
GM Farol |

As Ketsu-kiba heads off to the Crownhold and Moonlight and Ann work on cracking secrets, Sien will begin making physical preparations. The first order of business, of course, is 500 feet of unbroken rope. One can never have too much rope. Rope is purely for roleplay purposes, I don't think we have a good idea of things we need yet.
Crafting (M) +25
So the checks are secret, how I read the results in all cases you believe that it was a success, simply: in a success cases the tool works in failure cases it does not but cause no harm, in crit failure it pulls the result to crit fail ;)
Sien worked on the tool and is prepared for a situation that he believes they will encounter

GM Farol |
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Meanwhile, Ann does her own digging into Ordulf himself. After spending an hour or so determining who would be the most useful targets, she offers to spar with some locals. And afterwards, of course, she gets them passably drunk and asks all kinds of questions about her target.
First Infiltration: Discover Ordulf's Secrets: Warfare Lore (T) +16 vs. DC 28
Ann listens to the covnersation in the inn about Ordulf, and she learns that Ordulf has become one of Gorum’s favored priests, and that he has been granted Gorum’s major boon.
Gorum’s Major Boon (healing) When Ordulf is reduced to 0 Hit Points, Gorum feeds him the zeal of his Aesir, allowing Ordulf to draw upon his own life force to fight on and on without falling. He is healed to 150 Hit Points and becomes doomed 1 (or increases his doomed condition by 1), causing his features to look progressively more gaunt and scarred. Once he reaches doomed 4, he dies.

GM Farol |

Ketsu-kiba makes some small talk, asking about local foods and the like to be polite.
---
Day 1:
Ketsu-kiba spends the morning trying to get close to Crownhold with a combonation of looking inconspicious and good ole fashion sneaking around invisible.
+24 Stealth (Ketsu-kiba has a Greater Invisibility Rune and can just cast invisibility(4)
Ketsu-kiba sneaks towards the castle, he is hard to notice, and even without his rune he believes that he is doing great.
You can try observing the castle as your next activity

GM Farol |
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Hammid gets to work.
"I would be a powerful ally, or a dangerous enemy. You decide my role in your life"
He locates the crooks and thieves of the town - anyone who nobody respectable would notice if they turned up missing - and offers underhanded assistance to them - a consulting criminal of sorts - on pain of them delivering discreet information on "Crownholds secrets". If he has to, he uses force to brutalize anyone who gives him guff or if he expects a double-cross, before immediately healing them back to full health.
First Infiltration
[dice=Discover Crownholds Secrets (Society, Master) w/ Underground Network vs DC 30]1d20+26
I would let you do this as a regular check and after this activity we will assume that you got access to the Underground network
Moonlight goes to speak to the hunters who explore the wilderness around the castle, he has no issue to spot the indyviduals that are more shady then the rest, he learns something interesting about Ordulf and the castle. It’s said that Gorum favors Ordulf, and that as long as the high priest lives, Crownhold is protected and its guards are bolstered while the others are penalized. The assassins understand that 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.

Chi Sien |

Pleased with his rope, Sien will use it for its intended purpose - orchestrating a distraction. Sien ties the rope to one of the bungs of a large cask in the alehouse, and threads the fine rope through a crack in the wall, snaking through the outside. At some point in the future, he can pull on the rope and flood the alehouse with FREE BEER.
People can't resist free beer. It's the perfect distraction.
Society (E) +23

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Keeping tabs on his co-conspirators, Moonlight stats to paint a picture:
*The Crownhold Keep is protected 7th-rank consecrate ritual, only dispel-accessible by the general’s bedroom
*Ordulf is protected by Gorum, and must be slain 4 times, healing 150 HPs each time he is killed, progressively dooming him
*Ketsu-kiba is working on getting an eye on the situation
*Sien has an ace in the hole
And he continues his own work - gathering information about the Crownhold Keep grounds...
Society (Master) +26 to Discover Crownhold's secrets - will Hero Point a CF!
He keeps his "Request" tucked into his proverbial back pocket, in case they need to escape quick!

