At the mention of the Cult of Razmir, Father Prasst's eyes widen, his brow furrows, and he sucks in a tense breath. The Mayor notices and turns to him. "What is it, Rantal?"
Father Prasst generally acts much older than his 24 years, which is about the only reason that anyone else in town gives him any credence. He hadn't been born in Kassen and was much much younger than Father Dalaston, who had retired a couple of years ago. So far in the meeting, he has been fairly quiet, only responding when asked a direct question. But now he sighs out his built-up tension.
"I know the Razmirans," he says quietly, his voice dripping with contempt. "From when I was a soldier in Tamran." He locks eyes briefly with the only other person in the room who had actually fought against Moltune--Arnama Lastrid--before casting his eyes back down. "Our soldiers do what we can, but there's not much money to be had for training and equipment. And you can't just mint more coins. Our army struggles with basic resources...we're scrappy, but--"
"Rantal," the Mayor urges.
The priest bites his tongue and closes his eyes, but nods. "Razmirans follow Razmir: the living god who has set up his own country across Lake Encarthan." Murmurs are exchanged between people across the room. "Like a lot of faiths, they do a lot of evangelism. The Church of Razmir set up a Temple in Tamran right around the time that I was mustering out of the military. It was just a few people at first, but they started drawing converts faster than any other Cult I had seen. I'm a born-and-raised Erastilian, but I admired them. They did good charity, feeding the poor, healing the sick, protecting businesses from criminals, that sort of thing--and unlike the stuffy Abadaran bank they weren't trying to charge money for it. The local government liked them: they were bringing in foreign coin and solving problems that the city was too poor to manage itself. They would make good donations to the military as well, enough to feed and arm our soldiers. They were even able to help us hire some mercenaries to fight against Molthune. It got safer to travel even for normal folk because they didn't have to worry as much about the privateers Molthune hires to harass our trade ships. They were gaining influence with the city guard and the government. But...there were some uncomfortable things, too."
"First, they talked about Razmir being a jealous god. They'd openly mock Erastil if I walked by one of their street sermons wearing my holy symbol, calling him a distant god. Second, they seemed even more focused on accruing money than the Church of Abadar. It was like an obsession: they promised wealth and power to anyone who followed Razmir and learned his truths. And those masks: they wear them all of the time. I had a friend who joined before I left Tamran and...well, I never saw him again. I mean, I might have seen him in the streets, but I wouldn't have known it because they never show their faces."
"Razmir has temples all around Lake Encarthan, so there's no way to know for sure whether the thieves came from Tamran, but..." Prasst catches the eyes of the young heroes who had retrieved the Everfame. "Everyone I knew who joined the Church of Razmir was about your age."
Arnama Lastrid's eyes widen and she looks over at her apprentice. "You're not seriously suggesting that--" She cuts herself off, frowning. "Tamran is right on the border, Rantal," she chides. "We're still at war. And never mind the soldiers. There's spies. Opportunists. You said it yourself: privateers. And they're just ch--"
Captain Wisslo interrupts the ranger. "They're adults. Ms. Tani said so herself."
Arnama looks up at Brandark once again, a grim look on her face. Colbin Vetnar stops scribbling. "Are they now?" he says. "Adults? I thought you were smarter than that, Gregor."
Joras' mother Renetta speaks up. "Why don't we let them have a say in all that, Colbin?" She glances over at her son. "They have their own hearts and minds, after all."
The Council turns their attention to the young men and woman who had retrieved the Everflame. "Well?" prompts Mayor Uptal.
Claude looks confused for a moment before shrugging and walking back to the table he had come from.
While Karmid didn't catch the details of the man's whispers or see what he showed Lia, Izzy caught everything. Another sihedron. But he called it something different--the Paradise's Mark. Did that have something to do with the pleasure barge Sister Thea had mentioned in her letter?
As the guildmaster for the woodcutter’s guild, Colbin Vetnar holds a fair amount of power in the city of Kassen, second only to Mayor Uptal. Unfortunately, where the mayor uses his power to help the people of Kassen, Colbin is only interested in lining his own pockets. Colbin makes it a habit to follow the rules to the letter, but where there is any uncertainty, Colbin makes sure that the interpretation favors himself and the woodcutter’s guild. When the weapon makers in town protested about the guild making wooden weapons, Colbin relented, but only if the weapon makers agreed to purchase any wooden components from the guild (leading many in the town to make jokes about the quality of “Colbin’s arrows” and Colbin’s staves).
Sir Dramott, paladin of Lastwall, growls at the mention of thieves. "Graverobbers. There's no surer way to rouse the anger of the dead than to steal from them."
The news that Asar and Ekat had once adventured together does not surprise most people around the council's table. It seems like the sort of information generally known by the leaders but not usually brought up in polite conversation. The town's founder being killed by a former friend might be a sore topic, even nearly two centuries later. The name Iramine seems relatively unfamiliar, though. There is a brief exchange around by the elders about whether any of them are familiar with her or her reputation, and they come up with a scant shrug.
Mayor Uptal urges for more information. "Was there any clue about where these thieves might have come from? Identifying marks or tattoos?"
I know it's been a while, but there were a lot of things scattered around the Crypt that the group found. Any of those, if spoken of (or given to) the Council might spark more.
"Actin' like I'm runnin' a charity 'stead of a business here...ain't she ever heard of supply 'n demand?"
Grumble grumble rhubarb rhubarb...don't mind the grumpy NPC.
---
Levels of stompyness notwithstanding, Lia's appearance in the common room of the Bottoms Up causes a definite stir. Various eyes are drawn. Some linger, while some pretend furiously to look away. If Lia had been intending to draw attention, for good or ill, she had succeeded. One of the men in the village (whom those present for earlier conversations might recognize as Claude, an apparent trapper nearly twice Lia's age) approaches the young woman, trying to keep his gaze respectful, especially in light of the two gruff-looking men (Izzy and Karmid, naturally) nearby.
"Evening, miss. Uh, where'd you get the, uh--" he leans in and whispers, "--Paradise's Mark on a medallion like that? No offense, but you seem a bit young to be--gambling."
He eyes Karmid and Izzy warily and leans in once more, surreptitiously rolling up his sleeve very briefly to reveal a seven-pointed star on his bicep. It disappears just as quickly. "Besides, I thought it was s'posed to be secret."
Thawm notices that the caustic stalker winces away from her as she summons wind into her lungs, and decides to choose a different target less well-affiliated with gusts. As she bolsters herself, Gauntlet tries swinging his blade as the elementals ineffectually. Perhaps Erastil isn't watching down here. Or if he is, maybe he thinks that this is a joke.
