Xanrym wasn't shy about stealing from the cultists at the temple, but they're planning to leave Lldryk behind without killing or permanently jailing Isiah and the others at the store. Xanrym doesn't want to cause more trouble for Wraven and Lldryk by stealing from the village's store. Even though Isiah is a cultist, Xanrym is inclined to take the potions but to leave the coins alone and even leave a pouch of coins for all of the gear that they "purchased."
Or maybe take the cash box with their payment to Wraven and Lldryk. That way, if Isiah starts to raise a mob about how he was robbed, they can return the cash box to him with the additional payment for all of the gear that was purchased. (That way, Isiah cannot lie and say that he was robbed when the party actually paid for everything that they took.) He doubts that it will dissuade any of the cultists in town, but it should help to dissuade the non-cultists from joining Isiah's mob.
Ok, let me go over a few of these things. You grab the potions and cash box, then quickly head back to the livery stable to pick up the horse Heckle. Kilian back in the house now and has a few questions to ask, but is really just happy that Micah is ok and doesn't pry too deep. He happily gives you the horse and other items you discussed (Can't remember if you've already paid for this or not). Heckle proves to be a docile and sweet natured animal, happy to take on your extra items.
You head back to the Golden Grain Inn and tell everyone about your plan, (assuming your not telling them you're going to test them for magical interference). They all seem incredibly happy with the plan. Maajid at first is apprehensive about staying in a shack with a reported mad man, but Cirilli assured him Ramne isn't as bad as people say and that he helped her once when she was a child. Your companions all come with you.
You head to the constable's quarters and tell Wraven and Lldryk you're leaving as well as dropping off the cash box as collateral against future reprisals by the cultists. Wraven is releaved you're going after the mayor immediately and clasps Xanryms shoulder, "When we get through this, i'll have a chat with the mayor. He'll give me leave to go with you and find our mate Yr, maybe have a couple drinks on him." They take the cash box and promise to guard the cultists for as long as seems safe.
Then you get to Ramne's shack, he's standing there with Whiskers at his feet, who's sporting a new collar. When you ask him for spare magic items and to offer refuge to Maajid and Cirilli he narrows his eyes at you. Someone go ahead and make a Persuasion check for me.
clasps Xanryms shoulder, "When we get through this, i'll have a chat with the mayor. He'll give me leave to go with you and find our mate Yr, maybe have a couple drinks on him." They take the cash box and promise to guard the cultists for as long as seems safe.
Xanrym grasps Wraven's forearm firmly and says, "Thank you! Yr always seems to figure out a way to survive. But I wish that I knew what happened to him since we parted. I'd be glad for the help....and of the drinks!" As the group leaves, he says, "For now, though, we find ourselves in the middle of our own adventure! Be safe! Be careful! Gods willing, we'll find this naga and put an end to this nightmare and return with Mayor Ormond in tow!"
Then you get to Ramne's shack, he's standing there with Whiskers at his feet, who's sporting a new collar. When you ask him for spare magic items and to offer refuge to Maajid and Cirilli he narrows his eyes at you. Someone go ahead and make a Persuasion check for me.
On the way to the elm grove, Xanrym asks Theldrin and Liarin about Ramne. He asks them to try to remember exactly how Ramne said certain things, trying to get a sense of the man. When Ramne narrows his eyes at their request, Xanrym is more direct than usual. He says, "We can't rescue the mayor if we take them to Hochoch or stay in Orlane to fortify a base. And it's too dangerous to take them through the wilderness to the naga's lair. You must see that. We committed to protect Maajid and Cirilli, but until we put an end to the naga's power, the poor folks that monster has 'turned' could do more harm here. The cult already imprisoned Cirilli and tried to kill Maajid, and they may try again. But it's not widely known that we've spoken to you, so we don't think that the cultists would look for them here. Please, give them sanctuary for a few days while we're gone. That way, we can face this naga knowing that our charges are safe." Persuasion15
Ramne's eyes unfurrow as he listens to your argument, "Ok fine, that makes sense i suppose. These two can stay here for a few days, although I have to warn you my cooking isn't all that great, I hope you like pinecone stew." He directs this last comment to Maajid who grimaces. Ramne turns back to you all, "Now you be careful with Whiskers you hear? It's not easy to make one of these and I've grown fond of this one. He's been with me for quite a few years now."
