Senna tracks the stealthy balls as they take position near the ceiling. ”We’ve got two invisible intruders above us. Cover your eyes!” She waits a moment for allies to look away then cautiously weaves a spell. Shimmering golden dust motes rain down, coating everyone – most especially the balls near the ceiling…
And, lo, the disco ball was discovered!
STAND: Cast Glitterdust
10’ radius spread, to catch the balls and as few of the team as possible. I’m assuming I’ll be caught in it, so I included my save.
Will Save DC:19 or be blinded.
Concentrate check to cast defensively is always successful on 2nd level spells, so I’m not including it. Will Save vs DC19:1d20 + 12 ⇒ (8) + 12 = 20
Spell Deets:
Glitterdust
MODS: none [CL:14]
COMP: V, S, M
RANGE: 100’ + 10’/lv (240’) ; 10’ radius spread
DURATION: 1 rnd/lv (14 rnd)
SAVE: Will save DC19 negates blinding only
EFFECT:
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.
Any creature covered by the dust takes a -40 penalty on Stealth checks.
Blinded – The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.
6th Spells (4): xx
5th Spells (6): xx
4th Spells (7): xxxx
3rd Spells (8): xx
2nd Spells (8): xxxx
1st Spells (8): xxx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Good Hope : +2 morale on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 22 min
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Glitterdust (enemies) 1 of 14 rnds
6th Spells (4): xx
5th Spells (6): xx
4th Spells (7): xxxx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xxx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Good Hope : +2 morale on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 22 min
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Once she's told what the book contains (since Senna doesn't speak Aklo)...
Senna glances at the librarian's journal and the strangely damp tome. "So, our gardener was interested in dark literature... dark enough that the librarian was concerned. Doesn't sound like this tale will have a happy ending."
Just to be cautious, Senna checks the room with eldritch senses.
6th Spells (4): xx
5th Spells (6): xx
4th Spells (7): xxxx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xxx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Good Hope : +2 morale on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 22 min
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Despite being stabbed and all the ghost talk, Senna is feeling remarkably positive about this sojourn. How much of that is the influence of Mila's spell is unknown. "Huh? Sure! Just takes a moment." She quickly casts a spell while wiping at her eyes. She focuses on the sink then sweeps the room with her eldritch gaze...
6th Spells (4): xx
5th Spells (6): xx
4th Spells (7): xxxx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xxx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Good Hope : +2 morale on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 22 min
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
6th Spells (4): xx
5th Spells (6): xx
4th Spells (7): xxxx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xxx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Senna weaves a spell (Mending) and focuses on knitting Chrysa’s rent clothing back together. It’s a useful way to hide her reactions to the… arguments she is hearing. She reaches one conclusion from the exchange. The next time, she’d kill first and ask for forgiveness rather than seeking permission.
With the repairs to Chrysa’s armor made, she wipes her hands on her trousers. ”So, what’s our next move? Investigate this strange area? Plan the Ambassador’s nuptials to her erstaz swain?”
Senna seems unbothered by the potential undercurrents to the conversation. She says cheerily, "I like to put the 'tact' in tactics. Besides, I'm a guest at this shindig. It would be rude to assert the host's privilege."
Senna gazes at the captives for a moment before turning to address the ruler of Shadowfall. ”The herald wants me to put her out of her misery quick… but she hasn’t earned that kindness from me. I’m inclined to let her go… to find death or redemption some other way, like the herald in the bell tower. But I understand the argument for killing them. It is pragmatic. As for the Ambassador’s friend – it’s not my decision.” Senna elects to keep her opinion on the wererat to herself. It averts potentially setting the creature off and picking the fight Naomi, at least, wants to avoid. But, if asked privately, Senna would say that of all the ambush survivors, the wererat is the one they’d be wise to kill without hesitation.
Senna rummages through the team bag until she finds a wand with an appropriate label. Through a lot of trial (and surprisingly few errors) she manages to make the wand spark with healing energy several times to treat Chrysa's wounds. She regards the 'patient', "How are you feeling? I can zap you more, if you want."
When all she receives is a sullen silence in reply, Senna shrugs and begins to disarm the herald, offering a piece of advice. ”If you want to die cleanly, forget any ideas about a glorious last stand here. I’d rather not kill you by inches, but I will.”
Assuming the herald doesn’t resist…
Senna takes the herald’s gear, ”Please, sit down – whether you want to or not.” She heads back into the fog to drop the gear and see how Chrysa is doing.
