
DM Brainiac |

With Razmiran in compliance, you head to the final delegation, the one from Nirmathas. Aromina Yasgon came to the council with a minimal staff, hoping to avoid drawing too much attention, and those she did bring are hardened travelers, members of the Forest Marshall’s militia. When you arrive at their dwelling, your are escorted to the small, private garden behind the lodge where the militia are practicing their forms and doing a bit of archery. Aromina greets you and suggests you make yourselves comfortable while she finishes up some correspondence with one of her superiors back home.
While you are writing, one of the soldiers approaches you. "Pardon the interruption," the elven woman says, "I'm Sergeant Lithlania. I was wondering if any of you would like to get in a little target shooting while you wait?"
If you're interested, she escorts you over to the target range where they have a variety of small sandbag targets set up throughout the yard. There are 5 nearby blue bags, 3 small green bags a bit further away, 2 yellow bags hidden in some bushes, and 1 red bag at the other end of the yard that swings back and forth from a pulley. Blue targets are worth 1 point, green are worth 2, yellow are worth 3, and the red target is worth 5. Each archer has 5 arrows, and each target can only be hit once by an individual archer. She proclaims that the best score of the day so far is 9.
Each PC may try their hand a the contest by making five attacks using a ranged weapon of their choice. The blue targets are AC 15, the green are AC 20, the yellow bags are AC 25 and are concealed, and the red bag is AC 30 and is also concealed for part of its journey along the track (an observant PC can try to time their shot by making a DC 30 Perception check to figure out the right time to fire, removing the concealed condition).

Raneshi Glyph |

Raneshi strings her bow and takes some shots:
I'm going to try for the red until I hit it, then go downward in order.
longbow vs red: 1d20 + 22 ⇒ (2) + 22 = 24
Concealment: 1d20 ⇒ 15
longbow vs red: 1d20 + 22 ⇒ (19) + 22 = 41
Concealment: 1d20 ⇒ 13
longbow vs yellow: 1d20 + 22 ⇒ (1) + 22 = 23
Concealment: 1d20 ⇒ 8
longbow vs yellow: 1d20 + 22 ⇒ (19) + 22 = 41
Concealment: 1d20 ⇒ 11
longbow vs green: 1d20 + 22 ⇒ (16) + 22 = 38
10 points, I think.

Idari "Lucky Strikes" Lucien |

Idari looks at the target range. The Barbarian looks at his elven curve blade. He sighs.
Taking out his dagger, the Ilverani Elf throws!
Ranged(E) dagger AC 15: 1d20 + 14 ⇒ (11) + 14 = 251d4 + 5 ⇒ (2) + 5 = 7 Traits Agile Finesse Thrown 10 ft. Versatile S
The Barbarian then seems to get a bit Rage(ful) just prior to Sprinting to retrieve his thrown dagger and back again to repeat the process until finished.
Determined Dash
Ranged(E) dagger AC 15: 1d20 + 14 ⇒ (3) + 14 = 171d4 + 5 ⇒ (2) + 5 = 7 Traits Agile Finesse Thrown 10 ft. Versatile S
Ranged(E) dagger AC 20: 1d20 + 14 ⇒ (6) + 14 = 201d4 + 5 ⇒ (2) + 5 = 7 Traits Agile Finesse Thrown 10 ft. Versatile S
Ranged(E) dagger AC 20: 1d20 + 14 ⇒ (9) + 14 = 231d4 + 5 ⇒ (4) + 5 = 9 Traits Agile Finesse Thrown 10 ft. Versatile S
Ranged(E) dagger AC 25: 1d20 + 14 ⇒ (11) + 14 = 251d4 + 5 ⇒ (4) + 5 = 9 Traits Agile Finesse Thrown 10 ft. Versatile S
The Twight light Speaker smiles.
I am a sucker for a good Triathlon.

Blooms in Darkness |

Blooms in Darkness gently declines the bow. "It is not my path. A worthy one, but not mine."

Takarias Higharrow |

"Wow, that was SUCH good running, Idari! Maybe you should have tried stabbing the targets while you were there!" Takarias says, not a hint of sarcasm in his voice.
He lines up with his bow to take his shots, and nails his very first try at the red back. He misses with his second arrow, but then runs the table, hitting each target as he goes.
Perception (expert): 1d20 + 16 ⇒ (18) + 16 = 34
+1 striking astral composite shortbow vs. Red: 1d20 + 20 ⇒ (19) + 20 = 39
Perception (expert): 1d20 + 16 ⇒ (6) + 16 = 22
+1 striking astral composite shortbow vs. Yellow: 1d20 + 20 ⇒ (13) + 20 = 33
Concealment?: 1d20 ⇒ 4
Perception (expert): 1d20 + 16 ⇒ (1) + 16 = 17
+1 striking astral composite shortbow vs. Yellow: 1d20 + 20 ⇒ (5) + 20 = 25
Concealment?: 1d20 ⇒ 12
+1 striking astral composite shortbow vs. Green: 1d20 + 20 ⇒ (14) + 20 = 34
+1 striking astral composite shortbow vs. Blue: 1d20 + 20 ⇒ (17) + 20 = 37
11 points, I think.

