanse Affliction vs Billy's Disease: 1d20 + 26 ⇒ (17) + 26 = 43
7th rank Cleanse Affliction vs Sigourney's Curse: 1d20 + 26 ⇒ (18) + 26 = 44
7th rank Cleanse Affliction vs Sigourney's Disease: 1d20 + 26 ⇒ (9) + 26 = 35
"Well, that should hopefully cure all of us. I don't advise adventuring today while I'm out of high rank spells. Pine, could you pass me your explorer's clothing? I can apply the antimagic rune for you today."
If Pine agrees, Sigourney takes the doll-sized clothing over to the Brass Dwarf's crafting workshop. Looking over the runestone containing the antimagic rune, she notes that the rune itself is larger than Pine's armour.
"This is going to be a slow and delicate job." She says as she reaches for the magnifying glass.
Craft check to apply Pine's Antimagic rune, Brass Dwarf item bonus: 1d20 + 26 + 2 ⇒ (11) + 26 + 2 = 39
Very slowly, over the period of 8 hours, she tries to apply the Antimagic rune to Pine's armour.
My vote is for the Field of Glass.
| Slick Silvertongue |
Since Pine has shown an interest in The Beating, I have assigned it to him on the loot sheet. I presume it will take the place of the struck out Demon Lantern in his hand.
I take it that with the removal of Markish and his malignant shadow plane influence on the upper city, we've managed to secure the help of Shanaca and her derhii for the upcoming confrontation with the Prince of Wolves.
While his spellcasting friends take care of curing themselves and recharging their magical batteries, Slick checks on Harrowheart and its defenses. The next morning he goes through his usual preparations and rejoins everyone at Usilket’s enclave before heading out on their next foray into the ruins.
The Field of Glass is as good a next place to search as any.
| Billy Bardy |
Billy enjoys the rest at Harrowheart. He regales his groupies, Billy's Buddies, with glorious tales of underwater adventure. That evening, he tests out the Wand of Prismatic Spray. When the group gathers for the evening meal, he asks, "Okay if I keep this safe until Slick goes off to market?" With the group's blessing, he stows the wand in his bandolier.
During the morning's preparations, he draws his daily Harrow Omen card and visits the Carnival.
Harrower Dedication to choose his Harrow Omen and Reading the Signs allows drawing 2 cards to choose from.
Harrow Omen Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 6
Harrow Omen Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 3
He chooses: Crowns: Other, updated in his tagline.
Use The Carnival card (with a DC 4, instead of DC 6 flat check) to learn about whom we might meet the upcoming day.
Field of Glass is fine with me.
| Pinebrush |
The Demon's Lantern was struck out to show that I had used its daily ability already. Slick isn't the only one who can carry two hands!
"I haven't used the bigness magic recently," Pine says as Sigourney works on his armor, "But I don't think the fire resistance has ever protected me. Whenever there's fire, I just avoid it! But maybe I should keep that one. Yeah, it's easier to reach things anyway, now that I have wings all the time."
Pinebrush requests that Sigourney swap his size-changing rune for the antimagic one.
| GMAndrewW |
With wounds cleansed, items identified and preparations made the group head back out after a few days towards the Field of Glass. The region is well named with clusters of massive crystal shards dotting the plain as well as smaller, jagged boulders making travel difficult.
Each of you needs to give me a skill check related to your exploration activity. I am only concerned if you critically fail.
Reaching the are called the Sunset Towers you find them to be formed from two hundred and fifty high pillars of crystal which have toppled together and somehow merged with one another over the centuries. Hunting around the base you find two entrances at ground level. Peering inside, it is dark and the interior is clearly hazardous, being covered with hundreds of spiky shards of crystal on every surface. The crystals are vibrating slightly and the whole place vibrates with a noise barely within your ability to hear but which sets your teeth on edge.
The whole interior is difficult terrain as well as hazardous terrain. If walking/climbing you will take 2d6 piercing damage for every square you move through. You have no idea how big the place is but it could be pretty huge. Let me know how you want to proceed.
| Sigourney Knowledge |
DC 5 Flat check: 1d20 ⇒ 14
Fully rested, with her legs regenerated and tentacle coming out of her back, Sigourney is ready to explore the Field of Glass. During the trip to the field, she Detects Magic to keep herself and the party aware of any rogue magical elements around them.
