DM Brainiac |
Prey for Death
Chapter 1: A Worthy Contract
Your last job went off without a hitch. Your victim stood no chance. You stood over the bloody body as they drew their final, shuddering breath, the life fading from their eyes. A satisfactory kill. You felt the approval of Achaekek himself, He Who Walks in Blood granting you his blessing.
Now, as you gather your belongings from the hideout in which you have been staying and prepare to leave this place behind, you are approached by a familiar figure—a slender aiuvarin man with golden brown skin and long white hair who wears a red hooded cloak over leather armor. His dark red eyes glitter, but he approaches calmly and in a non-threatening manner. His name is Vatum, and you recognize him as a high-ranking courier who serves the Vernai and is known as a favored contact of Blood Mistress Jakalyn. Red Mantis assassins in the field are assigned new missions through couriers like Vatum, but this is the first time he has been sent to your group. His presence here indicates a great honor and trust from your leadership.
"Congratulations on your latest success," Vatum says. "A new target has been selected for a visit from He Who Walks. General Ordulf Bladecaller, a notorious priest of Gorum."
The courier proceeds to describe Ordulf's history in great detail Ordulf was born in a now destroyed fishing village along the shores of Glacier Lake in Irrisen. He escaped from the winter witches of Irrisen as a young man and fled west, eventually seeking shelter in the neighboring Lands of the Linnorm Kings; rumors that he personally wrestled one of the chicken-legged animated huts that guards the borders of Irrisen to the ground swiftly won him acclaim and respect in the eastern regions of the Linnorm Kingdoms.
Ordulf earned the byname “Bladecaller” for his intimidating nature: he had a noteworthy tendency to win conflicts through insults alone even before drawing a blade—his words, many say, cut as deep as any sword or axe. Today, Ordulf’s standing in the church of Gorum is obscure. Some rumors say that he is one of the god’s favorites and been blessed so that he cannot be killed, while others insist that he’s turned to other sinister powers to ensure his longevity and that his faith in Gorum is a sham. Of note, all those who confronted Ordulf on matters of his faith were swiftly slain by the warlord.
Ordulf wields a frost greatsword and a wounding battleaxe capable of fighting on its own at his side in battle. Ordulf single-handedly slaughtered a clan of adlets who had taken residence in an ancient dwarven fortress in the foothills of the Stormspear Mountains. Now renamed Crownhold, this fortress is his seat of power. The closest settlement to Crownhold is a remote trading post called Glacier’s Rest.
Recent rumors say that Ordulf is preparing his forces to wage war against Trollheim, the capital of the kingdom of Hagreach in the Lands of the Linnorm Kings, rather than following local tradition and killing a linnorm to become a king. Many in Hagreach and kingdoms beyond see this as an affront to tradition, but Ordulf’s reputation is such that none dare oppose him—least of all King Freyr Darkwine, who arrogantly considers Ordulf to be a “mountain-squatting troll” and not worth his time to even consider a threat.
"The call for Ordulf’s assassination reached the Red Mantis via many whispers," Vatum concludes. "While none in the Lands of the Linnorm Kings would dare claim responsibility for setting these events in motion, the assassination of General Ordulf Bladecaller, a man who would abuse his position of power to usurp the rightful traditions of rule, is now a matter for you to handle. You are to return to Ilizmagorti once the deed is done with his personal religious symbol in hand as an offering of respect to Achaekek."
Kemlyn Nox |
"A braying oaf who kills through boasts, and bellowed blessings?" Kemlyn's rounded face moves all at once from polite attentiveness to a graven mask of malevolent amusement. "Still his tongue and the rest shall follow then. What of his army? If he singlehandedly slew a clan of adlets I can assume he does not hold them in great esteem, but surely a warlord must have some manner of retinue."
Any RKs to be had there?
Arcana +26
Lore: Assassin/Occultism +23
Crafting/Religion/Society +21
DM Brainiac |
Rolled Society for you.
