Slick manages to crawl out of the monsters gullet and put it down once again. He brings a little relief to himself. Billy repositions himself and prepares some retribution. I have decided in favour of retribution working on regeneration, you could of course have cast it while it was far more active. This may keep it down for the duration unless it crit passes. Sigourney causes Jismur to vanish into strange maze like extra dimensional space. Having been in his stomach, this has the effect of leaving her some 15' in the air. She promptly drops to the ground. I am going to say you do need air bubble. You wouldnt be prevented from using the spell, it would go off, but you would immediately become unconscious but you would not be suffocating. You do take 7 falling damage and land prone. I decided Slick would not fall when he escaped as Blue was prone at the time. Sigourney is not quite sure just what these things are. They might well be fey but they could also be a powerful form of beast native to the elemental plane of air. If fey their regeneration will be stopped wit cold iron. If beast, then acid should be particularly effective. Rolls:
Pine appears to be confused. Lets decide who he targets. Red and Bolti are both next to him. Red is 1, Bolti is 2. Confusion: 1d2 ⇒ 2 Pine is up. Please attack Bolti with basic strikes or offensive cantrips. Combat Status: Round 2
Anthem 2/4 Turn Order Jismur
Combat status Slick [293], 138 damage
Regen has been applied Jismur, 45 damage, 5 ft up, quandried
I did indeed forget that Blue was immobilised. Instead he tries to escape and fails. I have moved him back to where he was, at least roughly. @Pine, no chaotic destiny, you can only use one fortune effect on a roll. Your HP reroll is just a regular fail. Pine finds himself reeling in the strange energy breathed out by the weird fox. Rolls:
Blue escape: 1d20 ⇒ 10, fail Breath dmg: 15d8 ⇒ (4, 8, 3, 4, 3, 7, 5, 2, 8, 5, 5, 4, 2, 8, 7) = 75
Combat Status: Round 1
Anthem 2/4 Turn Order Jismur
Combat status Slick [293], 198 damage, swallowed, slowed 1, holding breath
Regen has been applied Jismur, 45 damage, 5 ft up
The group notices that all of the foxes seem to be healing their wounds. Sigourneys wooden double explodes into splinters as the jaws grab hold of her. With a shake of his head Jismur gulps Sigourney down. With a start Slick realises that Blue is, in fact, not dead. Its eyes flick open and it snarls at him. Its jaws snap out, gobbling up Slick. It then leaps to its feet and bounds across the courtyard. Red, prone and reeling, opens its mouth wide and unleashes a cone of screaming energy over Bolti and Pine! Pausing to see if Pine wants to do anything with his save. Rolls: Damage: 3d12 + 19 ⇒ (10, 6, 2) + 19 = 37 *2 -25 for 47 damage Grab: 1d20 ⇒ 15, crit, restrained
Blue
Bolti will: 1d20 ⇒ 16, crit pass
It looks like Pine would need two strides to reach Red but he is prone and therefore off guard anyway. Pine rushes up to red and lashes out with his whip, finding a particularly sensitive spot. That is a crit for 85 damage. I am unsure why he is off guard from the strike? What is the crit specialisation effect of a whip? Bolti gives a road and rushes forward at Red! He uses all three actions to move, he isnt very fast. Jismur pounces forward at Sigourney. His massive jaws snap forward... Pausing to see if Sigourney wants to react with Wooden Double or something similar. Rolls: Fort: 1d20 ⇒ 5,pass Jaws: 1d20 ⇒ 16, crit
Sigourney peppers the ground with arrows while Reginald entangles one of the foxes in his threads. Slick launches himself at Blue. With three massive blows he sunders it horribly and it slumps, unmoving. That was three critical hits, it took all three to finish it off. Pine, you can change your actions if you wish. Rolls: Reflex saves, Jismur, Red, Blue
Reflex vs Reginald: 1d20 ⇒ 12, fail
Bolti scowls at Sigourney, Do I look like a bird! Of course I cannot fly you cretin! Billy drives the foxes to the ground, leaving one of them reeling. Rolls:
Jismur, Red, Blue
Combat Status: Round 1
Anthem 1/4 Turn Order Jismur
Pine, Slick and Sigourney are up. Bolti will act after all of you. Combat status Slick [278], 134 damage
Foxes are all at ground level Jismur, 60 damage
The tree's voice echoes in Billy's mind, Fear not, nothing you possess is capable of causing me harm. And then, the foxes attack. Billy knows nothing of the foxes. Initiative
Billy : 1d20 + 29 ⇒ (17) + 29 = 46, +3 item visual/hearing, +2 circ scout Pinebrush, Stealth: 1d20 + 32 ⇒ (17) + 32 = 49, Perception +27, +1 circ if visual, +2 circ scout Sigourney: 1d20 + 29 ⇒ (3) + 29 = 32, +2 circ scout, +2 item visual Bolti: 1d20 ⇒ 3 The foxes all get the jump on the group. They each leap forward and as they does so they each unleashes a trio of strange energy blasts into the group. Rolls:
Jismur, Red, Blue Targeting Billy, Sigourney and Slick Attacks: 3d20 ⇒ (3, 1, 19) = 23, miss, miss, crit Attacks: 3d20 ⇒ (9, 7, 5) = 21, hit, miss, miss Attacks: 3d20 ⇒ (5, 18, 20) = 43, miss, crit, crit Damage, Billy: 6d8 ⇒ (5, 1, 5, 2, 3, 6) = 22 force -10 resist for 12
Combat Status: Round 1
Turn Order Jismur
Party is up Combat status Slick [278], 134 damage
Foxes are all 60' in the air