Arcana to Detect Magic: 1d20 + 30 ⇒ (15) + 30 = 45
When she looks inside the entrance, Sigourney's magically enhanced vision Darkivision and she can see blood in colour allows her to see unaided in the dark. Like everything else in this place, the sheer scale of the natural formations takes her breath away. It doesn't stop her from noticing the sharp, sharp crystals on the ground.
She addresses the group. "Unless you guys want to suffer death by a thousand cuts, I suggest we find some form of long term flight. Pine can fly, I have my disc -" She proudly gestures towards her Carryall disc and mounts it - "That leaves both Slick and Billy. I really don't think Air Walk or Fly will last for extended periods of time, especially between fights. Luckily for you both, I have a solution. Unfortunately, this will require waiting. Sorry Pine."
If the party allows her to do so, she casts 6th Rank Marvelous Mount on Billy and Slick, taking 10 minutes per cast. The mounts take the form of large silvery draconic creatures with pronounced wings on their backs.
"Are we ready to go?" She asks the group as she wraps up the castings.
| Pinebrush |
Stealth to Avoid Notice: 1d20 + 28 ⇒ (20) + 28 = 48
Pinebrush peers into the entrance. No smooth surfaces. Should be easy to be sneaky in--if he wasn't also compelled to fly in the center of the corridor as far away from the pokey bits as he can get.
"Fun place."
| Slick Silvertongue |
Slick once again takes the lead position some distance in front of the others and carefully scouts the area ahead looking out for any dangers and to avoid being surprised or ambushed by any potential enemies.
Acrobatics (Scouting): 1d20 + 24 ⇒ (17) + 24 = 41
When they reach the Sunset Towers, Slick looks inside and doesn’t Like what he sees. ”We’ll be cut to ribbons if we try to walk through that.” He is happy to accept Sigourney’s mount if it will avoid him having to wade through that sea of shattered crystal fragments.
??? Flat Check vs DC 5: 1d20 ⇒ 17
| Billy Bardy |
GMAndrew, what was the result of using The Carnival that morning?
Billy makes his way with the group to the Field of Glass. With his darkvision goggles and ability to see the invisible, he searches as the group approaches.
Perception +Goggles: 1d20 + 25 + 2 ⇒ (17) + 25 + 2 = 44
Staring at the sharp surfaces, Billy nods enthusiastically at Sigourney's offer to provide a magical mount. "Yes, please!" While the witch prepares her spells, Billy casts Detect Magic to determine what he can about the vibrating crystals.
Can we make RK checks regarding the vibrating crystals? If so, Arcana/Occult +23.
| GMAndrewW |
Billy activates the Carnival card. He finds himself passing through the backstage sections of the Carnival. The place is a maze of storage crates, dressing rooms, old equipment and various animal cages. In one cage he meets a huge, morose, bear wearing a stone collar. He sad creature looks up at him and huffs, expelling a cloud of dust. Billy has the sense that it can be trusted.
All of you manage to navigate the dangerous terrain of the Field without any trouble. Obviously the interior of the Sunset Tower is a different matter. Sigourney however provides a solution, summoning a pair of magical mounts and her floating disc.
Please read up on Marvellous Mount. They are minions so you must command them. They can also be destroyed. I have added a couple of tokens onto the map.
You carefully make your way into the tunnel. The large mounts are just about to fit but its an unsettling experience and those riding them find themselves uncomfortably close to dangerous spikes of crystal. Billy and Sigourney both easily recognise that these crystals in this region of the city are imbued with magic, although it has no obvious effect. It seems likely that they were once part of the magical power system which allowed Kho to fly and when it crashed then exploded, leaving traces of that power even now thousands of years later.
Heading down the corridor you have the unsettling feeling of being watched but by who or what you cannot say. After several minutes of travel the passageway ahead opens into a large cavern, forming a roughly conical, multifaceted room with a sixty-foot-high ceiling. Crystals in this area sing, ring, and hum.
As Slick flies through the opening gap a massive, crystalline, figure emerges from the floor of the cavern ahead of you. It speaks in a low, rumbling voice, reminiscent of grinding stones and gravel.
Who are you to invade our home. What are you doing here fleshlings!
You can all see in the crystals of this cavern suggestions of many more of these creatures lurking inside the crystal formations in the walls. Behind you, three of the creatures emerge from the walls, blocking your exit. Billy recognises the large creature as the one he saw in his Carnival vision.
