Maps | Info | Bashiel's Loot Table
You could if you wanted to. Up to you. Let me know the method you choose and where you're travelling to first.
Maps | Info | Bashiel's Loot Table
So Wind Walk to get back to Korvosa then? And where are you going first when you get there?
Maps | Info | Bashiel's Loot Table
Feel free to discuss the recent conversation (if Ilsa's up for it!) or let me know when you're ready to move forward.
Maps | Info | Bashiel's Loot Table
The Sun Shaman seems surprised at your willingness to wait, but nods after a moment and takes Ilsa to one side. DC 30 Perception to hear except Ilsa: Ilsa:
The Sun Shaman gives you a kindly smile and says, “Shadows plague you at the edges of your vision, yes? You fear something might be inside you, or even controlling you at times? While I can’t take away the shadows, I hope what I have to say will bring you some comfort, or at least the opportunity to - with time - accept your circumstances. “Your connection to spirits, or the undead, is no ill fate. To the contrary, it is a blessing. You are able to turn what is inherently evil towards a good purpose, or at least to end the undead’s evil purpose. Very few have such a gift. I have only heard of it from stories passed down. So rare, in fact, that no Shoanti living today has such an ability. “After communing with my ancestors about the Midnight’s teeth, I also asked them about you and your shadows. The truth, I learned, is that you and your shadows are one and the same. You are the shadows. They are an extension of your very being. While others might have reason to fear them, you have nothing to be afraid of. You should embrace them. In doing so, you shall make yourself stronger. “I don’t expect you to accept such things immediately. But watch. Listen. Study. In time, you will find what I have said to be true. The shadows are your weapons to use. They can’t hurt you. And they will only be a hindrance if you let them. The nightmares, the darkness, they are not evil. Not in and of themselves. They are tools. Perhaps in another’s hands they would produce great evil, but I believe in yours they can do great good. If only you let them.” “Anyway,” the Sun Shaman says, raising his voice so that everyone can hear him, “Thank you for taking the time to speak with me, Ilsa. I trust you’ll put what I’ve told you to good use. You know where to find me if you have questions. You are Sklar-Quah now. My tent will always be open.”
Maps | Info | Bashiel's Loot Table
Keppira responds to Malen’s message. Good to hear from you. Please come posthaste. I don’t know how much longer this opportunity will last. Before you leave, the Sun Shaman whispers loudly to Ilsa, “Please return before your journey to Scarwall. I still have insight to share about your unique… circumstances. I think it will be quite helpful for you.” Heading to Korvosa now?
Maps | Info | Bashiel's Loot Table
So heading back to Korvosa? Are you sending a message before you go? And going via teleport?
Maps | Info | Bashiel's Loot Table
While Zamanda isn’t any more familiar with Kazavon or his history than the rest of the group... it’s apparently pretty obscure... she is confident she could get the group to Scarwall. She knows the journey will be dangerous, however, as part of the path to Scarwall will take the group through territory controlled by the orcs of the Hold of Belkzen. Any other questions or discussion you want to have with the Sun Shaman? I don’t mean to rush you, just want to keep things moving. As Bashiel mentioned, it would be good to reach a consensus on your next course of action as well.
Maps | Info | Bashiel's Loot Table
The Sun Shaman replies to Zamanda’s question, “I only know that it lies in the mountains northeast of here. Near the border between Varisia and the Hold of Belkzen.” To Bashiel, the Sun Shaman says, “This is the first time I’ve heard of Serithtial. Kazavon is of course known to me, but only in so much detail as I have already told you.” Bashiel only knows that Castle Scarwall was once commanded by Kazavon who was, at one time, one of Zon-Kuthon’s most powerful minions. You’re looking for Knowledge (history) for details about Scarwall (and Kazavon). Knowledge (geography) would also help about Scarwall and its exact location.
Maps | Info | Bashiel's Loot Table
Loot:
Scroll of Sending x2 Jar of marvelous pigments With your decision made, the Sun Shaman begins the ritual known as the Blessing of the Ancestors. He has you all sit in a circle around the small fire in his tent. He explains, “The Blessing of the Ancestors is a ritual conducted by Sun Shamans to seek advice concerning a current quandary or event. The information isn’t imparted by the contacted spirit, but rather by the realm of spirits, with the spirit contacted serving as a conduit for the information.” Then, he begins chanting rhythmically. From casual observation, it just seems like he’s droning on about nothing and yet there still seems to be a purposefulness to what he does. The Sun Shaman’s chanting continues for what you estimate to be two hours. At the end of which time, he slumps and Zellara rises from the fire with a smile on her face. Zellara nods to each of you in turn saying, “Bashiel… Ilsa… Kalem… Malen… Zamanda. It is good to see you all once more.” Clearly tired from the effort, the Sun Shaman manages to ask Zellara, “What advice can you give as to how this group might defeat Ileosa and Kazavon’s spirit?” At the Sun Shaman’s question, Zellara begins to sing in a clear, haunting voice. ”Fate of steel—Serithtial
As the spirit finishes the song, you each feel an upsurge in your souls as the spirits of the dead infuse you with energy to aid you. You sense it has given you two specific boons. Boons:
Infused Weapon and Armor: The spirit world infuses one weapon, suit of armor, or shield owned by each PC (PC’s choice, and the item in question need not be present at the blessing). If the PC chooses a weapon, it gains the undead-bane weapon special ability. If the PC chooses armor or a shield, the item gains the ghost touch armor special ability. This effect functions only in Scarwall. Infused Soul: The next time the PC fails a saving throw against a death effect, the effect is negated but the PC is stunned for 1 round as the spiritual energies in her soul burn away. This protection can save each PC from a death effect only once, but can do so anywhere in the world (this boon is not limited to functioning only in Scarwall). The Sun Shaman says, ““Truly you are Friends of the Sun and are blessed by the ancestors. You walk with the spirits and bear the spirits’ mark. You honor us with your presence and friendship. As you go forth to battle the evil that has plagued these lands of ash for many-score generations, you go with the power of the Sklar-Quah. You shall go forth with the power of Father Sun in your hands.”