Senna sits up, taking a moment to appreciate the piles of ash that were the enemy. Masked by the bank of fog, she rises to her feet and sheathes the rod. After inspecting her vanished wounds, she offers Donovan a bow of thanks then works a simple magic to repair her clothing (Mending) as she leaves the fog bank and approaches the remaining herald.
Herald wrote:
“Irovetti was right. You people are sick," She juts her chin out towards Senna, "just kill me too - you've already killed everyone I care about. I'd rather die that be subject to her mind games..." A tear falls down her cheek as she stands up proudly, before she closes her eyes and waits for whatever happens to her to happen.
The sorcerer is unmoved by the defiance, the insults, or the tear. She snaps her fingers to get the herald to open her eyes. ”This is awkward. I hate to ruin your moment, but what are you talking about? I met your King for all of a couple minutes a few days ago. If he even remembers my name, I’d be surprised. I met these Gliocans an hour before that. So, what sickness am I being accused of exactly?”
On the floor, Senna gasps. Going from nearly eviscerated to fully healed and awake is… jarring. She takes a moment to register what’s happening and where the enemies are. First and foremost is the fellow standing over her with a sword slick with her own blood up to the hilt. She allows herself the privilege of anger. OK, you f&!+ers wanna play? Let’s play.
She weaves a complicated spell in an eye-blink. Fog pours into the room, filling the space. It doesn’t blind her or her allies, but it may prove irritating for their enemies. Lying on her back she knits a more complicated magic and breathes out a column of fire that quickly assumes the form of a massive snake that slithers through the mist engulfing every enemy in its path. Senna knows that some of the enemy may dodge it entirely but, with a bit of luck, she’ll burn a few to ash.
SWIFT: Cast Quickened Fog Cloud
STAND: Defensive Cast Fire Snake
MOVE: If the enemy in striking range drops, Senna pulls her rod.
Fog Cloud (green circle) : our team can see through it w/ Ashen Path
Fire Snake (red line): Enemies in the touched squares must make Reflex DC:23 save for half or take 92 DAM (half is 46). I sent it down the side path on the other side of the columns in case there are enemies there we can’t see yet.
Fog Cloud
MODS: none [CL:14]
COMP: V, S
RANGE: 100’ +10’/lv (240’) ; 20’ radius spread
DURATION: 10 min/lv (140 min)
SAVE/SR: none / SR No
EFFECT: Fog billows from the designated point. All sight (including darkvision) are obscured beyond 5’. Within 5’, creatures have concealment (20% miss chance). Further than 5’, creatures have total concealment (50% miss chance) and the attacker cannot use sight to locate a target. A moderate wind disperses the fog in 4 rnds, a strong wind (21+ mph) in 1 rnd.
Fire Snake
MODS: Spell Focus (+1 DC), Varisian Tattoo (+1 CL), Blood Havoc (+1 DAM/Die), Bloodline Arcana (+1 DAM/Die on fire spells) [CL:15]
COMP: V, S, M (snake scale)
RANGE: 60’ max distance, 1 5’ sq/CL (15 squares) originates at caster
DURATION: Instant
SAVE/SR: Reflex DC23 for ½ DAM ; SR Yes
EFFECT:
Create line of fire using connected squares determined by the caster, to a max distance of 60’ away.
Fire DAM:15d6 + 30 ⇒ (2, 5, 6, 4, 5, 3, 4, 6, 6, 2, 5, 4, 4, 5, 1) + 30 = 92Reflex DC 23 for 1/2 DAM
6th Spells (4): xx
5th Spells (6): xx
4th Spells (7): xxxx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xxx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
6th Spells (4): x
5th Spells (6): x
4th Spells (7): xxxx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xxx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Using what remains of her fly spell, Senna swoops into the room cautiously before sending a barrage of force bolts at the one opponent she can see clearly behind the columns.
MOVE: On map
STAND: Cast Magic Missile at BLUE Dot
Magic Missile
MODS: Spell Focus (+1 DC), Varisian Tattoo (+1 CL), Blood Havoc (+1 DAM/Die) [CL:15]
COMP: V, S
RANGE: 100’ + 10’/lv (250’) ; up to 5 creatures, no two can be more than 15’ apart
DURATION: Instant
SAVE/SR: none / SR Yes
EFFECT:
Missile #1 DAM:1d4 + 2 ⇒ (3) + 2 = 5 Missile #2 DAM:1d4 + 2 ⇒ (3) + 2 = 5 Missile #3 DAM:1d4 + 2 ⇒ (1) + 2 = 3 Missile #4 DAM:1d4 + 2 ⇒ (3) + 2 = 5 Missile #5 DAM:1d4 + 2 ⇒ (4) + 2 = 6
6th Spells (4): x
5th Spells (6): x
4th Spells (7): xxxx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xxx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
From her position near the rear of the group, Senna peeks into the chapel, (using see invisibility and normal vision) looking for trouble. She whispers a simple spell and sweeps her hand to one side. One of the curtains at the other end of the gallery , slowly begins to move aside, as if pushed by an unseen hand.