Bolti simply stands there, silently fuming at the general lack of action. In his mind Billy feels the Tree. I am Svarýr, an offshoot of Yggdrassil. I was brought to this world many centuries past by the Harrowing Three. Now I form a bridge between this world and the first World. I can bring you wherever you wish to go, you have but to step upon my roots and I will bring you to the path you desire. However, I fear others wish to speak to you before you begin your journey. The trunk of the Tree and the door is several hundred feet away across the clearing. I assume you head towards it. As you head across the clearing there is a disturbance above you. From within the tightly curling branches above descend three massive, furred creatures. Each appears as a gigantic fox with a long, bushy, tail. The lead one greets you. Welcome mortals, I am called Jismur the Bold. Your arrival is expected but your meeting with the Harrowing Three is not yet ordained. The Three have sealed themselves within the Spinning Hall, he gestures towards the door with a toss of his massive head. The Three predicted your arrival but could not foresee the circumstances of your meeting. That you would meet is Fated but how is unclear. As such the Gate is sealed by three locks. The Keys to each of these locks lies within the bounds of Svarýr. You must locate the keys to undo the Tripartite Seal. You should know that the Three have commanded their servants to oppose you and seek your end. If their interpretation of the future was correct then you would find a way to survive and unlock the seal. If you failed then they will happily encounter your corpses after the event. Good luck Heroes, but now me must kill you! Before rolling initiative just giving you a chance to react to anything you have just been told. Also Billy, what circumstances do you want to use the Dance card initiative benefit?
As Slick invites him inside Bolti roars with triumph, FINALLY! He strides into the broad clearing beyond the wall. As he does so various residents nearby scatter, vanishing into the folds of the roots which run through the clearing. Bolti makes no effort to pursue or harass them. he glares at the tree. I sense my treacherous brother nearby, he lurks somewhere beneath the Tree but I am good to my word. I will aid you in your task here but do not tarry. My vengeance has been delayed for too long! Billy is pretty sure Bolti is some sort of dangerous ghoul who has risen from the primordial much to seek revenge. He caries a horrifically dangerous form of ghoul fever (very high DC and virulent). Sigourney is sure he is some sort of Draugr which is odd. They normally arise from drowned sailors but getting sunk in a bog might do it too. If you slay such a creature you may become afflicted with a horrific and dangerous form of Mariners Curse. The tree rises in front of you, its upper branches vanishing in a strange haze. Most of the inhabitants have disappeared. There does appear to be a large door at the base of the tree but it also seems possible to make your way up the roots and into the branches which seem to form some sort of road network. As you stare up at the Tree Billy hears a deep, sonorous voice fill his mind. Welcome Billy, I have been waiting for you. What do you do?
Bolti glares at Slick and ignores Billy. You would have ME swear an oath to the likes of you! He gestures with his axe, I am Bolti, hero of the ages, my word is my bond, honour is my lifeblood, I have been fated by Kings and Gods.... The ranting goes on for some time before he finally subsides... However, if you invite me inside I have no interest in you mortals. I only desire to find my brother and deal with him! In the distance the Tree seems not to notice Billy or possibly its thought processes simply take so long that it has as yet not formulated a response.
You know the Harrowing Three are demigod like Norns, he is definitely not one of them. The skeletal warrior regards you for what feels like a long time. I am Bolti, my brother was Trygve. Together we fought many battles, defeating all before us. My brother betrayed me while we were hunting the Troll King. Trygve claimed he knew the secret to a great treasure. He brought us to this miserable and accursed place. I grew angry as he had wasted our time when we should have been hunting the Troll. We quarrelled and he slew me. I rose in the form you see now but Trygve fled beyond this wall where I cannot follow him. He glares across the wall at the inhabitants, who studiously ignore him. Many times I have stood here, demanding entry, and they refuse. The Harrowing Three ignore my demands for justice against my treacherous brother. Many times I have fought their guardians and each time I fall I have returned. Eventually I will force my way in and have my revenge! He pauses and seems to think. Only those who are invited may enter. You say that you have been invited. You can enter and then you can invite me inside. Finally I can have my vengeance. In return, I will aid you with whatever task brings you here. Do we have an agreement?
The group approach the strange figure shouting at the inhabitants. As you call out to him he turns and it quickly becomes very apparent that the warrior is a mouldering undead. His skeletal face peers out at you from his rusty helmet. His clothing is sodden and rotted, his armour seems held together more by hope than reality. His voice echoes out of his helm, Mortals, who are you and what brings you to this accursed place! You must make them let me in so I can slay the betrayer Trygve.
