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Forums of the Coast • Part 2.a Rescue the Riftwardens
Page 1 of 7

Part 2.a Rescue the Riftwardens

Posted: Thu Nov 09, 2017 9:54 pm
by Squall255
The party gathers at the front gates of Drezen, and Millorn, Aravashnial, and Jestak are waiting for you. The two wizards both cast Communal Mount spells and summon a total of 4 mounts, looking to Epicette to provide transportation for the other 4 members of the party. The group rides hard at full speed to the west, pausing briefly for lunch after 6 hours so that the wizards could cast their spells again. After 9 and a half hours of hard riding, you meet up with one of Anevia's scouts who gives you the following briefing:

About 30 mins normal ride (at normal pace, not the breakneck one you've been doing) is what appears to be a small ghost town, apparently abandoned after the Second Crusade. There hasn't been any sign of demons coming or going, and the town has been eerily quiet. Once today, one of the scouts saw a few hellhounds wandering to the north, but they turned and wandered off without any interaction with the scouts. The one who saw them couldn't tell if they were avoiding the town, or if they just naturally went another direction.

It is around 5 in the afternoon, you estimate another 1-2 hours of daylight. What do you do?

Re: Part 2.a Rescue the Riftwardens

Posted: Fri Nov 10, 2017 3:32 pm
by Laharl
For the first time in a long time, Henric is starting to regret his focus on damage spells as he looks around impatiently. "Anyone have any divinations we could use to get a sense of what's going on before we just ride in blind? Or even a better plan than riding in blind?"

Re: Part 2.a Rescue the Riftwardens

Posted: Fri Nov 10, 2017 8:14 pm
by littleangryman
Malorix looks about the town, irritated. "Afraid not. Could be anything in there. IS this the place?"

Re: Part 2.a Rescue the Riftwardens

Posted: Fri Nov 10, 2017 9:11 pm
by Squall255
At Malorix's question, the thrush weakly speaks, loud enough for just Epicette to understand, "Yes... We are... close now." It shudders a bit as whatever is affecting it seems to pulse, sapping more of it's strength. Epicette has felt this happen fairly regularly over the ride out here, with them growing more frequent as they got closer.

Re: Part 2.a Rescue the Riftwardens

Posted: Sat Nov 11, 2017 9:40 pm
by Zanaikin
"I don't think we can afford to ignore the place," Epicette landed. "Even by proximity it might have something to do with our parents, not to mention how close it is to Dreznen itself... Though..."

Epicette knelt down as she pulled out her mother's Harrow deck and shuffled it twice. "Please guide us," she muttered before kissing its top card, then began to pull out a suit of seven arrayed on the ground. She was intending to enter the ghost town in search of her disappeared parents' circumstances... what results could she expect?
( Harrow Chosen trait's ability with 82% chance )

Re: Part 2.a Rescue the Riftwardens

Posted: Sun Nov 12, 2017 2:42 am
by Squall255
Epicette's draw includes the following cards, leaving her with a sense of Weal and Woe:

The Devil
Death
The Hanged Man
Strength
The Star

The other cards are either minor arcana, or don't seem to fit with the reading.

note: I am admittedly not very well versed in Tarot, and used the to help base which cards you drew.

Re: Part 2.a Rescue the Riftwardens

Posted: Sun Nov 12, 2017 2:50 am
by Mr_Praetorian
"We've come this far," Daveed stated resolutely. "We might as well see it through."

Daveed proposes riding to within eyesight of the town, and then heading in on foot.

Re: Part 2.a Rescue the Riftwardens

Posted: Mon Nov 13, 2017 5:39 pm
by Zanaikin
Epicette frowned at her cards. The combination of Death and Hanged Man implies reaching the crossroads, an unavoidable cliff face that demands overcoming the odds to see transformation and regain control once more. Meanwhile Strength, Star, and the Devil demands overcoming the chaos and shadows of the subconscious with reason and virtue. It sounds as if whatever lies ahead, it will not only shape events for -- at least herself and possibly Henric -- but also strike at their weak spots.

She sighed. "An necessary danger lays ahead. This will definitely be a trial to overcome."

Then added to Henric in particular: "Beware your first impressions and impulses."

As the party gets close to the town, Epi casts See Invisibility (lasts 2 hours)

Re: Part 2.a Rescue the Riftwardens

Posted: Mon Nov 13, 2017 5:50 pm
by Squall255
You approach the outskirts of town and dismount, making your way in guerrilla style, moving from cover to cover. As you make it past the first few buildings, you all start to hear insects buzzing and chirping, like cicadas on a summer afternoon. There is no sign of demons nor humanoids.

There is a faint smell of rot hanging in the air in the town as you make your way slowly towards the next segment of town you go to investigate. Peering from behind one of the houses, this square seems to have a library, a church, a schoolhouse, space for food carts, a stable, and an inn. All of the buildings look very weathered and the inn and smithy's signs sit half buried in the dirt, having fallen from their chains long ago.

Everyone make perception checks.

Re: Part 2.a Rescue the Riftwardens

Posted: Mon Nov 13, 2017 6:01 pm
by Mr_Praetorian
(Perception: 1d20+17= 29)

Re: Part 2.a Rescue the Riftwardens

Posted: Mon Nov 13, 2017 10:19 pm
by littleangryman
(Perception: 14+7=21)

Re: Part 2.a Rescue the Riftwardens

Posted: Tue Nov 14, 2017 12:59 am
by Sajuuk
(Perception: 1d20+15 = 34 + 2 Favored Terrain [Urban] = 36)
[38 vs Evil Outsiders, 36 vs Aberrations or Traps]

Re: Part 2.a Rescue the Riftwardens

Posted: Tue Nov 14, 2017 12:59 am
by Zanaikin
(Perception: 7+17 = 24)

Re: Part 2.a Rescue the Riftwardens

Posted: Tue Nov 14, 2017 2:19 am
by Squall255
As none of you can possibly beat Marty, and assuming Marty passes on the info:

The library and schoolhouse have a faint lingering trace of magic that you can barely detect with your cantrips and senses. Like some long lasting spell had been cast in each of those buildings, or possibly many many shorter duration spells over the years, you can't quite tell. But there does still seem to be a faint magical aura inside both of those buildings. Cernandlon's keen eyes also notice the first signs of life in the area, spotting a few moths and other insects flying scattered around the church. The insects are not in anything you would call a swarm, just one here, one there. If you had to estimate you spot somewhere around 20-40 around the grounds of the 2 story church.

Re: Part 2.a Rescue the Riftwardens

Posted: Tue Nov 14, 2017 3:47 pm
by Mr_Praetorian
Daveed uses his Detect Evil ability to see if anything stands out.