I assume that you want to know what these things are so I have made some RK checks for you. Bear in mind, while I may ask you what you want to know that could still be a crit fail and therefore give you wrong information. Billy and Pine do not recognise them. I havent applied the benefit of any spells as any form of casting here is likely to provoke a conflict. They are clearly on edge.
These creatures are a variant form of xorn. Earth elementals with an ability to travel through solid rock. You know one thing. The large creature is clearly their leader, a more powerful xorn, you know one thing.
These creatures are a variant form of xorn. Earth elementals with an ability to travel through solid rock. You know one thing. The large creature is clearly their leader, a more powerful xorn called Azzuu, you know one thing.
What do you do?
Pine DC5 flat check: 1d20 ⇒ 11
Billy DC5 flat check: 1d20 ⇒ 20
Perception
Slick : 1d20 + 23 ⇒ (6) + 23 = 29, Master
Billy : 1d20 + 25 ⇒ (2) + 25 = 27, Master, +2 visual and hearing
Pinebrush: 1d20 + 24 ⇒ (8) + 24 = 32, Legendary, +1 visual
Sigourney: 1d20 + 23 ⇒ (3) + 23 = 26, Expert, +2 visual
| Billy Bardy |
Billy looks at the amazing crystal cavern in awe. Billy whispers to the group, "He reminds me of the creature from my visit to the Carnival. I trust him."
Urging his mount slowly past Slick, Billy addresses their host, "Greetings, friend. I'm Billy, a minstrel of some renown back in Absalom. Perhaps you've...? No, probably not." He quickly continues, " May I say you have a stunning home. These are my friends. We mean you no harm." Retrieving his jug, he offers,"Care to join me in libations? We're adventurers. I had a vision that someone like you might need our help. In return, we're searching for cards like this?" Billy shows him his Publican card.
No Musical Accompaniment in the following check.
Diplomacy to Make an Impression +cloak +jug: 1d20 + 26 + 2 + 1 ⇒ (13) + 26 + 2 + 1 = 42
Billy activates his 1/day usage of The Publican, to improve attitude an extra step.
| GMAndrewW |
The creature grumbles at Billy. We do not imbibe...liquids...small one. We know nothing of these cards he says moving closer and peering intently at it. However, these caverns are home to the great Vehanezhad. She possesses many treasures and may know something of them. If you wish I can escort you to her. I would advise caution however, she can be quick to anger and has little patience for those who waste her time.
The xorns are weak to both bludgeoning and sonic damage.
| Pinebrush |
"Yeah, we've been getting that a lot lately. But if you're offering to introduce us, you... she probably isn't your enemy? She might be the nice one."
This feels familiar, but that last part is probably different. Different enough that he was careful not to phrase it "Do you want us to kill her?"
Whoops, forgot the Flat Check: 1d20 ⇒ 17
| Slick Silvertongue |
Slick looks over the three xorns blocking the exit and the larger xorn before them with suspicion. "These are xorns. Dangerous creatures. We should prepare for hostilities to break out." He grips his sword and readies himself for an attack. When Billy points out that the Carnival told him that these creatures can be trusted, Slick relaxes only slightly. He sits atop his mount and lets the bard do his thing without interference.
The way the xorns talk of Vehanezhad reminds him a little of the way that the hadis spoke of Trexima and the derhii of Markish. He wonders if perhaps they might be convinced to help them against the Prince of Wolves in return for removing this Vehanezhad lady of which they spoke. Then again, maybe they could talk Vehanezhad around and turn the whole bunch of them into allies. Time would tell.
| Sigourney Knowledge |
"Xorns...Fascinating elemental creatures. I wonder what you all are doing out here?" Sigourney remarks.
She keeps the knowledge of the Xorn's weaknesses to herself. Best not to release that information now.
"Yes, take us to your queen." Sigourney says to Azzuu. She tries to wrack her brain for information about Vehanezhad.
| Billy Bardy |
Did Billy's Make an Impression seem to change their opinions toward us? If so, was it indeed a double step up due to the Publican?
When the xorns decline refreshments, Billy continues pouring himself a drink and then stows his jug. "Thanks for inviting us to meet Vehanezhad." He sips his drink and asks, "Does she treat you with the respect you clearly deserve?" After his answer, Billy follows up, "While visiting with your Queen, is there anything we can do to help you and your people? Perhaps there are topics that your Queen would like to discuss ... or avoid?" Billy smiles, "Anything to help us make a good first impression." He downs the rest of his honey mead and stows his mug.