So sorry about the bad rolls!
Also, I neglected to mention that Basil is up as well for her top-of-Round Three action. The main reason for splitting the party at first was just in case Harg was dominated. But I have moved him to go after the Haunt.
Master Holgast seems eminently pleased at Roya's compliment, leaning into Perri to begin whispering in his ear, whether the young man shows any interest in the technicalities of magic or not.
The old wizard also seems particularly appreciative of Miron's interjections about the magic found throughout the Crypt. To the Mayor's chagrin, Holgast seems eager to interrogate the group--especially poor Miron--about those usual, expected, intended parts of the trial. Mayor Uptal gently redirects him at each turn, with the reminder that the goal of this meeting is to understand the unexpected things. To reason out what had happened and why so that decisions could be made about what to do next, especially if there was still any threat to the town.
Roya's details cause a flurry of whispers to rise up across the table. Perhaps Perri had focused his initial report simply on the need to meet the group outside of Kassen to retrieve the bodies. Regardless, this message from Kassen seems to be news.
"I'm sorry, Roya," Captain Wisslo says, "Can you please explain that? A message from Kassen--do you mean Ekat Kassen, the Founder?"
Mayor Uptal also looks surprised.
As far as I know, Joras told his uncle Jimes, but that was it.
I absolutely intended for Renetta to be on the Council, as a way of ensuring that everyone in the party has someone else in the room. It was not an error. Joras: is there anyone in particular that you want to know more about?
As Brandark begins to tell about the trip there, the old wizard Holgast clears his throat and leans in. In an aged voice, but with a gleam of mischief in his eyes, he grins. "Yes, the figmentous orcs--I'd like to hear more about th--" "Not now, Holgast," Mayor Uptal says. "With all due respect."
Holgast lifts his hands up and shrugs. "Fine, fine. But I just want to know how my illusions hold up in my old age, you know. I was quite proud of that."
As the details pile up about encountering the walking dead at the entrance to the crypt, guildmaster Vetnar interrupts. "And yet you persisted, rather than returning to town where more seasoned residents could have assisted."
Dimira shoots a fiery look at her employer, "If they had returned, my brother and I might be dead now."
Colbin harumphs, looking like he wants to say more, but the Mayor gestures for the young heroes to continue if they have any additional details. Renetta nods at her son, as though encouraging him to speak more highly of himself.
Red CS Slam 1 vs Gauntlet AC 28:1d20 + 15 ⇒ (6) + 15 = 21Slam Dmg:1d6 ⇒ 6 Red CS Slam 2 vs Gauntlet AC 28:1d20 + 15 ⇒ (6) + 15 = 21Slam Dmg:1d6 ⇒ 4
Blue CS Slam 1 vs Harg AC 22:1d20 + 15 ⇒ (1) + 15 = 16Slam Dmg:1d6 ⇒ 5 Blue CS Slam 2 vs Harg AC 22:1d20 + 15 ⇒ (14) + 15 = 29Slam Dmg:1d6 ⇒ 2
Blue CS Slam 1 vs Thawm AC 13:1d20 + 15 ⇒ (15) + 15 = 30Slam Dmg:1d6 ⇒ 3 Blue CS Slam 2 vs Thawm AC 13:1d20 + 15 ⇒ (7) + 15 = 22Slam Dmg:1d6 ⇒ 5
With the 90, Gauntlet was able to hold his breath and escape the Fortitude save unaffected.
The caustic stalkers are able to dodge out of one of Basil's shots each, but her Bane™-Subsystem manages to facilitate effective damage. Then the caustic stalkers begin attacking her allies, their forms coalescing into fists. Gauntlet is able to dodge out of the way of the one in his face, while Harg takes a hit for 2 damage. Thawm, unfortunately, has little defense against her attacker, and takes two painful caustic slams with a 30 and a 22 vs her AC for 3 and 5 damage.
Harg and Thawm need to roll a DC 18 Reflex save for each hit that they took or be affected by Chemical Burn for 1d4 ⇒ 3 rounds. Affected creatures take 1d6 acid damage at the beginning of their turn.
Chemical Burn wrote:
Any creature struck by the caustic stalker, or that strikes it with a natural weapon or unarmed attack, is affected as if by the burn special attack, but takes acid damage instead of fire damage. The chemical burn persists for multiple rounds, just as a normal burn, but can be ended early if the affected creature is doused in at least 1 gallon of liquid (requiring a full-round action from the victim or another creature) or fully submerges itself in water.
Isirah's Shade reaches out to Basil, who easily rebuffs her.
Harg Reflex DC 18:1d20 + 7 ⇒ (11) + 7 = 18(Harg is not burning!) Fort Save DC 20:1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21(1/2 consecutive saves!) Swift action: Arcane Pool +1 shocking, 2/5 arcane pool Harg Black Blade vs Blue, studied strike, enhancement:1d20 + 15 + 2 + 1 ⇒ (20) + 15 + 2 + 1 = 38Immune to crits Slashing Dmg:1d6 + 15 + 2 + 2 + 1 ⇒ (2) + 15 + 2 + 2 + 1 = 22 Electricity Dmg:1d6 ⇒ 5
Although he's severely weakened, Harg holds his ground, infuses his blade with even more power, and strikes through the caustic stalker, which fades into nothingness back into the nearby vent. Flipping his blade around, he strides closer to the stalker threatening Thawm.
"Takes a bit more effort than the robots, but they still die just the same," he says.
---
Round Two: The Shade's Desperation
Basil: 32/77, -1 Con (11); Heightened Awareness, Resist Fire, See Invisibility, Resist Acid 6
Caustic Stalker Red: -19
CS Green: -16
Haunt: -13
Harg: 18/63, -7 Con (9), caustic creep for 4 rounds, 1/2 consecutive DC 20 Fort saves Thawm: 10/49, -5 Con (5); Barkskin, Detect Radiation, Resist Fire, caustic creep for 5 rounds, 0/2 consecutive DC 20 Fort saves Gauntlet: 77/77, 13/35, -3 Con (10); Tremorsense
Gauntlet and Thawm are up! From Thawm, I need a DC 18 Reflex save vs chemical burn or take 1d6 ⇒ 2 acid damage, followed by a DC 20 Fortitude save or take 1d4 ⇒ 3 Con damage.
I thought I had responded to Brandark on Friday, but it looks like the forum ate my post.