Maps | Info | Bashiel's Loot Table
The Sun Shaman seems surprised that you might have a strong connection with multiple spirits. Eventually he says, "For this ritual to be successful, you must all come to a consensus on which spirit you wish to invoke. Please, take the time you need to decide." Loot: Still unidentified jar +1 Rapier (which you realize [already?] belongs to Vencarlo) Still unidentified scrolls Potion of haste
Maps | Info | Bashiel's Loot Table
In addition to just resting a bit, Zamanda and a few others also go sand shark hunting to help Zamanda fulfill her vow. With the help of a bit of divination magic, you’re able to find the shark’s location. The operation isn’t without peril, though, as you come upon the shark in question along with a few of its friends. Still, fresh off your battle with the Cinderlander, dispatching the land sharks is a fairly trivial task. Zamanda feels that her oath is fulfilled once the deed is done. At the appointed time, the Sun Shaman and Sklar-Quah chieftain return. The Sun Shaman invites you into his personal tent. Once inside, he says, “I must again congratulate you on shedding your outlander status and becoming Sklar-Quah. As one of the few Shoanti to retain knowledge of Midnight’s Teeth, I believe what I have to say will be of utmost importance to you. “Many hundreds of years ago, a man named Mandraivus gathered a small group of heroes to fight a despotic blue dragon named Kazavon, and my ancestor was one who joined this crusade. This ancestor, a shaman named Amarund, was gone for months. When she finally returned she was not the same woman—her hands shook, her eyes carried a haunted stare, and she cried out in fear at night. She spoke little of what she had experienced while fighting at Mandraivus’s side, but did say that they were successful in defeating Kazavon and that the dragon’s fortress of Scarwall in Belkzen was now under Mandraivus’s control. “While Kazavon had been defeated, his will to live was so immense that even the remains of his body twitched. The heroes attempted to destroy the remains, but key fragments of the dragon’s skeleton resisted even their most destructive spells. Mandraivus tasked the seven surviving heroes, among them Amarund, with each claiming one of the bony relics of Kazavon’s body and taking them far from Scarwall. None of the seven would communicate where they were going to the others or to Mandraivus in hopes of ensuring that their chosen relics would remain hidden and guarded for all time in order to prevent the dragon from returning to life. “Amarund told this story to her fellow shamans and revealed that her selected relics were the dragon’s fangs, which she called Midnight’s Teeth. She and the other shamans chose the ancient pyramid on the shores of Conqueror’s Bay as the fangs’ reliquary. After hiding them in a secret room deep inside the pyramid, Amarund and her descendants swore to ensure the fangs would remain safe. For generations, they maintained their task—until Cheliax invaded and drove us off. “The few survivors who knew the secret of the fangs were forced to flee with their kin into the Cinderlands. For the next three centuries the knowledge was passed from Sun Shaman to Sun Shaman, and we have watched with fearful eyes as the city of Korvosa has grown up around our ancient reliquary. “The fragments of Kazavon’s soul are like seeds - once they find soil in which to grow, they can bloom into a mighty tree. This is the case with Ileosa, and her own cruelty and strength have been enhanced greatly by the fangs. Worse, she now possesses two souls: her own, and one grown from the fragment of Kazavon’s. Having two souls in one body grants her incredible power over her own mortality.” The Sun Shaman pauses for a moment to catch his breath before saying, “I suggest we take part in a ritual called the Blessing of the Ancestors. It may provide clarity on what path you should next take. Is there a specific spirit or ancestor with whom you have a particularly strong link?”
Maps | Info | Bashiel's Loot Table
Alrighty, I'm going to work up a post tomorrow for the Sun Shaman's return and the 'offscreen' land shark hunt. In the meantime, I suggest everyone think about purchases and loot (time permitting for Bashiel to organize everything).
Maps | Info | Bashiel's Loot Table
So the plan is to stay in Flameford till the Sun Shaman returns? Anything you want to do while you wait other than some r & r?
Maps | Info | Bashiel's Loot Table
As you mentioned, you still have a couple days before the Sun Shaman returns. I'll give y'all some more time to reach a consensus on a plan.
Maps | Info | Bashiel's Loot Table
Zamanda senses that someone is trying to scry on her once again, but she easily avoids being observed. You arrive back in Flameford to find it the same as when you left it. There’s no sign the settlement has been under attack. Krojun looks less than convinced as Zamanda explains that the group slew the Cinderlander. When she shows him the body, he looks stunned. He comes over and touches it, almost as if to make sure it’s really there. Then he sniffs the body and stares at the Cinderlander’s lifeless face. It’s several minutes before Krojun comes out of his stupor. Then he looks at Zamanda and at the rest of you in turn. He says, “Truly you are Sklar-Quah. My kin. It is an honor to call you brothers and sisters. “Though the honor of the kill may go to the Sklar-Quah, the Cinderlander’s death is a cause for celebration for all Shoanti. We shall make sure the news is spread far and wide, so all may come to see what you have accomplished if they wish to do so. Then, once proof has been shown to all who desire it, we shall leave his body for the birds as he did for too many of our brethren.” Krojun pauses for a moment before adding, “You shall always be welcome in my tent.” The Shoanti decline Bashiel’s implied question. They’re much more concerned with making preparations to celebrate the death of the Cinderlander. It seems as though they would start immediately were the Quah’s chieftain and Sun Shaman not still away.
Maps | Info | Bashiel's Loot Table
That put a smile on my face, Ilsa! I’m glad you enjoyed it. That’s just for the Cinderlander, Zamanda. The dead gargoyles don’t have any loot. Looking back, it appears all the mantis fled except for one, so you would have his gear and the gear of the mantis Ilsa dominated. So… More Loot:
+1 sawtooth sabre x4 Dagger x8 +1 leather armor x2 Cloak of Resistance +1 x2 Mask of the Mantis x2 600 gp And no worries, Zamanda. I appreciate the question. I would really prefer to avoid taking away player agency if at all possible, so I probably just need to be more willing to tweak the scenarios the AP presents. I’m fine with y’all ‘vaporizing’ the Cinderlander’s body to bring along. Zamanda, please give me a will save. Also, if you’re heading back to Flameford now, feel free to post what you say/do when you arrive.