Still mounted, Billy is ready to continue into the caverns.
| GMAndrewW |
Yes, you moved him from unfriendly to friendly. I assume at this point you do not have weapons drawn.
Arzuu rumbled, We serve our Queen for she is of the crystal as we are. Come, follow me
With that he heads towards the passage to the south west. It quickly turns northwards and drops down several steep cliffs. Towards the end he stops and lets out a deep, rumbling, cry. Visitors my Queen.
Turning to you he bows and says, I go no further, remember, respect and courtesy. Good luck fleshlings, I hope we meet again.
With that he simply sinks down into the rock and you make the last short leg of the journey on your own. Reaching the end of the corridor you come to a cave where massive crystals form a domed, stepped chamber with
slanting, translucent supports. The ceiling arches to a height of fifty feet, and the entire area thrums with a low reverberation and singing stones.
Across the chamber lounges a gargantuan dragon seemingly formed of solid crystal. Her head swings to regard you all and small pinpricks of vivid purple light burst to flame in her eye sockets.
Mortals, why are you here? Why would you be so foolish as to disturb Vehanezhad. Speak quickly and speak truthfully for I shall know if you dissemble.
Perception
Billy : 1d20 + 25 ⇒ (5) + 25 = 30, Master, +2 visual and hearing
Sigourney: 1d20 + 23 ⇒ (17) + 23 = 40, Expert, +2 visual
| Slick Silvertongue |
Slick watches the large xorn's reaction as Billy gains the creature's confidence in the bard's usual cordial manner. He suspects that the big guy would not have been so willing to let them near his queen had he thought ill of them.
Listening to the creature's mentions of Vehanezhad, it is difficult to get a read on the large xorn's true feelings about her. They were clearly her minions, but it didn't sound like they were particularly unhappy about it. He guessed that if they wanted the xorns' help against the Prince of Wolves they would have to convince Vehanezhad to come along, or at the very least, willingly allow her xorns to join the fight.
When the xorn delivers them to Vehanezhad and she turns out to be a gargantuan crystal dragon, Slick cannot help but be impressed. He bows deeply to the dragon in respect, but says nothing until Billy has had a chance to soften her up a little with his honeyed tongue.
| Billy Bardy |
When Arzuu departs after giving his advice about being respectful and courteous, Billy calls back. "Thank you, friend. If you're ever in Absalom...." Alas, the xorn is gone.
Upon entering the large chamber, Billy gazes up at crystal dragon in awe. From his mount, Billy bows respectfully. "Greetings great Queen. It's an honor and pleasure to meet you. You have a lovely home. The xorn speak highly of you. We thank you for this audience." He unpacks his jug and pours drinks. "I'm Billy. Would you care to join me and my companions in refreshments?" He offers her a mug and continues, "We're travelers on a mission to find special harrow cards. If you can help us, perhaps we could assist you in return." He sips his honey mead allowing the others to chime in.
Diplomacy to Make an Impression +cloak +jug: 1d20 + 26 + 2 + 1 ⇒ (17) + 26 + 2 + 1 = 46
| Sigourney Knowledge |
Sigourney looks up at the gargantuan creature from behind Slick and Billy. Vehanezhad looks powerful and majestic - maybe even more powerful than her own patron. She reverently bows but says nothing, trusting in Billy's ability to make a good first impression. Fixing her Biographical Eye on the dragon, she tries to get a good idea of Vehanezhad's place in Xorn society.
Society +28 to beat a DC 30 blind Society check
| GMAndrewW |
Vehanezhad leans forward towards Billy. I no longe require such refreshment miniscule one and I do not require your flattery.
Thats a pass on make an impression. She is now indifferent to you.
I know of these cards, indeed, one of them recently came into my possession. How ironic, to have received the Sickness.
Now you have had a bit of time to interact you do notice faint, dark traceries which run through her crystalline structure like veins of poisoned blood.
You wish to help me in return for this card yes. Ha, a likely story. I doubt you are capable of undoing the magic which afflicts me. In this place lies a powerful crystal. It bears a curse, feeble creatures such as yourself would succumb to it and be transformed into crystal for ever. I however was transformed from my original form into this. This new crystalline body may be beautiful, but it is fragile and restrictive when compared to flesh and blood. Still, it may be worth allowing you to try...but take care not to waste my time. If you cannot do it then say so, and quickly!]
