Flyndyngylyn |
Once he sneaks inside, Flyn ‘talks’ to his companions via the shadow dragon.
Are y’all sure this will work? If it doesn’t, this Doane fellow is gonna be pissed and we’ll likely need to make a quick exit. And if Strake’s memories have already been passed on to someone else, won’t this spell need to be cast on that person as well? I just don’t understand magic this complex…glad my spells are simple…
Grandmaster TOZ |
"Not much fer talking then. Unless that fancy mindspeak is how you normally do business?" Doane looks the party over with annoyance, although it seems more directed at the situation than the Pathfinders.
Quenly |
"We can speak normally if you are certain that we won't be overheard, nor scryed upon" Quenly answers. "But given the sensitive nature of the situation, and our desire to avoid the attention of the city's rulers, telepathy is more expedient."
How often can 'Dave' Screen us, Tamerius? Worth doing now?
I suggest attempting the abjuration with my wand first. It's an expendable resource, after all. But if its magic is not strong enough, Tad's is more likely to work he adds to the pathfinders. I could be wrong Flyn, we don't know how long the Master had Strake at its mercy, nor the full extent of its powers. But this seems to be our best option short of seeking entrance to the pagoda.
"Doane, when your captain joins us we will work the necessary abjurations. It could take several minutes."
Grandmaster TOZ |
"Fair enough. Taking a risk even allowing you this much, but I've no skill with magic or madness, whatever this be. Even if this isn't caused by the red priests, I doubt they'd offer to help neither."
Flyndyngylyn |
Flyn shrugs. The rest of you know magic better than I…but I think we’ll end up at the Pagoda regardless of what happens here…I have a feeling it’s…inevitable. And, from what I was told by the inebriated couple, pretty certain this happened last night; they said he was good old partying, hedonistic Strake until that visit with the large many-eyed creature yesterday evening. We could always ask Doane here, he could confirm that…
Grandmaster TOZ |
Before long, one of the staff leads the man who claims to be Kirhed in Strake's body into the study, closing the door behind him. His demeanor certainly doesn't match the attitude of a retired pirate, clutching the shoes he had been polishing at the table close. "Good day sirs." he offers meekly.
Tamerius Nalmois |
Only once per day.
If you see the invisible and are able to detect magic, you will be able to catch the sensor of a scrying spell. shares Tamerius.
Quenly |
I don't think See Invisibility is necessary to spot a scrying sensor, just a Perception check?
Quenly checks the room for possible scrying sensors, especially one following Strake (reasoning that Strake is the most logical target).
perception, hunter's blessing: 1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38
If Quenly does spot a sensor, he'll Dispel it. Dispel Magic CL is 14 and Quenly's happy to spam the spell till the sensor goes.
As long as no spy is observed, Quenly continues:
Kirhed, we will try to send you home to Absalom. The magic will take as long as a few minutes to work. You have nothing to fear Quenly broadcasts to the pathfinders, "Strake" and Doane.
Drawing forth his wand, Quenly works the spell...
Break Enchantment CL10: 1d20 + 10 ⇒ (10) + 10 = 20
If that doesn't work he'll try again
Break Enchantment CL10: 1d20 + 10 ⇒ (7) + 10 = 17
And again :)
Break Enchantment CL10: 1d20 + 10 ⇒ (12) + 10 = 22
If that still doesn't work, over to Tad to try. Quenly's wand has 5 charges and he's happy to use them all if necessary.
Grandmaster TOZ |
Quenly notices no eavesdropper, invisible or otherwise, allowing him to cast his spell. Doane starts forward as Strake's body slumps in the ornate desk chair once the spell is finished. Holding the limp form up, he checks for a pulse. "Is this what your spell was supposed to do? When is he going to be back to normal?"
Thaddeus Treeskipper |
heal: 1d20 + 12 ⇒ (13) + 12 = 25
Tad explains that the messing around with memories appears that it must have been even worse than they thought. They need to find who has his memories now, and use the same magic.
Flyndyngylyn |
Flyn grimaces at Tad’s explanation and then says mentally to his companions, Inevitable after all…so when do wish to to pay a ‘visit’ to the Pagoda of the Red Mantis?
Quenly |
It appears we have no other option Quenly replies.
Your captain had a visit from the Master of the Pagoda, did he not Quenly then tells Doane. It appears that we must confront the Master in order to complete Strake's restoration. The shoemaker is gone, but Strake's memories and personality are still held by the Master, perhaps even passed to another.