Rantal Prasst listens to Brandark's tale as his needle goes in and out of skin, making smaller wounds so that Gerol's friends and family will be able to look at him once more before he is committed to the earth and not think too deeply about the pain of his final moments. He sighs and calls Brandark over, pointing out several aspects of the shades of decay. These he pairs with known timing estimates. At the end he looks the dwarf gently in the eyes. "This man has been dead five or six days. Before you got to the Crypt. Before you even left Kassen, I'd bet."
As the gash is sewn shut, Prasst dips a small brush in a vial of powder and starts brushing at the wound. "You did everything you could," he concludes.
---
The moon hangs in the sky above Kassen, waning gibbous. Reunions tearful had typified the preceding hours. Now as a new week begins, the hope or dread of what happens next rises as well. Sleep in their own beds seems perhaps little consolation for those lost, but perhaps the town would be able to celebrate the 174th anniversary of Ekat Kassen's death as they usually did come Wealday.
* * * Moonday, 9th of Neth, 4709 AR * * *
While Miron is feeling miraculously better in the Temple, Conrad Mendelson wakes up feeling terrible. (Conrad takes 1d2 ⇒ 1 Constitution damage and might have a familiar disease. Next save on Toilday the 10th.)
Early in the morning, Brandark, Conrad, Joras, Miron, and Roya receive a note inviting them to attend a morning meeting of the Town Council. When they arrive in the Greathall, they are escorted to a well-furnished room on the third floor. There is coffee and fresh-baked bread waiting them with a spread of jams, butter, and honey. There are nearly a dozen other people already there waiting when they arrive. The five surviving members of the Council (Mayor Uptal, Father Prasst, Captain Wisslo, Guildmaster Vetnar, and Renetta Iggins) sit arrayed at the far end of a large wooden table.
The only folks among Kassen's nascent heroes who have had direct dealings with Colbin Vetnar are those like Conrad who have done guild-sanctioned woodcutting work, but all of them recognize him nonetheless. He is a slightly portly man in his fifties, whose chestnut hair is slicked back with enough grease to bake a dozen pies. His dark eyes survey the party as they enter.
The Council is joined by five more people. The first two you were just with these last couple of days: Dimira is seated next to Colbin Vetnar, with Perri on her other side, near his mentor, Sir Dramott. Sir Dramott, paladin of Lastwall, is dressed in his full plate armor, though his helm is removed allowing you to see the crop of short gray hair and grizzled beard that he sports. He is having an animated discussion with Father Prasst at the party's arrival, and he does not look up.
Then there is Arnama Lastrid, Brandark's mentor: She is a red-haired woman in a mottled green and brown cloak--the sort of thing that seems most suited to stealth in the forests of Nirmathas--emblazoned with the symbol of Nirmathas. Arnama is a ranger well-known throughout town as a veteran of the wars with Molthune
The last person in the room is Holgast, the town's old wizard who is rarely seen outside of his tower. He is wearing a set of powder-blue robes covered in chalk dust and puffing on a long pipe that fills the room with a sweet-smelling smoke; although most people don't seem to mind, though Captain Wisslo coughs and looks displeased near the head of the table.
(Miron knows that his mentor, Moltus Vardigan, had also been invited to attend this meeting, but he is nowhere to be found.)
You're welcome to do Knowledge (local) or Lore (Kassen) checks to know more specific things about any of the people in the room.
As Garen, Median, Silvio, and Sledge enter the room, Mayor Uptal stands to greet them. "Please, take a seat."
He waits for the new arrivals to get whatever food and drink they so choose and sit down, and then addresses the whole of the room. The seats at the table are all filled save for one. The dead junior councilmember: Vark Denethal."Thank you all for agreeing to meet on such short notice. Today, just short of the anniversary of our founder's death, we are once again faced with unspeakable tragedy. There is not a one in this room who is unaffected by recent events." The Mayor looks over to the empty chair before continuing. "What we aim to determine is, to the best of our knowledge, what happened, and then to decide what to do next."
There is a general bobbing of heads around the room, as Colbin Vetnar scribbles away at a piece of parchment with a quill of ink. When the guildmaster looks up, the Mayor continues. "So please, for those who were there at the Crypt: tell us in your own words what happened."
Feel free to say as much or little as you want. Depending on what you say, different members present may respond differently.
As Brandark darkens the Temple's doors, he sees Father Rantal Prasst standing over one of the bodies--Gerol, by the look of it--with a basin of water and a sponge. A spool of thread and needle is at hand as well during the ritual cleansing, presumably ready to sew up the most egregious of stab wounds before the man's family are brought to see him. Rantal gently scrubs the dead man's fac with a sponge as he looks up at Brandark. "Of course. Roya and Miron are in my office, but we have this alcove." The priest holds up the needle and begins sewing up a deep gouge on Gerol's chest. "It's not exactly private, necessarily, but it's up to you whether you'd rather wait. Or talk to someone else."
Sense Motive re Tamin's Care:1d20 + 8 ⇒ (16) + 8 = 24 Sense Motive re Bohrs' Care:1d20 + 8 ⇒ (10) + 8 = 18
The priest continues to watch impassively from the side as Tamin and Tim make their efforts towards demonstrate that they don't care one way or another about Teloda's well-being.
"You can both drop the act," he says, hopefully referring to the show of apathy. "I said it's fine." The priest leans back, stretching his arms behind his head.
Usually calm and collected, Tamin seems too distracted to remember anything like checking for a pulse. The mask and robe make looking for breathing difficult. But as "Tim" comes up after Tamin leaves, the trained healer does put his medical training to use. Hopefully Father Prasst would be proud of that, at least. Sticking his fingers underneath the mask, he feels a strong pulse indicating that Russiet is still very much alive. (Stable and unconscious with 39 nonlethal damage and 11 lethal damae.) He dare not remove the mask, but as he checks her over with a cursory scan, it seems clear to him that she's in rough shape. There probably isn't any internal bleeding, and he'd need to move the robe aside to check for bruising, but knowing the size of Krant's fists, he can imagine that she took quite the beating. This was three punches?
As for exactly what happened--why she had passed out again after being healed--Bohrs isn't sure.
Egarthis wrote:
"Razmir is a jealous god. If you accept him, then he will raise you up. But he knows our hearts. If you are found wanting, then he will strip you of his blessings and all will know. All will see. And all will believe. All hail the living god."
Senrin had suffered an injury earlier and been healed. His injury hadn't opened back up. But now Russiet had re-succumbed.
Was there something more to what Egarthis had said? Bohrs knew Russiet decently by this point, but to be completely honest he still didn't know Senrin all that well. Maybe Senrin was actually buying into all this...