It takes 10 minutes to examine the dragon at the end of which each of you who wants to can give me an Arcana, Nature, Religion or Occultism check. You can also give me a perception check with it.
Sigourney recognises that Vehanazhad is originally from Osirrion from certain inflections in the way she speaks. As a dragon she doesnt really have a profession but if she has a role it is one of Tyrant.
I have also made some recall knowledge checks for you. Billy and Slick recognise no more than she is a dragon. Sigourney realises she is a crystal dragon but such creatures are normally rather benevolent. You know one thing. Pine also recognises this and knows one thing.
| Sigourney Knowledge |
Sigourney is deep in thought for a minute. Given Vehanazhad's origin and haughty attitude, she could pass for a sphinx. Maybe Vehanazhad was a sphinx before she became what she is now - crystal dragons aren't usually this unpleasant. Then again, of all people she should know better than to assume all dragons act according to their stereotype.
Sigourney moves her disc next to Slicks's "dragon". She puts her hand in the air, getting the Osirian dragon's attention before she speaks.
"A curse, you say? I am but a magician of minor repute, but I have removed quite a few curses recently. There were a bunch of curse-afflicting mummies in the Sunken City - I removed both the mummies and their curse. If you would allow me to examine the magical nature of your affliction, and possibly Cast a spell to undo the curse?" She says in a self-deprecating tone.
Arcana to examine Vehanazhad: 1d20 + 30 ⇒ (17) + 30 = 47
Perception versus ???, +2 visual: 1d20 + 23 ⇒ (19) + 23 = 42, 44 if visual
"I'm going to need to move a bit closer to you to Cast a counteracting spell against the curse. May I?" Sigourney asks the dragon, not wanting to make any sudden movements.
Sigourney moves her disc until she is 30 feet away from the dragon. Using the Reach Spell spellshape, she casts Cleanse Affliction to hopefully cure whatever ails Vehanazhad. A gentle gust of curative magic flows out of Sigourney's sleeves and towards Vehanazhad, targeting the faint, dark traces running through the crystal dragon.
Counteract using 7th Rank Cleanse Affliction: 1d20 + 26 ⇒ (11) + 26 = 37
According to this handy table, if my result of 37 succeeded, it would be able to counteract 8th rank Curses, Poisons or Diseases. If 37 fails, it only counteracts up to 6th rank Curses, Poisons or Diseases. I do have a hero point to burn so let me know if 37 fails.
I would like to know Vehanazhad/crystal dragon weaknesses.
| Pinebrush |
Is "What was she before?" a valid question, or should it be about crystal dragons?
If not, then... any special abilities?
"We are very capable. We've been helping everyone around here. At first I thought your people were going to ask us to fight you, because several other groups have needed help with a powerful enemy. I misread this situation badly. They clearly revere you, and if you'll permit a touch more flattery I can see why! Billy and I are medics, but this is more of a curse than an illness I think..."
And so Pine instead assists Sigourney.
Arcana/Occultism to Aid: 1d20 + 20 ⇒ (3) + 20 = 23
Perception: 1d20 + 25 ⇒ (18) + 25 = 43
| Billy Bardy |
Billy looks hurt when admonished for using flattery. "Great Queen, you injure me. Is it flattery if it's true? It is indeed most impressive here." When she questions the group's ability, Billy brightens, "We may not be big in stature (especially me and Pine), but we're quite capable. It costs you little to give us a chance, am I right?"
Billy finishes the rest of his drink, and asks delicately, "If it's not too personal, you mentioned a previous form?" He studies the crystal dragon.
If Billy can Aid Sig's Arcana check, with the following Religion check, he'll try that. Otherwise, he'll make a separate check to try for additional info.
Religion: 1d20 + 27 ⇒ (12) + 27 = 39
Perception +goggles: 1d20 + 25 + 2 ⇒ (5) + 25 + 2 = 32
| GMAndrewW |
The three of you examine the dragon. Sigourney fairly quickly recognises the crystalline corruption curse. It has run its course on her but can still be removed. If it had effected any of you then it would have transformed you into crystal. On her, it transformed her form to one of crystal and as such her original form must have been both one of earth and elemental nature.
