Session 22
Arc: Arc 3 - Regicide!
Log: Session 22 Log
Prev | Next
Active Organizations
- Bremoor Thieves Guild [d6]
- TG Quartermaster [d6]
- Kosj worshippers [d8]
- Tarawn
- Princess Jade [d6]
- Advisors [d8]
- Military [d8]
- Thynnon
- The Board [d6]
- Scarlet Circle [d4]
- Qilaw
- Sapphire Torch [d6]
- Fireflies [d4]
Organization Progression
- Bremoor TG [?]
- Advisors [?]
Session Points
- PCs hiding out somewhere in Cenorias
- Some encounters on the way?
- Need to have something interesting for them in every one of the hiding spots
- Escaping?
- Need to have a method ready for each hiding spot
- Wildheart Clan hints?
- Do they actually find them?
- They might :blakethink:
- Just some sand
- Nothing foreboding here
- Definitely no barricades or anything
- Returning to Cenorias?
- Or what?
What scroll of Sea Steed did they buy (like who made it?)
- they go off of the creator's CL
Running
The PCs have a couple choices on where they can run:
- The Torch hideout
- Gloom's Shrooms
- The Wayfarer's Inn
- ???
On the way to any of them, we're going to want [Bluff] to Feign Harmlessness on the way through the streets. The guards are going to be calling curfew, so as long as they don't appear obviously out of place, they should be good. This is versus the guard's [Sense Motive] - [DC 19, 11, and 21]
- Need to come up with something descriptive to say here [>?<]
Torch Hideout
Back inside the Torch hideout, its exactly as you left it - blue torchlight illuminating the tables in this small room, and the vault door taking up a portion of the back wall.
The vault door requires a [Disable Device DC 30] check. Inside is:
- [>?<]
Gloom's Shrooms
As you enter, you see Gloom cleaning up around the place, wiping the dust off of the counter and patching up a backpack that had been ripped open. With the door closed, he gestures with his chin toward the outside and says "Seems I showed up at a bad time."
Wayfarer's Inn
There will be guards here searching for [Ava Blackstone] by the time they arrive here. The sketch they have isn't very good (it may have been given by one of the concussed guards), but still accurate enough for them to be able to recognize her. Patrons of the Inn will be able to help Strix move through the crowd more unnoticed if she needs it (grants a +7 to her [Bluff] check to Feign Harmlessness, [DC 21]).
Garrick Stoneheart is speaking to the guards and attempting to keep the cacophony of noise down a little, but he's also looking for Strix and Nilkas [Stealth DC 22], and will quickly make eye contact with them before clearly averting his gaze if he notices them.
- If they are noticed, he will approach them after the guards they have left and asks if they need "ahhh.. relocation assistance"
"Right then.. you got everything you need?"
When the PCs are ready, Garrick can take them to a back room in the kitchen, raising up a segment of the stone flooring with a very well hidden hinge and escorts them down the ladder
"Just uh.. Keep on walking that'a way for a spell. Remember to shut the door when yer through."
This stone tunnel is only lit from above for a few moments until Garrick seals it above you, trapping you in darkness.
Once lit, you see that the only path from here is forward, through a claustrophobic hewn passageway, with the occasional cross-brace that show their age and lead to questions about this place's safety.
At the far end of the passageway is just a wall. For a moment, you're a little concerned that there's no other exit, but then you see a switch at about waist-level as you remember that this place was probably built by a dwarf. A little moonlight bleeds through as you throw the switch, and you can emerge from a hillside, the passage you came through disguised by dense foliage and a small thicket of trees.
The Mountain Pass
[!!! Remember to edit the map]
As you make your way toward the mountains, a few blasts of biting wind cut through the air, sending a chill down your spines. Following a footpath from Cenorias, you're able to make your way to the foot of these mountains as the wind picks up, whipping down the pass you're here to investigate.
As you climb, snow begins to fall - slowly at first, but rapidly picks up. The wind slices through your clothes as visibility around you quickly drops to near zero. By the time you make it to the crest of the pass, the wind is howling between the cliff faces
[Nils probably] stumbles over something buried in the snow, revealing a partially-desiccated mountain lion that's been near-chopped in half. If they search around, they can find a few others. At this point, the storm is at its peak, and its basically impossible to see anything that's not right here on the ground. One of these things is an axe-head, still embedded in a different lion.
[Encounter time]
Surviving the Cold
[Perception] -8
[Survival DC 15] to get a +2 on the Fort. save (DC 20 allows both the +2)
[Fortitude 1/hour DC15+hours] or take 1d6 nonlethal cold and fatigue
- -2 STR/DEX
- can't run or charge
The Shelf
Well, they only have Sea Steed, so uh....
- under Sea Steed, they have a 40ft swim speed
- should take about 40 minutes
[Encounter time]
As they're leaving the ocean, they can see a few pillars of black smoke rising up from the area behind the mountains.
Aquatic Combat
With [Freedom of Movement], everything is OK
With a successful [Swim DC 10] check:
- -2 to slashing/bludgeoning attacks
- half damage to the same
- movement at quarter speed (half speed w/ full round action)
Without: - -2 to slashing/bludgeoning attacks
- half damage to the same
- normal movespeed
- No DEX to AC
- Attacking creatures get +2 to attack
The Wildheart Clan
As they return, the storm has settled, not only coating the entire area in several inches of snow, but allowing them to see some of the things they have missed.
- Along the sides of the pass are marks into the stones as though they were scored, not just by blades but by streaks of lightning and fire
- There's a faint smell of bat guano
- Some of these animals have been skinned, and many appear to have been field-dressed
- While its difficult to see the same black smoke from between the mountains, with the right sightline, you can identify it from the clouds
After crossing the pass, the same pillars of black smoke can be traced to a number of tents in the distance