Avery has heard of Iuz from another knightly group from the north east called the Order of the Hart. He is apparently an evil demigod who has recently retaken his kingdom to the north. The Order of the Hart battles against incursions from Iuz into Furyondy, Veluna, and Highfolk. He is also known as Iuz the Evil.
Nothrissa continues"I hope you do not have a problem working with one such as I. Iuz certainly has no ill intention towards the people of Old Keoland... yet."
Xanrym tries mask his surprise at hearing her the name Iuz. "Ah! Yes," he says. He looks at his companions with a flash of alarm on his face. "Do you mind my asking...What were you doing when the naga cult and Garath Primo captured you? Were you already in the Rushmoors? Or do you mean to tell us that this little cult has a reach all the way into the lands of Iuz?"
As he speaks, Xanrym starts to unsheathe one of his short swords.
This post has potentially manipulated dice roll results.
Theldrin would know that Iuz conquered some lands to the north decades ago, but mysteriously disappeared for some time. It was rumoured that a powerful wizard was able to lock him away, and that Iuz escaped and vowed revenge. Now it seems Iuz is back and has made alliances with the lands around his kingdom, presumably to made a move at some point at invading the south.
She shakes her head, "I do not mind you asking, but I cannot give you an answer. My mission is my own burden, and it has brought me into this part of the world. The cult captured me near the town of Shiboleth to the east of the Rushmoors. That was my first encounter with these snake worshippers, although I suppose it's not surprising such a creature exists in this place." She sighs, "I understand if you do not wish to have me along, i can simply leave the dungeon if you wish. Or you can give me a weapon and I can fight, I give you my word I wish you no personal harm." Your passive Insight gives you the feeling that she is telling the truth.
Avery looks at her, and nods. "You say you are a knight, and while we may see the world differently, you may have some rules you must follow. I will take your word that you will not try to cause harm to my fellow party members, and if so, I will give you my great sword." He does look to the party, "That's just my piece, if you say differently, then I will abide by your wishes."
She shakes her head, "I do not mind you asking, but I cannot give you an answer. My mission is my own burden, and it has brought me into this part of the world. The cult captured me near the town of Shiboleth to the east of the Rushmoors. That was my first encounter with these snake worshippers, although I suppose it's not surprising such a creature exists in this place."
This comment piques Xanrym's curiosity, but, pressed for time, he files it away for later.
She sighs, "I understand if you do not wish to have me along, i can simply leave the dungeon if you wish. Or you can give me a weapon and I can fight, I give you my word I wish you no personal harm." Your passive Insight gives you the feeling that she is telling the truth.
"No, no," Xanrym says easily, as though she misunderstood the reason for his questions. "As my friends said, in this accursed place, we'll take any help we can get! I was just trying to get a better sense of the reach of this naga's cult." That's a lie, of course. (Deception16, using Silver Tongue feature) He was trying to determine whether Nithrissa was here because of some alliance between Iuz and Explictica Defilus, but he lets that line of questioning go and becomes more warmly welcoming.
Avery looks at her, and nods. "...I will take your word that you will not try to cause harm to my fellow party members, and if so, I will give you my great sword."
Xanrym smiles and says, "Very good, Avery. Chivalrous even! And that's a much more fitting weapon for a knight," and he slides his shortsword back into its sheath as he says it. "As long as we have your word to support us until we leave this swamp, Nithrissa, and to do your best to help in our fight against this cult and -- perhaps -- against the naga herself, you may join us. And we will do our best to ensure that you live to see tomorrow and escape from this soggy dungeon."
Xanrym gives Mayor Ormond instructions again to take the children and navigate back the way the party came, through the muddy room and up the stairs. He shows the mayor the few turns on his map. Xanrym instructs the mayor to stay upstairs with Heckle and the rest of the party's food and extra supplies. He suggests that the mayor can arm himself with a shield and scimitar from the defeated troglodytes in case anything attempts to disturb them before the party returns. "If we're not back by the time this lantern starts to run out," Xanrym finally says, handing the mayor his lantern, "take Heckle and have him lead you to the exit. He's a clever horse, and I think he'll remember the way out. The swamp is not safe, but if we're defeated, you'll fare better heading north toward the Dim Forest than just waiting here for the naga's followers to seize you in the night." He has Toska make sure that Mayor Ormond makes it at least through the previous room where the party encountered the Will-o-Wisp while he tells Nithrissa what they know: Garath Primo is in a room to their north, and there's an invisible Will-o-Wisp floating around that has probably alerted the priest about their approach.