You all make your various preparations and gather together the following day. Using the power of your remaining Harrow cards you can transport yourselves to Golarion and Billy can then teleport you close to the Bleakmarch. Knock off a slot for teleport please. The March is a wide stretch of cold, stinking, sucking bog, interspersed with clumps of stunted trees and bushes. The area is foggy, making visibility tricky, and the soft ground pulls at your boots and makes going difficult. Cold water seeps into your boots, drizzle soaks your clothes and the whole experience of making your way through the region is miserable. The deeper in you travel, the colder and more miserable it gets. You are fairly sure that, if you did not have an invitation, you could wander through this forbidding landscape and never find your destination. As time drags on it begins to feel that maybe you will never find it and you will be lost in this mire for ever. As the sun begins to dip towards the horizon the mist parts though and reveals a huge clearing of green grass, hundreds of feet across. An enormous tree grows from the centre of this clearing. The tree’s trunk seems to twist around itself as it rises hundreds of feet into the air. Its countless branches grow out in every direction, some reaching even higher up toward the sky, while others reach back down toward the ground. The furthest edges of these branches are strangely difficult to see, shimmering like the snow that surrounds the clearing. This must be Svarýr, the Tree of Answers, which legend holds, straddles the planes to reach into the First World. The tree’s roots burst from the ground all throughout the clearing, wrapping around themselves before winding back into the earth. This maze of roots creates dozens of tunnels and walkways along the ground surrounding the tree. The tree itself sprouts no leaves or other plants growing along its length, yet it seems alive as branches occasionally meander about or roots reposition themselves. Hundreds of creatures—dwarves, elves, humanoids, and fey of all sorts—move across the ground beneath the tree, along its branches and roots, or cling to the side of the massive trunk like ants. The tree and its roots are surrounded by a low stone wall. Archways are built into the wall at regular intervals. The keystone of each arch bears a simple rune that looks like it was made by a person’s finger, the way a mark might be drawn into wet clay. They vary between those large enough to admit anything from a halfling to a giant. About a hundred feet away from you, a figure stands before a human sized archway. It is wearing ancient, rusted, armour and appears to be remonstrating with the inhabitants. It gestures wildly with a massive axe and is shouting (in Skald). The inhabitants are ignoring the figure, even those who come almost within reach of its blade. What do you do?
Billy has heard of the Harrowing Three. They are a trio of near deific level Norns with a particular interest in Fate. Ildamar regards the group. It is not for me to determine your worth. The Three have extended this invitation to you. If you are worthy then you will overcome the challenges you will face to meet them. He raises one hairy leg, No, do not ask me their nature, I know not. No doubt you will discover this once you arrive at The Tree of Answers. As for why they are interested, that should be apparent. You have sought to seize the cards of the Deck of Destiny. Have you never wondered where the Deck came from? It was a creation of the Three but it was scattered by Raven and her allies before it could be used. Perhaps that will be sufficient to pique your interest... He turns to go but pauses, Ah, yes, of course. One last detail. You may find the Three at the Tree of Answers. It lies in the centre of the Bleakmarch, in the north eastern region of Irrisen. Powerful magical wards protect it, making it difficult for those not invited to reach it. However, as you have an invitation you will find yourselves drawn to it once you enter the March. Good luck mortals, it is unlikely we will meet again. With that, he fades away into shadows. OK, at this point you have time to take a rest. You can choose to take some downtime if you want but the rest of the world will be moving along and Raven clearly has "plans" for the Deck. It seems she doesnt have complete control of it yet, but that could well change if you delay too much in hunting her down. What do you do?
Zellara smiles at Billy and gestures at her rather incorporeal state. I would be happy to speak to you on the Harrow Billy but I fear my time here will be limited. I was able to divert myself from the River of Souls but my time is brief. Ah, I think you misunderstand. The tyrant I refer to was Queen Ileosa of Korvosa. I helped guide a group of heroes to overthrow her. Raven was my student, I taught her all I knew of the Harrow. She was able to take the cards with the power of the box she holds. It was always created to hold them, in a way Raven simply called them home. I believe she intends to use the Deck for its intended purpose, to pursue a reading which will fix the future in ways most advantageous for her. I did not think such a thing was possible, but it seems that she does. As for how I can help you, I can at least tell you where Raven and your cards are now. She has returned to Varisia, to a great nexus of power, a ley line. She has made her home... Before she can say any more Zellara freezes in place, a moment later a coiling mass of golden strands writhe around her, binding her in place. She then promptly vanishes. Into the silence another figure appears in the old Theatre. It appears as a massive spider, 12' tall, with a skull like head topped with a pair of hairy antlers. It addresses you all telepathically. Greeting mortals. I am Ildamir, Herald of the Harrowing Three. They have sent me here to offer you an invitation to meet with them at their home of Svarýr, in the land you know as Irrisen. Your companion Zellara awaits you there now, if you are judged worthy enough of an audience with the Three. What say you?
Zellara sighs and her head dips, “I am... or I was... Zellara, a harrower. In my life, I performed harrow readings from my home in the city of Korvosa in Varisia. In my death, I aided heroes not unlike yourselves against the threat of a tyrant queen. I have been here for some time here, watching my wayward student Raven Nicoletta steal your cards. I couldn’t prevent her from doing so, but I know how to help you recover them and stop her.