Ann Hilate |

Ann makes her way to the stables. She has half a mind to rig up a system to cause the horses to bolt when they're conveniently released.
Deception E +19 vs. DC 30 to Orchestrate Timely Distraction

GM Farol |
2 people marked this as a favorite. |

Sien, free beer: 1d20 + 23 ⇒ (12) + 23 = 35
Ann, Deception: 1d20 + 19 ⇒ (2) + 19 = 21
Moonlight, Society: 1d20 + 26 ⇒ (17) + 26 = 43
Ran: 2d4 ⇒ (4, 1) = 5
Sien and Ann each try to organize their own distractions, they are happy with their work, hoping to use it when the time comes.
Moonlight tries to get some more secrets, he does learn something. 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. This knowledge 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
He also heard that in one of the warehouses there are spare keys to the castle. You get a new option for: steal the keys: thievery check
Still waiting for Ketsu-Kiba

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Acting on the intel, Moonlight slides into the warehouses, and lifts the spare keys from their half-clever hiding spot, smiling to himself beneath his mask, and is off!
Thievery (Master) w/ Ring of Maniacal Devices, Trapfinder, Archeologist's Luck @ +26 and will Hero Point a Failure or worse!
Ring of Maniacal Devices
Trapfinder
Archeologist's Luck
*The Crownhold Keep is protected 7th-rank consecrate ritual (+1 them, -1 us, planar travel blocked), only dispel-accessible by the general’s bedroom
*Party may avert an Unexpected Patrol or brute Force Open a door in Crownhold by describing how an adlet modification to the fortress’s architecture has given you an unexpected advantage (1 pts) (If Hammid gets the keys we may not need the "Force Open" option!)
*Ordulf is protected by Gorum, and must be slain 4 times, healing 150 HPs each time he is killed, progressively dooming him
*Sien has an ace in the hole - the right tool for the right moment!
*Ann has a "loose horses" distraction!; Sien has a "free beer"!distraction

GM Farol |

Which: 1d6 ⇒ 5
Ketsu-kiba finds a spot to observe and she is able to see that 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 springaldwith a crew of 2 soldiers. From what you see you think it has 3 floors and probably a basement.
That would concluded day 1. If you have no other ideas, go ahead with day 2 activities, I will resolve Moonlight Thievery roll then

Ann Hilate |

Ann's been making herself a bit seen around town, so today she slips off just before dawn to do a little retcon of the fortress.
[ dice=Ann to Approach Crownhold, Stealth DC 30]1d20 + 24[/dice]

Chi Sien |

Sien tries to find out a little more about the Crownhold's secrets, examining the structure from afar while Ann and Ketsu-kiba sneak in. Not sure how Crafting is relevant, but it's one of his best skills, so I'll guess that there's something about the outer wall that involves Crafting.
Wait, are Ann and Ketsu-kibu sneaking in? Or doing something else? They said they were heading towards the castle, but Sien can't see anything.
[ dice=Sien Crafting, Day 2A]1d20+25[/dice]

GM Farol |

Sorry busy times...
Sien Crafting, Day 2A: 1d20 + 25 ⇒ (9) + 25 = 34
Which: 1d2 ⇒ 2
Thievery , Day 2A: 1d20 + 26 ⇒ (10) + 26 = 36
Stealth, Ketsu: 1d20 + 24 ⇒ (16) + 24 = 40
Stealth, Ann: 1d20 + 24 ⇒ (3) + 24 = 27
Sien recalls what he knows about the keep, and concludes that frequently dwarven fortresses have hidden vaults in them. Most likely in the basemend, 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.
Moonlight easily sneaks into the warehouse and lifts the key leaving some decoy in its place to not raise any suspicion. 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 ;)
Ketsu is easily able to approach the castle. Ann tries to follow in his footsteps and she gets closer but she leaves some trail that raises questions. You gain first awarness point ... but Ann did get to the castle => failure not crit failure
Feel free to do your last check.