Kemlyn knows that Glacier's Rest is a relatively large but remote town, and should make an excellent place to begin the work of planning an infiltration of the fortress of Crownhold. The majority of locals revere Gorum. She is familiar with a tavern there called the Frosty Stein, run by the friendliest innkeeper in town, a man named Gundar Icebreaker. He earned his surname after a demonstration where he punched through a solid block of ice, a demonstration he still performs on request.
"Of course, Ordulf has a significant force of soldiers that man the defenses of Crownhold," Vatum says. "But with your skills and expertise, I have no doubt you will devise a method of avoiding becoming bogged down in unnecessary battles against them. Isolate Ordulf and assassinate him, and make sure to leave no doubt that his death took place upon the blades of the Mantis."
Vespid. |
The woman known as Vespid moves in fluid, practiced motions as she pauses her packing and stands to regard Vatum while he delivers their next assignment. She had shed her disguise as a priestess of Sarenrae which she had used to help the group gain access to their previous target.
Her ability to pass herself off as clergy of the varying faiths of Golarion has served her well, even if it did cause suspicion in the lower ranking Mantises. Whether Vespid is unaware of the rumors surrounding her, if she merely ignored them, or if she fostered them is hard to say. Most refer to Vespid as "that Calistrian whore" when out of earshot, because the one thing absolutely known about her is that she had been a sacred prostitute for the Savored Sting before paying for an assassination contract by serving in the Honey Gardens herself. Rumors that Blood Mistress Jakalyn herself enjoyed Vespid's services during that time are spoken in hushed tones and never in the presence of either party.
Now she is back in her blood-red vestments, although always tailored to evoke a waspish silhouette of her slender form. "Indeed. The scalpel will serve far better than the sword." She sighs as she rubs her temple. "Gorum. Such a boorish faith."
Her brow furrows slightly as she muses aloud. "The Lord in Iron generally bestows his favor to those willing to settle their grievances with strength of arms. Why would one known more for his sharp tongue receive such a blessing?"
Religion +27
Kemlyn Nox |
"Of course, of course." Kemlyn waves off the reminder to publicly honor Achaekek with Ordulf's death.
"Before his death though, we may wish to be discreet in gathering further information. Simpler to hide within their midst; who else travels to Glacier's Rest besides warlords and their doom?"
Kindûl Siqiri |
Lost in a secular haze after riding a divine high, Kindûl isn't all 'there' when Vatum comes to see them. In a corner of the room, a particularly pretty lady flashes a smile at Kindûl. When he smiles back at her, because who could resist her, she points at Vatum and silently mouths 'pay attention!'. This causes a frown, but Kindûl knows she's probably right and so he sits up straight and shifts his attention to Vatum.
When he speaks, there's a certain hoarseness to his voice. Someone has been enjoying the waterpipe a little too much perhaps? Paired with Kindûl's lust for all things alcoholic, it's no wonder his voice is about to fail him.
"This Glacier's Rest you speak of, is it cold up there? I might need to bring some of my merchandise along, there might be a market for liquors that set your belly on fire." Bluster and bravado be damned, the thought of snow and ice causes him to shudder. In return, the quiet lady shakes her head from side to side, disappointment written all over her oh-so-pretty face. Fine. I'll get myself a fur coat and bring a bottle of Vidric rum.
Cordelia Jerrell |
The final member of the group, a muscular Garundi woman crosses her arms over her chest. Her armor and weapons are etched with ornate runes, and a few other sigils are tattooed on her body. "We will complete our assigned task first. Sell your wares on your own time," she says to Kindul with a scowl. She turns to Vatum and nods. "By His command."
DM Brainiac |
Your journey to Glacier's Rest is uneventful. An icy wind blows across the open tundra south of the town, which crouches atop an upthrust escarpment of stone that looms a hundred feet above the surrounding plains. To the north stand the formidable Stormspear Mountains, while a treacherous-looking trail consisting of three switchbacks ascends the ridge to the town from the trade road that winds into the distance to the east and west.