He goes back inside the house and pulls out a sack, "Now i've put together a few things I feel I could part with. I was looking for my special bag but I could find it, you'll have to make do with this ordinary one for now." He upends the bag on the table which contains three potions and a scroll. You recognise two of the potions as Potion of Healing while one of them you've never seen before (I don't think). The scroll Theldrin can read as a scroll of Darkness . Ramne looks up with a smile, "Be careful out there, the Rushmoors are a dangerous place. And if the cult is set up there, then even more so." He ushers Maajid and Cirilli inside the shack, carving out a little spot for them to sleep.
When you tell Whiskers you want to follow Mayor Ormond's trail, he takes you back through town, and out east, towards the Dim Forrest.
Evening sets in when your just out of town, and you set up a camp not far from the town. Toska and Oliver sit around the campfire with you all listening to your tales of adventure. This is your chance to tell any of these campfire tales, as well as follow through with your plan to Identify them.
Earlier in the day before setting up camp, Theldrin finds a moment to ask Xanrym to use his diplomatic skills to explain to Toska and Oliver the need for casting Identify on them. It seems logical to him that they would understand but it is a bit awkward, so he's hoping this will make things easier.
He prepares while the others chat around the fire, eventually deciding that casting the spell as a ritual might be too uncomfortable for them due to the extended casting time. He then finds an opportune moment to cast Identify and check first Toska, then Oliver for any signs of spell influence.
Earlier in the day before setting up camp, Theldrin finds a moment to ask Xanrym to use his diplomatic skills to explain to Toska and Oliver the need for casting Identify on them. It seems logical to him that they would understand but it is a bit awkward, so he's hoping this will make things easier.
you set up a camp not far from the town. Toska and Oliver sit around the campfire with you all listening to your tales of adventure. This is your chance to tell any of these campfire tales, as well as follow through with your plan to Identify them.
Xanrym tells a story, choosing an old fairy tale about the struggles between two families of the Seelie Court. In particular, it involves charms and enchantments, and at the conclusion, one "stranger" who has helped the one family triumph is revealed to be the lost son of the other family. He had been cursed and enchanted to forget his old life and do whatever he could to aid his true family's rivals.
The story itself is light and whimsical, but when it's done, Xanrym says, "It's funny: I haven't thought about that story since I was young. I guess that our current mission brought it to mind because something similar has happened in Orlane. The naga's magic can twist people's minds so that they forget their old loyalties. The priests abandoned their vows to Merikka and worshipped the naga instead. Not all of them are raving mad, like Abramo. Cirilli's father seemed quite normal until he tried to kidnap Micah for the naga."
Then Xanrym turns to Toksa and Oliver and explains the problem: "What if one of us was enchanted, like the 'stranger' in my fairy tale? Two nights ago, the four of us saved you when the cult attacked the Golden Grain Inn. We killed Misha and defeated the other cultists at the Temple of Merikka in Orlane. We have proven our opposition to the cult -- many times over! -- and we've been together ever since that night. Therefore, we know that the cult hasn't taken any of us to the naga since that night.
But you only joined us two nights ago, and we don't know whether the cult had already 'turned' you before we met. Maybe the cult put you in the Inn to help, but you just feigned innocence once you discovered that we had killed Misha and the other cultists. Toska and Oliver, can you really trust each other with your life? You must met two nights ago? How can we ensure that the other isn't already under the naga's spell, just waiting for the right time to betray you and the rest of us?"
Xanrym lets that thought sit with them a moment before trying to persuade them to submit to Theldrin's spell. Persuasion15
He points to Theldrin and says, "Thankfully, we have a wizard of our own!" Here, Theldrin may be surprised to hear Xanrym describe the spell incorrectly. "Now, I know a few spells, but Theldrin is a learned magic user. He can conduct a ritual enchantment that will bind you to us. After the ritual, if you, either directly by you or via other people, creatures, or hazards, cause any of the others in this 'Circle of Six' to be captured by the naga's cult or to suffer any injury, either through action or a failure to warn us of any danger known by you, you will be stricken with a wasting disease that will surely kill you before the next dawn. We ask that you submit to this spell so that we can all be sure that we don't take a secret agent of the cult with us into the naga's lair!" Deception15 (for his lie about what spell is being cast)
Assuming that they agree, Xanrym turns his back to Toska and Oliver and, facing Theldrin, winks. He says, "They're all yours!"