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The "picture" of the job takes on new shape and form - interest in both a roof and a basement, for example - as Hammid aggregates the intel they are able to gather. Today, and that's it. Tonight they plan. Tomorrow they strike!
The Keep
*The Crownhold Keep is protected 7th-rank consecrate ritual, only dispel-accessible by the general’s bedroom
*A powerful sword ("storm flash") resides in the Vault most likely in the basement, a prideful trophy from a previous failed assassination attempt
The Warlord
*Ordulf is protected by Gorum, and must be slain 4 times, healing 150 HPs each time he is killed, progressively dooming him
Contingencies
*Party may avert an Unexpected Patrol or brute Force Open a door in Crownhold by describing how an adlet modification to the fortress’s architecture has given you an unexpected advantage
*Sien has an ace in the hole - the right tool for the right moment!
*Ann has a "loose horses" distraction!
*Sien has a "free beer"! distraction!
*Hammid has one spare non-Vault key!
As half of the party makes to explore the castle, Hammid bides his time by pressing on the local poachers - running them around in circles to keep them focused and constantly reporting back - he wants to see if Ann and Ketsu-kiba bring back any actionable intel - patting the key in his back pocket - else, he will dig for some more information about the Bladecaller himself at the last possible moment.
Awaiting any "nested" opportunities (like the warehouse keys discovery) to maybe use my last check on: Else, back to Society (Master) +26 to Discover Ordulf's secrets - & will Hero Point a CF!

Chi Sien |

Are more Crownhold secrets available with Crafting? If so, Sien will do that again.
[ dice=Sien Crafting, Day 2B]1d20+25[/dice]

Ann Hilate |

Utterly frustrated with herself for stumbling and knocking the snow off a large section of a conifer (Rrrgh! Rookie mistake!), Ann shakes off her self-directed disgust so she can focus on making observations about Crownhold.
[ dice=Ann to Observe Crownhold, Stealth DC 30]1d20 + 24[/dice]

GM Farol |

Sien Crafting, Day 2B: 1d20 + 25 ⇒ (15) + 25 = 40
Ann to Observe Crownhold, Stealth DC 30: 1d20 + 24 ⇒ (19) + 24 = 43
Ann observes the castle, she tries to come back after her mistake and is particularly focused on observing what is happening.
Ann first notices Groups of three soldiers patrol the fortress, each wearing furs under heavy plate armor and carrying greatswords. Later on door in the second floor are opening and a blue-skinned giant with three eyes emerges holding a mug, tosses the coffee dregs over the wall, then goes back inside. Society check to RK available
Occasionally she also spots, what looks like a giant white owl that 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. Nature check to RK
Sien thinks a moment and does a deduction, he believes that since Crownhold was built by dwarves thousands of years ago during the height of their ancestral expansion to the surface world. The dwarves abandoned this outpost to consolidate their troops during the Five Kings War, and the outpost has been changing occupants ever since, usually through conquest. Over the years, those who have occupied the fortress have found some, but not all, of the hidden compartments the dwarves built into the structure. This knowledge allows the party to use a Leverage Point to assist with the Hide Bodies complication; when you use a Leverage Point in this way, describe a convenient feature of the immediate area (a small hidden nook, a narrow gap in a wall, a secret panel that opens into an empty compartment) that gives you an advantage
I will share, that there are no more 'extra checks ;) '

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Hammid presses his contacts for intel on Bladecaller, then.
And attempts from Ann’s description to identify the blue-skinned coffee-drinking giant.
As well as the yak-eating eagle after some brief meditation.
Hammid can pick up an Expert skill once per day, choosing Avian Lore +22 for the check. He will choose a new Lore or skill tomorrow!
Ancestral Longevity
Prerequisites: at least 100 years old
You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.
Expert Longevity
You've continued to refine the knowledge and skills you've gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires.
When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity.
Universal Longevity (◆)
Frequency: once per day
Prerequisites: Expert Longevity
You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skill you selected with Ancestral Longevity (and the skill you selected with Expert Longevity if you have that feat).

Ann Hilate |

Upon returning to check in with her team, Ann provides detailed descriptions of what she saw. She knows she could hazard a guess about the blue giant and the enormous owl, but she'd rather be unsure than convince herself of something inaccurate. Perhaps her team knows better.
Since Ann is untrained in both Society and Nature, I will decline to make those Recall Knowledge checks.

