Mithral Scarab

Black Addie's page

601 posts. Alias of Max Hellspont.


RSS

1 to 50 of 601 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

My apologies, everyone. For the past week I've been battling what's turned out to be a case of pneumonia, and this is the first that I've felt well enough to even sit upright and turn on the computer. Can't guarantee much posting in the next several days - very low energy and meds that may start making me feel even worse in different ways (yuck!) but I'll try to keep up. Feel free to 'bot Addie if need be. Thanks!


Addie stands quietly behind Celia and Zali, watching the interplay between Shannon and Thesing.

"So this is theater, is it?" she asks the other two women in a soft whisper.


Celia Anetta Azurra wrote:
Celia nods. "Sounds good. You want me to go with you?" the young cleric asks as she raises a holy symbol above her head. With a soft prayer, she asks that the others in the church be blessed by their victory in battle.

"Thank you for your Goddess' blessing," Addie says to Celia as the healing energy washes over the group.

"I'll go with you to return the horses," Addie says to Zalika, Celia, and Shannon. "Where can we find your uncle?" she asks Gorvio.


Leveled up!


Zali and Celia, are either of you interested in being the recipient of an Enlarge Person spell in combat? If so, I'll take that as one of my new spells.


Working to update now. Will take average hit points (4 plus Con bonus). I gain a new hex and two new spells (plus Ventriloquism as a patron spell), plus I plan to purchase some scrolls of spells to teach His Lordship with my share of the spoils from the sale of the Hellknights' gear.


I wasn't thinking of taking the Hellknights' horses for us to ride, I was mainly thinking of denying the Hellknights with a way to easily move their wagon. Plus we could sell the horses to Gorvio's uncle.


Yay!

Is the average for HP the PFS method (half HD +1)? So a d6 would be 4?


No problem!

Maybe we could say that Zali smashes the Asmodean's steel mask instead of his holy symbol.


Zali, Addie already threw the priest's unholy symbol into the river.

Black Addie wrote:
The veiled witch walks over to the unconscious hell-priest and takes the unholy symbol from his limp grasp. With all her might, she throws the symbol as far as she can into the stream below.

Where are the horses that were pulling the wagon? If they're still here and not injured, then let's take them with us as well. Could we use them to carry the gear?

Were any of the objects (other than the potions) magical?

Addie takes the key to the wagon and drops it into the sewers of Westcrown as soon as the group returns to the city.


"Well struck!" Addie praises Celia and Zalika. "And well said," she compliments Shannon on his response to Arael's query. "The Fiend's lackeys had best crawl back to their master, for the downtrodden of Westcrown will cower beneath the iron-fisted tyranny of the Hellspawn no longer!" The veiled witch walks over to the unconscious hell-priest and takes the unholy symbol from his limp grasp. With all her might, she throws the symbol as far as she can into the stream below.

Intimidate: 1d20 + 5 ⇒ (17) + 5 = 22

Celia Anetta Azurra wrote:
"Quickly, now. Those men on horseback should be returning at any moment."

Addie glances in the direction that the riders rode off, then follows the Iomedaean's example and mutters the words of a cantrip to perceive magical auras as her gaze passes over the Hellknights. Detecting magic.

"Before they return, let's strip these men of their gear, bind them securely, and lock them in their own prison wagon," Addie suggests to her companions.

Agree with Celia's suggestion from the OOC thread to loot the Hellnights' armor and weapons - could be useful for future operations.


DC 12 Will save: 1d20 + 4 ⇒ (18) + 4 = 22

Addie's HP: 7/8


Round Five:

Addie fixes her black-eyed gaze upon the Hellknight priest yet again, further muddling his mind with even greater feelings of doubt and despair as she continues to cackle madly.

Standard action to use Evil Eye Hex on the Hellknight priest to impose a -2 penalty to his attack rolls; duration 7 rounds, reduced to 1 round with a DC 14 will save (plus he already takes a -2 penalty to his saves and AC due to Evil Eye). Move action to use Cackle Hex to extend the duration of Evil Eye Hex (whether successfully saved against or not) by 1 round.

Buffs in Effect:
Inspire Courage (party): +1 competence bonus to attack and damage; +1 morale bonus to saves vs. fear and enchantment effects.
Bless (party): +1 morale bonus to attack and saves vs. fear.

Debuffs in Effect:
Evil Eye (Asmodean Priest): -2 penalty to saving throws; -2 penalty to AC; -2 penalty to attacks; all extended by Cackle Hex.