Or does Bohrs reject that?
Looks like Tamin has chosen to trade barbs with Senrin. Elvar is waiting for Bohrs to get back.
Cesten grumbles and huffs dejectedly. "Well how many were you hopin' to sleep in a room. Y'all lookin for separate rooms or double, triplin' up? Look, I'm tryin to be reasonable here and keep food on the table for my kin."
"I know you will," says Father Prasst, warmth and pride swelling in his chest to see his student performing so well. After a moment, he chuckles. "We're Erastilians, Roya, not Abadarans. Money is a consideration, not the consideration. When you have an opportunity to replace the Temple's stock, I'm sure that you will."
The how of affording is not something that the priest seems keen to entertain, almost as though it's an afterthought hardly with considering.
"I'll go check on the others," he says, leaving Roya with Miron. In the sanctuary, he sees Conrad deep in prayer, but joins the guards and acolytes in a side alcove where the bodies are being cleaned in preparation for final respects. The bittersweet smells of oil and incense fill the air. Death was never welcome in a small town where each loss was felt strongly, but it bonded the survivors together.
I know Miron's player is gone for a couple more days. Anything else before we move on to the next day?
Harg Smash
Black Blade Strike, Black Blade's Arcane Pool 0/2, Dmg +2 for next minute
Swift action studied target Blue & Green, Atk & Dmg +2 until defeated
Full-round action spell combat spell strike
Spell Combat vs Blue AC 19:1d20 + 15 + 2 - 2 ⇒ (14) + 15 + 2 - 2 = 29 Slashing Dmg:1d6 + 15 + 2 + 2 ⇒ (2) + 15 + 2 + 2 = 21 Intensified Shocking Grasp Electricity Dmg:8d6 ⇒ (5, 6, 4, 2, 5, 4, 6, 3) = 35
Shade Choice: 1 Basil, 2 Harg, 3 Thawm 1d3 ⇒ 1
Although Harg and Thawm seem to succumb to the caustic gases, Basil and Gauntlet are able to resist the worst effects. The Shade winces once more as Thawm unleashes another burst of positive energy, but still looks like she is maintaining control over the situation.
Still coughing, Harg completes his chant and steps up to the caustic stalker nearest to him, his blade crackling with electricity. His blade swings unerringly through the stalker, which seems shocked(pardon the pun) at the intense pain it suddenly finds itself in. (Harg easily hits for 51 damage after damage reduction.)
You're not dead yet! But Thawm and Harg aren't looking great! I wish for your sake that Fastidiousness worked against inhaled poisons as well as diseases.
The priest's expressionless gaze lands on Senrin, even as Tamin gives his own response. "As he said: how would you mock your former self, or this sleeper? Surely if you are a true disciple, you can be sufficiently creative."
As Tamin asks to drag Teloda away, he shrugs. "I know it is discomfiting to see a fellow member of the faith failing so. You wish to check on her to ensure she has not been struck dead, yes? Fine. Take a moment. We have time."
The priest takes a few paces away and leans against one of the outer walls of the courtyard, watching what Tamin chooses to do.
Cesten's face immediately falls as Ro reacts negatively to the price. "Well good luck with that," he says, his tone changing from sourly cantankerous to resigned apathy.
Ro Sense Motive DC 20:
There are two things Ro picks up on. First, the Turtle's Parlor might well be the only proper inn in town. And second, Cesten is desperate enough for business that he might be willing to negotiate on his price if Ro (or someone else) is so inclined.
---
Lia knows well that she has sensed magic come from the medallion, and as she touches each of the seven points she begins to intuit some of its capabilities.
If Lia puts the amulet on...:
You gain a +1 insight bonus on all saving throws. Once per day, as a free action, you may gain the effects of false life with a caster level of 5 (i.e., 1d10+5).
The priest seems at least partially satisfied with nearly everyone in the group as they proceed through the exercises. Russiet and Senrin receive no comments whatsoever. Bohrs, Senrin, and Elvar all seem to escape criticism at first before the priest begins pointing out a few tells that were still giving them away. Favoring one foot over the other, a slight bounce, a scuffing of the foot: the priest is more observant than one might expect. "You all might be ready to go out into Tamran soon," the priest compliments. "But let's not get ahead of ourselves yet."
About twenty minutes after the end of the service, new pain suddenly wracks Russiet and she collapses back down to the ground. The 7 nonlethal and 7 lethal healing are undone. The priest pauses as the sorceress falls. "Ah, was that the one that Krant punished? A pity. Her walk was nearly perfect. But her faith is lacking. Moving on."
The priest is content to leave Russiet there on the ground as he launches into the next part of training. "Before you earn your dinner tonight, there's one more thing to practice. When we go to the streets of Tamran, we talk to lots of people. And we need to add to Razmir's coffers so he has the resources to fight against his enemies. Razmir has many enemies. So we need to part people from their gold. How do we do that? We tell them about how much better Razmir is than their god."
He turns to each of them. "I don't particularly care what god you followed before you saw Razmir's light. But you know enough about them and their false promises. So here's what I want you to do. All of you except the napper here," he gestures to Russiet on the ground, [b]"Pair off. Find out what god the other one used to worship and then mock them. And when they're done, give them feedback. Be specific; dig into their beliefs; hit them where it hurts."
Yeah, the idea that only the spell can diagnose makes no sense, with all due respect. But it's true that you can't diagnose without the spell until there are symptoms.
So Miron has a +4 on his next Fort save!
"Just so," Father Prasst praises. "I'm sure you did the best you could, Roya. And now? Well, I have two such scrolls here in the Temple that you're welcome to. If Holgast insists on charging you, that's...his business." Prasst had clearly wanted to say something else, but he catches himself before he says anything ill of another member of the community.
The priest sighs and nods slowly as he sips his tea. He walks over to the shelf and hands a scroll tube to Roya. "Miron," he says, "Do you want to stay here or head back to the Belodor farm?"
Cesten nods at Ro as he refills her mug. Thinking a bit about Fort Rannick, Cesten's fingers twitch as he seems to do a few quick calculations. "It's probably only about fifteen miles as the crow flies, but the last few miles are all up a mountain. There's an old road leading north from here up along the banks of the Skull what crosses an old wooden bridge to the western shore about three miles upriver. If you kept taking that road, it'd eventually take you all the way up to the Skull's Crossing Dam at the head of the Storval Deep. But about 3 miles afore the dam you'll see a sign pointing out Fort Rannick. The Fort's a bit higher up, starting into the Hook Mountains before you get the Valley of Broken Trees. Just make sure you avoid the Kreegwood on the way there. Them Grauls is nasty folk, I tell you."