GM Farol |

Observe Crownhold, Stealth DC 30: 1d20 + 24 ⇒ (8) + 24 = 32
Avian Lore: 1d20 + 22 ⇒ (8) + 22 = 30
Ordulf: 1d20 + 26 ⇒ (10) + 26 = 36
Moonlight learns something peculiar about Ordulf, he 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. You have access to new in-fight activity Insult Ordulf: Insult Ordulf
Moonlight believes by the description that the creature is a frost roc, but he does not remember much about it.
Ketsu-kiba observes the place and spots more than a dozen soldiers moving around on the west side of the first-floor balcony.
That concludes the 'preparations', more of you can try to do RK's about Frost Roc (Nature or relevant Lore), or giant (society or relevant lore).

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Moonlight attempts from Ann’s description to identify the blue-skinned coffee-drinking giant.
Society (Master) +26

Chi Sien |

Nature (T) +16, Society (E) +23

GM Farol |

Moonlight society: 1d20 + 26 ⇒ (7) + 26 = 33
Ketsu, bardic: 1d20 + 18 ⇒ (11) + 18 = 29
Ketsu, bardic: 1d20 + 18 ⇒ (4) + 18 = 22
Sien, Nature: 1d20 + 16 ⇒ (5) + 16 = 21
Sien, Society: 1d20 + 23 ⇒ (19) + 23 = 42
Well about the creatures just Sien have some insights about the blue giant, He believes it is a snow oni. Snow oni maintain their seething temperaments even in their icy homes. The isolation of their environment gives them trappings of asceticism, and many snow oni pursue physical perfection, reveling in the process of turning their bodies into powerful fighting machines. They are just as hedonistic and brutal as any of their brethren, however, and eager to indulge in warm baths, strong drink, and humanoid flesh. Like many oni, snow oni possess a third eye in the center of their forehead. This eye gives snow oni a mystical sense that allows them to peer through even the thickest flurries of snow. What is curiosity snow oni is panically afraid of beans, when you throw beans on they it frightens them.

Ann Hilate |

When Sien shares the nugget of info about snow onis' deep-seated fears, Ann blurts: "Beans. ... Beans. You sure about that? Seems too easy and comical to be true."

GM Farol |

Ok, I have added Infiltration page to track all the leverage points, awarness points and Infiltration points ;)I will push you forwards
The following day, you try and approach the castle, trying to dodge the patrols and whoever may be watching ...
Last moment to make decision on spells + purchases + anything else, describe if you are going disguised, in assasing outfit, sabres carried in the open or hidden?
You begin to approach the castle ... First complication,
APPROACH FORTRESS COMPLICATION
Overcome DC 32 Perception, DC 28 Scouting Lore, or DC 30 Stealth
One PC do the main check, the rest can aid with provided checks DC20 for Aid, since this is a complication you can use leverage point when you fail or crit fail to turn it into success. The first approach will give you 1 Infiltration point, which you will be getting for various activities: fighting the guards, overcomming problems and all that. The 'approach' is that you need to reach certain level of Infiltration points to challenge Ordulf comfortably: thin his guards, solve some problems ...

Ann Hilate |

@GM: Thanks for the infiltration tracking slide!
Dressed all in black under her warm winter leathers and furs, her sabres hidden under a thick winter cloak of the type that most locals seem to wear, Ann silently stalks toward the castle.
Looks like Sien has the best bonus. I'll roll to Aid.
Stealth to Aid, DC 20: 1d20 + 24 ⇒ (17) + 24 = 41
Crit success and Master in Stealth: +3 bonus