What can you tell us of the Pagoda, Doane? How does one gain entrance, preferably without being a prisoner of the Mantis?
Grandmaster TOZ |
"The hell would I know? We stay well out of their way." Doane grumbles, working to set Strake's comatose body up more comfortably. "You glide on in here, making a bunch of promises and turning a bad situation worse. What good are the lot of ya?"
Quenly |
"Keep him safe!" Quenly blurts out at Doane.
We are not finished, and we need Strake. Who he was has been stolen by the Mantis. You can't recover him Doane. But we can. You need us, if you care for your captain.
So we need each other.
Quenly |
diplo: 1d20 + 17 ⇒ (6) + 17 = 23 +2 vs 'scholars or experts', +2 vs agents of torch
Ouch. Might need some help with that roll :o
Tamerius Nalmois |
We have many ressources to help you and Strake. It's not a setback that will stop us. You have experience. You know that when plan A is not working, you have already a plan B in motion. It's the case. We are powerful spellcasters and if not today, tomorrow we will have everything needed to save Strake. We are men of Faith, I'm sure you are too, so have faith.
Diplomacy (aid): 1d20 + 24 ⇒ (2) + 24 = 26
Flyndyngylyn |
Flyn shrugs. ”We did our best…we failed…this time. We are still the best bet you have in restoring your friend; as our friend says, we must seek the one who has his memories and cast the same spell. When we do, your master should get his memory back…and as Master Jacinth has spoken, you must keep Strake safe until then…”
Aid Another (Diplomacy): 1d20 + 3 ⇒ (7) + 3 = 10
Grandmaster TOZ |
"Aye, I'll keep him safe. You lot can go find what you came for and then shove off."
Flyndyngylyn |
Flyn shrugs. ”As you wish, I’ll be shoving off now…but you best hope we succeed as, if we fail, they’ll likely come back for your mind as well…good luck if that be the case…”
He mentally projects to his companions. Come on guys, there’s no convincing this dude; let’s head to the Pagoda…perhaps the demon can alter our appearance once again, in case an agent here has passed on our descriptions?
Quenly |
sense motive, hunter's blessing vs human: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Be aware Doane, that when we are successful Strake will return to his senses almost immediately. Be sure to let him know that his benefactors will return to speak with him.
Quenly then nods in assent to Flyn's suggestion. We should perhaps seek an alternative entrance to the front door though he recommends to the pathfinders.
Grandmaster TOZ |
"With any luck, you can tell him yourself. But I'll be sure to pass the message along." The old seahands response is gruff and unfriendly, but not hostile.
What would the party like to do now?
Quenly |
Not many options left Quenly posits.
But the Pagoda shouldn't be hard to find. Maybe Kah'leel can do a bit of aerial scouting, see if there's a back door?
Looks like it's time to leave Strake for now at any rate.
Grandmaster TOZ |
Doane shows you out of the cottage before returning to the study. As you make your way back through the garden, you notice the absence of one party-goer, Luna the Wild.
Outside the villa, you notice that the armed patrols are more vigilant, stopping passersby and interrogating them openly. Once you locate the Pagoda, it will take stealth or guile to avoid them.
Tamerius Nalmois |
Rather than going straight to the Red Pagoda, may be we need a plan A and a plan B to give back Strake his memories? I suggest that once my Raven has find the Red Pagoda, I will use him as a vessel to ask my god questions.
If we need to creature alive is not the same as dead.
Grandmaster TOZ |
High above the city, Kahl' Heel is easily able to spot the Pagoda of the Red Mantis, as two enormous statues of Red Mantis assassins stand to either side of the open gate. An open courtyard stands beyond, hosting a stone pagoda. The front of the building bears a white banner with crimson mantis arms crossed in the center.
Slides updated. How would you like to proceed?
Quenly |
Mosquitos may be a good call, Dave Quenly broadcasts to the group. Although anyone seeing tiny insects open a door will likely investigate. Perhaps disguise us as Red Mantis assassins though?
Grandmaster TOZ |
Mosquitos would be an interesting choice, but bluffing well enough to pass as assassins might be difficult. What would you like to do next?
Flyndyngylyn |
Flyn ponders a moment. I could likely sneak in…especially if that Devil can keep us from being scryed…but I doubt that is a viable option for all of us…
Grandmaster TOZ |
Only one way to find out! What would the party like to do?