The town itself is bordered by further defenses—palisades of pine that block the frigid winds and deny townsfolk a view of the southern tundra, further accenting the dominance of the mountains to the north. Clusters of log cabins, alehouses, trading posts, and storehouses huddle together around a massive longhouse, ribbons of smoke reaching to the sky through holes on either end of the town’s largest building. A single track winds north from town into the mountains—the only indication that this remote settlement is not the last bastion against the frozen wilderness to the north.
DM Brainiac |
Once you have had some time to gather information, you quickly learn that a large merchant caravan recently arrived and is in the process of shipping supplies north to Crownhold. This, combined with the fact that the merchants are spending a fair amount of time relaxing and cavorting in town before they head back east to Turvik, makes for the perfect cover for you to begin plotting an infiltration of the fortress. The merchants plan to leave town in two days, at which point the locals look forward to spending several weeks in the calm comforts of isolation. At this point, as outsiders to Crownhold, you would be unwelcome in town.
The following section uses a variant of the Infiltration system. The PCs have two days until the merchant caravan leaves, giving them time to explore, scout, build, and plan before breaking into Ordulf’s seat of power. This period of two days is broken into four phases. During a phase, each PC can perform one of the exploration activities below. After each phase, the PCs reconvene long enough to share information and plan their next move. There are two goals to this preparation. First, the PCs can uncover valuable information that helps them plan their hit. Second, the party can earn Leverage Points to help them overcome complications during the adventure.
Note that some of the actions have the Secret trait. If you choose one of these, I'll secretly roll the skill check so you won't know the results until later.
EXPLORATION, MANIPULATE, SECRET
You create a single-use tool specially designed for infiltrating the fortress, such as a camouflaged cloak that perfectly matches Crownhold’s stonework, forged invitations to a war council, etchings on armor to match those worn by Crownhold’s guards, or the like. Attempt a DC 30 Crafting check to create this one-use tool.
Success: You create an effective, single-use tool that grants 1 Leverage Point for a complication. At any point during a complication, you can spend an LP to describe a flashback scene of you preparing just the right tool for the job. In doing so, you must describe how the tool helps overcome the specific complication. This Leverage Point should be represented as a special token or a specific entry on your sheet, and when you (or another player) uses the tool to help in a complication and spends the Leverage Point this tool granted, the tool is consumed.
Failure: You create a middling tool. When you or another PC use this tool, it’s consumed and its Leverage Point is wasted.
Critical Failure: As a failure, but a PC who tries to use the Leverage Point to help with a complication gets a critical failure, even if they use the LP after rolling a failure.
DISCOVER ORDULF’S SECRETS
EXPLORATION, SECRET
You seek out and learn secret information about General Ordulf Bladecaller. Attempt a DC 30 Diplomacy, Intimidation, or Society check. Alternatively, attempt a DC 28 Gorum Lore or Warfare Lore check.
DISCOVER CROWNHOLD’S SECRETS
CONCENTRATE, EXPLORATION, SECRET
You learn key information about Crownhold through interviews and investigation. Attempt a DC 30 Diplomacy, Intimidation, or Society check. Alternatively, attempt a DC 28 Dwarven Lore check.
ORCHESTRATE TIMELY DISTRACTION
CONCENTRATE, EXPLORATION, MANIPULATE
You organize an attention-grabbing event that’s primed to occur during your infiltration of the fortress. This might be an explosion, a fire, or other crisis. Attempt a DC 30 Deception, Performance, Religion, or Society check.
Critical Success: As success, plus the distraction is so spectacular that it pulls the fortress guards’ attention away from your infiltration and drowns out subtle signs of your presence. Reduce your Awareness Point total by 1. The party earns 1 Leverage Point.
Success: The party gains 1 Leverage Point from the minor distraction.
Failure: The distraction fails; the fortress guards hold fast to their duties but don’t notice that you tried to distract them.