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Recalling his elven reflexes, Hammid wakes up early and meditates for an uninterrupted hour, doing a whole myriad of interconnected stretches to awaken his fascia once more.
Divine Assassin Magic:
Cantrips (□□) @ Figment, Shield
Rank One (□□) @ Sure Strike (Vernai), Sure Strike
Rank Two (□□) @ Invisibility (Vernai), Mimic Undead
Rank Three (□□) @ Clairaudience (Vernai), Organsight
Rank Four (□) @ Translocate
Rank Five (□) @ Darkvision (daily)
Cloistered Divine Magic:
Cantrips (□□□□□) @ Detect Magic, Divine Lance, Know the Way, Read Aura, Void Warp
Rank One (□□□) @ Lock, Malediction x2
Rank Two (□□□) @ Blood Vendetta x2, Brand the Impenitent
Rank Three (□□□) @ Organsight, Vampiric Feast x2 (Reservoir)
Rank Four (□□□) @ Invisibility, Vanishing Tracks x2
Rank Five (□□□) @ Command, Divine Immolation, See the Unseen
Rank Six (□□□) @ Clear Mind (Bladecaller), Dispel Magic (Bladecaller), Flicker
Rank Seven (□□□) @ Dominate, Regenerate, Tempest of Shades
Focus (□□□) @ Achaekek's Grip, Know the Enemy, Scholarly Recollection
Font (□□□□□) @ Heal
Ancestral Longevity w/ Expert Longevity:
Expert in Acrobatics
He dedicates some of his magic to keeping the party from leaving tracks - so long as they remain within 20 feet of eachother - for up to 16 hours straight.
Vanishing Tracks (4th) prepared twice, and cast just before embarking
Ann +24 (master)
Chi Sien +26 (master)
Hammid +24 (master)
Ketsu-kiba +24 (master) w/ Quiet Allies(!)
He follows Chi Sien's lead, just behind both Ann and Ketsu-kiba...

Ketsu-kiba |

Ketsu-kiba keeps her weapons hidden, and starts her day as normal with a Lucky Number: 1d20 ⇒ 13 and a Rank 5 See the Unseen.
Having snuck into the castle twice before Ketsu-kiba has the utmost confidence that it'll be no problem to do again.

Chi Sien |

With everyone all set, Sien leads the way.
Stealth, Aid: 1d20 + 26 + 3 ⇒ (9) + 26 + 3 = 38

GM Farol |

You begin to approach at late hours of the night, hoping that the most guards will be asleep, the night is clear, you feel the cold air as you breathe. Sien is leading the approach, hearing advices from Ketsu-kiba and Ann, Moonlight makes sure that no tracks are left behind.
You can see a giant status of the rock sleeping on the top of the walls, and sparse guards looking into the darkness. The approach is smooth, you know that the mission begins well.
Crownhold’s ceilings are 18 feet high and the walls are constructed from thick hewn stone. Paired with copper tubing and an elemental furnace heating system, the inside of the structure stays within normal comfortable temperatures for most humanoids which you can feel by getting closer to the large door which are locked.
What is your exploration activity?
To open one of the two main doors it takes: a key (you can use it here) or 4 thievery checks DC30.
You can also use rope/grappling hook to climb on higher condignations

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Thievery (Master) vs DC 30: 1d20 + 26 ⇒ (4) + 26 = 30
Thievery (Master) vs DC 30: 1d20 + 26 ⇒ (14) + 26 = 40
Thievery (Master) vs DC 30: 1d20 + 26 ⇒ (2) + 26 = 28
Thievery (Master) vs DC 30: 1d20 + 26 ⇒ (8) + 26 = 34
Moonlight is in in under half a minute, and keeps his eyes peeled for danger biological and mechanical.
Scout w/ Trapfinder

Ann Hilate |

While Moonlight fiddles with the lock, Ann melts into the shadows, slowing her breathing and keeping it shallow so the cloud of her breath doesn't give away her position.
Avoid Notice: Stealth +24

Chi Sien |

Sien will also be staying to the shadows.
Avoid Notice: Stealth +26

GM Farol |

Hundreds of feet of open tundra lie to the south of this stocky stone fortress, built into the side of a steep cliff at the base of a towering mountain. A pair of additional floors loom above the ground level, each set back further against the cliffside and featuring crenelated balconies. A two sets of immense wooden double doors reinforced with iron bands provide entrance into the fortress to the left and right, while in the middle, the wall is adorned with arrowslits shuttered closed against the cold from the inside.
You hide when Moonlight works on the lock. I am assuming you are not heading towards where you saw 12 soldeirs ;)
Moonlight pulls the door open and you look inside.
Vertical wooden beams line the walls of this vast open chamber, and the smell of wet fur permeates the air. Huge double doors stand to the south, while smaller double doors lead east. Steep stairs against the north wall lead down into what must be a basement level.
Beside the room which is dark, you can see two sleeping creatures, at first glance they look like huge polar bears, but soon you six extra limbs and particularly long neck. Arcana Nature to recall, the creatures are sleeping, you can sneak past them, or try to disable them in some way