Maps | Info | Bashiel's Loot Table
Zamanda, it’s mostly my own fault for deciding to follow the letter of the AP and go with 33 enemies (which is about how many the AP says there are). The AP doesn’t expect you to go after the Cinderlander at this point in the story, and by proxy all the people with him. I suppose there’s no harm in saying at this point that they were supposed to attack Flameford, but you got to them before their attack could go off. Most of the enemy forces would have then been preoccupied with fighting Shoanti and those fights would just happen in the background. Also, Bashiel, that’s a great story, haha. Some of the circumstances are eerily similar to this one. I suppose we’re always learning, but… I’m definitely getting a crash course in high level combat. And yes, you definitely can’t assume how players will react to any given situation. Loot: Potion (still unidentified) Wand of Cure Moderate Wounds (8 charges) +2 mithral chain shirt +1 human-bane repeating heavy crossbow Belt of Incredible Dexterity +2 Ring of Protection +1
Maps | Info | Bashiel's Loot Table
Zamanda, I don’t think the spell has any provisions for stopping the transition, but there’s nothing stopping you from swapping back in another five rounds. Once Zamanda has a chance to search the Cinderlander’s body, she finds a potion, wand, magical mithral chain shirt, a magical repeating heavy crossbow, 25 bolts, masterwork handaxe, magical belt, magical ring, and a survival kit. From the sky, Bashiel sees that the surviving gargoyles are still flying as fast as they can to the west. He spots the surviving mantis in the distance. They seem to be recovering from Ilsa’s spell, but they’re scattered and seem disoriented. None of them seem to know where the rest are and none are headed back in your direction. Yeah… I’ve said something like this before… but remind me not to ever do a combat with that many NPCs again. Combat as a GM is hard enough as it is (especially at high level). lol
Maps | Info | Bashiel's Loot Table
If it helps, Zamanda, I’m pretty sure dicebot hates me. With the remaining gargoyles fleeing, you give chase to the Cinderlander. Zamanda’s arrow comes up short. She’s able to get her rhino in range to attack, but the Cinderlander dodges out of the way of its horn. Ilsa cuts off the Cinderlander’s escape and provides a flanking opportunity for Kalem. The bloodrager wastes no time taking advantage of the situation, charging towards the Cinderlander and bringing down his scythe in what would surely prove a fatal wound for most foes. And yet, despite the massive wound Kalem inflicts, the Cinderlander is still alive afterwards. Before the Cinderlander has a chance to respond or saying anything, Bashiel’s arrow finds its mark and the Shoanti hunter crumples to the ground. His cougar roars in rage and you’re forced to put it down shortly after its master. Combat over!
Maps | Info | Bashiel's Loot Table
Ilsa sneers at the Cinderlander as the last of her mirror images falls. "You'll want to come a little closer. We're members of the Shoanti tribe now--I know how much you like our kind." She steps back and casts the spell again, and seven more images of the dark mesmerist appear. Malen waits to see how he can best aid his companions. Zamanda uses her Thrallkeeper's mark to cast Summon Monster V as a spell-like ability. She starts summoning another woolly rhinocerous beside the Cinderlander, hoping that it will fare better than its fellow did with the land sharks. Bashiel, though his heart hammers with anxiety for Ilsa, hopes she can slip away using her magic. He focuses his attention on taking out as many of the gargoyles surrounding Zamanda as possible. His first two strikes land on the same gargoyle, the second going straight through his foe. The winged creature falls to the ground dead. His third and fourth attacks also hit the same foe, killing it as well. Kalem, wings unfurled, continued swinging his scythe at all foes foolish enough to stay within arm’s reach. Fire trailed behind every swing, each one promising a messy end. With his first attack, he kills the last mantis who hasn’t fled. He kills two more gargoyles with his remaining attacks. With the mantis either dead or fleeing, the gargoyles apparently have no obligation to continue the fight. The surviving gargoyles fly higher into the sky before moving west as fast as they can. The Cinderlander finds himself alone, save for his cougar. He looks at each of you for a moment, hatred burning in his eyes. Then he turns south and begins moving away. Amongst the dunes, you almost lose sight of him, though not quite yet. Current Status:
Kalem (mirror images 7, infuse self, heroism, see invisibility) Mantis 1 (shaken, feared) Mantis 2 (shaken, feared) Mantis 3 (shaken, -42 hp, feared) Mantis 4 (shaken, feared, -76 hp) Mantis 5 (shaken, -76 hp) Mantis 6 (shaken, feared, -76 hp) Mantis 7 (shaken, -42 hp, feared) Gargoyle 1 (shaken) Gargoyle 2 (dead) Gargoyle 3 (shaken, feared, -34 hp) Gargoyle 4 (dead) Gargoyle 5 (shaken, feared) Gargoyle 6 Gargoyle 7 Gargoyle 8 Gargoyle 9 Gargoyle 10 Gargoyle 11 Gargoyle 12 Gargoyle 13 Gargoyle 14 (-19 hp) Gargoyle 15 (dead) Gargoyle 16 (dead) Gargoyle 17 (dead) Gargoyle 18 (-19 hp) Gargoyle 19 (-19 hp) Gargoyle 20 (-19 hp) Gargoyle 21 (-38 hp) Gargoyle 22 (-19 hp) Gargoyle 23 (dead) Gargoyle 24 (dead) Cinderlander Neverfar (cougar) Ilsa (7 images, displacement) Ilsa’s mantis (dead) Malen (fickle winds) Zamanda (-19 hp) Bashiel (divine favor, ironskin, angelic aspect, true seeing, keen) Active Effects: Blessing of Fervor, Angelic Bond, Ward Against Death Everyone can act again! Bottom of round 4 and top of round 5. The Cinderlander is about 110 ft away from you now.