DM Brainiac |

Both Raneshi and Takarias succeed at scoring higher than the current record! Lithlania is impressed. "Well done! You've earned a prize!" She offers you a greater potency crystal talisman.
You notice Aromina has been watching the archery contest, studying you more than the correspondence she was working on. Once the contest is complete, the Speaker invites you inside so that you might speak. She then walks you to the sitting room and begins to make a pot of tea with leaves from her garden at home. While doing so, she asks you how you meetings have been going and what you think of the other delegates. She is just making small talk, though, and doesn't press you for information.
Once the tea is ready, Aromina serves it herself before getting down to business. "Allow me to speak frankly. Nirmathas isn’t in much of a position to help anyone at the moment, what with all of its struggles at home. Our border with the Gravelands is little more than a river, with few fortifications, meaning that the undead can wander south at will. Worse for us is the southern border, where Molthune has stepped up its attacks and now has fearsome new allies bent on conquest. Although Nirmathas’s conflict along oue western border with Oprak a few years ago has settled into an uneasy peace, it also cost us dearly. And now, finally, we struggle to find safe harbor on the lake due to the Whispering Tyrant’s plague barges.
"So, surrounded, Nirmathas is more likely to need help than to be able to grant it, although we nation are not without our resources, including one of the largest untamed forests in the region that could supply valuable materials for the construction of ships. We also have a vast treasure of herbal medicines and natural cures that might prove pivotal in the coming struggles. And, of course, our rangers and other militia groups are incredibly skilled and battle hardened—if only they were not otherwise fully engaged.
"In our current state, we are willing to sign the Writ of Nonaggression, as well as the Mutual Aid Alliance. We are likely to trigger that clause immediately to help the Knights of the Everflame on our northern border."
You gain 2 Influence Points from being good-natured about the archery contest. You are at 4 total right now.
Discover: Perception, Society, Warfare Lore
Influence: Diplomacy (concerning the delicate situation with Molthune here at the conference). Nature (complimenting Aromina on the tea), Society (discussing the precarious situation of Nirmathas), Survival, Warfare Lore (to carefully broach the subject of the ongoing struggle with Molthune)

Raneshi Glyph |

"Our aim here is to end hostilities among the signers of the Accord immediately," Raneshi assures Aromina. "If one of our nations fall, it's only a matter of time before the others do as well."
"Since you were frank, I will be as well: We cannot allow the Whispering Tyrant to gain the resources available in your nation. I'm sympathetic to your cause, but even if I were not I would be urging the alliance to fortify your northern border."
Society: 1d20 + 22 ⇒ (14) + 22 = 36

Idari "Lucky Strikes" Lucien |

Idari smiles as the tea ceremony commenced. The Ilverani Elf sips politely as Aromina details her Country's position.
As Raneshi has started, we are connected by a mutual endeavor that will take everything we all have to confront and defeat. Nirmathas has to be shored up most certainly.
Society (M) to Influence: 1d20 + 21 ⇒ (8) + 21 = 29

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Alkabah hadn't partaken in the games of archery, having not trained in the martial forms, and a boe being quite unsuited to it's body type. But the nature of the tea leaves presented were of great interest to the Conrasu. Less enamoured by the flavor but more on the delicate selection and mixture of the blend. As such Alkabah made small talk on that subject distracting from the seriousness of the war effort to try and remind the representative of what they were all standing for.
nature: 1d20 + 22 ⇒ (9) + 22 = 31

Blooms in Darkness |

Blooms in Darkness sips the tea thoughtfully. "Your frankness is appreciated. Too few have come to this meeting in the spirit of alliance instead of bartering, and your directness is what is needed to defeat our greatest foes. We must know how many arrows are in the quiver.
"Molthune is withholding aid unless your people are omitted from the non-aggression pact. Can your southern borders hold? I fear if we deny them, and they do not sign it, then that will still gain you little, but I would hear your wisdom as one who has long fought this war."
Diplomacy: 1d20 + 21 ⇒ (15) + 21 = 36

DM Brainiac |

"Of course Molthune would seek to deny us the basic protections of this alliance," Aromina says bitterly. "You must do what is best for all of the nations gathered here. If it is absolutely necessary, we will agree not to be represented in Article I. But as long as Molthune continues its aggression, Nirmathas's ability to aid against the Whispering Tyrant will be compromised."
Takarias Warfare Lore: 1d20 + 22 ⇒ (18) + 22 = 40
You make some progress negotiating with Aromina. She pledges to sign the Self Defense Agreement, but still needs more convincing regarding the Conquest Accord.
You gain 5 Influence Points (9 total now).

Blooms in Darkness |

"I am not certain that is what is best for us all, but I am heartened that you will consider it. If we deny Molthune, do you think that that will save you and yours from their warring?"
Diplomacy: 1d20 + 21 ⇒ (9) + 21 = 30

Idari "Lucky Strikes" Lucien |

Idari looks directly at the Nirmathas representative.
I fear for any aggressive actions toward your Home. By any nation.
Society (M) to Influence: 1d20 + 21 ⇒ (12) + 21 = 33

Raneshi Glyph |

"This alliance will affect more than the military, I am sure. If Molthune becomes a pariah state it will affect their trade relationships and ability to supply their military," Raneshi reassures the emissary.
Society: 1d20 + 22 ⇒ (16) + 22 = 38

DM Brainiac |

"I doubt anything will stop Molthune completely. They are too dead-set on their supposed superiority. But it may at least give them pause, allowing us some breathing room," Aromina says.
By the end of the small council, you have fully won the Speaker over to your cause. She signs the Conquest Accord, but with the condition that at least three of the other delegates promise to send aid as part of the Self Defense Agreement (leaving Molthune aggression a silent part of this condition).
"Please, take this gift," Aromina says before you leave, offering you a skirmisher's coat. "It has has been in my family for three generations—and I could conceive of no greater honor than to know a true hero now wears it."
You have reached maximum Influence with Aromina. Everybody gains a Hero Point!