As the fury of battle fades and you check the area you find a few different things. Under an overturned table is an elaborate set of bangles with a note wrapped around them. It reads, For helping the show go on. They are a pair of Bangles of Crowns. The daemons have left nothing behind. Also, it quickly becomes apparent that while all of your cards have gone you have managed to retain an "echo" of their power. At least of a few of them. It also seems like you are still able to enter Harrowheart. However, before you leave, while you are still searching the place a strange figure slowly manifests in the Theatre. A varisian woman slowly comes into focus, floating incorporeally in the centre of the room. Such a cruel twist of fate. You do not deserve this. The world does not deserve this. Not to worry, friends. I can help you. You shall recover what was taken from you, and you shall be free to make of your destiny what you will. What lies ahead, I fear, will test you further than all you have yet endured, but endure it you must. I know you shall and only want to do what I can to right a wrong I may have, unintentionally, loosed upon us all.
Slick leaps at Yellow. He lands two solid hits and the creature seems somewhat perturbed. Billy begins to radiate godlike energy! Green begins to whine and grovel on the floor while Red cries out in horror. Seriously impeded, the group is able to quickly dispatch the remaining foes. COMBAT OVER The room falls quiet but all of your cards have gone... What do you do? Rolls: Will saves, red, green, yellow 3d20 ⇒ (10, 4, 19) = 33 Fail, Crit Fail, Pass I think Green actually needs a flat check to target. While overwhelming presence is a burst it targets "any number of creatures". I read that as meaning you have to target who you want to affect in the area, making concealment an issue. Flat check: 1d20 ⇒ 19
Pine rushes over and provides some much needed healing for Billy. That Battle Medicine looks like a success not a crit, so 2d8+30, so 73 total. Red slithers forward to flank Billy and Pine. It snaps out at Billy with its jaws, tearing out chunks of flesh and undoing Pines good work. Rolls:
Bite 1: 1d20 ⇒ 7, hit
Bite 2: 1d20 - 5 ⇒ (19) - 5 = 14, hit
Combat Status: Round 3
Inspire 3/4
Turn Order Yellow
Bold to act. Combat status Slick [278], 28 damage
Blue, dead
Sigourney brings some much needed healing to the group before tactically withdrawing. Yellow, enraged that their focus fire target is still standing swoops down at Billy and lashes out twice at him. As he does so the area plunges into dim light from the power of Sigourney's Eclipse card. Sigoruneys reaction will trigger on the first attack. I hope you can all see in the dark as most of the chamber is now dim light. Enemies will be concealed unless you have darkvision. Rolls:
Glaive 1: 1d20 ⇒ 19, crit, turned into a regular hit
Glaive 2: 1d20 - 5 - 3 ⇒ (18) - 5 - 3 = 10, hit Damage: 3d8 + 17 + 2d6 ⇒ (2, 3, 3) + 17 + (3, 2) = 30 Combat Status: Round 3
Inspire 3/4
Turn Order Yellow
Bold to act. Combat status Slick [278], 28 damage
Blue, dead
Billy sees his life flash before his eyes but it seems Destiny still has work for him to do. That is a fail, your reaction makes it a pass. It is Rank 8 Execute so that is 40 damage, less your 10 resist, and you are not dead. Combat Status: Round 2
Inspire 2/4
Turn Order Yellow
Bold to act. Combat status Slick [278], 28 damage
Blue, dead
Slick crashes into purple hacking away. He lands four solid hits and, with a groan, it slumps to the ground, quite dead. Billy brings himself some much needed healing before bravely running away. Green tracks Billy's flight with its soulless black eyes. It flies forward, hovering over Billy ad Sigourney. With an evil grin it raises one clawed hand and then clenches its fist. Billy is suddenly outlined in nauseating grey energy which saps at his vitality. Billy needs to make me a Fortitude save. I am letting you roll this one yourself. Please make it your only roll in your post.
Pine finds his weapon wrenched from his grasp and it drops to the ground next to him. Red swoops down on Billy and snaps and claws at him leaving him bloody but standing, just. Rolls:
Jaws: 1d20 ⇒ 8, hit
Claw: 1d20 - 4 ⇒ (13) - 4 = 9, hit
Combat Status: Round 2
Inspire 2/4
Turn Order Yellow
Bold to act. Combat status Slick [278], 28 damage, no reactions until Red Turn 2
Blue, dead
Pine swoops in at Purple. Unfortunately the creature isnt fooled by his tricks and he lands only a superficial wound. However, as he stabs it the creatures body seems to twist and try to absorb his blade! Pausing to see if Pine wants to reroll his critical fail. Rolls: Pine reflex: 1d20 + 34 - 1 ⇒ (1) + 34 - 1 = 34, critical fail
Billy manages to get a table between him and the blast at the last minute. Crit success Sigourney is lightly singed. The creature then hurls another weapon from its body at Billy. Rolls:
Damage: 8d6 ⇒ (1, 5, 1, 3, 3, 3, 3, 5) = 24 fire, -5 resist Attack: 1d20 ⇒ 11, hit
Combat Status: Round 2
Inspire 2/4
Turn Order Yellow
Bold to act. Combat status Slick [278], 28 damage, no reactions until Red Turn 2
Blue, dead