As he finishes giving directions, he smiles, satisfied. "It's five gold a room a night, darlin'."
---
Izzy should know a few details about what Karmid just said about the leader of the Black Arrows.
I know that people can usually keep their meta-knowledge separate, but sometimes when I really want something to stay hidden, I leave little traps with no disable device. It's the Chaotic part of my GMing.
The cameras and screen will present their own problem, but yes, the elementals are definitely the most active threat.
Also, Gauntlet, do you want to try to hold your breath? Roll a d100 if so.
Within the adjacent meeting room, Egarthis nods to Faltore. "I heard that you were curious about a door in the basement last night. Go there now."
Brother Faltore waits for a beat, and then shakes his head. Brother Egarthis shrugs. "Blindfold him then."
If Garen had brought any of his weapons in and retrieved them during the morning, they are removed from him. And then his world goes dark.
---
Jia, Silvio, and Charles go out for a bit of training on their own while Garen and Sledge are otherwise indisposed. There are a small handful of other acolytes as well--Elvar is almost certainly there with the rest of the group, along with a few others that Jia might be starting to recognize. Following a bit of additional walking training, the priest in charge of today's training nods appreciatively at the group.
"It is near time for you to begin assisting in the sermons to the people of Tamran. Those of you who do well today will have the honor of joining us in tomorrow's efforts. You will move among the crowd that we gather and extol the virtue of Razmir, using your talents to draw the attention of the crowd so that we can look for potential followers and solicit donations. So show me what you can do."
Jia, Silvio, and Charles: You can cast spells, do some sort of impressive attack, or use a skill like Diplomacy or Perform. Go ahead and show off!
---
Sledge's long scheming meditation remains unbroken. Total sensory deprivation is likely an uncomfortable and potentially unfamiliar experience, however. Is anyone else nearby? How much time has passed? Is Krant actually going through the same thing, or was he released early just to make a joke of Sledge? Any number of questions might bubble up in Sledge's mind as the hours drag by. No dinner. Discomfort as lunch digests but there is no opportunity to relieve himself.
Sledge: please make both a Fortitude save and a Will save.
---
In his own darkness, Garen is led down one set of stairs, turning right where there is a pause while he hears the sound of a key unlocking a door. The stench of sweat, dust, and something else foul that he can't quite put his nose on greets him. He shuffles forward, pausing again before walking down yet another set of stairs. One more door opens and the stale scent of perfume and incense greets his nose. After a moment, the door closes and Garen's blindfold is removed. He finds himself in an opulent chamber with pillows, carpets, and other fineries covering the floor. Silk curtains hang over the walls and ceiling, where warm light streams and dances between the fabrics. Half-empty bottles lie about the room, and an exotic water pipe is set up in the middle, where the scent of rich tobacco is strong. Golden censers, currently unlit, hang from columns around the room.
On the north side of the room, a gilded throne, bedecked with tiny gemstones, sits upon a raised dais, atop which Brother Egarthis is currently seated. Egarthis' left elbow rests on the arm of the throne, and he has leaned his masked face on his hand. Egarthis' outfit is notably different from the other heralds in that he isn't wearing his hood, revealing long, dark hair parted in the middle. Red shoulder accents rise in prominent horn-like protrusions from the top of his cloak, which is now parted slightly to reveal a silver necklace on his bare chest. In his right hand, he holds a loosely coiled whip.
"Brother Garen, is it? I am told that you are quite curious about areas such as this one that are above your current station. You have been found trying doors twice in the last two days. So tell me." The whip unfurls, the end dropping to the floor. "What are you doing here?"
Everyone has a role to play here! I'm trying to drop hints, but think a bit laterally about what else has happened in this site. If you want hints, give me an Intelligence check or ask Isirah for ideas.
When you're right, you're right Basil. And you're right on all counts. Thanks for being honest about the mental damage (poor Basil). The first caustic stalker takes 2 damage since it was definitely flat-footed. And the two poison doses come at separate times, so the first one should be DC 18.
So an amendment to the above: the first save for Basil, Harg, and Thawm is DC 18, same as for Gauntlet, and can potentially negated by rolling 51 or higher on a d100. Roll the d100 before you roll the Fort save to see if you even need to make the save. If you fail the first, the second Fort save will be against a DC 20 and the risk of the time increasing from 4 rounds to 6.
As a result of her d100, Basil did not have to save against the first, and whether she rolled high enough on the d100 in the case of the second, the 18 would have saved. Let's see how Harg does.
Harg Hold Breath 1:1d100 ⇒ 43
And with his natural 1 above, poor Harg is definitely poisoned. Let's see if it gets worse.
Harg Hold Breath 2:1d100 ⇒ 58
Okay, so at least the half-orc will still just be saving at DC 18. But with 5 Con damage bringing him down to 9 Con, he's rolling that at 1d20+5. Not great news for him.
"Excessive violence, I can do," Harg says with a cough as he begins making spellcasting motions, the smell of ozone crackling in the air around him. "Just hope I can bring one of them down before whatever that was kills me."
Sorry, Lia, I made an oops: stepfather, not father-in-law.
Lia goes to the graveyard looking at headstones. She sees no Andosanas, but then again she isn't sure whether Andosana was Shalelu's mother's name or her stepfather's name. Then again, what were elven naming customs? She isn't entirely sure. It might help if she asked the ranger for more information. She hadn't been particularly forthcoming.
Thankfully, there are no gargoyles--statue or otherwise--within the graveyard. Whether she considers the time walking amongst the dead in the rain a bust or not, Lia is not the only one in the graveyard. A young woman about her age is standing idly at a gravestone and speaking in a low voice: that sort of tone that people get when they're talking to a departed loved one and informing them about what's happened since they've left. Whether Lia intends to eavesdrop or not, she overhears a snippet of the woman's monologue.
"The other day I noticed that Uncle had a weird star-shaped tattoo on his shoulder. I asked him about it, and he just got all angry and told me to mind my own. You remember how he was. Still is, I guess. Lotsa folks got that sort a tattoo now, though. They hide 'em good enough, but you keep an eye out, you'll see one on an ankle or arm or back here and there, sure enough. But I remember what you taught me and I don’t got one. You always taught me tattoos is sinful business. And I ain't about to sin, no ma'am."
Drasven can still chime in! You still with us out there?
Otherwise, feel free to discuss what you've heard and seen amongst yourselves.