DM Brainiac |

Although today Greengold is an important trade hub, it was founded as an elven outpost a long time ago by a legendary elven hero named Kyloss Syndar. Every year, Greengold holds a celebration in honor of this hero and the founding of the town. Everyone is invited, but for the safety of the council, each delegate who chooses to do so is asked to come up with a cover story for why they’re in town. Aromina and Gorion both decide to sit this event out (citing being nervous about their enemies learning about their presence), while Clavance sits it out because the last two nights have taken their toll and he prefers to spend this evening relaxing with close companions in his lodge.
After the final small council meetings conclude in the late afternoon, the delegates who wish to attend the festival are free to wander th
town of Greengold and enjoy the local celebration. Chalzo’s cover is that she’s here to scout out new mercantile opportunities (not so much a cover, in fact, but a side goal she’s always pursuing). Walder’s cover is that he’s a simple mercenary on his way to look for work in the River Kingdoms and stopped here for a last chance to relax. And Alzarius dresses in civilian clothing and leaves his mask behind, claiming a cover story of a half-elven man here to enjoy a festival that honors one of his ancestors. You are alreadyknown in Greengold as the heroes of Lantana Beach, so you don’t need a cover story.
As you head towards the Festival, you walk past the Founder's Statue, which stands directly across from the Tmeple of Calistria. The statue depicts an elven man wearing gleaming silver chainmail, holding aloft a long, slender sword in one hand and a bow in the other. A podium has been erected in front of the statue and, as you walk by, Mayor Selwyn Vanaidori takes the stage to address the gathered crowd.
“Beautiful and glorious people of Greengold! Today is a special day in our history, for it’s the day we honor a man who symbolizes the spirit of our town. Kyloss Syndar carved this place from the wilderness, using courage and tenacity to do what everyone thought was impossible. And that’s what we’ve done here every day since. We became the first city in Kyonin to welcome everyone. To this day, this a place where all ancestries can live and work, side by side, for a better tomorrow! Please, enjoy the festival!”
The primary celebration happens at a sprawling pavilion at the center of Founder’s Square, surrounded by old inns, shops, and taverns. There’s plenty of song, dance, and drink to be had. Everyone is in good spirits, for it’s tradition in Greengold for locals to use today to end old grudges, forgive debts, and otherwise make amends. As a result, folks randomly come up to you and apologize for things they had nothing to do with, just to clear their conscience.
Just off the main square is a raised stage for performances. A storyteller on the stage has just begun telling the tale of how Kyloss Syndar was given a mandate from Kyonin’s ruler to reclaim these lands from demons who served Treerazer—a mandate most thought impossible. Alzarius and Chalzo stop to listen to the tale.
Meanwhile, opposite the stage is an area with various carnival games. While most of these are simple gambling games for small prizes or sweets, one massive game has drawn a large crowd. Called Hydra Chop, this game invites participants to swing an axe at one of a dozen “hydra heads” which are made from a series of two-foot-long carved logs, connected by ropes, then suspended to a scaffolding above, allowing them to sway back and forth. The trick to cutting them is to hit the rope between the logs as they swing about.
Walder Resket seems taken by the challenge, though he is wary about the optics of a "grand general" taking part in a children's game.
The PCs can attempt to convince him to cast aside his concerns with a DC 28 Diplomacy check or a DC 26 Deception or Intimidation check.
The PCs can try their hand at Hydra Chop as well for the entry fee of 1 gp, but the line is such that they won’t each have time to play more than once. Up to four participants enter at once, and they’re on a timer, having a total of 20 seconds (3 rounds) to attempt to sever all the hydra heads using the provided battle axes. The ropes are AC 25, but the logs are only AC 15. A hit on the rope destroys it and severs that head. Hitting a log deals damage as normal (the logs have a hardness of 5 and 20 hit points) but trying to hit the same log again causes the PC to take a -4 circumstance penalty on their attack roll as the previous blow sent the log into a particularly violent swaying. If the PCs manage to destroy all 12 hydra heads in 3 rounds, they win a silver hydra statue worth 10 gp. If they do it in 2 rounds, they win a gold hydra statue worth 50 gp and if they do it in a single round (somehow), they win a platinum hydra statue worth 200 gp.

Raneshi Glyph |

"Ha, it's good for morale to see leaders still have a bit of life in them," Raneshi assures Walder.
Diplomacy: 1d20 + 13 ⇒ (9) + 13 = 22
While she doesn't partake herself, she enjoys the sport of the contest.

Blooms in Darkness |

"A hydra is a worthy foe for our task this day. One cannot simply prune away at evil in the hopes that it will be sufficient. No, Evil must burn."
Passing on the game and convincing Walder - Blooms in Darkness also thinks that the game is frivolous, even if it offers a salutary lesson.

Idari "Lucky Strikes" Lucien |

Walking about the celebration, the tall Ilverani Elf nods in greeting to those that greet him along the way.
At the Hydra Chop, he smiles.
A fine game for a fine celebration! Who would join me?
Diplomacy(E) DC 28: 1d20 + 19 ⇒ (1) + 19 = 20
Crickets....that is what can be heard around the Hydra Chop as the tall Ilverani Elf seems to have literally stepped in...poop!

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Alkabah really doesn't understand how everyone can settle into parties and celebrations when the threat of a long lasting war is sitting on their proverbial doorsteps. However the Conrasu does trail around the celebration site to see and hear about the history of the area.

Takarias Higharrow |

"Ooh! Hydra chop!" Takarias exclaims. "Someone told me about this! I'm going to try!"
He swings at one of the ropes first, laughing as he somehow misses -- and then misses again as he swings at a log, before finally managing to hit it!
He laughs joyfully -- "This is why I use a bow!" and hacks at another log's rope before trying to hit the first log again and then turning his attention to a third. Then repeats the process.
Despite being truly awful at the game, he has a great time.
Round 1
+1 striking elven curve blade (finesse, forceful): 1d20 + 20 ⇒ (4) + 20 = 24
+1 striking elven curve blade (finesse, forceful), iterative: 1d20 + 20 - 5 ⇒ (1) + 20 - 5 = 16
+1 striking elven curve blade (finesse, forceful), iterative: 1d20 + 20 - 10 ⇒ (16) + 20 - 10 = 26
Slashing: 2d8 + 8 ⇒ (1, 8) + 8 = 17
Round 2
+1 striking elven curve blade (finesse, forceful): 1d20 + 20 ⇒ (3) + 20 = 23
+1 striking elven curve blade (finesse, forceful), iterative: 1d20 + 20 - 5 ⇒ (11) + 20 - 5 = 26
Slashing: 2d8 + 6 ⇒ (5, 1) + 6 = 12
+1 striking elven curve blade (finesse, forceful), iterative: 1d20 + 20 - 10 ⇒ (7) + 20 - 10 = 17
Slashing: 2d8 + 8 ⇒ (1, 2) + 8 = 11
Round 3
+1 striking elven curve blade (finesse, forceful): 1d20 + 20 ⇒ (5) + 20 = 25
+1 striking elven curve blade (finesse, forceful), iterative: 1d20 + 20 - 5 ⇒ (12) + 20 - 5 = 27
Slashing: 2d8 + 6 ⇒ (7, 7) + 6 = 20
+1 striking elven curve blade (finesse, forceful), iterative: 1d20 + 20 - 10 ⇒ (12) + 20 - 10 = 22
Slashing: 2d8 + 8 ⇒ (3, 7) + 8 = 18
Awful; and actually I think even worse than those rolls, since I have to use their weapon so don't get the +1 or striking. At least I got the bad rolls out of the way.