Reginald scampers forward and unravels himself at Blue. Despite its rather sinuous appearance it seems to be quite slow and takes the full force of the wrappings. Its body, sheared into thick lumps, crashes to the ground. Sigourney recognises the snake like fiends as Phasmadaemons, dangerous opponents. She realises they are immune to both fear and death effects. Drawing her wand she also examines the vulture headed monsters. They are Purrodaemons, immune to both death effects and bleed. With Blue dead she blasts Purple with holy flames. It roars in anger! That is a hit for 110 damage. One note, I think its the Vision which gives the free RK, not the Hidden Truth. Yellow raises a taloned hand and drops a mass of flame on the group. Pausing for rerolls Rolls: Stitching Strike save: 1d20 ⇒ 11, fail Reflex Saves, All +1 vs Magic
The group find their blood being extracted by the horrific mist conjured by the creature. Rolls:
Void damage: 16d6 ⇒ (6, 3, 3, 3, 2, 3, 1, 5, 4, 6, 2, 6, 4, 1, 1, 6) = 56
Combat Status: Round 1
Inspire 1/4
Turn Order Yellow
Bold to act. Combat status Slick [278], 28 damage, no reactions until Red Turn 2
Blue, 311 damage, enfeebled 1, no reaction [Start Pine turn 2], off guard [Slick turn 2], 2d10 fire, 15' up
I have applied Billy's resist, lots to keep track of. Billy manages to draw much of the power from the electrical blast, causing the creature to snarl in frustration. The odd, multicoloured, long limbed, creature at the back sinuously floats forward, rising into the air as it moves. Its long fingers twist and writhe as it conjures a mass of cloying black energy which washes over the group, except Slick who is too far away. Pausing here again to see if there are any rerolls Rolls: Fort Saves, All +1 vs Magic
Billy does Billy things, inspiring his companions to greater feats of heroics. He then seeks to return the favour and bring madness and death to the enemy but they seem entirely unaffected. One of them says something, its unclear what but it sounds a bit sarcastic. Daemonic:
The little mortal thinks such magics can harm us! Hah, let us show him just how we bring death to his kind. Slick draws his blade and crashes into Blue who is sent reeling, but somehow still standing. Blue, horribly damaged, flies up out of Slicks reach and casts a spell. It is another Phantasmagoria! Fortunately, this time, no-one so much as blinks. The second vulture headed creature sends a spear stabbing out at Pine. It stabs him in the arm, causing more bleeding wounds. He then lashes out with another chain lightning, starkly illuminating the old theatre. What people outside think is going on is anyone's guess but no-one is coming to investigate. I am going to pause here as Billy may wish to Shadow Siphon give how much damage he has already taken. Green is still to act. Rolls: Will Saves, All +1 vs Magic Slick : 1d20 + 28 ⇒ (14) + 28 = 42, Bravery Billy : 1d20 + 32 ⇒ (15) + 32 = 47, Greater Resolve Pinebrush: 1d20 + 27 ⇒ (17) + 27 = 44, Slippery Mind Sigourney: 1d20 + 30 ⇒ (11) + 30 = 41, +Resolve Reginald : 1d20 + 30 ⇒ (19) + 30 = 49 Fire damage: 2d10 ⇒ (1, 3) = 4
Spear: 1d20 ⇒ 10, hit
Chain Lightning
Reflex Saves, All +1 vs Magic
Damage: 11d12 ⇒ (2, 11, 12, 1, 2, 2, 7, 5, 5, 9, 7) = 63
Damage: 16d6 ⇒ (5, 1, 5, 2, 4, 4, 1, 4, 3, 2, 5, 5, 6, 1, 6, 6) = 60 Slick manages to shrug off the worst of the horrors. Combat Status: Round 1
Turn Order Yellow
Bold to act. Combat status Slick [278], 28 damage, no reactions until Red Turn 2
Blue, 60 damage, enfeebled 1, no reaction [Start Pine turn 2]
Billy manages to duck just in time and takes a little less damage. Pine finds himself rather unnerved, but still manages to stab Blue. I forgot to mention this but please make two DC35 will saves at the end of your turn to reduce your frightened condition. Pine, I have rolled yours. It only reduces if you make both. Critical passes or fails dont matter. Red flies into the air and casts a spell. Visions of horror and death flood the minds of all of you! Billy recognises it as Phantasmagoria! Pausing here to see if anyone wants to reroll, looking at Slick really. Rolls: Pine will: 2d20 ⇒ (16, 18) = 34, both pass Will Saves, All +1 vs Magic
As you were busy checking over loot no-one would be scouting so no scout bonus. No weapons are ready. Pine gets to use stealth as he always can. No sight based item bonuses for this one and no reactions before your turn. Initiative
Slick Battle Cry: 1d20 + 34 ⇒ (10) + 34 = 44, nothing in range
Billy perform: 3d20 ⇒ (8, 9, 5) = 22 take highest +34, +3 item visual, +2 circ scout Pinebrush, Stealth: 1d20 + 32 ⇒ (15) + 32 = 47, Perception +27, +1 circ if visual, +2 circ scout Sigourney: 1d20 + 28 ⇒ (5) + 28 = 33, +2 circ scout, +2 item visual Red, Blue, Green, Yellow, Purple
The large, vulture headed creature cackles unpleasantly, an oddly rasping noise. It raises one clawed hand and sends lightning coursing through the entire group. With a look of horror Sigourney recognises it as a chain lightning and braces herself for the pain. Turnabout it seems is fair play. He then rips out a spear embedded in his body and sends it hurtling at Billy. It impales him through the thigh and he finds himself nearly pinned through his chair and into the floor. Rolls:
Reflex saves, Sigourney, Reginald, Billy, Slick, Pine Reflex Saves, All +1 vs Magic Sigourney: 1d20 + 29 ⇒ (11) + 29 = 40, +1 vs magic, agile mind, pass
Damage: 11d12 ⇒ (5, 6, 10, 11, 12, 9, 8, 10, 7, 6, 1) = 85 Spear: 1d20 ⇒ 19, crit Damage: 2d10 + 12 + 1d6 ⇒ (10, 2) + 12 + (4) = 28 *2 +1d10 ⇒ 3 deadly +8d6 bleed Combat Status: Round 1
Turn Order Yellow