Round Four:

Seeing Zalika drop to the ground before the Asmodean priest, Addie calls upon another of the blessings of her otherworldly patron and casts a spell to curse the Hellknight priest's fortune as she continues to cackle unnervingly.

Standard action to cast Ill Omen on the Hellknight priest: On the next d20 roll he makes, he must roll twice and take the less favorable result; no saving throw; duration 1 round. Move action to use Cackle Hex to extend the duration of Evil Eye Hex (both the -2 to saves and -2 to AC on the Hellknight priest) by 1 round.

Buffs in Effect:
Inspire Courage (party): +1 competence bonus to attack and damage; +1 morale bonus to saves vs. fear and enchantment effects.
Bless (party): +1 morale bonus to attack and saves vs. fear.

Debuffs in Effect:
Evil Eye (Asmodean Priest): -2 penalty to saving throws; -2 penalty to AC; both extended by Cackle Hex.
Ill Omen (Asmodean Priest): On the next d20 roll he makes, he must roll twice and take the less favorable result.


Round Three:

Addie maintains her black-eyed gaze upon the Hellknight priest, enhancing the growing despair clouding his mind to slow his reflexes as she continues to cackle madly.

Standard action to use Evil Eye Hex on the Hellknight priest to impose a -2 penalty to his AC; duration 7 rounds, reduced to 1 round with a DC 14 will save (plus he already takes a -2 penalty to his saves due to Evil Eye). Move action to use Cackle Hex to extend the duration of Evil Eye Hex (whether successfully saved against or not) by 1 round.

Buffs in Effect:
Inspire Courage (party): +1 competence bonus to attack and damage; +1 morale bonus to saves vs. fear and enchantment effects.
Bless (party): +1 morale bonus to attack and saves vs. fear.

Debuffs in Effect:
Evil Eye (Asmodean Priest): -2 penalty to saving throws; -2 penalty to AC; both extended by Cackle Hex.


Apologies for holding things up!

Round Two:

Still hidden behind her boulder and encouraged by the effectiveness of Shannon's 'performance', Addie shifts her attention to the Hellknight priest threatening Celia. Behind her veil, Addie's eyes turn black as a starless night as she offers a silent prayer to The Gentleman, causing doubt to seep into the Asmodean's mind. As the power of her otherworldly patron grips the Hellknight, the young witch begins to cackle madly.

Standard action to use Evil Eye Hex on the Hellknight priest to impose a -2 penalty to his saving throws; duration 7 rounds, reduced to 1 round with a DC 14 Will save. Move action to use Cackle Hex to extend the duration of the Evil Eye Hex (whether successfully saved against or not) by 1 round.


Sweet move, Shannon!


Is it okay to assume that Addie would have cast Mage Armor on herself once the pitch was poured and everyone was set for the ambush?

Addie scuttles out from under the bridge, trying to take advantage of any concealment provided by vegetation or boulders near the stream while moving to gain a clear view of the wagon.

Stealth check: 1d20 + 4 ⇒ (13) + 4 = 17. Per the PRD: "When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment." Using move action to move at half-speed (to use Stealth at no penalty), moving up to 15 ft if needed to get a view of the wagon while still remaining in concealment if possible. (Hopefully a big half-orc wielding a whip will also distract the Hellknights from Addie's movement!)

Finally able to see the Hellknights, Addie points at one of the men nearest Zalika and mutters the words to a spell to cloud the man's mind.

Standard action to cast Daze on one of the Hellknights nearest Zalika (not the man sitting in front of the two horses - he looks too powerful for that cantrip); the Hellknight loses his next action unless he succeeds a DC 14 Will save.


Zalika Cailean wrote:

Wiping the sewer filth from her boots on a broken piece of discarded furniture, she turns to look over the people within, but unexpectedly finds herself face-to-face with a large black cat sitting atop the back of an old pew, it’s yellow eyes scrutinizing her intently.

”Vell hello, sveetheart. Vhat’s a nice cat like you doing in a place like dis?” The others are treated to the possibly incongruous sight of a grey-skinned half-orc woman, not overly tall but heavy with layers of whipcord muscle, leaning forward to pet the purring cat. She has prominent canines jutting over her lips, coarse black hair tied back in a warrior’s knot, a series of jagged scars covering the exposed skin of her face and arms.