DM Brainiac |

Walder remains gruffly prideful as he watches Takarias flail about!
The rest of the celebration passes without event, and soon enough it's time to turn in for the night.
***
On the fifth day of the council, alldelegates return to the Temple of Calistria for the Treaty Council and closing ceremony. They are told that each nation will proclaim what parts of the treaty they will ratify and abide by until the threat of the Whispering Tyrant is over. Dalamian informs you that Kyonin intends to sign all four of the treaty’s articles and that your act of signing the treaty at the end of the council will officially seal this deal. Everyone is asked to dress for the ceremony, but Dalamian asks you to dress in your full adventuring gear, as a reminder of their heroic deeds.
After a full breakfast, the delegates gather to travel by carriage to the temple. One they’ve all arrived and are seated in the sanctum hall, Dalamian rises to speak.
"Honorable delegates. Over the past several days you have talked, bargained, and compromised, with the goal of finding common ground on which to face this dire threat. Although we act with haste, it’s not without careful thought, for what we decide today will echo for years to come. I ask you each to rise in turn and declare what articles of the Encarthan Treaty your country will ratify."
One by one, the delegates approach and give a short speech before announcing their intentions. Chalzo Rove says that Druma will sign all four articles. General Walder Resket declares Molthune will sign articles two through four, but he haughtily refuses to sign the first article so long as Nirmathas is included in the alliance. Aromina Yasgon gives Walder a satisfied smirk as she says that Nirmathas will sign all four articles. Gorion the Glad proclaims Lastwall will also sign all four articles. Clavanace Ordranti lazily drawls that Ustalav will sign the first three articles only, and Alzarius rounds things out by announcing that Razmiran will happily sign all four articles.
Just as you are about to step up for Kyonin, a commotion comes from outside the council chamber, along with a muffled scream. Seconds later, the door to the sanctum hall explodes open as a band of assassins dressed as Razmiri priests race into the room. Delegates and their staff dive behind tables as the assassins enter. Their leader, a man dressed in black robes and wearing a mask of Razmir, points a finger at you and shrieks through clenched teeth, "By the will of the Living God, KILL THEM ALL!"
Three of the assassins wielding rapiers move to attack the other delegates, while the other three and their leader focus on you, magical energy gathering on his fingertips!
Blooms: 1d20 + 20 ⇒ (17) + 20 = 37
Idari: 1d20 + 21 ⇒ (11) + 21 = 32
Raneshi: 1d20 + 21 ⇒ (4) + 21 = 25
Takarias: 1d20 + 16 ⇒ (8) + 16 = 24
Enemies: 1d20 + 20 ⇒ (15) + 20 = 35
Alkabah and Blooms may act first!

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Alkabah quickly swivels to see the intruders, and rises ever so slightly folding it's hands into the many holy positions it typically holds, raising the holy symbol of Findeladlara into the air above it which shines as a holy beacon in this apparently sanctified place.
"You dare to interrupt a sacred rite! Repent for your defilement cur!"
The Conrasu rattles off esoteric aeonic language before a conflagration of holy fire descends from above and immolates the unlucky assassins.
Divine Immolation(dc 30 reflex) Fire, persistent fire: 6d6 ⇒ (2, 5, 5, 3, 4, 1) = 202d6 ⇒ (2, 2) = 4
If spirit damage would be more detrimental(gm determination) then all the damage is that type instead of fire

Blooms in Darkness |

"Fools!" Blooms in Darkness thunders, "Your meddling will not be permitted to stand!'
With other attendees and diplomats around, the leshy cannot risk a broad blast of fire, turning instead to fierce light!
Battle Cry: 1d20 + 23 ⇒ (15) + 23 = 38 At the leader
Widened Divine Wrath (Holy Spirit damage): 6d10 ⇒ (2, 8, 6, 3, 5, 5) = 29 DC 30 Fort for enemies. 1/2 on success, full and Sickened 1 on fail, full and Sickened 2 and Slowed 1 till not Sickened on a crit fail
Then stride away

DM Brainiac |

Reflex vs Divine Fire: 1d20 + 17 ⇒ (12) + 17 = 291d20 + 17 ⇒ (7) + 17 = 241d20 + 17 ⇒ (8) + 17 = 251d20 + 19 - 2 ⇒ (14) + 19 - 2 = 31
Fortitude vs Divine Wrath: 1d20 + 14 ⇒ (2) + 14 = 161d20 + 14 ⇒ (7) + 14 = 211d20 + 14 ⇒ (5) + 14 = 191d20 + 17 - 2 ⇒ (11) + 17 - 2 = 26
Alkabah's divine fire sets the three assassins ablaze, while Blooms' divine wrath wreaks havoc, sickening and slowing all three of them while also sickening the masked leader, who is demoralized from the leshy's battle cry.
The assassins stagger forward, managing but one attack each against Idari. One gets a lucky critical hit with his blade!
Rapiers vs Idari, Off-Guard: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 271d20 + 17 - 2 ⇒ (20) + 17 - 2 = 351d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24
Damage, Sneak Attack (Deadly): 4d6 + 5 ⇒ (4, 3, 4, 1) + 5 = 171d8 ⇒ 3
Persistent Damage End: 1d20 ⇒ 161d20 ⇒ 11d20 ⇒ 9
The leader casts a spell, blasting you all with a howling blizzard!
Howling Blizzard: 10d6 ⇒ (2, 6, 1, 6, 1, 5, 3, 6, 6, 2) = 38
40 piercing damage to Idari. Everybody takes 38 cold damage (basic Reflex DC 26). Everybody may act.