Critical Failure: The distraction backfires significantly when you use it, reminding the guards of the need to remain vigilant against danger at all times. Gain 1 Awareness Point.
APPROACH CROWNHOLD
EXPLORATION, MOVE, SECRET
You attempt to get close enough to Crownhold to observe it for a period of time while remaining unseen. Attempt a DC 30 Stealth or a DC 28 Scouting Lore check. If you have a means of becoming invisible or similar magical aid, adjust your rolled result up by one degree of success (with GM approval).
Critical Success: You sneak up to Crownhold without being detected. If your next exploration activity is to Observe Crownhold, you gain a +2 circumstance bonus to that check.
Success: You sneak up to Crownhold without being detected.
Failure: You sneak up to Crownhold, but leave traces of your passage for others to find. Gain 1 AP.
Critical Failure: You’ve been spotted! Any PCs who also attempted this activity at the same phase cannot get higher than a Success on their check. You manage to avoid getting caught, but gain 2 AP.
OBSERVE CROWNHOLD
EXPLORATION, SECRET
Requirements: Your last exploration action was to Approach Crownhold and you did not critically fail.
You study Crownhold from several vantage points, examining its layout, likely complications, and defenses. Attempt a DC 30 Perception, Stealth, or Survival check or a DC 28 Architecture Lore, Scouting Lore, or Warfare Lore check.
Vespid. |
Vespid easily slips into the role of a traveling merchant, wearing the symbol of Abadar prominently upon her travel clothes. She makes light conversation, speaking in vague terms about the various crime bosses of Riddleport during their travels if anyone is interested.
Once in Crownhold, she leads the group of Mantises in prayer before discussing the task ahead. "Great and mighty Achaekek, we, your children of blood, prepare to offer this false ruler to sate your unending appetite. He has been deemed a pretender, unworthy and unrighteous in his rule. Just as you destroy those who would supplant the gods, we remove all but those with the divine right to lead. May our blades strike swiftly, silently, and surely, to pour blood upon the ground wherever you walk."
Vespid pauses to allow for silent reflection on her words. After a moment, she says, "The hour approaches, so let us be swift but cautious as we prepare. I shall venture into the marketplace and see what can be learned of our target."
Diplomacy +26, plus Discrete Inquiry and Hobnobber feats
Kemlyn Nox |
Kemlyn follows Vespid's prayers along with a twist to her mouth that speaks of either anticipatory glee or simple contempt, depending on the look in her well-shadowed eyes.
"You go right on then dear. Enjoy your little trip to the shops." She peels her shadow from where it sits on her foot, and begins kneading it into new shapes. "I have a need to take in the sights and sounds of Crownhold myself."
Outside of the wintertown, Kemlyn feels no need for a disguise, so she vanishes into the shadows themselves, shrouding herself in Invisibility as she draws near Crownhold itself, reworking her familiar to serve as a scout as unnoticed as any other shadow.
"What kind of a scout sees through only her own eyes after all?"
Stealth +26 and Invisible
If she can do both, then Stealth +26 and modifiers from Scrying, Clairvoyance, and an Independent Familiar who knows common, is a living shadow who can teleport at-will into shadows, and can get through basically anything 1" or smaller
Kindûl Siqiri |
Vespid's prayer is accompanied by a voice not quite Vespid's. It makes what would be a boring, stiffy ordeal a pleasant experience, and Kindûl manages to recite the appropriate verses when it is their time to honor Achaekek.
During the moment of quiet contemplation, his thoughts drift towards scenes of violence, of Kindûl planting his blade in Ordulf's belly. For once, he isn't dreaming of booze and hooka. That is, after all, what he normally dreams of during these boring moments.
"Fine, leave the dirty work to me. I'll see if I can set up a distraction so that when the time comes to go in, all eyes won't be on us. Heh, and go figure, I brought just the right gift ..."