Perception:1d20 + 11 ⇒ (6) + 11 = 17
Mage Hand
COMP: V, S
RANGE: 25' +5'/2 lv (60’) ; one non-magical, unattended object weighing up to 5 lbs
DURATION: concentration
EFFECT: You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
With their invisibility refreshed, Senna flies back down the hill along the group's likely route of travel, brushing the treetops and weaving around obstacles. She’s looking for possible hazards and choke points but really she is enjoying flying a little too much to pay proper attention. She arrives by the alert team and *ahems* to draw their attention without startling anyone, then plants the herald’s sword which becomes suddenly visible. ”The sentry was alive when we left her. No signs of other sentries that I saw, but we should assume there are more.”
6th Spells (4): x
5th Spells (6): x
4th Spells (7): xxxx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Senna floats up beside Chrysa, warning her in a whisper, ”I’m on your left.” She continues, ”We have only a little time until the invisibility ends. I can get us back to our allies unseen if I cast it again. How do you want to play this?” While they’re in the bell tower, she takes in the surroundings moving from window to window, looking for other sentries, snipers, and enemies. Finally, if Chrysa hasn’t done so, she disarms the herald and takes any sort of warning device – a horn, whistle, or otherwise.
6th Spells (4): x
5th Spells (6): x
4th Spells (7): xx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Greater Invisibility : 14 rnds
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Senna considers what she has seen. The herald was quick… quick enough to dodge the worst of Chrysa’s lethal strike that was literally only visible for mere seconds. It strongly suggested a level of skill that made Senna’s reliable spells much less reliable. Through hard experience, the tattooist had learned that well-trained, quick, roguish types were a hazard. Best to hit them with spells they couldn’t avoid. In quick succession she casts two spells. The first makes her preternaturally accurate, and the second…
Senna appears for the blink of an eye, just long enough to flick the herald’s forehead.
SWIFT: Cast Quickened True Strike
STAND: Cast Force Punch
Force Punch is cast on the defensive but since I cannot fail to do it successfully, I didn’t include the roll.
Force Punch
MODS: Spell Focus (+1 DC), Varisian Tattoo (+1 CL), Blood Havoc (+1 DAM/Die) [CL15]
COMP: V, S
RANGE: Touch, creature touched
DURATION: instant
SAVE/SR: Fortitude partial DC:21 / SR Yes
EFFECT:
Melee Touch ATT:1d20 + 8 + 20 ⇒ (9) + 8 + 20 = 37 | Force DAM:10d4 + 10 ⇒ (1, 4, 2, 1, 3, 4, 2, 2, 3, 1) + 10 = 33 + target pushed 35’ (minus size mod) away.
On successful Fort Save vs DC:21, the target is not pushed but still takes the DAM.
Since this is theatre of the mind, it’s the DM’s call. If the herald fails the save, she could be sent flying into a wall or launched out of the bell tower. All Senna would do is make sure I didn’t send her flying into Chrysa. Enjoy! :D
6th Spells (4): x
5th Spells (6): x
4th Spells (7): xx
3rd Spells (8): xx
2nd Spells (8): xxx
1st Spells (8): xx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Greater Invisibility : 14 rnds
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
As Chrysa gives her the are you coming? nod, Senna weaves a series of spells. (True Skill, Fly, Greater Invis x2 – Status updated) then she launches into the sky trailing the Lady of Shadowfall. Being overly cautious, she pulls the rod from its holster. As they draw nigh of the guard in the tower, she triggers the magic to improve her stealth and watches. If Chrysa fails to kill the guard, she’ll follow it with an attack of her own.
6th Spells (4): x
5th Spells (6):
4th Spells (7): xx
3rd Spells (8): x
2nd Spells (8): xxx
1st Spells (8): xx
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Fly : 14 mins
Greater Invisibility : 14 rnds
True Skill : +7 to Steath to 1 roll in next 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Senna’s contribution is delivered coolly, without emotion. ”We don’t need them all alive, a few will do. If we have the element of surprise, I’d be inclined to use it to strike first, decisively.” She shrugs, as the decision is not hers to make. The tattooist continues with a nod in Chrysa’s direction. ”I can make you truly invisible, for a short time.”