Blooms in Darkness |

Reflex + Find Fault: 1d20 + 19 + 1 ⇒ (3) + 19 + 1 = 23
Blooms in Darkness watches the blizzard form, looking for the weaknesses of the spell, but, caught off guard by its arcane nature, nonetheless takes the brunt of the wintry blast.
Sneering with disdain for the frailty of the assassins, Blooms in Darkness trudges back forward through the snow, Commanding all of them to "Fall." DC 30 Will or drop prone with their first action, lose all actions on a crit fail

Raneshi Glyph |

Reflex: 1d20 + 19 ⇒ (10) + 19 = 29
Raneshi dodges some of the frost, then raises her shield, glowing red-hot with the holy sumbol of Lubaiko.
She advances on the leader and slashing at him.
Raise Shield (Runic Reprisal), Stride, Engraving Strike (Ranshu)
+2 striking shortsword: 1d20 + 23 ⇒ (1) + 23 = 24 for slashing: 2d6 + 1 + 2 ⇒ (4, 1) + 1 + 2 = 8 plus 4 bleed & Ranshu
AC 31, Saves +2. I'll shield block (hardness 12) and detonate my rune if hit. (12d6 fire, DC 30 Fortitude.)
FIRE PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This rune is often placed on a stone in a hearth to ensure
a fire does not go out in the night, its power enabling even
stone to burn. The bearer’s fire resistance, if any, is reduced
by 6. Its immunities are unaffected.
Invocation The bearer takes 2d6 fire damage, with a basic
Fortitude save; on a critical failure, they are dazzled for
1 round.
Level (+2) The reduction in fire resistance increases by 1, and the damage of the invocation increases by 2d6. (11, 12d6)
ESVADIR, RUNE OF WHETSTONES RUNE 1
MAGICAL RUNE RUNESMITH
Usage drawn on a piercing or slashing weapon or unarmed
Strike
This serrated rune, when placed on a blade, ensures it will
never go dull. On a successful Strike, the weapon deals an
additional 2 persistent bleed damage per weapon damage die.
Invocation The essence of sharpness is released outwards
from the rune, dealing 2d6 slashing damage to a creature
adjacent to the rune-bearer, with a basic Fortitude save.
Level (+2) The damage of the invocation increases by 2d6. (4 bleed, 12d6)
HOLTRIK, RUNE OF DWARVEN RAMPARTS RUNE 1
DWARF MAGICAL RUNE RUNESMITH
Usage drawn on a shield
Similarity in the Dwarven words for “wall” and “shield”
ensure that this angular rune, once used to shore up
tunnels, can apply equally well in the heat of battle. A
shield bearing this rune increases its circumstance bonus
to AC by 1.
Invocation You call the shield to its rightful place. You Raise
the Shield bearing the rune, as if the rune-bearer had
used Raise a Shield, and the shield retains the increased
bonus to AC until the beginning of the creature’s next
turn.
RANSHU, RUNE OF THUNDER RUNE 1
ELECTRICITY PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This vertical rune is often carved on tall towers to draw
lightning and shield the buildings below it. If the bearer
does not take a move action at least once on its turn,
lightning finds it at the end of its turn, dealing 1d4
electricity damage.
Invocation The preliminary streaks of lightning braid
together into a powerful bolt. The rune-bearer takes 2d6
electricity damage, with a basic Fortitude save.
Level (+2) The damage increases by 1, and the damage of
the invocation increases by 2d6. (1d4+5, 10d6)
Traced Runes: Atryl (on shield, as damaging rune), ransu on leader
Engraved Runes:
Idari: Esvadir
Raneshi: holtrik, esvadir, kojastri (electricity)

Idari "Lucky Strikes" Lucien |

The Twight light Speaker waves a frosty finger at the Masked Leader!
How rude! We were just about to regale these find folks of our further future exploits of easily handling some street performance of assassin's creed. Why don't we just discuss any further hostilities.
Diplomacy(E) vs Will DC: 1d20 + 19 ⇒ (20) + 19 = 39
The Twight light Speaker frowns at the sudden appearance of a Howling Blizzard!
Someone turned down the thermostat?
Ref(E) DC 26: 1d20 + 17 + 3 ⇒ (6) + 17 + 3 = 26 Bulwark
Shaking off a bit of freshly fallen snow, the Barbarian--Freely-- begins to Rage! Drawing his elven curve blade, he Strides to an Assassin that may be considering harming a Guest and Strikes!
Melee(E) +2 Striking Elven curve blade, rage: 1d20 + 22 ⇒ (10) + 22 = 322d8 + 14 ⇒ (7, 6) + 14 = 27 plus 4 Bleed S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch, whet stone rune
The Spirit Barbarian calls for Spiritual Interference .
The Barbarian roars at the Masked Leader!
Intimidation(E) to Demoralize: 1d20 + 18 ⇒ (5) + 18 = 23

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reflex(dc26): 1d20 + 20 + 2 ⇒ (17) + 20 + 2 = 39
Alkabah's symbol of faith in the goddess creates a barrier of safety for the Conrasu allowing it to be unscathed by the foul blizzard.
"Unseen is the hand that guides, but all feel it's inexorable pull."
A ghostly force seems to reach out from the cleric and tug forcefully at the masked leader's very spirit.
Rip the Spirit(2 action lvl6) negative damage(dc 30fort): 12d6 ⇒ (1, 5, 1, 1, 3, 3, 4, 5, 2, 6, 4, 6) = 41
fort save for half, also spend my third action to raise my symbol again

Takarias Higharrow |

Reflex (expert): 1d20 + 19 ⇒ (4) + 19 = 23
HP 78/116
AC 31 (32 with buckler raised)
Fort +17, Ref +19, Will +18; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 2
Prepared tactics: Strike Hard!, Pincer Attack, End It!
Effects:
Takarias shivers, then pulls his bow out
Interact to draw weapon, Guiding shot vs. one of the assassins, Strike x2
+1 striking astral composite shortbow: 1d20 + 20 ⇒ (8) + 20 = 28
Piercing (ghost touch): 2d6 + 3 ⇒ (3, 2) + 3 = 8
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (4) + 1 = 5
Guiding Shot [one-action] (flourish) Your ranged attack helps guide your allies into striking your enemy’s weak point. Attempt a Strike with the required weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
+1 striking astral composite shortbow, iterative: 1d20 + 20 - 5 ⇒ (1) + 20 - 5 = 16
When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.