Bold to act. At the start of your turn I need each of you to give me 2 DC35 will saves against Frightful Presence. Please make these your first rolls. Combat status Slick [278]
As you collect the cards from the table you are sat at there is a disturbance on the stage. A yawning portal appears, beyond you see a massive, vaulted chamber. A dark haired woman stands behind a heavy wooden desk littered with occult paraphernalia. Her identical twin stands next to her. The woman holds an intricate wooden box. As she opens the lid the whole room shudders and each of you feels a decidedly wrenching sense. Your Harrow cards are ripped from your possession and go flying through the gate. All around the theatre more cards spring into being and fly through the portal. As the last card enters the box the woman smiles, and closes the lid. Simultaneously, a group of monstrous beings leaps through the portal to attack you. As the last of them lands on the stage the portal snaps shut, all of your cards are lost! OK, you have lost your cards, however, you get to retain the benefits of one hand of cards. At this point, you can readjust which cards you have chosen to invest. I am going to give you a day or so to decide before rolling for initiative. In terms of set up, you are all currently seated but this doesnt count as being prone. However, I assume none of you currently have any weapons drawn.
They are all successes The Twins perk up at the, occasionally contradictory, advice from the group. That's great, thanks they both shout. I am sure we can work it out they say in unison before disappearing behind the curtains on the stage. A moment later the curtains open again and all five, or six if you include the weird puppet, come onto the stage to perform their combined act. The performance is eclectic, amusing and moving in different parts as the troupe puts your advice into good effect. By the end you find yourselves clapping along and cheering. The performers take a deep bow at the end and vanish behind the curtains. They open once again, perhaps for an encore, but instead you see four cards lying on the table. However, before you can react, something else happens... I am going to put the card details onto roll20. You can look over them and decide if thee are any you might want but dont take any yet as events may overtake you.
Billys suggestions cheer up the joke immensely and he happily takes on any suggestions, chatting away with his weird puppet head. As he steps off the Twins they take his place, arguing with one another as they do so. The explain that they plan to perform a series of magic tricks, culminating in a battle with a giant, the Joke in disguise. However, they cannot decide which of them should have the glory of the final victory! Intimidate to Coerce or Diplomacy to Request to help resolve the dispute.
The Fool takes heart from the encouragement and performs an aria from Lord Alvinerro, an opera about a man who trades his soul with Asmodeus for one more day with his dead wife. The harrowkin’s performance is particularly moving and impressive, especially considering they never remove their costume head. As they step back the massive form of the Joke lumbers onto the stage. He props up his rather crude puppet, who he has called Hovey, onto his knee and launches into a series or rather dry and dull stories. Helping him will require a Deception check to improve his work.
Pine and billy are able to provide the Dancer with some excellent advice and she hops down from the stage with a broad smile on her face. Next the Fool steps up, with their massive cartoonish headgear. They claim to have an “exciting act that really excites me,” their voice slightly muffled and echoing inside of the big mask. However, they also seems to be nervous to share their act. While trying to explain their performance, they begin to stumble over their words and quickly spiral into a mass of apologies and anxious worries that they’re not good enough to perform alongside the other harrowkin. A character can ease the Fool’s nerves with a successful Diplomacy check.
The Harrowkin all seem very excited that they have Billy here to provide them with notes. The Dancer steps forward first. I am planning on a solo dance from “The Lament of Ulmadra.” I am sure you all know it yes. It's a ballet that tells the story of Ulmadra and her depression after being cast out from Nirvana due to a misunderstanding. I'm not certain about some of my choices in my performance, I dont feel that my movements put across Ulmadra’s feelings as well as I would hope. With that she starts her dance, it is fluid, ethereal and flowing, her bangles and ribbons clashing and twiring around her. You can provide decent assistance with a Performance check
The four harrowkin start as Billy and Slick speak up. Look everyone, cries the Dancer, Its the Harrow Heroes! they all shout in unison. They begin to babble incoherently as a group, all talking at once. It is difficult to follow what they are saying but the gist of it appears to be that they cannot decide just what performance each of them should do. Each of us have our own ideas about what sort of performance we should do and our part in it. Unfortunately we all have very different ideas. Perhaps if we performed for you lot, you could provide us with some notes and help us bring everything together? If you can help then we would be happy to go with you. What do you say?