Maps | Info | Bashiel's Loot Table
Ilsa's claws extend and rake one of the gargoyles as it rushes by. She looks on with some concern as her Mantis thrall is cut down and several of her images disappear. She manages to injure and demoralize one of them, but she doesn’t do quite as much damage as she had been hoping to. Hoping to get more of the enemy out of the combat, at least for a moment, she once again casts fear at a second block of attackers. With many of the enemy targeting others or flying in the air, Ilsa’s not able to target the same number of enemies as before. Still, two more mantis flee as well as one gargoyle. Will Saves:
Mantis 3: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16 Mantis 5: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25 Mantis 7: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18 Gargoyle 23: 1d20 + 9 - 2 - 3 ⇒ (6) + 9 - 2 - 3 = 10 Gargoyle 23, Nightmare reroll.: 1d20 + 9 - 2 - 3 ⇒ (6) + 9 - 2 - 3 = 10 Gargoyle 24: 1d20 + 9 ⇒ (11) + 9 = 20 Malen, seeing the gargoyles and enemy Mantis finish off their mind-controlled companion and start moving toward the group, Malen closed his eyes a moment and connected his spirit with the essence of Pharasma. The area immediately around the group was surrounded by a pale yellow dome of energy that faded from view, though the faint power could still be felt in the area. Zamanda maintains her performance as she casts her last fireball. She’s able to target all the enemies who tried to attack her only moments before. A few suffer grievous injuries from her spell. Gargoyle Reflex Saves:
Gargoyle 14: 1d20 + 11 ⇒ (10) + 11 = 21 Gargoyle 15: 1d20 + 11 ⇒ (3) + 11 = 14 Gargoyle 16: 1d20 + 11 ⇒ (3) + 11 = 14 Gargoyle 17: 1d20 + 11 ⇒ (8) + 11 = 19 Gargoyle 18: 1d20 + 11 ⇒ (7) + 11 = 18 Gargoyle 19: 1d20 + 11 ⇒ (14) + 11 = 25 Gargoyle 20: 1d20 + 11 ⇒ (10) + 11 = 21 Gargoyle 21: 1d20 + 11 ⇒ (5) + 11 = 16 Gargoyle 22: 1d20 + 11 ⇒ (7) + 11 = 18 Bashiel, as gargoyles swoop by, stabs his rapier up into them. He manages to wound the same one as Ilsa. Bashiel grits his teeth as the mind-controlled mantis is torn apart. That could be one of his allies next! He flies over to Zamanda to protect her from the assault and fight back against the gargoyles attacking her. He stabs in at the most injured gargoyle in an attempt to finish it off. He succeeds and the gargoyle falls from the sky. Kalem, as battle was joined, let out a savage cry. As usual, his fingers elongated into nails, but much more unusually a pair of bat-like wings grew out of his back. His clothes and armor ripples like water, making way for the infernal growths. His scythe blazed with flame as he went about cutting and slashing at every foe he could reach. Not even being aloft would save them from him. He manages to kill one of the gargoyles as it was attempting to attack Ilsa. Then he slices into the other gargoyle that attacked Ilsa. It takes all of his remaining efforts for the moment, but he manages to kill the second one as well. Most of the mantis and some of the gargoyles have begun to flee. The remaining mantis still in fighting shape takes a step forward and slashes at Ilsa. He misses. Mantis 5 Attack: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 Damage: 1d8 + 11 ⇒ (7) + 11 = 18 Then the remaining gargoyles that haven’t fled or perished also attack. Four gargoyles come close to hitting Ilsa and in doing so manage to destroy four of her five remaining images. A fifth gargoyle comes close to hitting her, but hits the final image instead. With Bashiel and Malen’s protections, only one of the gargoyles attacking Zamanda manages to connect. Gargoyle Attacks:
Gargoyle 1 Attack: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22 Gargoyle 2 Attack: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22 Gargoyle 4 Attack: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16 Gargoyle 6 Attack: 1d20 + 12 ⇒ (5) + 12 = 17 Gargoyle 7 Attack: 1d20 + 12 ⇒ (8) + 12 = 20 Gargoyle 8 Attack: 1d20 + 12 ⇒ (8) + 12 = 20 Gargoyle 9 Attack: 1d20 + 12 ⇒ (12) + 12 = 24 Damage: 1d6 + 7 ⇒ (2) + 7 = 9 Mirror Image (1 hits real): 1d2 ⇒ 2 Gargoyle 10 Attack: 1d20 + 12 ⇒ (7) + 12 = 19 Gargoyle 11 Attack: 1d20 + 12 ⇒ (9) + 12 = 21 Gargoyle 12 Attack: 1d20 + 12 ⇒ (6) + 12 = 18 Gargoyle 13 Attack: 1d20 + 12 ⇒ (1) + 12 = 13 Gargoyle 14 Attack: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 Gargoyle 16 Attack: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 Gargoyle 17 Attack: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 Gargoyle 18 Attack: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30 Damage: 1d6 + 7 ⇒ (4) + 7 = 11 Gargoyle 19 Attack: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 Gargoyle 20 Attack: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 Gargoyle 21 Attack: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 Gargoyle 22 Attack: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 The Cinderlander takes aim at Ilsa once again, but only fires two bolts this time. Both miss. The Cinderlander’s cougar stays at his side. Crossbow Attack 1: 1d20 + 24 ⇒ (6) + 24 = 30 Miss chance (high hits): 1d100 ⇒ 11
Current Status:
Kalem (mirror images 7, infuse self, heroism, see invisibility) Mantis 1 (shaken, feared) Mantis 2 (shaken, feared) Mantis 3 (shaken, -42 hp, feared) Mantis 4 (shaken, feared, -76 hp) Mantis 5 (shaken, -76 hp) Mantis 6 (shaken, feared, -76 hp) Mantis 7 (shaken, -42 hp, feared) Gargoyle 1 (shaken) Gargoyle 2 (shaken, -42 hp) Gargoyle 3 (shaken, feared, -34 hp) Gargoyle 4 (shaken) Gargoyle 5 (shaken, feared) Gargoyle 6 Gargoyle 7 Gargoyle 8 Gargoyle 9 Gargoyle 10 Gargoyle 11 Gargoyle 12 Gargoyle 13 Gargoyle 14 (-19 hp) Gargoyle 15 (dead) Gargoyle 16 (-38 hp) Gargoyle 17 (-19 hp) Gargoyle 18 (-19 hp) Gargoyle 19 (-19 hp) Gargoyle 20 (-19 hp) Gargoyle 21 (-38 hp) Gargoyle 22 (-19 hp) Gargoyle 23 (dead) Gargoyle 24 (dead) Cinderlander Neverfar (cougar) Ilsa (displacement) Ilsa’s mantis (dead) Malen (fickle winds) Zamanda (-19 hp) Bashiel (divine favor, ironskin, angelic aspect, true seeing, keen) Active Effects: Blessing of Fervor, Angelic Bond, Ward Against Death Everyone can act again! Bottom of round 3 and top of round 4.