DM Brainiac |

Fortitude vs Rip the Spirit: 1d20 + 17 - 1 ⇒ (6) + 17 - 1 = 22
Will vs Command, Otherwordly Will: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 261d20 + 12 - 2 ⇒ (12) + 12 - 2 = 221d20 + 12 - 2 ⇒ (3) + 12 - 2 = 131d20 + 18 - 1 ⇒ (14) + 18 - 1 = 31
Idari calls on the spirits to protect him as he fails to intimidate the masked sorcerer. Raneshi moves up to attack him but misses badly. Takarias takes aim at one of the other assassins, lightly wounding him with an arrow.
Alkabah's magic rips at the sorcerer's spirit, leaving him badly wounded. Blooms tries to command the assassins to fall, but they seem possessed of an otherworldly will, and only one of them complies.
Otherworldly Will: Whenever the assassin attempts a Will saving throw against a mental effect that would control or dictate their actions, the assassin treats the result of the saving throw as one category better.
The sorcerer tries to retch to recover from the sickening spell, but is unsuccessful. He then casts a spell and reaches out to try to drain Raneshi's life force. The other assassins continue to focus on Idari, attempting to bring the barbarian down.
Fortitude to Retch: 1d20 + 17 - 1 ⇒ (8) + 17 - 1 = 24
Vampiric Feast: 6d6 ⇒ (2, 6, 5, 3, 3, 2) = 21
Rapiers vs Idari, Off-Guard: 1d20 + 17 - 2 ⇒ (14) + 17 - 2 = 291d20 + 12 - 2 ⇒ (20) + 12 - 2 = 301d20 + 17 - 2 ⇒ (19) + 17 - 2 = 341d20 + 12 - 2 ⇒ (3) + 12 - 2 = 131d20 + 17 - 2 ⇒ (18) + 17 - 2 = 33
Damage, Sneak Attack (Deadly): 4d6 + 5 ⇒ (2, 4, 2, 4) + 5 = 174d6 + 5 ⇒ (5, 2, 5, 1) + 5 = 181d8 ⇒ 44d6 + 5 ⇒ (2, 2, 1, 1) + 5 = 112d6 + 5 ⇒ (3, 3) + 5 = 11
Persistent Fire Damage: 2d6 ⇒ (6, 5) = 111d20 ⇒ 111d20 ⇒ 4
Raneshi takes 21 void damage (basic Fortitude DC 27). Idari takes 79 piercing damage.

Takarias Higharrow |

HP 78/116
AC 31 (32 with buckler raised)
Fort +17, Ref +19, Will +18; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 2
Prepared tactics: Strike Hard!, Pincer Attack, End It!
Effects:
"Get them, Raneshi! Strike hard!" Takarias encourages, as he fires another arrow.
Guiding shot vs. the one Raneshi's fighting, Strike Hard
+1 striking astral composite shortbow: 1d20 + 20 ⇒ (17) + 20 = 37
Piercing (ghost touch): 2d6 + 3 ⇒ (3, 2) + 3 = 8
Spirit (+1 spirit damage is holy): 1d6 + 1 ⇒ (5) + 1 = 6
Or crit? (holy spirit damage): 2d4 ⇒ (4, 1) = 5
Deadly?: 1d10 ⇒ 9
Guiding Shot [one-action] (flourish) Your ranged attack helps guide your allies into striking your enemy’s weak point. Attempt a Strike with the required weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
Strike Hard! [two-actions] You command an ally to attack. Choose a squadmate who can see or hear your signal. That ally immediately attempts a Strike as a reaction.

Raneshi Glyph |

Raneshi follows the commander's instruction to strike, then attempts to press the attack on the leader.
Reaction Strike: 1d20 + 23 + 1 ⇒ (16) + 23 + 1 = 40 for slashing: 2d6 + 1 + 2 ⇒ (2, 6) + 1 + 2 = 11 plus 4 bleed.
Raise shield (Runic Reprisal), Engraving Strike (Ranshu), Invoke
Reaction Strike: 1d20 + 23 ⇒ (17) + 23 = 40 for slashing: 2d6 + 1 + 2 ⇒ (5, 5) + 1 + 2 = 13 plus 4 bleed and ranshu.
After the strike of her blade, she invokes the magic of her ranshu rune, blasting the leader with electricity.
electricity: 10d6 ⇒ (5, 1, 6, 5, 5, 5, 1, 1, 4, 6) = 39 Basic DC 30 Fort.
AC 31, Saves +2. I'll shield block (hardness 12) and detonate my rune if hit. (12d6 fire, DC 30 Fortitude.)
ATRYL, RUNE OF FIRE RUNE 1
FIRE PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This rune is often placed on a stone in a hearth to ensure
a fire does not go out in the night, its power enabling even
stone to burn. The bearer’s fire resistance, if any, is reduced
by 6. Its immunities are unaffected.
Invocation The bearer takes 2d6 fire damage, with a basic
Fortitude save; on a critical failure, they are dazzled for
1 round.
Level (+2) The reduction in fire resistance increases by 1, and the damage of the invocation increases by 2d6. (11, 12d6)
ESVADIR, RUNE OF WHETSTONES RUNE 1
MAGICAL RUNE RUNESMITH
Usage drawn on a piercing or slashing weapon or unarmed
Strike
This serrated rune, when placed on a blade, ensures it will
never go dull. On a successful Strike, the weapon deals an
additional 2 persistent bleed damage per weapon damage die.
Invocation The essence of sharpness is released outwards
from the rune, dealing 2d6 slashing damage to a creature
adjacent to the rune-bearer, with a basic Fortitude save.
Level (+2) The damage of the invocation increases by 2d6. (4 bleed, 12d6)
HOLTRIK, RUNE OF DWARVEN RAMPARTS RUNE 1
DWARF MAGICAL RUNE RUNESMITH
Usage drawn on a shield
Similarity in the Dwarven words for “wall” and “shield”
ensure that this angular rune, once used to shore up
tunnels, can apply equally well in the heat of battle. A
shield bearing this rune increases its circumstance bonus
to AC by 1.
Invocation You call the shield to its rightful place. You Raise
the Shield bearing the rune, as if the rune-bearer had
used Raise a Shield, and the shield retains the increased
bonus to AC until the beginning of the creature’s next
turn.
RANSHU, RUNE OF THUNDER RUNE 1
ELECTRICITY PRIMAL RUNE RUNESMITH
Usage drawn on a creature or object
This vertical rune is often carved on tall towers to draw
lightning and shield the buildings below it. If the bearer
does not take a move action at least once on its turn,
lightning finds it at the end of its turn, dealing 1d4
electricity damage.
Invocation The preliminary streaks of lightning braid
together into a powerful bolt. The rune-bearer takes 2d6
electricity damage, with a basic Fortitude save.
Level (+2) The damage increases by 1, and the damage of
the invocation increases by 2d6. (1d4+5, 10d6)
Traced Runes: Atryl (on shield, as damaging rune), ransu on leader
Engraved Runes:
Idari: Esvadir
Raneshi: holtrik, esvadir, kojastri (electricity)