Addie purses her lips as she watches His Lordship allow himself to be petted by the half-orc woman. "What is he doing? Purring?!? Just what are you up to, you rascal of a cat?" she thinks to herself as she watches the black cat jump down from the pew and rub against the half-orc's legs. Eyes narrowing, Addie draws a card from her Harrow deck and studies it carefully as Janiven speaks with the newcomer.

Zalika's Card:
Suit: 1d6 ⇒ 3; Card: 1d9 ⇒ 8 = The Sickness

"The Sickness. Normally a card of dire portent, but upside down like Celia's. Another misalignment, representing the chance to stop the corruption of a multitude of souls. So this woman is another crucial thread in the pattern of Janiven's Uprising to stop the Dance of the Demon's Lantern," Addie muses as she replaces the card in the ancient deck.

Addie nods in greeting to Zalika as she is introduced by Janiven. "I'm afraid I don't possess any magic that could incapacitate a large group as soon as the ambush is sprung, although I do have a few spells and abilities that will aid us nonetheless. Hopefully our abilities will be enough."


Good to go!


Welcome aboard, Zalika!


Addie's left eyebrow arches quizzically behind her veil at Yakupulio's description of his... skills... but the young witch keeps her opinions to herself.

Addie nods at Janiven's suggestion to obtain pitch from the shipyards. "Is that something you need us to do? Or do you have a contact at the shipyard?" she asks.


"That sounds good to me," Addie agrees with Janiven and Shannon's summation of the plan.

Addie smiles and nods in appreciation of the gnome's offer to help with the locked cage. "You will need to be with our group, then," she says to the orange-haired gnome. "Please forgive me, but what was your name again?"


There were a couple of quite interesting martial-type characters in the recruitment thread (Zalika Cailean and Ichiro Tanizaki). Perhaps one of them could jump in as another of Janiven's revolutionaries that we haven't met yet? Either person may be reachable by PM.


Addie listens carefully to the discussion of how to best ambush the Hellknights and free Arael.

"The bridge does seem to be the ideal spot for an ambush," Addie agrees with Shannon. "And I like the idea of separating some of the riders from the cage wagon."

"Janiven, you said that the others here are not combat trained, but can they fire crossbows? They could draw some of the Hellknights away by harassing them with crossbow fire, and then we could attack the remaining reduced forces with the cage at the bridge. I would assume that the Hellknights move slowly in their armor, so the crossbow wielders could flee when the Hellknights move to attack. Of course, it would be safer for your compatriots to do this if there is some form of cover for them to flee into. Is there forest close enough to the bridge from which your people could attack and then flee into?"

"Of course, we'll all probably want to wear disguises," Addie adds as an afterthought.


Addie sleeps as best she can, His Lordship curled upon her chest. Well before dawn she awakens and spends an hour simply staring into the black cat's golden eyes. Once her morning meditation is complete, she dons the fresh clothes provided by the Halfling Fiosa and gathers her few belongings before joining her new companions in the shrine's main room

Prepared Daze, Detect Magic, Message, Ill Omen, and Mage Armor.

leinathan wrote:

... Janiven waits for you in the main prayer room.

"Good morning!", she says. "I believe that I have a plan to free Arael, but we'll need to act quickly...and please, I need to be sure that I have your aid or I'm afraid we'll not succeed."

"You have my aid as well," Addie echoes Shannon and Celia. "Just tell us how we can help."


Apologies for the absence - I've been dealing with some health issues. I should be able to get a real post up tomorrow.


Sorry, couldn't get on the boards last night.

From her seat at a small table in a quiet corner Addie watches Jessnen's display of weaponry skill, impressed by the glimpes of his former - and possibly future? - prowess with sword, axe, and flail. Her veiled eyes carefully study each of the other members of Janiven's group, observing their interplay with each other and with her fellow newcomers once Celia and Shannon return from their baths.

The young witch retrieves the ancient Harrow deck from its pouch in her scarf and shuffles the cards carefully for several minutes, almost as a form of meditation. Once the cards feel right, she places the deck on the table and passes her hand over it, spreading the face-down cards in an arc before her. While watching Jessnen, Celia, and Shannon, she reaches out and pulls three cards from the arc. As she turns the card over she is unsurprised to see the same cards she drew from the deck when her three companions entered Vizio's tavern: The Betrayal for Jessnen, upside down and therefore misaligned; The Liar for Celia, also upside down and therefore misaligned as well; and The Midwife for Shannon. "But what of the rest of this group of Janiven's? What is to be their role in this spread?" she wonders to herself.