I can hit her with Greater Invisibility for 14 rnds. If the flight time is reasonably short, that could certainly help.
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Bear’s Endurance : +1 on Fort Saves; +13 HP for 14 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
Senna takes a moment to look around for trouble and get her bearings before following the druid.
Perception:1d20 + 11 ⇒ (19) + 11 = 30
Status:
HP: 83/83 | AC:27 / T:22 / FF:24 | CMD:30/27
6th Spells (4): x
5th Spells (6):
4th Spells (7):
3rd Spells (8):
2nd Spells (8): x
1st Spells (8): x
Spontaneous Spell: Sending
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
See Invisibility : see for 140 mins
Shield : +4 AC/FF and incorporeal touch for 14 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +14 temporary HP for 14 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Team Effects:
Ashen Path : see thru ash, smoke, dust, fog to 60’, +4 on saves vs contaminants, for 140 mins (23.3 min/person)
While studying the gate and surrounding walls, the sorceress notes the liberal mix of races with a slightly raised eyebrow. ”Varisian caravans often contain a motley collection of folk. Tri Firinnean beggars that description. When the dust settles, I’d like to walk around and meet some of these people.”
Litejedi, with Senna's multiple visits to and studying of the gate, can I get to the Studied Carefully level of familiarity?
Senna nods and keeps walking, respecting the other woman's convictions. Eventually, she playfully adds, "So, this horrifying experience that built trust between you two..." she smirks trying to lighten the mood, "was it the first time you put on a corset? I hear they are torture. Naturally, I assume you still had a sword. I don't expect you shattered your image in one go."
"While Soph and I would die for each other, there are those from the good people of Gliocas that think I am bewitching their lady and I will eventually betray her. To the point, killing me would be worth the punishment."
The tattooist mulls the point. ”It says something good about Lady Sophiel that she inspires such loyalty from all sides… even if some of them are over-zealous.”
Chrysa wrote:
"I am not worried, but wearing these makes the brave not be so brave, if you understand."
Senna's reply is matter-of-fact, possibly from experience. ”Sometimes a reminder is needed in addition to a warning.”
Chrysa wrote:
She leads Senna down the streets "I saw you in the sky" her eyes looking over as they walk. Not elaborating since it is not needed in the least "Are you ready to tell your story?" there is not even the slightest hint of pressure in her voice, just curiosity.
The tattooist weighs an answer for two dozen steps. There are factors that counsel caution, not the least of which being Lady Shadowfall’s birth family and her proximity with a lethal blade. Matters of blood and honor are hard to predict. ”Trust is a hard-earned coin. If we are still alive after tomorrow, you folks will have earned one… enough to buy some answers. What I will say now is that I grew up in the Rostlands. Six years ago, I left Brevoy, the River Kingdoms, and Numeria to journey west. I didn’t expect to return. I found tattooing. I also pursued my other calling which you saw earlier today.”
”It’s a dangerous world for a lone traveler… especially a woman. I’ve walked hundreds of leagues alone and kept myself safe.”
Dressed simply in a loose dress, she looks much less dangerous out of her black armor. She did of course answer the door with a sword in her hand, since she is not an idiot, even in the safety of her second-home country.
Senna eyes the other woman top to bottom, trying to reconcile the black-armored warrior she’s met to date with who she is seeing now. She gestures at the dress and sword combination. ”You make that look work. I’m feeling a little under-dressed.” Despite the hour, Senna is in high spirits.
Senna prestidigitates the grime from her clothes and body as she heads to the accommodations provided by Sophiel. Only if her next bed was in a prison cell would she feel justified in shedding dirt indoors. She wasn’t entirely without manners.
In the ‘spartan apartment’ Senna casts an appreciative eye and commends her own judgement. It was significantly better than most of the spots where she bedded down. She walks through the apartment briefly, only pausing to admire the bath tub enviously. She planned to soak until she pruned up after her last task of the evening was done. Prestidigitation was no substitute for hot water on a tired body.
The tattooist heads out and, after getting directions from various and sundry personnel, finds her way to Chrysa’s rooms. She knocks. If she can speak with the Lady of Shadowfall, grand. If not, Senna leaves a message with whomever tends to her affairs.