Maps | Info | Bashiel's Loot Table
No worries on the adjustments, folks. If we're maintaining even a 90% accuracy rate for this combat, I'll be happy. Going to give Ilsa till Monday night, especially since it was a holiday weekend in the US.
Maps | Info | Bashiel's Loot Table
The spell doesn’t specify, so it seems like it’s a free action to change forms once the spell has been cast. So sure, you can start transitioning back to cloud form in round 1. That means you’ll be back in cloud form at the start of round 6. I’m guessing everyone will want to do that, but if you want to hold off on starting the transition, please specify that. Also, I just realized Kalem didn’t act for this round, so please specify two rounds’ worth of actions in your next post. Ilsa, as the battle begins, commands her assassin thrall to defend her. She waits until a group of enemies is within range, then casts fear on the group. With the mob of enemies already close by, Ilsa unleashes her spell on twelve of them. Five of the group begin to flee, terrified by the mesmerist’s spell. The others don’t budge, though their resolve seems temporarily shaken. Will Saves:
Mantis 1: 1d20 + 8 ⇒ (5) + 8 = 13 Mantis 2: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18 Mantis 3: 1d20 + 8 ⇒ (20) + 8 = 28 Mantis 4: 1d20 + 8 ⇒ (8) + 8 = 16 Mantis 5: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24 Mantis 6: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14 Mantis 7: 1d20 + 8 ⇒ (16) + 8 = 24 Gargoyle 1: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 Gargoyle 2: 1d20 + 9 ⇒ (12) + 9 = 21 Gargoyle 3: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12 Gargoyle 4: 1d20 + 9 ⇒ (18) + 9 = 27 Gargoyle 5: 1d20 + 9 - 3 ⇒ (3) + 9 - 3 = 9 Gargoyle 5 Reroll: 1d20 + 9 - 3 ⇒ (9) + 9 - 3 = 15 Malen, seeing as how things were about to get dicey, thought it was an appropriate time to call upon Pharasma's direct assistance, giving each of his allies and himself a sliver of the divine to enhance their capabilities. Zamanda casts another fireball. Her spell is more effective this time, but the Cinderlander and his cougar still avoid taking damage. Reflex Saves:
Cinderlander: 1d20 + 17 ⇒ (10) + 17 = 27 Neverfar: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22 Mantis 1: 1d20 + 14 ⇒ (6) + 14 = 20 Mantis 2: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28 Mantis 3: 1d20 + 14 ⇒ (2) + 14 = 16 Mantis 4: 1d20 + 14 ⇒ (4) + 14 = 18 Mantis 5: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 Mantis 6: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14 Mantis 7: 1d20 + 14 ⇒ (1) + 14 = 15 Gargoyle 1: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24 Gargoyle 2: 1d20 + 11 ⇒ (6) + 11 = 17 Gargoyle 3: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29 After casting, Zamanda moves away along the crest of the dune so that she isn't in danger of a melee attack from those moving up, but can still see the Cinderlander. Bashiel, while Zamanda and Kalem were preparing to unleash fire and fear upon the foes, calls upon Osiris' aid. His prayers are answered as his weapon begins to glow, wings sprout from his back, and his skin toughens to a rugged grey hue. As the gargoyles begin to fly in, a halo of green-gold light begins radiating around his head. He stands close to Ilsa and Malen in order to lend the protection of his auras to them and defend them if they get attacked. Kalem (tbd) Several of the mantis and gargoyles begin fleeing in terror from Ilsa’s spell, but the remainder press forward, beginning the attack. Seeing what Ilsa did to their companions, the remaining mantis in fighting shape move towards the mesmerist. They’re stopped short by one of their own number. After a moment’s hesitation, the mantis attack their former comrade. One of them barely manages to dodge out of the way of the dominated mantis’s attack. Their sawtooth sabres strike true, bloodying their former ally. Mantis (Ilsa’s minion) readied attack: 1d20 + 14 ⇒ (7) + 14 = 21 Mantis Attacks:
Mantis 3 Attack: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25 Damage: 1d8 + 11 ⇒ (1) + 11 = 12 Mantis 5 Attack: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25 Damage: 1d8 + 11 ⇒ (5) + 11 = 16 Mantis 7 Attack: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27 Damage: 1d8 + 11 ⇒ (6) + 11 = 17 Then the gargoyles begin their assault, diving from the air one at a time before swiping at their foes.They then climb back into the air out of range of melee attacks. The first thirteen gargoyles strike Ilsa’s mantis, killing him from numerous cuts. The next nine gargoyles charge at Zamanda, not caring about getting out of range again. They all hover just above her in the sky as they slash downward with their claws. Two of them manage to connect, injuring the aasimar a bit. (They’ve got a fly speed of 60 ft, so you can’t really outrun them. Also, I’m assuming you’re out of range of Bashiel’s aura at this point since you indicated you moved away.) The last two strike at Ilsa before ascending again. Neither connects, but the second one destroys one of her images. Gargoyle Attacks:
Gargoyle 1 Attack: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20 Gargoyle 2 Attack: 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22 Damage: 1d6 + 7 ⇒ (5) + 7 = 12 Gargoyle 4 Attack: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12 Gargoyle 6 Attack: 1d20 + 12 ⇒ (13) + 12 = 25 Damage: 1d6 + 7 ⇒ (3) + 7 = 10 Gargoyle 7 Attack: 1d20 + 12 ⇒ (17) + 12 = 29 Damage: 1d6 + 7 ⇒ (3) + 7 = 10 Gargoyle 8 Attack: 1d20 + 12 ⇒ (10) + 12 = 22 Damage: 1d6 + 7 ⇒ (1) + 7 = 8 Gargoyle 9 Attack: 1d20 + 12 ⇒ (19) + 12 = 31 Damage: 1d6 + 7 ⇒ (2) + 7 = 9 Gargoyle 10 Attack: 1d20 + 12 ⇒ (19) + 12 = 31 Damage: 1d6 + 7 ⇒ (5) + 7 = 12 Gargoyle 11 Attack: 1d20 + 12 ⇒ (8) + 12 = 20 Gargoyle 12 Attack: 1d20 + 12 ⇒ (9) + 12 = 21 Gargoyle 13 Attack: 1d20 + 12 ⇒ (16) + 12 = 28 Damage: 1d6 + 7 ⇒ (4) + 7 = 11 Gargoyle 14 Attack: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 Gargoyle 15 Attack: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 Damage: 1d6 + 7 ⇒ (1) + 7 = 8 Gargoyle 16 Attack: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 Gargoyle 17 Attack: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 Gargoyle 18 Attack: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15 Gargoyle 19 Attack: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 Gargoyle 20 Attack: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 Damage: 1d6 + 7 ⇒ (6) + 7 = 13 Gargoyle 21 Attack: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 Gargoyle 22 Attack: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 Gargoyle 23 Attack: 1d20 + 12 ⇒ (3) + 12 = 15 Gargoyle 24 Attack: 1d20 + 12 ⇒ (14) + 12 = 26 The Cinderlander takes aim at Ilsa with his crossbow before firing three bolts in quick succession. Two more of her images disappear. The Cinderlander’s cougar stays at his side. Crossbow Attack 1: 1d20 + 24 ⇒ (20) + 24 = 44 Crossbow Attack 1, confirm crit?: 1d20 + 24 ⇒ (19) + 24 = 43 Mirror Image (1 hits real): 1d7 ⇒ 7
Current Status:
Kalem (mirror images 7, infuse self, heroism, see invisibility) Mantis 1 (shaken, feared) Mantis 2 (shaken, feared) Mantis 3 (shaken, -42 hp) Mantis 4 (shaken, feared, -76 hp) Mantis 5 (shaken, -76 hp) Mantis 6 (shaken, feared, -76 hp) Mantis 7 (shaken, -42 hp) Gargoyle 1 (shaken) Gargoyle 2 (shaken, -42 hp) Gargoyle 3 (shaken, feared, -34 hp) Gargoyle 4 (shaken) Gargoyle 5 (shaken, feared) Gargoyle 6 Gargoyle 7 Gargoyle 8 Gargoyle 9 Gargoyle 10 Gargoyle 11 Gargoyle 12 Gargoyle 13 Gargoyle 14 Gargoyle 15 Gargoyle 16 Gargoyle 17 Gargoyle 18 Gargoyle 19 Gargoyle 20 Gargoyle 21 Gargoyle 22 Gargoyle 23 Gargoyle 24 Cinderlander Neverfar (cougar) Ilsa (mirror images 5, displacement) Ilsa’s mantis (dead) Malen (fickle winds) Zamanda Bashiel (divine favor, ironskin, angelic aspect, true seeing, keen) Active Effects: Blessing of Fervor, Angelic Bond Everyone can act again! Bottom of round 2 and top of round 3. Also, everyone can take one AoO against a gargoyle of your choice (if you have a weapon out).
Maps | Info | Bashiel's Loot Table
Discussion: It sounds like the majority of folks wants to continue with things as is, so that's what we'll do. If you haven't yet, please roll for Mirror Image or any other buff you've cast already.
I'll give everyone one more day if you want to discuss further and/or to update or change your round 1 action(s) if you so desire.
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Bunch of OOC stuff that would unnecessarily clutter the page: Thank you for your patience, everyone. I know I haven’t exactly been the most consistent with updates the last couple months or so.
To try answering everyone’s questions/posts in order: Yes, all your prebuffs are fine. You could easily have materialized on the other side of the dune before going to the top for the Surprise round. Kalem, yes, Mirror Image is fine for your round 1 action, just roll for the exact number in your next post (if needed, see below). If you didn’t specify something for the Surprise round, you can adjust your action(s) in light of the distance from the enemy group. You’re about 50-60 ft from the furthest people (the Cinderlander and his pet are about 50 ft), but could easily target 12 people that are within 40 ft. The Protectors of the Cinderlands bonus works against the mantis and the gargoyles, though not the Cinderlander and his cougar (I don’t think they could properly be called ‘minions’ of the Mantis). Yes, you still have the Thrallkeeper’s mark for the day. Bashiel, yes, the problem is that the dunes block line-of-sight. You can certainly lift yourself and Zamanda up, but that would keep Zamanda from being able to use fireball in the Surprise round if you’re going to fly high enough to be safe from ground melee opponents. They would notice you basically as soon as you get into air/in line-of-sight. I suppose if you want to actually be 800 ft away, you could start combat relatively easily without being spotted, but that would make it difficult to quickly render aid to everyone else closer to the enemy group. Zamanda and/or Bashiel attacking from that far away might affect where everyone wants to start out, though. You can certainly discuss your approach further if you like. I’m fine with ‘restarting’ combat if necessary, just would keep existing rolls as appropriate/when applicable. Roger that, Malen. I’m perfectly fine retconning things if y’all prefer. It’s been a while since we started anyway and we haven’t even fully gotten through round 1 yet. If I’m being completely honest, I would prefer you not attack 33 enemies at the exact same time anyway, for multiple reasons. It’s sometimes hard to fully get everyone’s intent in this medium, and perhaps I started too fast anyway, and I definitely don’t want people to feel like they’re doing something they didn’t sign up for. If I kill any of you, I want it to be fair and square. :) Noted, Ilsa. I’m going to hold off on resolving the posted round 1 actions till you have a bit more time to discuss your strategy/plan. I’m really fine retconning everything or continuing as is. Don’t really think it would be right of me not to be at this point.