The 'gift' consists of two bottles of rare Bloodcove Worm Rum. The bright red worms, long dead, are alchemically prepped to cause the bottles to explode, but even on their own are volatile enough to cause a fire. And if someone is foolish enough to eat them, well ... that would be very unfortunate.
Now all he needs to do is figure out where the guards like to booze and ensure the bottles find their way to their new rightful owners. That, and sample the local wares. A drink or two won't hurt, right? Somewhere behind him, a woman shakes her head from side to side. Fine, later then.
Deception vs 30: 1d20 + 24 ⇒ (9) + 24 = 33
DM Brainiac |
Vespid spends some time in the market asking around about Ordulf. She is able to learn that Ordulf has become one of Gorum's favored priests, and that the god himself has granted him a major boon that allows him to fight on even after what would have been a mortal injury.
Additionally, Vespid learns that Ordulf’s arrogance can be used against him, particularly if someone challenges his bravery, compares him to a troll or a chicken, insults his skill at fishing, or likens him to a witch or national of Irrisen.
INSULT ORDULF (2 actions)
Auditory, Concentrate, Linguistic, Mental
The PC spends several seconds issuing insults and taunts to Ordulf, then attempts a DC 38 Deception, Intimidation, or Performance check. If the insults include challenges to Ordulf’s bravery, compare him to a troll or a chicken, insult his skill at fishing, or liken him to a witch or national of Irrisen, this becomes a DC 33 check.
Critical Success: You strike a nerve. Not only does Ordulf become sickened 2 with anger, he is also stunned 1 from the shock of your words.
Success: Your insults cause Ordulf to become sickened 2 with anger.
Failure: Your insult only has a brief effect, causing Ordulf to become sickened 1. He automatically recovers from this sickened condition at the end of his next turn.
Critical Failure: Your attempt to insult Ordulf fails so spectacularly that he becomes temporarily immune to Insult Ordulf activities from you for 24 hours.
***
Kemlyn makes her way through the shadows to Crownhold, arriving quite rapidly! She deploys her resources to observe the fortress from several vantage points, learning the following:
Out on the tundra, a pair of massive polar bear-like creatures with too many legs travel in wide arcs in front of the fortress. Two humanoid figures sit atop each bear’s back.
Groups of three soldiers patrol the fortress, each wearing furs under heavy plate armor and carrying greatswords.
There are more than a dozen soldiers moving around on the west side of the first-floor balcony.
More can be learned with another Observe Crownhold activity. You gain 1 Leverage Point.
***
Kindul distributes his trapped bottles to the guards of Crownhold, ensuring a minor distraction will occur at an opportune moment.
You gain 1 Leverage Point. Cordelia will use her first preparation activity to Prepare Tools, secret check with Crafting +25. Everybody may take their second of four preparation activities now.
Kemlyn Nox |
Wanting as conclusive an understanding of Crownhold and its defenses as possible, Kemlyn continues to spy and scry out the layout and patrols.
[Ooc] If she needs to Approach again then Stealth +26 and Invisible
Either way then spying from Stealth +26 and modifiers from Scrying, Clairvoyance, and an Independent Familiar who knows common, is a living shadow who can teleport at-will into shadows, and can get through basically anything 1" or smaller
Vespid. |
A delighted smile touches Vespid's features as she recounts the weaknesses she learned about Ordulf. Before she starts envisioning the man crumbling to their words and blades, however, she sobers as she then informs them of his boon granted him by Gorum. "Not ideal, but not insurmountable either.
"I will again go into the town to see what secrets about Crownhold it may possess. Certain feelers I had cast out may prove fruitful."
Diplomacy +26, plus Discrete Inquiry and Hobnobber feats
Kindûl Siqiri |
Aid Another vs DC ?? to help Vespid using Society: 1d20 + 22 ⇒ (6) + 22 = 28
"I'll be your wingman. I might not have your," and he eyes the woman whilst raising his hands somewhat hysterically, clearly annoyed by the burning veracity of what he's about to say, "charms and ability to get people to talk, but I am proficient in less savory ways of acquiring information."