Hey y'all! Sorry, I'm still working on trying to get the next combat round going. Shortly after I got back from my out-of-town travel, I was consumed with two things: lots of paperwork and a surprise illness!
But don't worry, we'll get things going up again soon!
On 15d6 for the three breath weapons, I rolled a total of 64, which is well above average. The good news is that they have a long recharge on those breath weapons, but that hurt. I have been excited for this combat, but didn't expect the caustic stalkers to be quite that effective out the gate! Good luck, y'all!
Red Breath Weapon vs Gauntlet:5d6 ⇒ (4, 5, 5, 4, 4) = 22 Red Recharge:1d4 ⇒ 4
Gauntlet needs to make a DC 18 Reflex save for half damage and a DC 18 Fortitude save or take be affected by Caustic Creep and take 1d4 1d4 ⇒ 2 Con damage for the next 4 rounds, needing two consecutive saves.
Blue Breath Weapon vs Basil, Thawm, and Harg:5d6 ⇒ (6, 6, 3, 5, 1) = 21 Blue Recharge:1d4 ⇒ 4 Green Breath Weapon vs Basil, Thawm, and Harg:5d6 ⇒ (5, 6, 4, 4, 2) = 21 Green Recharge:1d4 ⇒ 4
Basil, Thawm, and Harg each need to make two DC 18 Reflex saves for half damage and a DC 20 Fortitude save or take be affected by Caustic Creep and take 1d4 Con damage for the next 6 rounds, needing two consecutive saves.
Harg Reflex 1 DC 18:1d20 + 7 ⇒ (7) + 7 = 14 Harg Reflex 2 DC 18:1d20 + 7 ⇒ (1) + 7 = 8 Harg Fort DC 20:1d20 + 8 ⇒ (1) + 8 = 91d4 ⇒ 3
Basil Con Dmg:1d4 ⇒ 2 Thawm Con Dmg:1d4 ⇒ 3
Then Isirah tries to dominate Harg.
Harg Will DC 19:1d20 + 5 ⇒ (14) + 5 = 19
The breath weapons can next be used on Round Six.
Baseline also gets a question! Caustic Stalkers are Neutral Medium outsiders of the air, elemental, & extraplanar subtypes.
---
"Ḭ̷̡̡̢̛̜̟̬̪͉̭̄̈̍̈́̂̊̂̌̏̐ ̶͍̹̻͔̲͔̰̜͒̆Á̴̢̠͕̪̈́͗̈́̓͘ͅM̵̢̰͈̟̗͍̼̜̰͇͓̃͌̑͐̅̓̈́͂͐̃͒͆͋̀͘ͅ ̶̨̭̲͖͍̪̭̦̮̹͇̭̰͚͐̉͊͗̕͜Ń̶̨̺̲̼̫̠͔͉͐Ơ̸̠͈̥̓̊͂̃̇̄̅̋̍́͐̃̓T̸̡͈̻͇̺͎̅̌͆̆̐͠ ̷͙̳̤͚͌͌́͂̓̂̈́̉͐͋̚͠I̵̹̯̹̞̝͓̪̓̐̆͘Ņ̶̛̛̛̞̯̝̬̤̯͒͊̐̄̑̐̑̀̏̒̈͝F̵̫͇̕E̷̢̛̋̑̾̂̋̃͗́̉͑̾̔ ̩̙̗R̴̬̜͙̘̞͍͛́̒̽Ḯ̸̡̛̙͚̥̹̳̙̗͔̦̻͇͚̇̅͋̾͂͐̓́̿̈́̒̋̏Ò̸̦̘͓̯̫̀̎̈̊̉ͅṘ̶̛̏̓̔̀̆̌͒̿͆̐͝͝ ̧͔̭͚͖͍̠̼̫͍͒!̵̱̽̒̍̿̎͠͝" the Shade bellows, unseen speakers crackling and hissing with the overflow of raging energy as the lights overhead flicker and pop.
---
Basil levels her gun at two of the caustic stalkers that have appeared and fires. With uncanny speed, one of the stalkers wisps out of the way of the blast entirely (i.e., an 18 misses its Touch AC). The other (the one closer to Gauntlet) seems to take the blast head-on...to stunningly no effect.
Unfortunately, as stated above, the caustic stalker is immune to precision damage such as that from targeted blast. That, in addition to its unidentified damage reduction, means that it took...0 damage.
Isirah's Shade begins cackling on the screen as her caustic stalker minions swirl around and unleash clouds of caustic gas on the intruders into her domain.
Gauntlet takes 22 acid damage (DC 18 Reflex for half) and is exposed to the inhaled Caustic Creep poison. Make a DC 18 Fortitude save or take 2 Con damage. 1d4 Con damage for the next 4 rounds with 2 consecutive saves needed to end the effect.
Basil, Harg, and Thawm take a grand total of 42 acid damage (21 from each cone, DC 18 Reflex for half (20 total)) and are exposed to an extra-concentrated dose of the inhaled Caustic Creep poison, requiring a DC 20 Fortitude save or take 1d4 Con damage for the next 6 rounds, with 2 consecutive saves needed to end the effect.
Harg failed and took 3 Con damage. If Basil fails, she will take 2 Con damage, and Thawm will take 3 Con damage.
Then both cameras swivel towards Harg, standing in the back of the room. "Serve me," the Shade on the screen says, reaching a hand out. Harg's eyes begin to glow yellow-green and he coughs violently, but shakes his head and raises his sword as his eyes return to their regular hue.
"No," he says simply as he begins making the motions for casting. "Basil, how do we kill them?"
---
Round One: The Shade's Desperation
Basil: 77/77, -1 Con (11); Heightened Awareness, Resist Fire, See Invisibility, Resist Acid 6; DC 18 Reflex to halve 21 acid damage, second DC 18 Reflex to halve 21 acid damage, DC 20 Fort to negate 2 Con damage.
Enemies
Thawm: 56/56, -2 Con (8); Barkskin, Detect Radiation, Resist Fire; DC 18 Reflex to halve 21 acid damage, second DC 18 Reflex to halve 21 acid damage, DC 20 Fort to negate 3 Con damage. Gauntlet: 77/77, 35/35, -3 Con (10); Tremorsense; DC 18 Reflex to halve 22 acid damage; DC 18 Fort to negate 2 Con damage.
Harg: 20/63, -5 Con (9), caustic creep for 5 rounds, 0/2 consecutive DC 20 Fort saves
So that was a brutal batch of rolls. But there is one ounce of good news. Harg is not dominated. Thawm and Gauntlet are up! Go, heroes, go! (And please roll high on your Fort saves.)