As you are contemplating your options another thing becomes apparent to Sigourney and Pine. The dragon before you is not real, it is an illusion. As you realise this there is a grating sound from above and a second gargantuan dragon emerges from a previously concealed opening in the roof and drops down. Landing with a crash next to Sig she growls, I see you have noticed my little deception. No matter, can you cure me or not?
OK, Sig recognises this is a rank 8 curse and therefore need a success with a rank 7 or 8 cleanse affliction. You also recognise that it can be reversed with a stone to flesh spell but this is only a temporary solution and the curse will begin to reassert itself quite quickly. What do you want to do? I wont reveal the result of your counteract check for the moment until you decide what you want to do.
| Slick Silvertongue |
Slick leaves the whole medical examination of Vehanazhad to his more savvy friends. He sits quietly on his mount and does nothing that appears threatening or that might otherwise trigger a violent reaction from the dragon.
When the dragon reveals that they'd been dealing with an illusion, Slick is once again surprised and a little intimidated by the appearance of the real Vehanazhad not 10 feet away from him. He's not sure if Sigourney is up to reversing the crystalline corruption curse, but suspects that if she were to fail, the dragon would not just hand them The Sickness and let them leave without a fight. He prepares himself mentally for what might be his final encounter.
| Sigourney Knowledge |
The impact of the gargantuan dragon's landing tussles Sigourney's hair into messy strands. Barely recovering from the jumpscare and now significantly intimidated by the possible foe right next to her, Sigourney is barely able to squeak out: "Yes."
She casts her only 7th Rank Cleanse Affliction for the day on Vehanazhad.
I have a hero point I can use if the counteract check fails. Also, could I get weaknesses for Vehanazhad?
| GMAndrewW |
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In her current form Vehanezhad is weak to sonic damage, however...
The dragons relent to Sigourneys request but growls, Take care little one, if you betray me I will consume you first or perhaps I shall simply infect you and watch you slowly and painfully transform into eternal crystal...
Sigourney unleashes her cleansing blast of purifying magic. The dragon growls and shudders, her back arches and she unleashes a massive cone of crystalline shards which imbed themselves into the ceiling of the cave. Staggering back from you her crystalline form begins to buckle and crack. A massive claw rakes huge gouges in the cave wall and her wings wrap around her. With a crackling, discordant, noise the crystals of her body shatter and fall away, creating a cloud of crystalline dust that obscures your vision for a few seconds.
Emerging from the cloud comes a massive draconic head, the scales a dark blue, fading to aquamarine down her neck. The body is significantly more substantial than the previous crystal form. Vehanezhad is, in truth, a blue dragon of the most ancient kind.
Her head stretches out to Sigourney and her huge nostrils take a long breath, the strength of it pulling at her clothes and hair.
Well done mortal, I shall remember this favour you have done for me...
The spell worked, what do you do?
| Slick Silvertongue |
Slick tightens his jaw as Sigourney gets to work on the dragon. He's fully prepared to draw his greatsword and launch himself into battle if her spell fails to cure the afflicting Vehanazhad. When it seems that Sigourney succeeded after all, Slick relaxes. "Good job, Sigourney. I didn't doubt you for even a second."
When Vehanazhad doesn't immediately hand over her Harrow card in gratitude, Slick gets Billy's attention and makes a card shape with his fingers. He's hoping that Billy will sweet-talk the now cured dragon into handing it over.
| Sigourney Knowledge |
As Sigourney watches the dragon writhe around and fall apart, the first thought that came to her mind was oddly "What a fascinatingly violent reaction to curative magic." Inching back slowly to avoid Vehanezhad's frenzy and gout of crystal shards, she ends up tripping over herself. She falls on her behind on the disc.
As she watches the dust cloud with trepidation, she is shocked to find that not only did Vehanezhad survive, but also that she is an ancient blue dragon. "What a sight to behold." Sigourney thinks while also frozen with shock.
As the dragon's nostrils suck in huge amounts of hair, Sigourney only now realises that she is a mess. Her hair has been flung every which way and her clothes are covered in crystalline dust. As Vehanezhad addresses her, she snaps out of her stupor. Pushing herself to her feet and dusting herself off (while making sure she isn't burying Pine in crystal dust), she responds slowly but slightly more confident that the dragon is not about to eat her.