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I suppose in hindsight, with family coming into town, I should have just said I would be away/not posting for a few days. So I guess this is me saying that later than I should have. Probably will be back to my normal routine by Tuesday, but I don’t expect us to get back to our normal pace right away.
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Speaking of announcements, I have family coming into town this week, so I may be less responsive than usual. I'm going to try to keep us moving, but if I miss a day, that's why.
Maps | Info | Bashiel's Loot Table
Kalem waits at the top of the dune, deciding running off on his own might not be the best plan. The assassins are swift to move into action. They were already readying to move out, so they only needed to change directions before moving swiftly in your direction. They’ll be in striking distance next round. The gargoyles take to the sky, flying almost directly above you. They also appear poised to strike next round. The Cinderlander casts a spell on his crossbow as he sizes each of you up, deciding who to attack first. His cougar remains at his side. Everyone can act! Bottom of round 1 and top of round 2. You can attack any assassin this round once after a move action. The gargoyles are all about 20 ft above you, so only attackable at range for now. You don’t have a direct charge line to the Cinderlander, so you wouldn’t be able to attack him in melee till next round (assuming you descend the dune) and would incur quite a few AoOs to reach him. You can attack him now at range. He’s about 50 ft away.
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So a few things about this combat. There won’t be a map, as keeping track of the exact locations of 33 NPCs in addition to everything else seems tedious, unnecessary, and probably maddening. At the start of the fight, you’ll be about 40 ft above the gully below you where the enemies are. Everything is normal terrain. While I plan to normally do our ordinary style of combat, it’s really not practical for this large of a fight, so outside of a couple NPCs, the rest will mostly just be dice rolls or summaries. You can safely assume you’re only able to target 12 enemies at any given time and that you can avoid your allies in the process of doing so. I’m sure I’m missing some things, but hopefully that’s enough to get us started. Initiative:
Initiative (Bashiel): 1d20 + 2 ⇒ (3) + 2 = 5 Initiative (Ilsa): 1d20 + 3 ⇒ (8) + 3 = 11 Initiative (Kalem): 1d20 + 4 ⇒ (12) + 4 = 16 Initiative (Malen): 1d20 + 4 ⇒ (4) + 4 = 8 Initiative (Zamanda): 1d20 + 5 ⇒ (1) + 5 = 6 Initiative (Enemies): 1d20 + 5 ⇒ (10) + 5 = 15 Kalem begins the fight with his Vision of Hell. Some of the assassins and gargoyles appear shaken by Kalem’s spell, but the Cinderlander looks unphased. Will Saves:
Cinderlander: 1d20 + 10 ⇒ (15) + 10 = 25 Neverfar: 1d20 + 6 ⇒ (1) + 6 = 7 Mantis 1: 1d20 + 8 ⇒ (16) + 8 = 24 Mantis 2: 1d20 + 8 ⇒ (3) + 8 = 11 Mantis 3: 1d20 + 8 ⇒ (15) + 8 = 23 Mantis 4: 1d20 + 8 ⇒ (13) + 8 = 21 Mantis 5: 1d20 + 8 ⇒ (4) + 8 = 12 Mantis 6: 1d20 + 8 ⇒ (5) + 8 = 13 Mantis 7: 1d20 + 8 ⇒ (11) + 8 = 19 Gargoyle 1: 1d20 + 9 ⇒ (3) + 9 = 12 Gargoyle 2: 1d20 + 9 ⇒ (17) + 9 = 26 Gargoyle 3: 1d20 + 9 ⇒ (7) + 9 = 16 Ilsa waits for the opportunity to strike. Malen also waits. Zamanda casts Fireball, getting as many enemies as possible within the area of effect, but specifically encompassing the Cinderlander, his pet, and all of the assassins. Many of those Zamanda attacks avoid the worst of the spell and some don’t seem injured at all, including the Cinderlander and his pet. Reflex Saves:
Cinderlander: 1d20 + 17 ⇒ (15) + 17 = 32 Neverfar: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21 Mantis 1: 1d20 + 14 ⇒ (9) + 14 = 23 Mantis 2: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28 Mantis 3: 1d20 + 14 ⇒ (20) + 14 = 34 Mantis 4: 1d20 + 14 ⇒ (1) + 14 = 15 Mantis 5: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13 Mantis 6: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 Mantis 7: 1d20 + 14 ⇒ (12) + 14 = 26 Gargoyle 1: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21 Gargoyle 2: 1d20 + 11 ⇒ (19) + 11 = 30 Gargoyle 3: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14 Bashiel also waits for the right moment to act further. Kalem can act for round one!
Maps | Info | Bashiel's Loot Table
Thanks, Ilsa! I appreciate you posting the full ability description. Lets me know what I'm up against. :)
Maps | Info | Bashiel's Loot Table
So to confirm, the plan is to land behind the dunes, take your normal forms, then go to the top of the dunes and attack those below? If that’s accurate, feel free to post your actions for the surprise round.
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As far as the topography of the area goes, it’s mostly consistent in that it’s dunes for miles around. The group is currently in between two of the highest dunes in the area, but all of the dunes are high enough to provide partial or full cover unless you’re attacking someone in the gullies next to where you’re standing or on top of another dune (or from the air). There’s not really somewhere you could corner them from where they currently are without the ability to alter the terrain in some way.
Maps | Info | Bashiel's Loot Table
For what it’s worth, while none of the people below have noticed the odd collection of clouds above them, they are all armed and look like they’re readying to move out. So the plan is to attack all 33 from a distance? The area they’re in is large enough that you’d only be able to get maybe about a dozen in a single aoe attack.
Maps | Info | Bashiel's Loot Table
Just to confirm, if you count the cougar, you see 33 distinct individuals.