He prepares while the others chat around the fire, eventually deciding that casting the spell as a ritual might be too uncomfortable for them due to the extended casting time. He then finds an opportune moment to cast Identify and check first Toska, then Oliver for any signs of spell influence.
(OOC: you'd have to use 2 spell slots to do that, right? Even the non-ritual casting takes 1 minute to cast, and the results are "instantaneous". So, you'd have to cast it once on each of them. Since we've already set up camp for the night, Theldrin probably has time to spend 11 minutes for each casting if you want to save some spell slots. For all we know, the cult followed us out of town and plans to attack us before morning!)
Xanrym - Ramne would tell you that it was a Potion of Speed .
Neither Toska nor Oliver seem particularly happy about being subjected to the spell. Toska grumbles "I don't think this is completely necessary but I suppose if it must be done then ok." Oliver seems quite nervous, "H-how long does the spell last?"
Xanrym - Ramne would tell you that it was a Potion of Speed .
(OOC: OK. Thanks!)
Neither Toska nor Oliver seem particularly happy about being subjected to the spell. Toska grumbles "I don't think this is completely necessary but I suppose if it must be done then ok."
Xanrym understands: "Submitting to this spell is that only way I can think of guarding against a secret cultist among our number."
Oliver seems quite nervous, "H-how long does the spell last?"
Xanrym says brightly, "Don't worry! The spell's power will certainly have dissipated by the time we kill the naga and return to Orlane."
Xanrym's goal in explaining the spell and its duration this way is really to provoke a willing cultist (i.e., one who is not under the naga's spell) into revealing himself in some way. Insight17
What were you trying to detect with that Insight roll?
Sorry, just trying to reduce the amount of back-and-forth. I was rolling that (ahead of time) to apply Insight to any response Oliver had to Xanrym's comment about the spell remaining in force until we kill the naga.
If Oliver is actually a cultist and believes the spell will work the way Xanrym explained it, Xanrym hopes that Oliver's answer might reveal that he's planning to betray the party or that he doesn't want to commit to killing the naga. For example, if Oliver tries to give some sort of excuse to get out of the spell, then it would be Insight to detect a lie in Oliver's response.
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Ok cool. Go ahead and make a plan for Maajid and Cirilli and then we can take that order of events as you plans for the rest of the day.
(OOC: Seeing if they could hide out at Ramne's seems worth a try)
So tell me if this seems right:
Makes sense to me.
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
(OOC: Yes. That summary looks right to me.)
Xanrym wasn't shy about stealing from the cultists at the temple, but they're planning to leave Lldryk behind without killing or permanently jailing Isiah and the others at the store. Xanrym doesn't want to cause more trouble for Wraven and Lldryk by stealing from the village's store. Even though Isiah is a cultist, Xanrym is inclined to take the potions but to leave the coins alone and even leave a pouch of coins for all of the gear that they "purchased."
Or maybe take the cash box with their payment to Wraven and Lldryk. That way, if Isiah starts to raise a mob about how he was robbed, they can return the cash box to him with the additional payment for all of the gear that was purchased. (That way, Isiah cannot lie and say that he was robbed when the party actually paid for everything that they took.) He doubts that it will dissuade any of the cultists in town, but it should help to dissuade the non-cultists from joining Isiah's mob.
(OOC: Sounds good to leave payment with Wraven and Lldryk)
Ok, let me go over a few of these things. You grab the potions and cash box, then quickly head back to the livery stable to pick up the horse Heckle. Kilian back in the house now and has a few questions to ask, but is really just happy that Micah is ok and doesn't pry too deep. He happily gives you the horse and other items you discussed (Can't remember if you've already paid for this or not). Heckle proves to be a docile and sweet natured animal, happy to take on your extra items.
You head back to the Golden Grain Inn and tell everyone about your plan, (assuming your not telling them you're going to test them for magical interference). They all seem incredibly happy with the plan. Maajid at first is apprehensive about staying in a shack with a reported mad man, but Cirilli assured him Ramne isn't as bad as people say and that he helped her once when she was a child. Your companions all come with you.