Tamerius Nalmois |
Before going, let me ask some question. I will not be able to do it again for some time, so I hope it will be worth it. I will need 10mn of concentration and prayer to establish a link to Hell.
Tamerius sats down as his raven flies on his shoulder. He takes the red raven in his hands and starts concentrating, chanting and praying his god for the knowledge he seeks.
O Asmodeus, Lord of the Infernal Realms,
Master of Flames and Keeper of Secrets,
I call upon your dark power and wisdom.
Grant me the strength to face my fears,
The cunning to outwit my foes,
And the resilience to endure the trials ahead.
Guide me through the shadows with your fiery light,
Unleash your infernal might within my soul,
And let your presence be known in my endeavors.
O mighty Asmodeus, ruler of Hell,
Hear my plea and bestow your infernal blessings,
As I honor your name and your eternal reign.
Questions in the discussion.
Tamerius Nalmois |
After his long prayer, Tamerius stays silent and eyes close for a short time that appears like an eternity.
When he opens his eyes he says.
So we don't need the creature to be alive for giving back his memories to Strake, also, it seems that we already have all the spells necessary to restore it, but I don't know which ones we need and in which orders we need to apply them.
Also, we are not, yet, watched by the Red Mantis.
After a pause he adds
I suggest that we still give a visit to the Master of the Pagoda, disguised in mosquito. My raven will provide us air support and if necessary some illusion to cover our action.
Grandmaster TOZ |
Navigating the city to the pagoda while avoiding the patrols will require Survival or Stealth checks from each party member. This may be adjusted depending on how you go about traveling, such as teleportation or flight spells.
Tamerius Nalmois |
Tamerius turns to Flyn.
I think you're the best to lead us quickly and stealthily to the Pagoda.
My Raven will help us avoiding the most crowded routes by flying 40ft. above us invisible.
Survival: 1d20 + 8 ⇒ (6) + 8 = 14
Flyndyngylyn |
Flyn nods to Tamerius, stealthily leading his friends to the Pagoda, eyes and ears alert for any patrol or other signs of trouble…
Taking 10:
Stealth: 10 + 32 = 42
Perception: 10 + 29 = 39
Quenly |
Quenly has some situational modifiers to stealth: size (he can become Tiny), and invisibility (Vanish spell). And he's flying, although he's not going to draw attention to himself by gliding over rooftops. However, he will happily burn a few minutes of Many Forms and a Vanish or two (taking level 2 spell slots)...
stealth, tiny, invisible: 1d20 + 18 + 8 + 20 ⇒ (16) + 18 + 8 + 20 = 62
disregard Size and invisibility modifiers if the timing isn't appropriate.
Quenly stays in touch with Flyn and the others telepathically as he progresses through the streets.
Grandmaster TOZ |
With Kahl' Heel maintaining overwatch and Quenly assisting to direct the groundbound Pathfinders, the party is easily able to duck down side streets away from the path of the Bloodwatch patrols. With steady progress, you find yourselves outside the Pagoda of the Red Mantis in due time.
How would you like to proceed?
Grandmaster TOZ |
High above the city, Kahl' Heel is easily able to spot the Pagoda of the Red Mantis, as two enormous statues of Red Mantis assassins stand to either side of the open gate. An open courtyard stands beyond, hosting a stone pagoda. The front of the building bears a white banner with crimson mantis arms crossed in the center.
Slides updated. How would you like to proceed?
The courtyard through the open door looks empty, but the windows and doorways of the pagoda sees figures passing by as they move inside.
Flyndyngylyn |
I’ll sneak up to the temple and take a peek thru one of the windows…I’ll let you know what I see…and I’ll signal the rest of you forward when I deem it safe to do so…Tamerius, might want to have Kahl' Heel fly above again as he should be able to give warning if anything approached outside my LOS…
Flyn sneaks quietly forward thru the open gate, using any foliage, dim light, or shadows to conceal himself as he moves, senses alert to any signs of a patrol or other danger. He looks for a temple window that might have some foliage near it; if he finds one, and the coast is clear, he’ll take a wary peek…
What time of day is it?
Stealth: 1d20 + 32 ⇒ (18) + 32 = 50
Perception: 1d20 + 29 ⇒ (16) + 29 = 45
Grandmaster TOZ |
The courtyard appears devoid of life, including plants. As Flyn steps inside the walls, a heat builds on his forehead, painless but distracting. Kahl' Heel sees a glowing brand of crossed mantis arms has appeared on the archers brow.