With that, I think that the group is ready to continue north. Marching order in the 10' tunnels is probably
Avery looks at her, and nods. "...I will take your word that you will not try to cause harm to my fellow party members, and if so, I will give you my great sword."
Xanrym smiles and says, "Very good, Avery. Chivalrous even! And that's a much more fitting weapon for a knight," and he slides his shortsword back into its sheath as he says it.
(OOC: Oops. I forgot. Columbo-like: "Just one more thing, ma'am...")
When Nithrissa reaches out to take Avery's greatsword, Xanrym tries to get a look at the tattoos on her arms. He's still concentrating on Comprehend Languages, so he should be able to understand at least the literal meaning of any infernal or fiendish writing there. He goes so far as to grab her wrist for a moment and ask curiously, "Oh! That's a beautiful tattoo. What does it mean?" Really, he just wants to keep her arm steady long enough for him to read any words in the tattoo. (He assumes that the tattoo is some mark of her knightly order or pledge to Iuz.)
Theldrin nods at Nithrissa, confirming his agreement to let her join the party. "Desperate times require desperate measures," he thinks to himself, as he prepares to continue onward. He will however try to keep a close eye on her from the back of the group.
Xanrym sees more of the tattoos before Nithrissa pulls her arm away. One of the term he reads is "Order of Desolation". Mayor Ormond nods at your request and wishes you luck, "I will get the children out and wait with the horse. Again, I don't know where the naga is in this dungeon. If you just defeat the cleric that will be good enough, then we can all leave." He then ushers the children together and heads south.
Toska will clutch Whiskers closer when Nithrissa walks past, but doesn't complain about the Tiefling joining the party.
You all set off up the hall to the north. Before you reach the ornate wooden door at the top, the hall open up into a large bare room. The only thing in it is five wooden benches about 3ft off the floor, covered in blood.
Toska exclaims, "There must have been some evil at work here." Nithrissa scowls with focus.
Mayor Ormond nods at your request and wishes you luck, "I will get the children out and wait with the horse. Again, I don't know where the naga is in this dungeon. If you just defeat the cleric that will be good enough, then we can all leave." He then ushers the children together and heads south.
Xanrym nods and projects confidence and hope for the sake of the children, saying, "I'm sure we'll rejoin you soon, and then we can escort you all back to Orlane!" Xanrym doesn't think that it'll be sufficient to defeat Garath Primo. Unless the naga's power is broken when the priest dies, what good is killing the high priest? All of the naga-enchanted people would still be doing her bidding back in Orlane and Shiboleth and elsewhere.
You all set off up the hall to the north. Before you reach the ornate wooden door at the top, the hall open up into a large bare room. The only thing in it is five wooden benches about 3ft off the floor, covered in blood.
(OOC: clarification. You mean that the hall opened into this room with the bloody benches, but then there's an exit from that room that continues north, right? The ornate wooden door is farther up that final northern hallway?)
Toska exclaims, "There must have been some evil at work here." Nithrissa scowls with focus.
Xanrym grimaces at the sight and says, "Yes, Garath seems to be in league with a Will-o-Wisp, and that spirit called this whole area the 'Halls of the Dead.' And when we entered the temple of Merikka in Orlane, we found that the cult had taken it over, and animated skeletons were among the guards there. I think that it's likely that, in addition to naga worship, this priest is involved in dark necromancy."
Xanrym reminds Avery, Liarin, Theldrin, and Toska to stick to the plan if they run into Garath Primo.
(OOC: clarification. You mean that the hall opened into this room with the bloody benches, but then there's an exit from that room that continues north, right? The ornate wooden door is farther up that final northern hallway?)
If that is correct, then Xanrym will help to search the room briefly, just in case the ornate door is a false door and there's some secret way to Garath's real room from here. He nudges the bloody benches with his foot.
It suddenly occurs to Xanrym that they might find Garath with the naga. He asks Nithrissa whether she was brought through this room with the bloody benches on the way to the naga. Or was she taken out the south side of the hallway when they took her to the naga. Even if she was blindfolded, he says, "Close your eyes. Think back. You were blindfolded and they were pushing or dragging you along. When you left the prison cells, did they take you to your left or to your right?" He's hoping that this area is just Garath Primo's own study / chapel / evil scientist lab and that the naga is in some other part of the dungeon.