Blooms in Darkness |

Blooms in Darkness scowls even more deeply as the Razmirans prove nearly immune to mental manipulation. "Very well, there are other methods." Fire springs forth in searing bolts, burrowing into their leader and two of the lesser assassins.
Blazing Bolt (leader): 1d20 + 20 ⇒ (13) + 20 = 33
Fire: 10d6 ⇒ (1, 4, 6, 2, 4, 1, 6, 2, 5, 6) = 37
Blazing Bolt: 1d20 + 20 ⇒ (18) + 20 = 38
Fire: 10d6 ⇒ (2, 3, 1, 1, 5, 5, 4, 6, 6, 3) = 36
Blazing Bolt: 1d20 + 20 ⇒ (8) + 20 = 28
Fire: 10d6 ⇒ (5, 4, 2, 2, 1, 5, 2, 1, 6, 6) = 34
If one or more are alive, then Blooms will Foretell Harm for an extra 12 damage

Idari "Lucky Strikes" Lucien |

Idari decides to end any more spellcasting shananagins by the Masked Sorcerer!
He Strides, Grabs and Strikes!
Athletics(E) to Grapple: 1d20 + 21 ⇒ (9) + 21 = 30
Melee(E) +2 Striking Elven curve blade, spirit rage, map: 1d20 + 22 - 5 ⇒ (12) + 22 - 5 = 292d8 + 14 + 7 ⇒ (1, 3) + 14 + 7 = 25 plus 4 Bleed S Traits Finesse Forceful Magic Cold Iron Weapon (Standard-Grade) Spirit Ghost Touch, whet stone rune
MAGICAL RUNE RUNESMITH
Usage drawn on a piercing or slashing weapon or unarmed
Strike
This serrated rune, when placed on a blade, ensures it will
never go dull. On a successful Strike, the weapon deals an
additional 2 persistent bleed damage per weapon damage die.
Invocation The essence of sharpness is released outwards
from the rune, dealing 2d6 slashing damage to a creature
adjacent to the rune-bearer, with a basic Fortitude save.
Level (+2) The damage of the invocation increases by 2d6. (4 bleed, 12d6)
Whet Rune: 12d6 ⇒ (2, 4, 5, 2, 3, 2, 1, 4, 5, 2, 3, 1) = 34

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Several motions play over Alkabah's many hands, "Defiant as you are the cloying darkness shall be banished from these lands. Idari press your attack well."
Idari heal 48 from a 2 action Heal font
The Conrasu continues to hold the implement of it's faith overhead.

DM Brainiac |

As the assassins attack, Alzarius rises up in furious anger. "What are you doing? Stop this at once, in the name as Razmir!" When this doesn't work, he blasts the attackers with a spray of magical ice! The other delegates fight off their own attackers, looking for opportunities to come to your aid.
Fortitude vs Whetstone Rune: 1d20 + 17 - 1 ⇒ (10) + 17 - 1 = 26
Alkabah heals Idari as the elf strides past the assassins to get to the masked sorcerer. He grabs the man by his robes, slicing him with his blade and unleashing the power of his rune to badly wound him!
Takarias fires an arrow into the sorcerer, a critical hit. He then commands Raneshi to attack. She scores a cirtical hit as well, and the sorcerer groans and goes limp in Idari's grasp as blood pours from his fatal wounds.
With the sorcerer down, Raneshi moves to attack the other assassins. Blooms unleashes burning bolts as the runesmith closes in, taking down one of the badly wounded foes. Raneshi unleashes lightning from her rune to finish off another one, then Walder Resket draws a double-barreled pistol from his armor and fires at the last assassin, the fiery bullets burning into his chest and taking him out!
The assassins attacking the other delegates fall in short measure after that. The battle is over, but the council chamber is in tatters, with blood spattering and bodies strewn about the room. Almost everyone has been injured in some way. Fortunately, all of the delegates are frightened but alive.
In the aftermath of the battle, a blood-soaked Dalamian weeps over the blood-soaked treaty, while the eyes of everyone else turn toward Alzarius and his delegation. All the hard work you put into completing the Encarthan Alliance seems ready to collapse!
The three assassins each have +1 hand crossbows and +1 striking rapierss. The sorcerer has 2 moderate healing potions, +2 resilient studded leather armor, greater demon mask (appears as mask of Razmir), +2 striking greater staff of control.
***
Chapter 2: Conspiracy in Xer
In the immediate aftermath of the attack, the council chambers are swarmed by Calistrian priests and guards from the city. They move quickly to stabilize the dying and treat the wounded, but unfortunately, all the assailants have died; even those that were subdued or otherwise incapacitated are found to be dead with blood pouring from their nose and ears.
Acting as the queen’s proxy, Dalamian immediately orders Alzarius and his entire delegation detained until they can sort things out. Alzarius does not resist, but continues to maintain that he had nothing to do with this plot and is just as eager as everyone else to find those responsible for this heinous act. The other delegates are busy tending to their wounded and getting everyone transported back to their lodge.
As the last of the wounded are treated, Dalamian looks around the ruins of the council, fighting back tears. She turns to you and asks you to accompany her back to Vynoren Estate to discuss what to do next.
Upon arriving at their lodge, she orders some food and drink brought at once and goes to change out of her blood-soaked clothing. She takes a moment to compose herself, then asks you to join her in the study to talk about next steps.
“My friends... we need to uncover what happened here today. Although it appears that this was a coordinated attack by Razmiri agents, I am positive that Queen Telandia will want proof before we take action. I hereby empower you to investigate this matter and to follow it wherever it leads. We need to learn who is behind this. You must act quickly!”
She passes a slip of parchment across the table. “This writ will inform Greengold’s guards that you are working on behalf of myself and the queen. They will let you examine the bodies of the assassins and enter the holding cells to question Alzarius and his staff. I do not trust him, but the assassins clearly tried to kill him as well, so perhaps there is some truth to his claims that he was not involved. But if not him, then who ordered this? Please keep me informed of any developments... and good luck!”
Everybody is now level 12! Everybody gains a Hero Point!