As Addie ponders the rest of the deck spread before her, His Lordship jumps up onto the table, sniffs at the cards, and turns away disinterestedly to sit and watch the others in the room. The cat's tail flicks back and forth, knocking one card out of alignment from the rest spread upon the table. Addie glances toward the cat, her eyes narrow with suspicion as she reaches out to turn over the disturbed card.

The Cabal's Card:
Suit: 1d6 ⇒ 1 - Strength; Card: 1d9 ⇒ 6 = The Uprising

Addie's eyes widen in surprise at the revealed card. "The Uprising! This card represents being caught in the clutches of something much more powerful than yourself. It is an overwhelming strength that often crushes what comes in contact with it. The crown held high signifies overthrowing a leader of some sort. In a Harrow spread, it indicates a force much stronger than the person receiving the reading."

Addie studies the group of people in the shrine again with a growing sense of newfound respect. "First my readings earlier today, and now this. The cards indicate that Janiven and her followers stand a solid chance freeing the people of Westcrown from their oppressors. But they'll need guidance." The young witch continues to consider the possibilities as she glances again at her three new companions and the three cards she uncovered earlier.


Shannon Rhys wrote:
"It would be nice to give these clothes a good soaking. I could use one, too."

Addie mutters a mystical phrase and waves her hand toward her companions and herself. Instantly the malodorous evidence of their escapades in the sewers of Westcrown disappears from their clothing and bodies. "I realize it's no replacement for a hot bath, but at least your clothes are now clean," she says, a hint of a smile visible behind her veil.

The young witch takes a piece of bread to nibble on as she seats herself in a quiet corner of the common room. She watches His Lordship pad imperiously through the shrine, inspecting their new lodgings for the evening. The black cat pauses to sniff at the meditating Chelish woman, then saunters over to the female gnome, staring at her unnervingly until she passes him one of the chicken legs.


Addie glances questioningly at her new companions, and then enters the boarded-up chapel.

His Lordship saunters in beside the witch as if the large black cat owns the place.


Addie frowns slightly at Janiven's response to Shannon's question. However, the young witch's expression eases as she remembers her Harrow reading from earlier in the day.

"We'd best hurry up, then," Addie advises her companions. Waiting to ascend last, Addie murmurs the words to a minor spell to restore the muck and mire disturbed by the group's passage near and on the ladder.

Casting Prestidigitation in order to mask any sign that the party ascended from the sewers at this location.


"Be careful," Addie cautions. "There may be more in there."


Round Two:

Addie shifts her attention to the goblin stunned by Shannon as she backs toward the eastern door. Behind her veil the witch's eyes turn black as a starless night as she offers a silent prayer to The Gentleman, hexing the goblin and causing doubt to creep into its dazed mind.

Move action to back toward eastern door, but remaining within 30 ft of the goblin affected by Shannon's Daze spell. Standard action to use Evil Eye Hex on the goblin affected by Shannon's Daze spell to impose a -2 penalty to the goblin's attack rolls; duration 7 rounds, reduced to 1 round with a DC 14 Will save.


Round One:

Addie draws her silver sickle and glares at the goblin that Celia attacks. The Witch of Rego Cader mutters a mystical phrase in a guttural tongue and points toward the goblin, channeling the power of her deceptive otherworldly patron in an effort to cloud the creature's mind.

Move action to draw sickle. Standard action to cast Daze on the goblin attacked by Celia; Will DC 14 negates.


Addie Stealth check: 1d20 + 4 ⇒ (16) + 4 = 20
His Lordship Stealth check: 1d20 + 14 ⇒ (8) + 14 = 22

Addie grimaces at Jessnen's indication of goblins beyond the western doorway. Following her companions, the young witch and her familiar move silently as ghosts toward the eastern door.

The black cat glances toward the louder humans with an expression of ill-concealed disgust.


"I don't trust that marker," Addie comments, studying the crudely drawn symbol with narrowed eyes. "I've heard stories of nastier things than Hellknights moving about in Westcrown's sewers. If I had more time I could consult the Harrow to determine whether it would be a wise choice to take the marked path, but I doubt our pursuers will grant us that luxury. As it is..." she pauses as she retrieves her deck of cards. The witch shuffles the cards quickly and carefully, then draws three cards. "These three cards represent the three possible paths. The first card for the left-most straight ahead path, the second card for the right-most straight ahead path, and the third card for the marked path to the right."