If the party doesn't find anything in this room, he recommends that they approach the ornate door cautiously, looking for traps along the way and on the door itself.
This post has potentially manipulated dice roll results.
Theldrin furrows his brow as he looks around at the bloody benches, his characteristic frown deepening as he shakes his head. At the same time he tries to get a sense of Nithrissa's reaction to the scene and Toska's statement.
Insight: 23
He then moves slowly towards the ornate door, examining the area in front of it and studying it's surface.
Theldrin investigates the room. He get's the idea that someone, likely Gareth Primo, has been experimenting on dead bodies. Perhaps necromantic rituals. With the lack of bodies in the room, you feel that there's a chance he may have some of those reanimated corpses with him. When Theldrin examines the door he doesn't notice anything unusual, other than the fact this area is far better built than other parts of the dungeon.
I'm going to roll a Survival check for Nithrissa to see how well her sense of direction is: 7
She knows that when she was brought out of the cell she was taken south, and then to another part of this level of the dungeon. The route to the naga was not directly to the north.
She knows that when she was brought out of the cell she was taken south, and then to another part of this level of the dungeon. The route to the naga was not directly to the north.
Xanrym is happy to hear that news, at least. It doesn't sound like they're about to stumble into the naga's chamber. The priest has his own quarters upstairs with the other Naga's Teeth, but with what Theldrin deduced from the room with the benches, Xanrym thinks that this part of the dungeon -- what the Will-o-Wisp called the "Hall of the Dead" -- is just for Garath Primo's twisted experiments in necromancy. Of course, that means that the group may soon face Garath and the Will-o-Wisp and maybe even zombies or some other undead creature.
While Theldrin checks the door, Xanrym whispers, "If we find Garath Primo in the next room, I plan to Silence him right away. I think he's too dangerous to let him cast any spells or issue commands from behind his undead creations. If any of you think that there's any value in interrogating him, you'll have to knock him unconscious so that we can tie him up after the fight and question him later."
Xanrym also wants Liarin to summon Asclepius before they open the door. That way, Liarin will be free to act once they open the door. He just asks her to command the snake to constrict Garath so that the priest won't be able to leave the silenced area while they fight him and any minions who are protecting him.
Before they open the door, they'd line up in this order:
Avery & Liarin
Asclepius
Xanrym & Nithrissa
Theldrin & Toska
Theldrin and Toska need to stay out of the zone of Silence. While Xanrym concentrates on that spell, he'll be limited in what else he can do. He'll mostly hang back and use True Strike to fire his crossbow, but it's OK if he moves into the silenced area because that spell has no verbal components.
And if the door swings open into the room, before they open the door, Xanrym will cast a Minor Illusion to create an illusion of a tapestry or a tangle of vines right in front of the door on their side. He just wants to obscure the party from view until they enter the room. He demonstrates that it's just an illusion by passing his hand through it, hopefully helping everyone in the party to see that it isn't real so that they'll perceive the illusion as a translucent image that does not block their view of the room.
History: 15 (in game log)
Xanrym presumably also recognizes the name from stories he hear from Yrag.
(OOC: Yikes! Xanrym's player also recognizes the name.)
Xanrym tries mask his surprise at hearing her the name Iuz. "Ah! Yes," he says. He looks at his companions with a flash of alarm on his face. "Do you mind my asking...What were you doing when the naga cult and Garath Primo captured you? Were you already in the Rushmoors? Or do you mean to tell us that this little cult has a reach all the way into the lands of Iuz?"
As he speaks, Xanrym starts to unsheathe one of his short swords.
Theldrin frowns and rubs his beard as he listens to the conversation, considering what he may have read about Iuz in his own studies.
History: 16
Theldrin would know that Iuz conquered some lands to the north decades ago, but mysteriously disappeared for some time. It was rumoured that a powerful wizard was able to lock him away, and that Iuz escaped and vowed revenge. Now it seems Iuz is back and has made alliances with the lands around his kingdom, presumably to made a move at some point at invading the south.
DC 20 Persuasion check for Xanrym: 6
She shakes her head, "I do not mind you asking, but I cannot give you an answer. My mission is my own burden, and it has brought me into this part of the world. The cult captured me near the town of Shiboleth to the east of the Rushmoors. That was my first encounter with these snake worshippers, although I suppose it's not surprising such a creature exists in this place." She sighs, "I understand if you do not wish to have me along, i can simply leave the dungeon if you wish. Or you can give me a weapon and I can fight, I give you my word I wish you no personal harm." Your passive Insight gives you the feeling that she is telling the truth.