”I’ve agreed to Sophiel’s request that I be observed while I’m here. I’m going to the front gate now to study it, in case we need to make a hasty retreat tomorrow. Good evening.” Senna then walks down to the gate and spends a couple hours studying it from all angles. She doesn’t bother to check if anyone is following her.
Basically, I’m trying to boost my familiarity with the gate as a teleport target.
Next Day…
My Status spoiler is updated.
Sophiel wrote:
Sophiel praises Senna effusively for her efforts, noting ”even if had no cause you trust you, you’re at the very least not aligned with Pitax, so if the others in the group would have you - I have no objections.”
Senna doesn’t know what to do with the praise. ”You’re welcome, milady. I think the bath was an excellent trade for my spellslinging. As for Pitax or its neighbors… My loyalties are to the Rostlanders who raised me, the Varisians who befriended me, and folks of good will who respect my freedom as much as I respect theirs. I believe in people more than nations – no offense intended.”
She switches subjects. ”Whiterose Abbey. Considering the ‘unknowns’, I’ve memorized a spell that will allow me to send you a brief message quickly. (Sending) If things go poorly, I’ll try to warn you as best I can.”
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1):
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 13 hours
Shield : +4 AC/FF and incorporeal touch for 13 mins See Invisibility : see for 130 mins Greater Heroism : +4 Morale on ATTs, Saves, and Skills. Immune to fear effects. Gain +13 temporary HP for 13 mins Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
The tattooist flies through the city streets in a slowly expanding circle hammering targets of opportunity. She also alerts the defensive forces about threats and issues – enemies, fires, and groups of wounded. She makes a point of stopping by the city’s main gate a few times, trying to memorize its details. Expecting that Sophiel is savvy enough to prevent people from transporting directly into her city, Senna gambles any sort of interdiction magic wouldn’t extend as far as the front gate. So, she spends time committing it to memory.
Being a brutal pragmatist, Senna is inclined to pursue the fleeing enemy forces to wipe them out. But the amount of friendly fey in the battle prevents the sorceress from immolating the enemy with reckless abandon. Setting the surrounding woods ablaze would not endear her to Gliocas’ allies.
When the battle is truly over and much of her magic is spent, the tattooist returns on foot to the keep. She removes the Gliocan flag from around her shoulders then intones a simple spell to remove the dirt, grime, blood, ash, and sweat from the symbol before folding it carefully.
Tikroch wrote:
Shifting back to human, he raises an eyebrow at Senna before shrugging and giving her a nod in greetings.
She returns the nod with a weary, but satisfied, smile. It had been some time since she’d used so much magic in a single day.
Senna’s feet brush the roof tops as she flies by to avoid making herself an easy target – for either side. Also, flying is a fine way to see the city and understand the battleground. She finds the coterie of non-human creatures defending the city remarkable. It also makes selecting targets somewhat challenging. But she takes the extra time needed to ensure she isn’t endangering friendly forces… and the wyverns being greeted by volleys of arrows are clearly on the wrong side. She picks one at the end of her range that isn’t over the archers, weaves a simple spell twice in rapid succession, and sends a weaving fleet of ten force bolts slamming into the creature.
Having drawn their attention, Senna challenges them with a Draconic snarl:
”আহক! তোমালোক ফেকলেছ, ডেউকা থকা টোডবোৰ!”
Draconic:
”Come! You feckless, winged toads!”
If matters worked out they’d rush her, inadvertently drawing together, which would make burning them down far more efficient.
Magic Missile
MODS: Spell Focus (+1 DC), Varisian Tattoo (+1 CL), Blood Havoc (+1 DAM/Die)
COMP: V, S
RANGE: 100’ + 10’/lv (250’) ; up to 5 creatures, no two can be more than 15’ apart
DURATION: Instant
SAVE/SR: none / SR Yes
EFFECT:
Missile #1-#10 DAM:10d4 + 20 ⇒ (4, 4, 3, 1, 1, 1, 3, 1, 4, 2) + 20 = 44
Status:
HP: 83/83 | AC:27 / T:22 / FF:24 | CMD:30/27
6th Spells (4):
5th Spells (6): xx
4th Spells (7):
3rd Spells (8): x
2nd Spells (8):
1st Spells (8): xxxx
Spontaneous Spell: Dimension Door
Breath Weapon (1):
Blood Intensity (2):
Blood Piercing (2):
Stunning Fist (4):
Vest (1): x
Max Rod (3):
Scabbard (1):
Ring of Contort (1):
Stoneskin (1):
Spiked Pit (1):
Dancing Lights (3):
Effects:
Mage Armor : +4 AC for 14 hours
Crafter’s Fortune : +5 Luck on one Craft skill within 14 days
Secluded Grimoire : P & P Vol 1 is under this spell until recalled
Senna cranes her neck to fully appreciate the conservatory for a moment while she follows Sophiel out. The benign air and quiet of the hot house contrast sharply against the shrill cries, wafting smoke, and smell of burnt flesh drifting through the city. The tattooist looks, listens, and smells, getting a feel for the battle situation. If she is alarmed, it doesn’t show.