Cards Drawn:
First Card - Suit: 1d6 ⇒ 5 - Wisdom; Card: 1d9 ⇒ 2 - The Midwife
Second Card - Suit: 1d6 ⇒ 3 - Constitution; Card: 1d9 ⇒ 1 - The Trumpet
Third Card - Suit: 1d6 ⇒ 6 - Charisma; Card: 1d9 ⇒ 9 - The Liar

Addie frowns as she studies the three cards. "The Harrow indicates that the marked path is likely false. However, it does not indicate whether one straight-ahead path is better than the other," she informs her companions as she returns the deck of cards to the secret pocket in her scarf.

Addie then joins Shannon as he studies the symbol, holding the sunrod to afford him a better view.

DC 10 Aid Another Perception check to grant Shannon an additional +2 to his check: 1d20 + 4 ⇒ (14) + 4 = 18


Aww, thanks! You guys have created equally great characters to participate with. I'm just working to measure up to your quality!


Addie nods her thanks to Janiven as she silently accepts the potions and places them in her pack. The young witch also takes the proffered sunrod and follows behind Shannon and Morosino.

His Lordship steps gingerly along beside Addie, growling disdainfully at the dampness and stench of the sewer. "Oh, get over yourself," Addie mutters to the cat. "You've been in worse places before of you own volition, and you know it."


Addie snaps her fingers, causing a small spark of flame to flash and then die in the darkness. "I don't suppose anyone brought a torch?" she asks softly.


Addie gives Shannon a nod and small smile of approval at his masterful deception of the Hellknights. "Well done. Now let's leave before they realize they've been duped," she whispers as she heads toward the secret tunnel.


"The Peacock fans his feathers. Do we continue to Dance to the pattern of the Demon's Lantern, or allow the Paladin to guide us to the Hidden Truth?" Addie murmurs under her breath as the others jump up at the announcement of the approaching Hellknights. His Lordship turns his head to give the witch a knowing look, yawns widely and stretches, and then hops off the table.

Addie calmly picks up her pack and stands to join Shannon and Morosino at the window. The veiled woman glances out the window as the singer calms the young man.

Perception check: 1d20 + 4 ⇒ (11) + 4 = 15


Addie listens quietly to Janiven and the others, considering all that they say. The young witch takes out her Harrow deck from under the table, shuffles the ancient cards, and silently lays them out for a reading. Behind her veil, her eyebrows arch in surprise at the pattern revealed. "A perfect match for my earlier reading! How is that possible?" she wonders to herself.

"The Harrow confirms Janiven's words," Addie says cryptically. "Unless we stand strong in the face of adversity, and make a change in the attitudes of ourselves and the people of the city, Westcrown will be consigned to continue its current dance toward corruption and damnation."

With those words, the veiled Varisian gathers her cards, reverently placing the deck back its pouch and tucking it within a hidden pocket in her multi-colored scarf. Then she scratches the black cat behind its ears, eliciting a rumbling purr of contentment from the feline.


Love that map of Westcrown. Thanks for posting the link!


Celia Anetta Azurra wrote:
"I see the looks you're giving me and I'll put you at rest by saying I'm not a dottari. The holy symbol of Iomedae is on the other side of this tabard; you don't have to be afraid of me."

Addie nods almost imperceptibly at Celia's announcement. "So that is her lie. One of the Inheritor's faithful hiding amongst the dottari. 'Disguised as something much less beautiful' indeed. She takes a great risk to reveal such a dangerous secret about herself to total strangers."

"My name is Addie," the veiled Varisian introduces herself. "In the northern part of the city I am known as Black Addie, the Witch of Rego Cader. And this is His Lordship," she says nodding toward the black cat on the table.


Celia Anetta Azurra wrote:
Celia sees the black cat sitting on the table in front of the Varisian girl and approaches it, smiling. "Afternoon, signore."

The black cat continues to watch Celia impassively, its golden eyes never leaving her face... As if it were assessing her very soul.

Celia Anetta Azurra wrote:

She looks to the girl and the deck. "Nice to meet you. Name's Celia. You've got a gorgeous cat." Nodding the same greeting to the disheveled drunken man, she's at a lack of words to find anything complimentary about him so she simply gives him a curt smile.

The pretty woman with the massive sword tattoo her face sits down at the table across from the pretty Varisian girl with the veil across her face. "By the deck, you're a... fortune teller?"

"Good day to you, Celia," the veiled Varisian returns the tattooed woman's greeting. "I am known as Addie. And yes, I suppose you could say I am something of a fortune teller. Would you like a reading?"

Addie's eyes shift from Celia to the latest newcomer as he enters, exits, and then enters the room again.