At this point the question is: Do you accept the help of a self proclaimed Evil humanoid? Or do you take moral issue with that prospect?
Avery looks at her, and nods. "You say you are a knight, and while we may see the world differently, you may have some rules you must follow. I will take your word that you will not try to cause harm to my fellow party members, and if so, I will give you my great sword." He does look to the party, "That's just my piece, if you say differently, then I will abide by your wishes."
This comment piques Xanrym's curiosity, but, pressed for time, he files it away for later.
"No, no," Xanrym says easily, as though she misunderstood the reason for his questions. "As my friends said, in this accursed place, we'll take any help we can get! I was just trying to get a better sense of the reach of this naga's cult." That's a lie, of course. (Deception 16, using Silver Tongue feature) He was trying to determine whether Nithrissa was here because of some alliance between Iuz and Explictica Defilus, but he lets that line of questioning go and becomes more warmly welcoming.
Xanrym smiles and says, "Very good, Avery. Chivalrous even! And that's a much more fitting weapon for a knight," and he slides his shortsword back into its sheath as he says it. "As long as we have your word to support us until we leave this swamp, Nithrissa, and to do your best to help in our fight against this cult and -- perhaps -- against the naga herself, you may join us. And we will do our best to ensure that you live to see tomorrow and escape from this soggy dungeon."
Xanrym gives Mayor Ormond instructions again to take the children and navigate back the way the party came, through the muddy room and up the stairs. He shows the mayor the few turns on his map. Xanrym instructs the mayor to stay upstairs with Heckle and the rest of the party's food and extra supplies. He suggests that the mayor can arm himself with a shield and scimitar from the defeated troglodytes in case anything attempts to disturb them before the party returns. "If we're not back by the time this lantern starts to run out," Xanrym finally says, handing the mayor his lantern, "take Heckle and have him lead you to the exit. He's a clever horse, and I think he'll remember the way out. The swamp is not safe, but if we're defeated, you'll fare better heading north toward the Dim Forest than just waiting here for the naga's followers to seize you in the night." He has Toska make sure that Mayor Ormond makes it at least through the previous room where the party encountered the Will-o-Wisp while he tells Nithrissa what they know: Garath Primo is in a room to their north, and there's an invisible Will-o-Wisp floating around that has probably alerted the priest about their approach.
With that, I think that the group is ready to continue north. Marching order in the 10' tunnels is probably
(OOC: Oops. I forgot. Columbo-like: "Just one more thing, ma'am...")
When Nithrissa reaches out to take Avery's greatsword, Xanrym tries to get a look at the tattoos on her arms. He's still concentrating on Comprehend Languages, so he should be able to understand at least the literal meaning of any infernal or fiendish writing there. He goes so far as to grab her wrist for a moment and ask curiously, "Oh! That's a beautiful tattoo. What does it mean?" Really, he just wants to keep her arm steady long enough for him to read any words in the tattoo. (He assumes that the tattoo is some mark of her knightly order or pledge to Iuz.)
In case it's needed, Sleight of Hand: 17 (in game log)
Theldrin nods at Nithrissa, confirming his agreement to let her join the party. "Desperate times require desperate measures," he thinks to himself, as he prepares to continue onward. He will however try to keep a close eye on her from the back of the group.
Xanrym sees more of the tattoos before Nithrissa pulls her arm away. One of the term he reads is "Order of Desolation". Mayor Ormond nods at your request and wishes you luck, "I will get the children out and wait with the horse. Again, I don't know where the naga is in this dungeon. If you just defeat the cleric that will be good enough, then we can all leave." He then ushers the children together and heads south.
Toska will clutch Whiskers closer when Nithrissa walks past, but doesn't complain about the Tiefling joining the party.
You all set off up the hall to the north. Before you reach the ornate wooden door at the top, the hall open up into a large bare room. The only thing in it is five wooden benches about 3ft off the floor, covered in blood.
Toska exclaims, "There must have been some evil at work here." Nithrissa scowls with focus.
Xanrym nods and projects confidence and hope for the sake of the children, saying, "I'm sure we'll rejoin you soon, and then we can escort you all back to Orlane!" Xanrym doesn't think that it'll be sufficient to defeat Garath Primo. Unless the naga's power is broken when the priest dies, what good is killing the high priest? All of the naga-enchanted people would still be doing her bidding back in Orlane and Shiboleth and elsewhere.