Sophiel wrote:
"If you would be so kind as to assist, I would appreciate it, and would consider any debt you feel to have incurred to be paid.”
Senna nods, ”Deal. I’m not much good at healing but I have a knack for cleaning up messes and unruly folk. I’ll do what I can.”
"Sophiel” wrote:
She adds to Senna, ”Should you find yourself compelled to stay here, I believe these new companions of yours may call on your… services,” She extends a hand to Senna, offering to shake it, and says ”welcome to the second republic of Avistan - the country of Gliocas.”
The tattooist shakes her hand firmly. ”Thank you for the invitation, milady, as well as the ride.” She quickly strides off in the direction of battle. Finding a Gliocan flag, she cuts it down and ties it around her shoulders like a cape, hoping to avoid ally fire. Then she leaps into the air to begin hunting.
”I have matters to attend to in my capitol. If you would acquiesce to being observed by Chrysa upon arrival, I would be willing to have you join the others. I sense no malice from you.”
Despite the seriousness of the conversation, Senna smiles. ”Oh, I have malice, milady… but I reserve it for those who have grievously wronged me. Neither you nor any of your people have done so. Set anyone you wish to keep an eye on me. It’s a prudent measure.”
Sophiel wrote:
”you should be aware, though, that many people have tried to kill me. They’re all dead… this is not a threat… Be warned that this extends to anything you may find yourself compelled to do to harm my people.”
Senna takes no offense at Sophiel’s words or tone. She briefly mulls the points made before inclining her head. ”I appreciate the earnest warning. Shall we go?”
She turns her attention to Senna, ”good evening, Miss. You find yourself in august company.” and she gestures towards Mila and Donovan. ”My name is Sophiel Mevyed, and I am the elected ruler of Gliocas. Would you mind explaining what’s going on? Time is of the essence; so brevity would be most appreciated.” She gives a tight smile, but seems otherwise friendly.
Senna bobs her head deferentially. ”Good eve, milady. I’m Senna Proviso, tattooist and…” her tone drops, ”sorceress.” Her voice rises to a more normal volume as she works on a concise explanation. ”To the Pitaxians, it seems I’ve thrown my lot in with Gliocas during Rushlight. Your people have been kind enough to let me tag along for safety – certainly mine and possibly theirs – until we get away from here. I’d appreciate a quick exit to unknown lands. I can offer my services in exchange. I’m sure you’ll…”interrogate“have other questions for me. I’ll be happy to answer once we aren’t surrounded by Pitax’s forces.”
She looks candidly at Gliocas’ ruler. ”If that’s too much of a risk, say so. We’ll part ways and Lady Shadowfall can repay me another time.”
Assuming Sophiel isn't willing to take the risk, Senna considers plan B and C. Teleportation was the safest option but it would be taking her in the wrong direction. With Gliocas being only a couple hundred miles away, she could still head in that direction. It would be taxing in terms of magic, and far slower, but she was confident in her ability to avoid or bury anyone trying to stop her. And now she was curious to see a country with an elected leader... it was a novel concept.
Chrysa looks at the tattoo artist, her eyes moving to the equipment that marks Senna as more than what she is portraying. "A lot of people will die today, Senna. People that just want to go through their normal boring day. You can go... or stay, that is your choice." there is emphasis on the word Your.
Senna considers and looks at the group of Gliocans. She has two choices: play her cards or fold. Fold was the safer bet. But Chrysa had inadvertently added a couple chips to the pot that Senna values above all else…
She straightens her spine and drops the well-practiced deference. ”Well played, Chrysa. I’m in. The fishmonger is always the one that dies when the nobility plays their game of thrones… I can’t abide that. So, I’ll help. I can move four of you quickly to anywhere within 400 leagues (1400 miles), give or take. But I have to see the location first to have any chance of arriving at that spot. It’s not foolproof, even then.”
Senna looks to Naomi, ”Is it possible that Irovetti knows you are playing both sides? This tale of a decisive weapon in a remote location… well, it could be a goose-chase to ensure Gliocas’ greatest defenders are far from their capital.”