DM Brainiac |
Kemlyn observes more goings-on at Crownhold:
A blue-skinned giant with three eyes emerges from the central doors on the second floor holding a mug, tosses the coffee dregs over the wall, then goes back inside. Kemlyn identifies the creature as a snow oni.
The balconies on the second and top floors each end with a large, round rampart on the east and west corners. Each platform holds a springald with a crew of two soldiers.
Occasionally, what looks like a giant white owl flies from the top of the keep. It circles around, swoops down on an elk or yak, then returns to the keep with its prey.
There is nothing more you can learn from observation. You gain 1 Leverage Point.
***
Asking around town, Vespid and Kindul learn the following:
Crownhold’s previous occupants were adlets, who are rumored to have been slaughtered by Ordulf alone while his forces waited outside to murder any who tried to escape. During the adlet occupation, they made adjustments to several locations in the structure, removing walls and supports to make more room for oversized minions or simply to leave their mark on dwarven carvings.
You gain 1 Leverage Point. The knowledge gained grants you the option to use a Leverage Point when facing the Unexpected Patrol complication, or when you attempt to Force Open a door in Crownhold. When you use a Leverage Point in this way, describe how an adlet modification to the fortress’s architecture has given you an unexpected advantage. More secrets can be learned with further Discover Crownhold's Secrets activities.
Cordelia will Prepare Tools a second time. You each are able to perform two more preparation activities before the infiltration.
Kemlyn Nox |
With her personal incursions successful, Kemlyn spends time in less hands on research, poring over old reports of Crownhold to see what details she can piece together.
"Always a pleasure to watch you work dear," Kemlyn bids Vespid farewell with a slight smirk. She deigns to give Kindûl a glance that includes him in the next. "Don't fret over any strange birds or shadows you happen to notice, but do be sure to gain their attentions if you wish mine."
Society +21, +23 with an auto-aid from Xonnylmek (Independent, Skilled Familiar, and Second Opinion today)
Kindûl Siqiri |
Aid Another using Society: 1d20 + 22 ⇒ (1) + 22 = 23
Oof. That's probably a -1 to Vespid's attempt.
At some point during their foray, Kindûl gets separated from Vespid. What follows are alcohol, insults, more alcohol, and then to top it all off, a vicious brawl.
DM Brainiac |
Kemlyn is unable to learn any secrets, but Vespid and Kindul learn that it is said that Gorum favors Ordulf, and that as long as the high priest lives, Crownhold is protected and its guards are bolstered while their enemies are penalized.
The entire structure and its inhabitants are protected by the effects of a 7th-rank consecrate ritual, and that the altar on which the effect is focused (and thus, the point they need to reach in order to have a chance to dispel this effect) is located in the general’s bedroom.
You earn 1 Leverage Point. Cordelia prepares tools once more! You have one more chance for Preparation Activities.
Kemlyn Nox |
"An altar in his bedroom you say? Well, we'll have to establish a suitable distraction to let us dismantle that. Let's see what else we can find."
Since Xonnylmek is built to help her research today, Kemlyn will continue uncovering Crownhold's secrets.
Society +23 (including Xonnylmek's auto-aid
Kindûl Siqiri |
DISCOVER CROWNHOLD’S SECRETS
Society: 1d20 + 22 ⇒ (15) + 22 = 37
Now that Kindûl knows what not to say to the locals, and what places to avoid, he finds it much easier to find reliable information. Still, the fight was fun and part of him wouldn't mind getting involved in more mindless violence.
DM Brainiac |
Kemlyn is able to learn that spare keys for Crownhold are stored in one of the warehouses in Glacier’s Rest. Meanwhile, Kindul discovers that there is a secret vault in Crownhold somewhere in the basement, and that the vault reputedly stores a powerful magic rapier—a storm flash—that an assassin attempted to use on Ordulf a year ago. Rumor holds that while Ordulf defeated the assassin and kept her magic rapier as a trophy, he has a particular hatred of this weapon and has on numerous occasions nearly melted it down—yet each time, the pride at having defeated the assassin compelled him to relent and keep the weapon as a trophy.