Maps | Info | Bashiel's Loot Table
Krojun nods gratefully when Zamanda informs him of the threat and says, “If the devil tshamek decides to show his face here, it’ll be the last thing he does. I will inform the other villagers.” The barbarian simply tilts his head awkwardly when Zamanda refers to him as a brother before moving off to inform the rest of the tribe. He's going to think a traditional Shoanti farewell of any kind is awkward coming from a non-Shoanti. Dusk is fast approaching when Malen casts his spell to transform everyone into air. You soar into the sky, faster than seems possible, before flying to the west in the form of clouds. You don’t need to travel far before you spot a mass of creatures between two of the larger dunes in the area. As you pass by, you see multiple distinct shapes. There are seven figures wearing red, one Varisian man holding a crossbow with a cougar at his side, and twenty-four gargoyles like the ones you fought before. The group seem to be preparing to move from their current position. It’s hard to say how soon. How’s leveling coming, Ilsa?
Maps | Info | Bashiel's Loot Table
So the plan is to use Wind Walk, find the Cinderlander and company, then plan an attack from the opposite direction of Flameford? What time of day are you planning to do this?
Maps | Info | Bashiel's Loot Table
Alrighty, let’s get this show back on the road. Thank you for your patience, everyone. When Malen asks if the Cinderlander is Shoanti, he gets a ‘no’ in reply. He gets a ‘yes’ to the question of if the Cinderlander will be hostile to them. Lastly, he also gets a ‘yes’ to the question of whether or not the Cinderlander is working with the Red Mantis.
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Really sorry for the delay, guys. I’ve had a rough few days. Hoping to get going again tonight.
Maps | Info | Bashiel's Loot Table
Going to wait till there's a bit more of a consensus on the questions. You've got three left.
Maps | Info | Bashiel's Loot Table
As far as the topography of the region, there are a fair number of hills around Flameford, particularly to the west toward Cindermaw’s feeding grounds. It wouldn’t be too difficult to hide in plain sight, so to speak. Pharasma answers no to Malen’s next question and yes to the one after that.
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She answers yes when Malen asks if the Cinderlander is to the west. She answers yes when he asks if the Cinderlander is currently stationary. The only "landmark" to to the west that the locals know of are Cindermaw's feeding grounds, but those are likely too far away to be considered close to Flameford. I believe that's seven total questions so far, so assuming you're using Commune, you have five left.
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Malen’s Goddess answers his request and responds to his first two questions. She answers yes when he asks if the Cinderlander is currently in the Cinderlands. She also answers yes when he asks if the Cinderlander is close to Flameford. She awaits further questions.
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Now that you’re all members of the Sklar-Quah, the villagers are quite receptive to Bashiel’s questions. Unfortunately, most of the information they provide are details you already know. None of the villagers have seen the Cinderlander in months, and there haven’t been sightings nearby for longer. Even Krojun tells you he hasn’t seen signs of the man. That doesn’t mean he isn’t nearby, of course. The villagers describe him as a ghost. Appearing somewhere then vanishing almost as quickly as he appeared. Normally you don’t see the Cinderlander unless he wants you to and often it’s too late at that point. You can certainly try hunting down the Cinderlander, but you would need some way to locate him.
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I'll give Ilsa one more day. ----- As I mentioned in-game, the Sun Shaman (and Chief Ready-Klar) will be gone for 3 days for their trip to the Kallow Mounds, so if there's anything you want to do in the meantime, feel free to mention it.
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In case you're waiting on me, I'm mostly just waiting on y'all to put any finishing touches on leveling and to discuss the information Bashiel shared.
Maps | Info | Bashiel's Loot Table
I'll give y'all at least a couple days to level up and discuss your next steps as you have a few days before the Sun Shaman will reveal what he knows. Also, Ilsa, you aren't alone. This is the highest I've GM'd. Don't think I've played this high either. Uncharted territory!
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The Sun Shaman says to Bashiel, “Visions are not uncommon for those who take part in the Trial. But they are for you, not for me. You may ask questions if you wish, but as such visions are intended specifically for you, I’m unlikely to provide more insight that you can yourself.” After the Sun Shaman casts lesser restoration on each of you that wants it, you make your way back to Flameford. You have a hearty breakfast before the Sun Shaman stands to speak. Addressing you, he says, “I will depart at dawn tomorrow for the Kallow Mounds. Please make yourselves comfortable while I am away. I shall return in three days. Any questions you have, I will seek to answer then.” Bashiel:
While you are still eating, you receive a message in your head that you recognize as coming from Keppira d’Bear, the high priestess of the church of Pharasma in Korvosa. She says, “Return to Korvosa! An opportunity to strike at our enemies has presented itself. The Mantis and Maidens will fall! Seek us in the Dead Warrens!” You can respond with a message of your own that’s 25 words or less. Oh, and you're level 12 now. :)
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Bashiel looks out on the horizon. From the top of Bolt Rock, he has a clear view for miles all around. He sees no one dressed all in red or that looks like an assassin. He does, however, see that most of the Sklar-Quah seem to be watching in the distance from Flameford. The afternoon passes and no threats emerge, real or otherwise. Evening sets in and you finally get some relief from the heat of the day, but the mental exhaustion is ever present. You remain vigilant through the night, but despite the vividness of your vision, no further threats appear. With the third dawn, the Trial of the Totems ends. The Sun Shaman leads the entire tribe from Flameford up to Bolt Rock in the pre-dawn hours, and as the sun rises, your unbroken totems are greeted with a rousing cheer. These totems represent new brothers and sisters in the Sklar-Quah, an event that is cause for great celebration. The Sun Shaman offers a small smile and a nod before saying, “You are all new members of the Sklar-Quah. Never before has someone from outside the Cinderlands joined our tribe. Not until today.” The Sklar-Quah around the Sun Shaman cheer and even Krojun and the chieftain nod at you. Before the jubilation gets too out of hand, the Sun Shaman holds his hands high for silence, then says, “You are welcome in Flameford for as long as you wish to stay. Indeed, you may stay forever now if you wish. However, I suspect you wish to be away to help your city. You have earned the information you seek. “I must go to the Kallow Mounds to commune with our ancestors. They will provide clarity and wisdom for the things you have yet to face but still must. Please rest and recuperate while I am away. The hospitality of the Sklar-Quah is yours to command - a rare thing, I assure you.” The Sun Shaman also offers to cast lesser restoration on each of you if you would like him to. The tribe seem eager to escort you back to Flameford.
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