Raneshi Glyph |

"It would be unbelievably brazen for the Razmiri to attack during the ceremony like that, and it seems to me that such things are not in the cunning style of the followers of Razmir," Raneshi observes. "Frankly, it's something I would have expected from Molthune. We'll keep our eyes and ears open and investigate."

Idari "Lucky Strikes" Lucien |

Idari loosens his grip on the now dead sorcerer. His icy blue eyes turn to evaluate the remaining assassin situation only to nods as they all fall.
He reaches down to pull the Razmirian Mask off the sorcerer.
Could use a new paint job, but, I'm feeling it.
The Twight light Speaker helps gather the wounded to be tended to while he watches the reactions of the delegate's carefully.
It does seem that the Ilverani Elf does pleased that Dalmatian is about directing traffic (and alive).
Prior to convening at the Vynoren Estate, the Barbarian returns to their suite to clean up and change.
At the Vynoren Estate, Idari absently partakes of the offered food and drink. He nods at Dalamian's requests.
Could be an outside party with malcontent over this Treaty. I have my reservations about Razmirian involvement.

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Alkabah dispenses it's supreme skills of tending to multiple wounded with magical mending before everyone disperses.
At the Vynoren Estate the Conrasu is unsure of the precautions being taken, "This one suspects that perhaps someone wished to frame the diplomat. Perhaps one who does not see eye to eye with them, though without sufficient evidence this is a bold and unfounded claim. So it would do well to search as best we can. Though this one is no friend of espionage nor dragging revelations out of individuals."

Takarias Higharrow |

"That definitely sounds like something someone bad would do!" Takarias agrees with Alkabah. "Can anyone talk to corpses? Though maybe we should talk to Alzarius first?"
Did anyone take the +2 rune on the staff? That might be more useful allocated elsewhere. Probably with Idari.

DM Brainiac |

"You are welcome to both investigate the corpses of the attackers and to interrogate Alzarius," Dalamian says. "They are all being held at the Overlook, Greengold's town hall and prison."
***
When you arrive at the Overlook to question Alzarius, Commander Nuandiall notes that he and the other “Masks” that make up the delegation from Razmiran have been entirely cooperative with the guards, even going so far as to remove their masks and robes, which are all being kept in a chamber near the holding cells.
Alzarius stands to greet you as you are escorted into his presence. "Thank you for coming to speak with me. How are the other delegates and their staff? Are they okay?" the aiuvarin man asks, his concern seemingly genuine.

Raneshi Glyph |

"They will recover. Alkabah has been tending to them," Raneshi gestures at her companion. "Do you have any idea what happened with that attack? Did you recognize any of the attackers?"

Blooms in Darkness |

"Perhaps you memorize eyebrows?" The leshy's voice is too dry for mirth to be detected.
"If as you say, you are not involved in this treachery, then I hope you will help us to understand it by telling us as much as you can. Who within your church knew of your mission? Did any oppose it? Where would these assassins have lurked?"
Using Sense Alignment possibly interacting with Lie to Me for an enhanced DC to avoid lies?
Also, Interrogation

DM Brainiac |

Will: 1d20 + 23 ⇒ (2) + 23 = 25
Alzarius meets your gaze evenly. He can feel the weight of Blooms' interrogation, but is unperturbed. Blooms is unable to ascertain his moral propensities, however.
"As I told the others, I had no knowledge of this attack, aside from what I witnessed in the council chamber alongside you, nor did I recognize any of the attackers. I arrived in Greengold the day before the summit with my staff, having come directly from Thronestep. I was summoned from my home in Xer by one of the Visions, a very high-ranking member of the faith, who asked me to come to the summit and represent Razmiran. I was given directives on the negotiations, supposedly expressed by Razmir himself." He pauses to flash an exultant smile, as if this fact should impress you.
"My directives were to engage with the council earnestly and honestly in an attempt to secure partnerships against the Whispering Tyrant and his forces—anything short of open conflict. My staff are all priests in good standing, mostly diplomatic aides and travel guards, supplied by the Vision. They have been with me the entire time since leaving the capital."

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"Have any of your entourage been acting oddly, or outside of normal hours? This one does not wish to cast suspicion, but we as a whole are tasked with delving deeply on the subject of speculation."

Raneshi Glyph |

"Do these masks seem authentic to you? Is there any way to tell which priest a mask belongs to?" Raneshi offers the envoy one of the attacker's masks. "You are more of an expert than we are. Have there been any impersonations of priests that you know of?"