The tattooist finishes her examination of the rod. ”It’s a nice piece of work and I don’t see any signs that it’s trapped. The first three buttons are as Irovetti described.”
”The fourth button...” she plants the end of the rod on the cobblestones, aiming the other end straight up, before touching the button. A spike lodges in the stone and the pole grows to 50’ in length then displays alternating rows of spikes along the side. ”creates a climbing pole of variable length. You can also use it as a battering ram on a door or somesuch.” Senna clicks the 5th button to retract the climbing pole.
She points to the last button but doesn’t click it. ”The final button is fairly mundane. It indicates north and your depth underground or above it. In addition, the rod has some abilities, useable once a day, that are not related to the buttons. It can hold a creature, invoke fear in every opponent seeing it at close range, and damage a creature while healing the wielder in equal measure.”
She hands the rod to Chrysa and summarizes her opinion, ”In the right hands, it could prove a useful bit of kit.”
====================
Naomi Ravasz wrote:
"He has launched an attack on your capital that he boasts will leave it in cinders, and even now prepares a weapon he believes should prove decisive within Whiterose Abbey. I have some trifling acquaintance with magical abilities, but I lack the power to whisk us across such a distance. Can any of you manage this?"
Chrysa Surtova wrote:
She whips her attention to the massive druid only steps away "Take her to Soph, have her warn her about all she knows about the attack." she looks to the others "Ideas how to get the rest of us to this Abbey." it is a quiet order but still an order.
Senna is uncomfortable and conflicted. She’s not sure she should be party to this conversation and she’s undecided whether she should involve herself any further. It was contrary to keeping a low profile. Nevertheless, she speaks her mind. ”Milady, do you want me to absent myself from this discussion? If not, what do we know about this Whiterose Abbey? How far is it? Or should you all return to Gliocas quickly if an attack is imminent?”
Would it be K:Geography (a skill I lack) to know more about Whiterose Abbey? Or is there a chance Senna has been close to it in her travels?
Senna waves off the rod. ”Give me a minute to prepare… I don’t often do this.” The tattooist holds her hands up and focuses for moment. A large tome suddenly fills her palms. She flips open the book and searches through the pages. A casual glance shows it is nearly filled with spells.
Spellcraft DC21:
I added 5 to the DC because technically this is not detecting a spell as it is cast, but rather identifying it by the after effect.
She is retrieving a book that was stored via Secluded Grimoire (1st level spell).
Finding the appropriate page, Senna studies the spell as her vest softly glows for a few minutes. Research complete, she tucks the large book away in what is an improbably small belt pouch. She then weaves two spells in quick succession.
Spellcraft DC16:
Casting True Skill (1st)
Spellcraft DC16:
Casting Identify (1st)
She looks the Chrysa, ”I apologize in advance if I can’t give you the answers you need right now. This isn’t my forte.” Anticipating the weight of the weapon, she holds out both hands to receive it.
Tossing in a pause in case anyone wants to react. Handing a magic treasure to a stranger is a leap of faith. :P
With the festivities at an end and the groups breaking up, Senna debates how bold to be with the Gliocas contingent. She has some business to conclude and getting out of Pitax sooner rather than later was likely the right call. She didn’t put it past the sore losers to stick a knife in her throat…
She preferred handling matters with subtlety but bold would have to do, all things considered. Senna insinuates herself into the group of Gliocans. With a polite nod, she says. ”Hey. It seems the locals think I’m Gliocan. Guilt by association, I suppose. If you wouldn’t mind, I’d like to ‘escort’ you folks out of town, basically to ensure I get to the city limits alive. Also, milady, we need to settle up accounts when you have a moment.”
”As I haven’t really done much for you, I owe you more than my charming company. If you like, while we walk, I can attempt to learn more about that ‘prize’. It struck me odd that Irovetti didn’t know what the remaining buttons do. It was as if he was daring you to press them.”
Senna watches the presentation of the prize from off-stage. The rod was obviously valuable and its manufacture was clever. She wouldn’t mind studying it to determine what else it was capable of doing. That said, her appreciation for the magics involved is tempered by the fact its creator was clearly obsessed with weaponry. In the right hands it was a deadly weapon. In hers, it would be little better than an exotic paperweight.
She claps politely, at the right times, as the prize is presented.