Shannon Rhys wrote:
The only person in the room who gets longer than a subtly coquettish glance is the Varisian girl and her Harrow spread. She seems familiar to him. He should know her, her knows it, but cannot place her, being too often out of Westcrown on tour. "Signora," he nods his head to her in greeting, and also, a bit more distantly, to Celia.

Addie nods silently to acknowledge his greeting. Placing the card she drew when Celia entered at the bottom of the deck, she draws a new card from the top.

Shannon's Card:
Suit: 1d6 ⇒ 5; Card: 1d9 ⇒ 2 = The Midwife

"The Midwife. One of the more benevolent cards. The conduit of creation, although she does not create her own. The key that lets new life or information into the world; whose heart can see the good in even the worst situation," Addie glances up to study the newcomer again, noticing the crumpled playbill on the table before him. "A conduit of creation who does not create his own... A performer, perhaps? An actor or a singer, someone who conveys another's creation to the masses. A devotee of Shelyn, no doubt, who can see the good in people even when others cannot. A kind soul."

Addie's ruminations are interrupted by their hostess, Janiven, as she enters bearing a tray of food and ale.

leinathan wrote:
"I see you got my invite, of course. I hope it didn't catch any of you at a particularly inconvenient time? You weren't doing anything particularly pressing?"

Addie simply shakes her head in the negative in response to Janiven's questions as she accepts the proffered mug, placing it on the table before her without taking a sip. She nods her thanks as she accepts the plate of chicken, and hands a choice morsel to the black cat before taking a bite herself.

DC 15 Sense Motive check: 1d20 + 4 ⇒ (13) + 4 = 17

Addie studies their hostess as she speaks, noting that the woman seems forthright but worried. When Janiven looks again toward the door Addie glances that way as well, noticing that the drunkard - Jess - also observed their hostess' behavior. "Perhaps not as drunk as he seems," she thinks to herself, and then notices his eyes frantically darting about the room. "Looking for another exit? Or a weapon?"

Perception check: 1d20 + 4 ⇒ (8) + 4 = 12


Untrained DC 10 Knowledge (local) check: 1d20 + 4 ⇒ (16) + 4 = 20

leinathan wrote:
The PCs arrive one-by-one, with Black Addie arriving first... The inside of the tavern is largely empty, although clean and serviceable with tables and chairs and a bar seemingly ready for business. There are no people, although sounds can be heard from the kitchen. A note rests on the largest table in the common room. "Please wait, dinner will be ready shortly, and then we can discuss our association."

Addie pauses in the doorway, glancing around the tavern's empty common room. She considers leaving, but the decision is taken out of her hands by His Lordship. The large black cat saunters across the common room as if he owns the tavern and hops up onto a table against the far wall. Sitting on his haunches, he stares back at Addie with his unblinking golden eyes as if to ask why she hasn't already taken her seat.

Addie sighs and moves across the room to the table upon which His Lordship rests, taking a seat with her back to the wall. Without a word, she removes the pouch containing her mother's Harrow deck and shuffles the cards once before placing them in her lap, out of sight beneath the table top.

Jessnen Daersic wrote:
More falling through the front door than walking, Jess straightens up and takes in the empty room. Spotting Addie on the second sweep of the room, he chortles. "I expected a few more people to be here than one, young gypsy. Maybe Janiven's more foolish than I thought." Losing interest in his 'professional' appearance, Jess pulls out his flask and takes a draught, heading for a chair.

Addie arches one eyebrow quizically behind her black mourning veil at the drunkard's statement, but chooses to remain silent. Glancing down at her lap, she draws a card from the top of the Harrow deck and studies it carefully.

Jessnen's Card:
Suit: 1d6 ⇒ 6; Card: 1d9 ⇒ 8 = The Betrayal

"The Betrayal. Normally a card of ill-omen. But it's upside down, indicating a misalignment, meaning self-sacrifice or turning away from the material world and its temptations." Addie glances again at the newcomer, narrowing her eyes as she considers him again. "He certainly has the air of someone who's trying to turn away from something, but it appears to have only led him deep into the bottle. Perhaps whatever Janiven has to say will help him find his way back out and set him on a more worthy path," she muses as she replaces the card at the bottom of the deck

Celia Anetta Azurra wrote:

She's met with a nice looking tavern, a peasant Varisian girl and a washed-up drunk.

Celia eyes both of them warily for signs of... she didn't know, aggression? before putting away her sword with a leathery sound. "Which one of you is Janiven?" she says, holding up the letter in one hand.