(OOC: clarification. You mean that the hall opened into this room with the bloody benches, but then there's an exit from that room that continues north, right? The ornate wooden door is farther up that final northern hallway?)
Xanrym grimaces at the sight and says, "Yes, Garath seems to be in league with a Will-o-Wisp, and that spirit called this whole area the 'Halls of the Dead.' And when we entered the temple of Merikka in Orlane, we found that the cult had taken it over, and animated skeletons were among the guards there. I think that it's likely that, in addition to naga worship, this priest is involved in dark necromancy."
Xanrym reminds Avery, Liarin, Theldrin, and Toska to stick to the plan if they run into Garath Primo.
If that is correct, then Xanrym will help to search the room briefly, just in case the ornate door is a false door and there's some secret way to Garath's real room from here. He nudges the bloody benches with his foot.
Investigation 11
It suddenly occurs to Xanrym that they might find Garath with the naga. He asks Nithrissa whether she was brought through this room with the bloody benches on the way to the naga. Or was she taken out the south side of the hallway when they took her to the naga. Even if she was blindfolded, he says, "Close your eyes. Think back. You were blindfolded and they were pushing or dragging you along. When you left the prison cells, did they take you to your left or to your right?" He's hoping that this area is just Garath Primo's own study / chapel / evil scientist lab and that the naga is in some other part of the dungeon.
If the party doesn't find anything in this room, he recommends that they approach the ornate door cautiously, looking for traps along the way and on the door itself.
Theldrin furrows his brow as he looks around at the bloody benches, his characteristic frown deepening as he shakes his head. At the same time he tries to get a sense of Nithrissa's reaction to the scene and Toska's statement.
Insight: 23
He then moves slowly towards the ornate door, examining the area in front of it and studying it's surface.
Perception: 9
Investigation: 21
Theldrin investigates the room. He get's the idea that someone, likely Gareth Primo, has been experimenting on dead bodies. Perhaps necromantic rituals. With the lack of bodies in the room, you feel that there's a chance he may have some of those reanimated corpses with him. When Theldrin examines the door he doesn't notice anything unusual, other than the fact this area is far better built than other parts of the dungeon.
I'm going to roll a Survival check for Nithrissa to see how well her sense of direction is: 7
She knows that when she was brought out of the cell she was taken south, and then to another part of this level of the dungeon. The route to the naga was not directly to the north.
(OOC: Which way is the door hinged? Will it open into the room? Or does it open toward us and into the hall?)
Xanrym is happy to hear that news, at least. It doesn't sound like they're about to stumble into the naga's chamber. The priest has his own quarters upstairs with the other Naga's Teeth, but with what Theldrin deduced from the room with the benches, Xanrym thinks that this part of the dungeon -- what the Will-o-Wisp called the "Hall of the Dead" -- is just for Garath Primo's twisted experiments in necromancy. Of course, that means that the group may soon face Garath and the Will-o-Wisp and maybe even zombies or some other undead creature.
While Theldrin checks the door, Xanrym whispers, "If we find Garath Primo in the next room, I plan to Silence him right away. I think he's too dangerous to let him cast any spells or issue commands from behind his undead creations. If any of you think that there's any value in interrogating him, you'll have to knock him unconscious so that we can tie him up after the fight and question him later."
Xanrym also wants Liarin to summon Asclepius before they open the door. That way, Liarin will be free to act once they open the door. He just asks her to command the snake to constrict Garath so that the priest won't be able to leave the silenced area while they fight him and any minions who are protecting him.
Before they open the door, they'd line up in this order:
Theldrin and Toska need to stay out of the zone of Silence. While Xanrym concentrates on that spell, he'll be limited in what else he can do. He'll mostly hang back and use True Strike to fire his crossbow, but it's OK if he moves into the silenced area because that spell has no verbal components.
And if the door swings open into the room, before they open the door, Xanrym will cast a Minor Illusion to create an illusion of a tapestry or a tangle of vines right in front of the door on their side. He just wants to obscure the party from view until they enter the room. He demonstrates that it's just an illusion by passing his hand through it, hopefully helping everyone in the party to see that it isn't real so that they'll perceive the illusion as a translucent image that does not block their view of the room.
Avery is ready, and nods