You head to the constable's quarters and tell Wraven and Lldryk you're leaving as well as dropping off the cash box as collateral against future reprisals by the cultists. Wraven is releaved you're going after the mayor immediately and clasps Xanryms shoulder, "When we get through this, i'll have a chat with the mayor. He'll give me leave to go with you and find our mate Yr, maybe have a couple drinks on him." They take the cash box and promise to guard the cultists for as long as seems safe.
Then you get to Ramne's shack, he's standing there with Whiskers at his feet, who's sporting a new collar. When you ask him for spare magic items and to offer refuge to Maajid and Cirilli he narrows his eyes at you. Someone go ahead and make a Persuasion check for me.
Xanrym grasps Wraven's forearm firmly and says, "Thank you! Yr always seems to figure out a way to survive. But I wish that I knew what happened to him since we parted. I'd be glad for the help....and of the drinks!" As the group leaves, he says, "For now, though, we find ourselves in the middle of our own adventure! Be safe! Be careful! Gods willing, we'll find this naga and put an end to this nightmare and return with Mayor Ormond in tow!"
On the way to the elm grove, Xanrym asks Theldrin and Liarin about Ramne. He asks them to try to remember exactly how Ramne said certain things, trying to get a sense of the man. When Ramne narrows his eyes at their request, Xanrym is more direct than usual. He says, "We can't rescue the mayor if we take them to Hochoch or stay in Orlane to fortify a base. And it's too dangerous to take them through the wilderness to the naga's lair. You must see that. We committed to protect Maajid and Cirilli, but until we put an end to the naga's power, the poor folks that monster has 'turned' could do more harm here. The cult already imprisoned Cirilli and tried to kill Maajid, and they may try again. But it's not widely known that we've spoken to you, so we don't think that the cultists would look for them here. Please, give them sanctuary for a few days while we're gone. That way, we can face this naga knowing that our charges are safe." Persuasion 15
Ramne's eyes unfurrow as he listens to your argument, "Ok fine, that makes sense i suppose. These two can stay here for a few days, although I have to warn you my cooking isn't all that great, I hope you like pinecone stew." He directs this last comment to Maajid who grimaces. Ramne turns back to you all, "Now you be careful with Whiskers you hear? It's not easy to make one of these and I've grown fond of this one. He's been with me for quite a few years now."
He goes back inside the house and pulls out a sack, "Now i've put together a few things I feel I could part with. I was looking for my special bag but I could find it, you'll have to make do with this ordinary one for now." He upends the bag on the table which contains three potions and a scroll. You recognise two of the potions as Potion of Healing while one of them you've never seen before (I don't think). The scroll Theldrin can read as a scroll of Darkness . Ramne looks up with a smile, "Be careful out there, the Rushmoors are a dangerous place. And if the cult is set up there, then even more so." He ushers Maajid and Cirilli inside the shack, carving out a little spot for them to sleep.
When you tell Whiskers you want to follow Mayor Ormond's trail, he takes you back through town, and out east, towards the Dim Forrest.
Evening sets in when your just out of town, and you set up a camp not far from the town. Toska and Oliver sit around the campfire with you all listening to your tales of adventure. This is your chance to tell any of these campfire tales, as well as follow through with your plan to Identify them.
Liarin shares a story of a ranger she traveled with and the owlbear hunt that wound up with being hunted by an owlbear.
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
Does Ramne tell us what the third potion does? Or does he not know himself?
Earlier in the day before setting up camp, Theldrin finds a moment to ask Xanrym to use his diplomatic skills to explain to Toska and Oliver the need for casting Identify on them. It seems logical to him that they would understand but it is a bit awkward, so he's hoping this will make things easier.
He prepares while the others chat around the fire, eventually deciding that casting the spell as a ritual might be too uncomfortable for them due to the extended casting time. He then finds an opportune moment to cast Identify and check first Toska, then Oliver for any signs of spell influence.