"Neither," the veiled Varisian woman seated against the far wall replies mysteriously, nodding toward the note resting on the largest table in the common room. The black cat perched on the table in front of the Varisian woman stares back at Celia with unblinking golden eyes.

Addie again glances down at her lap as she draws another card from the top of the Harrow deck.

Celia's Card:
Suit: 1d6 ⇒ 6; Card: 1d9 ⇒ 9 = The Liar

"The Liar. Another card that is usually of dire portent. And yet this one is upside down as well - another misalignment - indicating the beginning of a new relationship, although disguised as something much less beautiful. She has the bearing of the dottari, but Janiven invited her to this meeting... I wonder what she's hiding?"


Shannon Rhys wrote:

Oh, Addie! At first I was curious whether you randomly drew Harrow cards for yourself and then wrote that, devising your own interpretation, or if it was an intentional staging of the cards.

But after thinking a second time, I don't know want to know. It would ruin the mystique. I just want to say that's awesome.

Thanks!

I have to say, from the quality of everyone's posts I consider myself very lucky to have fallen in with such a talented group of players!


Addie picks up the basket of fruit and glances up and down the narrow street through her black mourning veil for any sign of those who left it on her stoop. With a shrug she turns and re-enters her abode, only noticing the letter nestled among the fruit as she places the basket on the table. Glancing back toward the door she removes the letter and reads the words inscribed therein.

leinathan wrote:

Greetings potential associates!

It has come to my attention that you (unfortunately among many others) have been having particularly troublesome...troubles with the House of Thrune and associates lately. Please, if you wish to do something for the good of Westcrown, come to a place named Vizio's tavern. I am holding a meeting of idealists and concerned citizens who wish to return Westcrown to its former glory and make it a better place for everybody living here. Please, we need all of the help that we can get.

Of course, do not show this letter to anybody, and burn it if you think it necessary to keep the secret.

Hoping to see you,
Janiven

DC 10 Knowledge (local) check: 1d20 + 4 ⇒ (9) + 4 = 13

"So. Janiven," Addie muses, recalling what she has heard regarding the bodyguard and guide bearing that name. "I remember Ol' Meg speaking of her. A bit rash, but trustworthy, so I doubt this is some Hellknight trap. And she wants to make Westcrown a better place, which is a goal I can support. It may be worth going... To hear what she has to say, if nothing else. Let's see if Mother's cards can provide any elucidation."

The young woman goes over to her sleeping pallet and sits. Clearing her thoughts, she removes a small pouch from a pocket within the multi-colored scarf draped about her shoulders (the only bit of color about her person). She opens the pouch and removes an ancient set of cards. She shuffles the cards, pauses reverentially, then begins to lay out a spread for a Harrow reading on her worn blanket. Her eyebrows arch in surprise as she studies the pattern revealed by the cards.

Black Addie's Harrow Spread:
Card Placements:

Positive Past: The Empty Throne (lawful good, Charisma) (TRUE MATCH). The Empty Throne has a sense of loss that is palpable. The ghost signifies that those who are gone will always be with us. They taught us important lessons, if only we choose to listen. This card can bring information from a far-off or ancient source.
Unclear Past: The Locksmith (lawful neutral, Dexterity) (TRUE MATCH). The Locksmith presents the subject with the keys she needs to unlock her destiny. He grants the tools to access a new location, clue, or treasure. He does not grant insight into how or where to use the tools granted. This card often represents a strange, ancient, or magical object.
Negative Past: The Winged Serpent (lawful good, Wisdom) (Partial Match, MISALIGNED). The Winged Serpent is a powerful being. Knowledge and prudence are separate keeps bridged by understanding. The couatl represents this bridge, knowing whether now is the time to strike. Misaligned, this card means either not seizing a moment or doing so ill-advisedly.

Positive Present: The Hidden Truth (lawful good, Intelligence) (Partial Match). The Hidden Truth symbolizes the ability to see past the obvious and the banal to a greater truth within. Sometimes this discovery is an esoteric one, sometimes it is a literal find, such as an item revealed within a room. Regardless, it is a card with the power to reveal secrets.
Unclear Present: The Theater (neutral good, Charisma) (Partial Match). The Theater is the card of true prophecy. The puppets act out a scene, just as the prophet acts out a scene in which she has no part. The prophet is the audience and the prophecy is the show. She has no influence on what she sees, and its importance is often not recognized until too late.
Negative Present: The Demon's Lantern (chaotic evil, Dexterity) (Partial Match). The Demon’s Lantern is the card of traps and tricks, sleight of hand and sleight of mind. These will-o’-wisps and the man who sought their light represent an impossible or intractable situation.