I'll also point out a couple of unique features in the room. There are two cameras and the large monitor at the front, should you want to do anything with any of them. There are large vents throughout the room. There are also panels adjacent to each of the doors in the room that may be able to be used, should your character want to try something with them.
Basil recognizes the creatures as beings from the Plane of Air called Caustic Stalkers. As with other elemental beings, they share certain features with the lightning elementals that Thawm and Keldor had summoned several minutes before. With their essences made of gas, they cannot be made to bleed or subject to other sorts of debilitations common with traditional organic matter (i.e., paralysis, poison, sleep, stunning, critical hits, flanking, and precision damage). Arising from pockets of poisonous gas in the Plane of Air, they are also immune to the sorts of acidic, corrosive conditions common in their preferred locations.
Caustic stalkers are able to exhale some of their corrosive essence in a cone-like spread to capture their opponents, causing not only corrosive damage but also poisoning victims with a debilitating poison that saps their very life force. In addition, creatures struck by (or directly striking as with a natural weapon or unarmed attack) are affected by a chemical burn.
Basil also suspects that rather than being summoned from their home plane, that these outsiders have been manufactured.
Basil, you get one more question, but go ahead and take your turn!
To clarify: if anyone knows canonically-relevant information about Razmir, I will ask that you not share it. And if you don't know, please don't go looking. I'll give you what you know!
Gregor Wisslo looks steel-faced as he patiently listens to Kofeza's aggravation. "Yes, ma'am," he says placatingly, waiting so that he can get back to doing things he had any measure of control over. As the town's primary lawman, he was probably used to being on the receiving end of peoples' complaints, justified or not.
Looks like we're mostly just waiting on the scene with Lia and Miron before we move to the meeting with the town's officials, unless people wanted to do other things.
Russiet was not the only one who had fallen asleep or demonstrated themselves to not be being attention during the afternoon prayer: simply the most obvious. As the group begins moving outside, the other offenders are plucked out of the crowd and taken to the meeting room. Whatever discipline awaits them is uncertain, but it will most likely not involve Krant.
But after a few minutes to allow the excitement die down, the spies are greeted out in the courtyard by a priest who introduces them to the pre-dinner training. They had witnessed this sort of training previously, the majority of which focuses on interacting with the public. The priest begins by pointing out how each person has different walking patterns that can be used to identify them. This was a liability when speaking with people near the Temple. If the Guards believed that they knew who was whom, they might try to influence individuals. Keeping the populace uncertain, ensuring that all members of the Church were treated the same, was the best way to protect everyone.
The priest makes it clear that he doesn't expect everyone to change their step patterns instantly (especially with the beating Russiet had just received). But there is almost an hour and a half of walking instruction. Although Krant was worse, this priest is no less a bully: he verbally berates everyone in the group at least once (and often hitting their legs with the same baton he had smacked Bohrs with) to begin getting them to walk differently.
Everyone make both a Bluff check and a Stealth check to represent trying to blend in with each other. Remember, since you don't have any of your equipment, you should not have an Armor Check Penalty.
The vents that had been hissing now open fully as caustic gases pour out. But instead of filling the room, the gases coalesce into vaguely humanoid forms made of hissing, churning gas, connected to the vents by hazy strands. Each form has a fierce, eerie visage and a powerfully abrasive stench.
Round One: The Shade's Desperation Basil (w/ HA)
Enemies
Basil (w/o HA): 77/84 77, -1 Con (11); Heightened Awareness, Resist Fire, See Invisibility
Thawm: 56/63 56, -2 Con (8); Barkskin, Detect Radiation, Resist Fire
Gauntlet: 77/77, 35/42 35, -3 Con (10); Tremorsense
Harg: 83/91 84, -2 Con (14)
---
These creatures can be identified with a DC 17 Knowledge (planes) check. For every 5 by which you exceed the DC, you can ask an additional question about one of the following categories:
Knowledge (planes), DC 17:
This is a Caustic Stalker!
Creature Type/Subtype
Senses
Damage Reduction
Immunities/Resistances
Special Defense
Weakness
Lowest Save/Highest Save
Movement
Special Attacks
Typical Feats
Skills
Languages & Ecology
I'll pause here because Basil has a decision to make: she can dismiss her Heightened Awareness spell to act before the enemies or allow her Initiative to stand and act after them. On Basil's turn, she can also make a DC 15 Sense Motive (this should be her first roll), the results of which I'll put in a for-her-eyes-only spoiler below. Note: the Shade is not an android, unfortunately.
Basil, DC 15 Sense Motive:
All of the discussion of projecting one's essence elsewhere: it sounds like she plans to possess or dominate one of you!
I tried to move you all on the map according to where it sounded like you were moving, but feel free to adjust yourself if you thought you were elsewhere. Note that a square with a chair in it is considered difficult terrain.
"I doubt a mind such as yours could comprehend the brilliance of a race that had ascended to godhood," the Shade says imperiously.
Thawm:
For that is another term for what this being is: a Shade. The Shade is an incomplete soul, rent asunder at the moment of death and forever lingering: incomplete. Over time such Shades, unable to move on to the River of Souls and find rest, rebel against their tortured semi-immortality and become warped reflections of the original soul. Aspects of the original remain intact, driven towards the goals they had in life, desired even in death. There are theoretically ways that the Shade's presence may entangle with other souls; rather than co-existing harmoniously, the Shade grafts these other souls onto its existence and uses them to extend its power and influence.
"But that thing does not matter. It is a mere facsimile."
The Isirah on the crystal tablet speaks up for the first time since entering the room. "I am no thing," she insists. "I don't remember everything, but I remember the important things. I remember Isuma, and Demphiris, and Lotrarian. I remember Security Chief Hevrendall." She switches to Androffan as she seems to quote a few phrases: <"Strength in Unity. Bringing Divinity to the Galaxy. Security, Safety, Honesty.> But I--"
"SILENCE!" bellows the Shade. The vents hiss once more, belching forth pressurized, invisible air. Isirah-Tablet returns to her previous quietude, while the Shade narrows her gaze at Keldor. "But yes. The Inevitable suit." She raises a hand and motions for Gauntlet to come closer to the screens. "I have been researching this...I believe in your primitive language, you call it summoning. It seems to be a way to transcend and project one's essence elsewhere. I desire this freedom: to take a summoned form and depart this place."
The cameras rise to take in the party as the Shade raises her arms on the screen. "And if you want to live, you will assist me."
Brandark: you're welcome to take 10 or 20 or roll. The timing will depend on the DC and the result. (Taking 20 will, per the CRB, take twenty times as long as normal, and is not recommended.