Following Irovetti’s instructions, Senna cheers loudly for Gliocas. Her enthusiasm is used mostly to cover her reaction to the unfounded accusation of cheating. It’s always the fragile egos that can’t accept an honest loss. She hadn’t seriously considered laying low in Pitax but Irovetti’s behavior confirmed it was the right choice. He was a man-child.
She moves through the audience away from the lists and towards the Gliocan section of the stands. Any Pitaxians that were sulking over the losses and came looking for trouble likely wouldn’t distinguish between actual Gliocans and a tattooist who just happened to be associating with them. Ironically, she’d be safer among the targets of Pitaxian anger than on her own. As she slides through the crowd, she keeps her senses open to brewing trouble.
Senna loudly asks the bystanders around here. ”I thought a joust ends when the loser is unhorsed? Does Pitax have different rules or are we just seeing a poor loser?”
Senna takes Chrysa’s comment at face value. The rumors she’d heard about the Lady of Shadowfall ranged from interesting to quite intriguing - certainly worth private discussion. But, as she was technically on retainer, her comments were more aimed toward keeping Chrysa informed of the gossip rather than satisfying her own curiosity… for now.
At the Joust…
The tattooist puts aside her needles for the joust as tattooing in dim lighting was a cardinal sin. Having time on her hands, she works her way down to a seat close to the lists, near enough to hear the competitor’s banter.
Cotoio’s condescending false-gallantry sets Senna’s teeth on edge. She debates (and is reasonably confident) that she could knock the strutting peacock through the stadium wall. But it would be a small satisfaction compared to the trouble it would cause her. She fumes for a moment before she decides to hurl some words in response.
She yells into the audience and makes sure it carries into the field, ”OY! Listen to that preening dandy! He’s done no better than her in any of the matches and he’s warning her? Sounds like all the tavern drunks who threaten to make the serving wench bowlegged and end up with their pants down in the goat pen instead. And even the goats don’t recall the encounter! Seems like the stiffest piece of wood he can muster is that lance! Go on, ya peacock! Let's see if yur any good handling your own wood!”
"I believe one's first should attempt a summation of self. A difficult task. So I have been thinking what that would be. Most who see me immediately look to these..." her gloved fingers reach up to trace the wicked sharp twisted root like horns. "Wondering what I am. But I am just human, slightly cursed. Next they hear whispers of my past, the little girl bandit, robbing and killing with the best of them. But that was simple survival no matter the thrilling tale.".
Senna brushes an imaginary fly from her face giving her the opportunity to subtly shake her head, conveying that rumor wasn’t what she had heard.
Chrysa Surtova wrote:
"Self might easiest be defined with what is most important to the person. And most would suggest the Fall for me, given what I have done to birth it." another pause, weighing "It is my will, my duty, my strength, but... My All is my family."
A smile reaches her lip, some mix of wicked and warm "But for me ... Family is who you choose it to be, not that you are born with."
That draws a raised eyebrow and a slight smile along with a curt dip of her head, indicating this was related to whatever rumors she’d heard. Senna laughs, ”Saying that is practically heresy in Brevoy, milady, where blood is the only measure of ‘family’ they care about. And even then, most families have their black sheep, do they not?” As if her next sentence should be discarded, she adds breezily, ”I suppose you and I might find some common ground in our thinking there. I belief in meritocracy, not aristocracy. And true friends are the family you weren’t born with. What did the poet say, ‘Friends help you move. True friends help you move bodies.’ ” The intensity of her metallic black eyes stand in contrast to her light tone, clearly speaking to the importance of her last comments.
Chrysa Surtova wrote:
"Maybe my decision would be easier led by an expert such as you?" a not so subtle message of ask me what you will
”I wouldn’t presume to guide anyone on their first tattoo, save from an artistic standpoint. It should be meaningful to the wearer – of course – like a ‘summation of self’ as you said. That’s an admirable phrase which I may steal. The marvelous thing about a personal summation is it can be for different audiences. It can be public – readily visible and easily understood, like a paladin bearing Iomedae’s symbol. Or it can be personal, written in the private symbology of our hearts. For instance, the whippoorwill you suggested. The meaning you ascribe to that bird would be hard to decipher. Is it a symbol of freedom, a desire for flight, your self-image, or a fond remembrance? Its charm is that it announces who you are while also protecting your secrets, should you wish to.”
”Some of my fondest first tattoos are ones whose meanings still elude me. One lady wanted an obelisk on a hilltop with a crescent moon behind it. I have no idea what it meant to her. A child-like fellow named Vincenzi or Vincent wanted a bat and wolf running under starlight. You just never know what you’ll be asked to draw.”