Positive Future: The Paladin (lawful good, Strength) (Partial Match). The Paladin symbolizes standing strong in the face of adversity. The Paladin does not back down under any circumstances. This card usually indicates the need to stay the course or do what one knows is right, even if it takes a heavy toll.
Unclear Future: The Peacock (neutral, Dexterity) (Partial Match). The Peacock is a creature of astonishing beauty, but it is a beauty that can only be retained if frozen like a cockatrice’s statues. Smarter people accept the passage of time and dance out of The Peacock’s way. Its appearance always signifies a sudden personal shift in attitude or societal change.
Negative Future: The Dance (lawful good, Dexterity) (OPPOSITE MATCH, MISALIGNED). The Dance is a rich and delicate framework that, like the universe itself, requires everyone within it to abide by its rules, lest the entire construct collapse. It advises staying in perfect step, knowing your place in the greater good. Those who step out of the pattern do so at their peril. Misaligned, that pattern might be hypnotic, but not to the good of all.

"The Theater in the central Present shows that this is a True Prophecy, although its true meaning is unclear," Addie muses. "Now the Past... two True Matches! The Empty Throne signifies those who are gone who taught us important lessons. Could it mean Ol' Meg, who taught me the ways of witchcraft and introduced me to The Gentleman? Or maybe my real mother, who left me this very Harrow deck? Who knows what this deck's history may be? Maybe that's what the True Match of The Locksmith signifies: a strange, ancient, or magical object that is the key to unlocking my destiny?"

"Now for the other cards of the Present, The Hidden Truth and The Demon's Lantern," she continues to study the lay of the cards. "On the negative side, The Demon's Lantern: an impossible or intractable situation. Well, that describes life here in Westcrown with the way things have been for the past eighty years! On the positive side, The Hidden Truth: the ability to see past the obvious and the banal to a greater truth within; a card with the power to reveal secrets..." Addie pauses and looks toward the letter on the table. "A secret, greater truth... possibly related to this secret meeting of Janiven's. Perhaps she knows of some way to actually bring about the end of the tyranny and lies of the Asmodeans here in Westcrown?"

"So what does this mean for the Future? The most glaring card is The Dance, a Misaligned Opposite Match in the Negative position! The hypnotic pattern requires everyone within it to abide by its rules, but it is not for the good of all. That can only signify the current state of affairs under the Asmodean leadership. The Peacock in the Unclear position signifies a sudden change in society. Maybe that change will be brought about by The Paladin, standing strong in the face of adversity in the Positive position! But at what cost to the people trying to bring about that change?"

Addie stares into space for several moments, pondering the possibilities revealed by the ancient cards. "Well, there's only one way to find out," she decides, gathering her cards and placing them back in their pouch, which she then tucks back into her scarf. She picks up the letter and whispers a mystical phrase, causing the parchment to burst into flame and quickly burn to ash. "Come on, Your Lordship," she calls to the large black cat sprawled upon the windowsill. "Looks like you and I are going out." The black cat opens one golden eye and studies the young woman impassively as she packs a few of her possessions into a battered backpack. The black cat yawns widely, revealing a mouthful of needle-sharp teeth, hops down from the windowsill, and follows the young witch out the door.


Hi all! Finally got a chance to check in. Thanks for selecting me, Leinathan. This looks like an awesome party of characters and a great group of players.

I'm in EST and typically post at least once or twice a day (in the morning before work and in the evening after the kids go to bed). In mid-August I will be dropping down to a part-time work schedule, so I should be able to post more frequently starting then. Weekend posting can get sporadic depending on family plans/activities.

Thanks again for the invite!


1 person marked this as a favorite.
leinathan wrote:
@Black Addie, I would be pretty amenable to a Hedge Witch. So Black Addie is essentially a squatter that lives off of selling herbs and charity?

Yes... But in return she sees to the needs of the downtrodden residents as a healer and protector, sort of like the Witches of Discworld: "The role of witches has been defined as 'smoothing out life's humps and bumps,' and 'helping people when life's on the edge,' and they take this obligation seriously. They also never ask for anything in return. There are, however, ways of not asking for anything in return, (of course.)"

To further paraphrase, "It is considered lucky to have a witch in your community, it is especially lucky if the witch is well-provided for."