You gain 2 Leverage Points. Now that you've learned about the spare keys, you may attempt this activity:
You try to secure one of the spare keys to Crownhold’s doors from the Crownhold Warehouse without anyone noticing. Attempt a DC 32 Thievery check.
Critical Success: As success, but you also acquire a vault key designed to open the secret vault.
Success: You acquire a spare key that belongs to one lock inside the fortress. You decide which lock the key works on when you use it on site, after which that key only works for that lock. This key cannot be for the secret vault.
Failure: You don’t acquire any keys.
Critical Failure: Though you escape before being caught, you raise the suspicion of the warehouse guards. Gain 1 AP.
Vespid. |
As the hour rapidly approaches, Vespid turns her attention to ensuring the fortress is less populated. Changing into a colorful and attention-getting outfit of a ribald entertainer, she parades through the marketplaces announcing an impromptu show. She takes special care to draw the eye of those sporting the livery of Crownhold, enticing them to shirk their duties for a rare spectacle. Weaving the bawdy tales the former courtesan learned in Riddleport and around Varisia, Vespid starts a game of tall tales that eventually takes a life of its own, allowing her to slip away and make her way to the fort.
Perform: 1d20 + 20 ⇒ (10) + 20 = 30
DM Brainiac |
Vespid's game keeps some of the guards distracted as you prepare to launch your assault. Cordelia attempts to swipe some of the spare keys, but unfortunately, she comes up short. You'll have to get through the locks the old-fashioned way.
Cordelia Thievery: 1d20 + 22 ⇒ (6) + 22 = 28
You gain 1 Leverage Point. Final total Leverage Points: 8, plus 3 potentially successful Prepare Tools rolls.
At the end of the second day, the merchant caravan that had been providing you with a cover story leaves Glacier's Rest. Any further attempts to prepare for your infiltration will automatically raise Crownhold's awareness.
You have a little time to refine your plan, make any last purchases, choose which spells to prepare, and cast long-duration spells. You can attempt the infiltration that evening or the following morning.
Kemlyn Nox |
Kemlyn stretches languidly as she prepares to put forth her devotions."We should encourage Gorum to turn his eyes from Crownhold. Anything else our target leaves in his chambers can provide us additional weaknesses to exploit, and if we should stumble upon him unawares, I will still his prayers and cries. I would prefer to use any teleportation as a means of extraction if our fortune turns foul, leave them no means of finding from which angle the blade will next plunge. I have seen their patrols, I could Veil us in their garb, but I would sooner trust to the concealment of shadows upon our first incursion. Should they find us, they will think we are only Irriseni witchbreeds until it is too late."
Kemlyn's grin splits wide, wider, more than hinting at her abyssal parentage. "Then when they fear their own shadows and trust only each other, that is when we steal the faces of their friends."
Veil us as Irriseni, False Vitality, Mind of Menace, Tailwind, and Ocular Overload before heading in.
Vespid. |
"Gorum's faithful rarely display the elegance I prefer, but I can set my usual bearing aside to effect their boorish swagger." She holds up a simple holy symbol to the Lord in Iron with a devious smile. "How unnerving would it be to Ordulf when someone appearing to be of his own faith condemns him?"
1
UncommonCleric
Prerequisites religion requirement
After spending 1 hour in prayer to your deity, you can cast spells using the religious symbol of a different deity as your divine focus, and you can address verbal prayers to that deity. Your deity intercepts your prayers and answers them without the named god knowing.
This ability applies to the religious symbol of only one god at a time—making a different religious symbol work in this fashion requires another hour of prayer and causes the old one to cease functioning. You can always use a religious symbol of your deity without affecting this ability.