GM Farol |

Ok folks, for the infiltration, the mechanics is that you should get 14 infiltration points to be able to strike ordulf in a favorable way (without other guard interfering), you can gain infiltraiton points by different actions and disabling creatures (it doesn't neccessary mean kill), so that you know

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Moonlight will set the creatures in his gaze, and call upon the mighty Ng to help him identify these multi-limbed bears.
↺) Scholarly Recollection
◆◆) Ageless Patience to Recall w/ Arcana (Trained) base +20
[Focus, Fortune]
Trigger: You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you’re trained in
Speaking a short prayer as you gather your thoughts, you're blessed to find yourself pointed in the right direction. The GM rolls the triggering check twice and uses the better result.
You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check. If you do, you gain a +2 circumstance bonus to the check and don't automatically reduce your degree of success on a natural 1 (you get a critical failure only if your result is 10 lower than the DC). For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.
Either way, he signals his hands to convey that they should sneak past…

Ann Hilate |

Forgot to mention, Ann's wearing regular Obsidian Goggles.
Having only one way to nullify these bear-things--by pummeling them, which would be loud--Ann gives Moonlight a thumbs-up to his plan, then gestures to ask which way, since the sleeping beasts are blocking the doorway to the next area and the top of the stairs.
Stealth +24

Chi Sien |

Sien will also opt for stealth.
Stealth (M) +26, Arcana (T) +21

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GM Farol |

Arcane, monlight: 1d20 + 20 ⇒ (9) + 20 = 29
Arcane, monlight: 1d20 + 20 ⇒ (12) + 20 = 32
Arcane, Shien: 1d20 + 21 ⇒ (19) + 21 = 40
Moonlight believes those are kokogiaks. As deadly on land as in the water, kokogiaks are one of the most feared predators of the tundra. From a distance they might be mistaken for a frightfully large polar bear, but anyone unfortunate enough to see one up close will notice the creature's six additional legs and disturbingly elongated neck before meeting an untimely end. These ursine monstrosities stalk their prey tirelessly across ice and snow; they're also powerful swimmers, lurking under the ice to burst up and ambush unsuspecting creatures on the surface or diving for a marine meal. As if numerous claws and a brutal bite weren't concerning enough, these nightmare-inducing creatures can be wickedly deceptive, luring their prey out in winter storms. The cunning kokogiak imitates the sounds of a creature in distress, deceiving its target into abandoning the safety of their shelter and embarking on an ill-fated rescue attempt. Those who live in arctic realms have learned to respond with caution upon hearing cries for help during a long winter night.
Sien knows that they are beasts who are resistant to cold and are particularly fast to strike. Have attack of opportunity + resistance to cold 15
When observing the situation, you believe that the walls are thick enough, and creatures are making enough noise in a regular manner that the fight may not attract that much attention.

Ann Hilate |

Ann tries to gesture to her teammates. Her arms wave around, pointing at the creatures, then pantomiming decapitating them, then shrugging as if to ask what everyone else wants to do.

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Hammid shakes his head no - then smacks his forehead and furrows his brow (the only visible part of his face) - as if to say ‘are you crazy!?’

Ketsu-kiba |

Ketsu-kiba looks around, pondering the possible paths and then draws her finger across her throat, signaling that she thinks they should be delt with.

GM Farol |

Ok, so we are going into the combat, Since they sleep and your stelth is high you win the initiative and they are prone, however they will wake up at first noise => First strike that happens and hits, effectively you go first, please position yourself within the blue rectangle
The assassins move to action ...
★★★
Ground floor Round 1
Terrain: Gates
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Ann (218/218 HP)
➤ Moonlight (160/160 HP)
➤ Ketsu-kiba (162/162 HP)
➤ Sien (176/176 HP)
Red (-0 HP)
Blue (-0 HP)