With their various charms and other preparations complete the group gathers together to transport themselves to Goka. Billy's visit to the Carnival is, sadly, inconclusive. Using the power of the Juggler you are easily able to travel to Goka. Sigourney, being highly familiar with the city due to the Queen Mother is easily able to identify the Golden Bough, a deserted nightclub, as a good location to stake out. You are easily able to break into the closed up, underground club and make your way to the man stage area. The place is rather sad and dilapidated, its golden veneer long since peeling and faded. Mildew mars much of the furniture and the constant dripping noise suggests water seeming in somewhere. The stage rather sags and it doesnt look like the place has been used for performances for some time. As you head inside there is the sound of shuffling feet as various desperate locals who use the place as a doss house disappear into the maze like corridors of the backstage area. With little choice but to wait you find the least mildewed furniture and take a seat. Hours pass. It is very dull. Your attention starts to wander, maybe some of you doze or get distracted counting the mould patches on the walls. Just when it starts to feel like you should give up there is a clattering noise and four strange figure emerge onto the stage. They appear to be in the middle of an argument and have not, initially, noticed you. The dispute seems to be about the state of the place and whose fault it was they have been booked to perform in this dump. One of the figures appears as an elven woman clad in flowing clothing decorated with loose ribbons and accented by a set of silver bangles. The second is a humanoid whose most striking feature is the enormous paper-and-cloth head that they wear. The third is a twelve-foot-tall hill giant carrying a crude puppet that looks like him. The last appear as identical twin brothers who are never more than a foot apart. These are clearly the Dancer, the Fool, the Joke and the Twin.
Once you return to Harrowheart the Trader once again appears and unfurls his map. The last cards have manifested here, at least, nearly all of the last ones yes? He points to an area on the map in Tian Xia, the city of Goka. You will of course have already spotted that this marker is flickering. That suggests they are moving about within the city. As he mentions that your view zooms into a cityscape and you can tell the marker is moving between different theatrical venues. You can give me a performance, society or theatre lore check I should warn you, the markers also radiate a sense of discord, perhaps you might be able to do something to mediate whatever conflict is brewing here.
Most of the group can find no fault with Walkena's tale but Billy spots the incogruity. Well, the first thing he realises is that this does appear to be Walkena, the mummified child god of Mxali. His lienage is true but whether that gives him the rights or not is perhaps a different mater. Pointing that out to him he gives a cry of delight and slowly descends to the ground. As he does so his form shifts and he appears as the strangely masked Courtesan. Looking around you see several of the other guests have also vanished. The Queen raises he glass and calls out, Marvellous, marvellous, you have all done so very well. We have not had contestants as capable as yourselves in such a long time. Now, as our court fades away we shall reward you handsomely! As the sun crests the horizon the Court dissolves into mist along with all of the guests leaving behind a range of items. Each of the three cards is there along with the Queen Mother’s crown (a coronet of the stars), a reward for your clever and insightful efforts. The other guests each leave a gift behind as well. The Courtesan’s golden mask turns into a greater hat of disguise and greater mirror goggles. The Unicorn’s horn transforms into a wand of mental purification (8th level). The Queen Mother leaves an additional gift in the form of a runestone etched with a rune of speed. The runestone is carved to resemble the compound eye of a dragonfly. The servants also leave behind the small bits of jewelry they wore to maintain the appearance of a “high-class court.” The jewelry, worth 1,450 gp in total, is scattered about and takes 10 minutes to gather by hand. Card details will be on roll20 shortly.
Jatembe simply smiles at Sigourney's questions. However, it seems to everyone except Pine that perhaps some of the details are not quite right. As for the servants, Slick and Sigourney recognise that the story was not a lie, instead they most likely followed bee signs and found Winged Spear by luck rather than skill. They were not lying but rather simply mistaken in their beliefs. As the night wears on the party begins to slowly wind down. Various other, more minor figures, make an appearance, lesser spirits of the Mwangi expanse, local hero gods and the like arrive to mingle, chat and snack on delightful local delicacies. Soon it seems the false dawn begins to peek out over the horizon and the party starts to wind down. Before it can however the ground shakes, the skyline erupts in flames and a glowing, fiery figure appears over the trees. A diminutive, wizened figure, wrapped in bandages and wearing golden robes appears, surrounded in flames. It seems my invitation must have becomes lost so called Queen. I also see you have invited these filthy outsides into our Realm. Must we always play these tedious games. So be it. He turns his burning gaze onto the four of you. Discover my truth outsiders of face the burning might of Walkena! I hail from a line of great deities known as the Sun Gods. This divine connection grants me the power to command the might of the sun and wield righteous flames against my enemies. This grants me the right to rule over Mzali and its people, as well as destroy any outsiders who dare trespass within the city’s walls. Do you deny my truth? Religion or Perception
Jatembe smiles at Sigourney. Of course I can. You are hardly an unknown yourself my dear. I have heard something of your exploits as well. In fact, they remind me of one of my own stories. I remember when I first wove my boat, Kamuda, and travelled to the Locked Mountain. As it was dark, I called to the heavens for light, and the moon provided a mote to guide me. I tricked Obsidian the monkey and plucked his tail to shape a key to enter the mountain. There, I convinced the Lady of Graves to allow me to pass, eventually meeting a sphinx with the face of my father. Much like a child proving they were a capable adult, I convinced “Baba” that now was the time for magic to return to mortals. Perception or any Magic skill check The servants buzz around the party, serving food and drinks but they happily stop to chat to anyone who shows interest in them. They do indeed appear to be able to speak and happily inform Pine that the most recent guest is indeed Old Mage Jatembe. To Slick they say, Well, no, things have been a little dull of late. We havent had a guest for a while. Frankly, the last guest was quite rude. She was a wasp assassin called Winged Spear who tried to murder the Queen. She drove her off and had us track her down. We travelled across almost the entirety of the jungles of the Mwangi Expanse. She killed many of the Queen’s top warriors. We followed her trail, found clumps of her bristles, encountered her broken stinger, and even noticed the disturbed flowers along her path. We eventually found her resting in a clearing after having slain the inhabitants of a beehive. The Queen’s warriors closed in and put an end to the wasp. Perception, Nature or Survival
DCs vary based on the skill chosen and the target. It does indeed appear that Nana Anadi is Grandmother Spider, at least that would be the inference. Not that Sigourney would realise that! As for her story, Slick detects no deception in her tale and Billy is quite sure it is plausible, it accords with a number of ancient legends. You have yet to talk to the servants but in the meantime another guest emerges... The sky grows cloudy and thunder rumbles in the distance. A bolt of lightning strikes the centre of the clearing and as the smoke clears an ancient looking, wrinkled, garundi man appears. He leans on a staff and grins at the queen. Yer majesty he drawls, with a wry grin. Jatembe, she shrieks, I am so glad you made it. Look we have such interesting guests.