The Cold Iron Boarding Axe is DC 15 and 120 sp base.
The Maulaxe is DC 18 and 250 sp base.
Given Brandark's Craft (weapon) modifier of +6, +2 from Braggar's aid, and a +2 circumstance bonus for using Braggar's masterwork tools, you're set at a base +10.
Assuming a five-day work week (because it makes the math easier than 6 or 7), then if you take 10 for 200, then:
Boarding Axe
Result (20) x DC (15) = 300.
Progress (300) / Days (5) = 60/day
The boarding axe takes 2 days to forge.
Maulaxe
Result (20) x DC (18) = 360
Progress (360) / Days (5) = 72/day
The maulaxe takes 3.5 days to forge.
If you roll, it could take less time, or it could take more and cost more in raw materials if you fail the checks by 5 or more.
One of the PCs at my first table was also Braggar's apprentice and worked with him during downtime on some armor. Depending on how long the group wants to stay in Kassen before the next mission, you'll either finish both for the total 1/3 cost or at least get a discount on them and get to ship out sooner.
Braggar Ironhame nods quietly as his nephew tells the tale. "Yet you persisted. That's good, lad."
Brandark can tell that his uncle means it. The tension is still there, and the only warmth in the room comes from the forge, but it's clear that the older dwarf was worried.
Brandark listens to his nephew's declaration and nods. "Cousin Walren should be here from Skelt in a couple days on his way from there to Tamran. We can buy some cold iron off of him, assuming he's got some in his shipment."
The process of removing the steel-in-process from the forge and hammering it down repeats, and then Braggar picks he conversation back up once more. "I can help if ye want, lad. Make sure ye don't ruin the materials."
In other words, assume a +2 to all of your crafting checks.
"You'll have all four," Braggar responds, pumping the bellows once more. "I'm near done for the day."
Brandark's uncle has a grim, sour look on his face as he reaches a pair of long metal tongs into the forge and withdraws a glowing beam of iron, already mostly hammered into shape. This he carries over to the anvil, picking up a hammer and letting sparks fly.
As the glow dissipates, Braggar lifts the metal up into the air and examines it before sticking it back into the forge once more. He turns to his nephew now that the clang of steel has dissipated. "What will you make?"
What has Brandark's relationship been like with his uncle? Please feel free to elaborate on Brandark's thoughts.
It's been a busy week. I got back from travel and have been sick for the last few days. I'm glad to see that you all have continued a bit of interaction during my unintended absence. Let's keep things going, shall we?
To be clear, Krant took Silvio out into the courtyard, out of sight. So there's a bit of minor retconning to do.
Krant grunts as Silvio accedes and requests mercy. He lifts Silvio up and pushes him forward as the two walk back through the vestibule and into the Sanctuary. The sermon, which had been on obedience to authority (and was nearing its end), stops immediately. All eyes turn to Krant, who shrugs his massive shoulders.
Sledge calls Silvio over to him and heals him. Silvio heals 5 nonlethal damage. A susurrus burbles over the gathered Razmirans as a mere acolyte, having joined not three days prior, demonstrates healing capabilities. Sledge, Charles, and Silvio each contribute in their own way towards the gambit as they try to get Krant thrown under the bus.
"Come forward, Brother Krant," says one of the heralds, whose voice the group recognizes as Egarthis. Egarthis is sitting prominently with the other heralds not currently preaching in the front row. Krant walks forward and bends down to one knee in front of Egarthis. "I did good this time, Brother Egarthis. I only hit him two times. And he's still alive."
Egarthis reaches out and slaps Krant in the face. "Fool," he says. Krant seems to have barely budged with the slap, but stays kneeling. Egarthis stands and strides to the center of the sanctuary. "Brother Faltore has spoken this afternoon of the nature of obedience," he says. "For those who have ascended the steps speak with the authority of the Living God."
Egarthis turns to face Sledge. "You must be Brother Sledge. Brother Faltore told me of your private tutelage and your fervent belief in the living god. Your zeal is to be commended. But listen to me, my brothers and sisters: Sledge has not yet ascended so. He, too, is a Fool." Egarthis spreads his arms wide. "All of us are Fools who think ourselves above our station. Above our step. Above our betters."
Egarthis' voice rises as he takes fervent command. "Obedience is right and just because those of us who have ascended higher know the truth of Razmir: the truth that shall set all men free. I am but a humble herald, beneath the High Priestess who guides us here in Tamran. Yet I know this: rules are for the obedience of fools and the guidance of wise men."
Egarthis turns his iron mask once more to regard Krant and Sledge simultaneously. "Woe to him that claims obedience when it is not due; woe to him that refuses it when it is."
The herald lowers his arms and walks up exactly seven steps. From there, he points down. "For speaking above his station, Brother Sledge will don the mask of shame for 5 hours. For carrying out a harsher punishment than was necessary, Brother Krant will don the mask of shame for 3 hours." Egarthis indicates four priests sitting near the front, who get up and shuffle off out of sight.
"Razmir is a jealous god. If you accept him, then he will raise you up. But he knows our hearts. If you are found wanting, then he will strip you of his blessings and all will know. All will see. And all will believe. All hail the living god."
"All hail the living god!"
The four priests return, each carrying an iron mask that looks much more complex than that the simple ones worn by everyone else in the room. Two approach Krant, who though still being on his knees still nearly matches the height of the priests behind him. They remove his rusty iron mask, revealing his scarred, weathered face for the briefest moment. Then they place the new contraption over his head.
Moments later, the other pair remove Sledge's mask. When the mask of shame is affixed to his head, the world disappears. Although Sledge can breathe, he is unable to speak, hear, or see anything.
Sledge will miss training, dinner, and evening prayer. He will be released at 9:30 to complete his transcription duties.
---
The service formally ends and people get up from the pews uncertainly. One of the priests--which one is anyone's guess--goes to speak briefly with Egarthis. Egarthis looks over at Garen and nods. Then the priest ascends to the third step. "Following a five minute recess, any acolytes who have been in the Church for less than one month and who have not been assigned another duty will proceed out into the yard for training as typically scheduled. I will be responsible for the training today. All hail the living god."
Brothers Egarthis and Faltore intercept Garen. "Come with us, Brother Garen," Faltore says, leading him towards the meeting room adjacent to the sanctuary.
What do you do? I want to give a moment to react before we move on to afternoon training.
And in preparation for the next scene, Garen: please give me a Will save, DC 16. Make this the first roll of your post, if you make any other rolls.