Xanrym tells a story, choosing an old fairy tale about the struggles between two families of the Seelie Court. In particular, it involves charms and enchantments, and at the conclusion, one "stranger" who has helped the one family triumph is revealed to be the lost son of the other family. He had been cursed and enchanted to forget his old life and do whatever he could to aid his true family's rivals.
The story itself is light and whimsical, but when it's done, Xanrym says, "It's funny: I haven't thought about that story since I was young. I guess that our current mission brought it to mind because something similar has happened in Orlane. The naga's magic can twist people's minds so that they forget their old loyalties. The priests abandoned their vows to Merikka and worshipped the naga instead. Not all of them are raving mad, like Abramo. Cirilli's father seemed quite normal until he tried to kidnap Micah for the naga."
Then Xanrym turns to Toksa and Oliver and explains the problem: "What if one of us was enchanted, like the 'stranger' in my fairy tale? Two nights ago, the four of us saved you when the cult attacked the Golden Grain Inn. We killed Misha and defeated the other cultists at the Temple of Merikka in Orlane. We have proven our opposition to the cult -- many times over! -- and we've been together ever since that night. Therefore, we know that the cult hasn't taken any of us to the naga since that night.
But you only joined us two nights ago, and we don't know whether the cult had already 'turned' you before we met. Maybe the cult put you in the Inn to help, but you just feigned innocence once you discovered that we had killed Misha and the other cultists. Toska and Oliver, can you really trust each other with your life? You must met two nights ago? How can we ensure that the other isn't already under the naga's spell, just waiting for the right time to betray you and the rest of us?"
Xanrym lets that thought sit with them a moment before trying to persuade them to submit to Theldrin's spell. Persuasion 15
He points to Theldrin and says, "Thankfully, we have a wizard of our own!" Here, Theldrin may be surprised to hear Xanrym describe the spell incorrectly. "Now, I know a few spells, but Theldrin is a learned magic user. He can conduct a ritual enchantment that will bind you to us. After the ritual, if you, either directly by you or via other people, creatures, or hazards, cause any of the others in this 'Circle of Six' to be captured by the naga's cult or to suffer any injury, either through action or a failure to warn us of any danger known by you, you will be stricken with a wasting disease that will surely kill you before the next dawn. We ask that you submit to this spell so that we can all be sure that we don't take a secret agent of the cult with us into the naga's lair!" Deception 15 (for his lie about what spell is being cast)
Assuming that they agree, Xanrym turns his back to Toska and Oliver and, facing Theldrin, winks. He says, "They're all yours!"
(OOC: you'd have to use 2 spell slots to do that, right? Even the non-ritual casting takes 1 minute to cast, and the results are "instantaneous". So, you'd have to cast it once on each of them. Since we've already set up camp for the night, Theldrin probably has time to spend 11 minutes for each casting if you want to save some spell slots. For all we know, the cult followed us out of town and plans to attack us before morning!)
(OOC: Yes, 2 slots. Let's say that given that introduction, if possible he will take the time to cast as a ritual)
(OOC: Xanrym can explain later what he was thinking and why he explained that way.)
Xanrym - Ramne would tell you that it was a Potion of Speed .
Neither Toska nor Oliver seem particularly happy about being subjected to the spell. Toska grumbles "I don't think this is completely necessary but I suppose if it must be done then ok." Oliver seems quite nervous, "H-how long does the spell last?"
(OOC: OK. Thanks!)
Xanrym understands: "Submitting to this spell is that only way I can think of guarding against a secret cultist among our number."
Xanrym says brightly, "Don't worry! The spell's power will certainly have dissipated by the time we kill the naga and return to Orlane."
Xanrym's goal in explaining the spell and its duration this way is really to provoke a willing cultist (i.e., one who is not under the naga's spell) into revealing himself in some way. Insight 17
What were you trying to detect with that Insight roll?
Sorry, just trying to reduce the amount of back-and-forth. I was rolling that (ahead of time) to apply Insight to any response Oliver had to Xanrym's comment about the spell remaining in force until we kill the naga.
If Oliver is actually a cultist and believes the spell will work the way Xanrym explained it, Xanrym hopes that Oliver's answer might reveal that he's planning to betray the party or that he doesn't want to commit to killing the naga. For example, if Oliver tries to give some sort of excuse to get out of the spell, then it would be Insight to detect a lie in Oliver's response.