Speaking to the Queen all of you realise that the Dragonfly Prince most likely simply died rather than abandoning her. As such, she has been lying to herself. As for the Courtesan, all of you except Sigourney recognise a slight twang at the mention of Umdasi-Umalo. The arboreal making its home at Ranage's Circle is in fact Silang-Sefa. The Bonuwat woman smiles broadly at Slick. Well, as it happens I do have a tale. Gather around children and listen to Nana Anadi. As she speaks the Queens servants stop their work and gather in a quiet circle surrounding the woman, seemingly rapt in their attention. Now, this tale is about a time long ago, so long ago that almost everyone has forgotten it. It was in the very beginning of days, when my brother Achaekek was far too pleased with himself and his interactions with other gods. So, I decided I would play a trick on him, and I went to him and told him about how those other gods were careless. He, concerned about the accusation, asked me to prove my claims. I agreed, on the condition that I could ask him brother for a single favor if I succeeded. When Achaekek agreed to my terms, I arranged a meeting between Abadar and Asmodeus under the pretense of a contract that needed to be reviewed. During the meeting, I slipped in from the shadows and stole a ring of keys that hung from Asmodeus’s belt, among them the key that opened the lock to Rovagug’s cage in the Dead Vault. This, of course, was when I was much younger and rather more agile. I spun my webs to create copies of the keys before returning them to Asmodeus. When Achaekek saw my copies, he became enraged at the ease at which this occurred and stormed throughout the planes, scolding and belittling the gods. The gods scrambled for eons, seeking new guards and fail-safes to protect their domains. In the aftermath, he finally met with me and shared a dance, as he agreed. Religion or Perception. A second Religion check will tell you who Nana Anadi is (if you havent guessed).
To Slick and Billy the Unicorn seems most in earnest. Sigourney however is less easily fooled. She recognises the description off the disease and the plants in the story and realises that, while such plants as the Unicorn describes can work, they would not have succeeded in treating this mans condition. Pine sits down with the gigantic termite Queen who smiles down at him. A story my dear Pinebrush, why of course I do. Some time ago I had a paramour, a dragonfly named the Gossamer Prince. Our courtship was a long-lived one, taking place over 50 nights, as we could only visit each other when our respective kingdoms were asleep. On the fifty-first night, I visited the usual meeting place only to find that the Prince was not there. Fearing the worst, I sent my servants in all directions to learn of the Prince’s fate. While they couldn’t enter the dragonfly kingdom, a spy returned with news that the Gossamer Prince had “found a new life to lead.” Realising that he had married another I swore I would never love again. Now, what do you think of that little one? Medicine, Nature or Perception to spot the problem. Slick approaches the taciturn Courtesan. He inclines his masked head to him and speaks in a low, sibilant voice. When we first awoke as harrowkin the three of us travelled together. This journey begins in the forests of Taldor, where we had to fend off Grogrisant. We then journeyed through Absalom where a friendly doppelganger helped us procure a journey south. After traveling to Osirion, a meeting with Ruby Pharoah Kemet III secured a caravan through the Barrier Peaks. Finally, after speaking with the arboreal Umdasi-Umalo at Ranage’s Circle, we were able to earn permission to place the Queen’s court within the Mwangi Jungle. Nature or Perception to spot the problem. As the party continues the first additional guest arrives. The night darkens, shadows pool around the edge of the clearing and the moon shines brightly down into a pond at the centre, drawing all of your attention. From behind you comes a soft, gentle cough. Turning you find yourselves facing an elderly Bonuwat woman with shockingly white hair dressed in a simple robe of spider silk. She bows to the Queen, Greetings your Majesty. The Queen inclines her head back and raises her goblet. Welcome to my Court Nana Anadi she replies.
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