"I am glad that I was able to remove the sickness you were suffering from. I would not want to hold this favour over your head for much longer. I'll cash it in for your co-operation. My friend Billy can tell you more about what we need."
She glances back at Slick and gives him a thumbs-up. With how frazzled she is right now, she doesn't doubt his sincerity and faith in her abilities.
| Billy Bardy |
Billy watches as the snow witch weaves her healing magic and the majestic blue dragon emerges. "Nicely done, Sigourney!" Retrieving his jug, the bard calls out, "Drinks for everyone!"
When Sigourney mentions his name, Billy turns to Vehanezhad, "Since we're friends now, we were hoping you could help us capture these magic harrow cards I mentioned earlier." He unfurls his cloak in a grandiose manner (activate Cloak of Repute, see below) and asks, "Would you be willing to provide us any such cards you know about?"
Activate Cloak of Repute: 2/day will turn a Request success into a crit success.
The Marriage provides +2 item bonus to Request checks.
Diplomacy to Request +Jug +Marriage: 1d20 + 26 + 1 + 2 ⇒ (5) + 26 + 1 + 2 = 34 (success => crit success)
If failure, reroll with Halfling Luck.
Diplomacy to Request +Jug +Marriage: 1d20 + 26 + 1 + 2 ⇒ (16) + 26 + 1 + 2 = 45 (success => crit success)
| GMAndrewW |
Vehanezhad grins, her mouth filled with fangs the size of shortswords. Her head swings towards Billy, Did I not promise you the sickness card if you were to cure me. Do you doubt my word small one? Hah, perhaps you thought I intend to betray you to engulf you all in my scintillating breath, consume your bones in electrical energy? She rears up and takes a deep breath.
But no, mighty Vehanezhad keeps to her word. You have cured me and in exchange I shall give you the sickness card. You have done so well that I shall perhaps also gift you a few pieces from my hoard. Wait here, I shall return momentarily.
With that she takes to the air and vanishes down the south west corridor. She returns a few minutes later and scatters several items before you. One is a Harrow Card (the Sickness, details on roll20). Alongside it is a glove, three metal vials and a rune stone. Clutched in one claw is a bag clearly bulging with other loot.
I return now to my original home in the Five Kings Mountains. Feel free to call on me if you are passing. I have left a number of the rather bulky and less valuable items from my hoard in the chamber beyond. You are welcome to them but you must contend with the Cluster Heart to claim them. I am sure you will be up to the task.
With that she leaps into the air, beats her wings once and flies straight through a solid looking section of stone on the ceiling. You dont recall seeing any exit in the upper parts of the towers but it seems likely that one does exist and that it is covered by further illusion magic.
With that you have avoided the most dangerous encounter in this entire part. I have made the sheet for her available to view on roll20 just to give you an idea of what she was like. She is now in fact even more powerful. The glove is a Glove of Storing, it contains a scroll of power word stun. The metal vials each contain a major elixir of life. The runestone contains a greater flaming rune. What do you want to do now?
| Slick Silvertongue |
Slick watches warily as Billy interacts with Vehanazhad and collects the Harrow card along with the other loot that the dragon willingly parts with. He is not particularly sorry to see the back of her as she flies away. "Phew! Good job everyone. That was a close one. Not sure I was all that keen to test my mettle against her in battle."
Updated the loot sheet. I'm assuming we're dealing with legacy Gloves of Storing unless told otherwise.
Slick nods in satisfaction at the pile of identified magical items the dragon left behind. Still, his mind can't help but imagine what additional untold riches Vehanazhad took with her. He shrugs inwardly. "A bird in the hand of the living is worth far more than two in the hand of the dead."
Until we get around to selling them, I have assigned the Gloves and Scroll to Sigourney and given one each of the Elixirs to Slick, Billy and Pine. The rune and Harrow Card will be stowed with the rest of the loot in Billy's Bag of Holding for the time being.
Once the loot is packed away, Slick looks towards the next chamber. "I guess we better go deal with whatever this Cluster Heart thing is."
| Billy Bardy |
When Vehanezhad mentions the Cluster Heart, Billy asks, "We know you're busy, but before you leave, what can you tell us about the Cluster Heart?"
When the dragon has gone, Billy casts Musical Accompaniment and follows Slick to the next chamber.
If the dragon doesn't share anything, can we make any RK checks to learn about the Cluster Heart?