"Before the meeting starts," Xanrym suggests, "Before the negotiations start, maybe Syllen, at least, can cast Detect Magic. It would be good to know whether they bring magic items with them and whether they are using any Enchantments or Illusions. I and maybe a couple of the others who can should ritual cast Comprehend Languages. Even if the negotiation is held in Common, I'd like to be sure that some of us understand anything that they say or signal in their own strange languages."
Other preparations:
Once The Company sees the space, Xanrym hopes that there are two exits so that it's harder for the Inheritors to block our way out.
Since it's a warehouse space, Xanrym suggests that we try to ensure that there are some boxes or barrels on our side of the meeting space. (While Xanrym is holding concentration, it helps if he can find some cover.)
Xanrym thinks that we should have someone close to Es Sarch at all times to make it harder for anyone to snatch him or to get to him unnoticed.
The rest of the party should try to spread out to avoid getting caught in a single Fireball or something.
Theldrin considers the situation carefully, "Well, as long as we have a plan for exactly what to do if they are planning to attack us... then I'm ready."
Xanrym says, "If a fight breaks out, and they they have a sorcerer or priest with them, I'll probably start with Silence to limit their impact. And maybe you can try to restrain them in the silenced area like you did in Ellesarwa's chamber, Theldrin? Of course, that won't help if they're just using powers or magic items that do not require a verbal component. In that case, if there are many of them like there were at the South Gate, I may try to hypnotize as many of them as I can. Finally, if it's a smaller group, but they bring something big and brutish as 'muscle', then maybe try to get out of range of that foe initially. That way, I could try to turn it against them with another spell you haven't seen yet. We don't have to wipe them out. We just need to get Es Sarch to an exit and then make it back to the Dripstone Inn safely."
Xanrym mentions that if word got out about a meeting between Es Sarch and the leaders of the Inheritors, it would be a fantastic time for The Guild and House Dusklorn to attack and try to wipe out their main rivals all at once. "Hopefully, House Dusklorn is still too upset about The Guild's purported involvement in Ellesarwa's death to collaborate on any attacks." He checks that Es Sarch hasn't heard any rumor that either of those factions is planning anything today. In any case, when they walk from the Dripstone Inn to the warehouse, perhaps they should disguise Es Sarch in some way? The Company has been seen walking around Pedestal in the last week, but he's not sure how common it is for Es Sarch to leave the Inn.
Xanrym is ready to go once everyone else has a chance to make their suggestions or to make any final preparations.
Khessa is happy to ritually cast Comprehend Languages before the meeting and assume the role of Es Sarch's bodyguard.
Anator will meanwhile continue to fly, unsuspecting, near the ceiling, like any other bat. Thus, in case of dire need, he too can intervene.
The only advice the blonde arcane warrior feels like adding is: "If a battle begins and they have magic-users with them, let's all try to focus on eliminating them first. Like we did with Ellesarwa—which was a success. Other than that..." she shrugs, smiling confidently, "...you can't prepare for everything; you have to be versatile. And we are. Let's just do it."
(OOC: cosmic omen was even so Syllen can add a d6 to things.)
As the party goes to the warehouse Syllen will cast Detect Magic. After each long rest Syllen would have asked for protection from the cosmos so everyone has 10 Temp HP. Before everyone enters, Syllen will mention.
“It might be best if I am in front so that I can detect any problems quickly.”
Assuming Syllen enters first he will look around for anything out of the ordinary, magical or otherwise.
You make your preparations at the Dripstone, and Es Sarch motions to move, “Let us go, meet our fate, whatever that may be.” And he lets you all lead the way as he glided along behind.
You make your way toward Bruhthwol’s shop. The 24 hour Bazaar that is always in full swing seems unnaturally sparse, with only a few shops open and even fewer customers. You turn down a laneway heading to the warehouse, and as you get half way down you hear footsteps all around you, getting into position. Too late, you draw your weapons as you hear a voice Xanrym regognises as that of the duergar Assassin’s Guild enforcer Regrak, “Sorry about this, Fadheela wants you dead, even paid for it herself. Fluid wasn’t happy, but we are who we are, we do what we do.” You hear the sound of psychic blades being drawn from all around you, and your minds instantly invaded by someone. Initiative:
Group 1: Avery and Theldrin
Group 2: Duergar Soulblades and Mind Master
Group 3: Khessa and Coriana
Group 4: Regrak
Group 5: Syllen and Xanrym
Avery and Theldrin both act first. You know you are surrounded by a group of Assassin’s Guild, probably a psionic Duergar hit squad. Haven’t made up the map yet, but will do tomorrow. Feel free to make your actions in the theatre of the mind and I’ll make sure the best possible interpretation happens on the map.
If possible Theldrin targets the Mind Master and as many of the other Duergar Soulblades as he can, using either Fireball or Lightning Bolt depending on where the enemies are located exactly.
Either Fire or Lightning Damage: 25 DEX 15 Save for half damage
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"Before the meeting starts," Xanrym suggests, "Before the negotiations start, maybe Syllen, at least, can cast Detect Magic. It would be good to know whether they bring magic items with them and whether they are using any Enchantments or Illusions. I and maybe a couple of the others who can should ritual cast Comprehend Languages. Even if the negotiation is held in Common, I'd like to be sure that some of us understand anything that they say or signal in their own strange languages."
Other preparations:
Xanrym says, "If a fight breaks out, and they they have a sorcerer or priest with them, I'll probably start with Silence to limit their impact. And maybe you can try to restrain them in the silenced area like you did in Ellesarwa's chamber, Theldrin? Of course, that won't help if they're just using powers or magic items that do not require a verbal component. In that case, if there are many of them like there were at the South Gate, I may try to hypnotize as many of them as I can. Finally, if it's a smaller group, but they bring something big and brutish as 'muscle', then maybe try to get out of range of that foe initially. That way, I could try to turn it against them with another spell you haven't seen yet. We don't have to wipe them out. We just need to get Es Sarch to an exit and then make it back to the Dripstone Inn safely."
Xanrym mentions that if word got out about a meeting between Es Sarch and the leaders of the Inheritors, it would be a fantastic time for The Guild and House Dusklorn to attack and try to wipe out their main rivals all at once. "Hopefully, House Dusklorn is still too upset about The Guild's purported involvement in Ellesarwa's death to collaborate on any attacks." He checks that Es Sarch hasn't heard any rumor that either of those factions is planning anything today. In any case, when they walk from the Dripstone Inn to the warehouse, perhaps they should disguise Es Sarch in some way? The Company has been seen walking around Pedestal in the last week, but he's not sure how common it is for Es Sarch to leave the Inn.
Xanrym is ready to go once everyone else has a chance to make their suggestions or to make any final preparations.
Theldrin nods in reply, "I do have Web prepared today."
Khessa is happy to ritually cast Comprehend Languages before the meeting and assume the role of Es Sarch's bodyguard.
Anator will meanwhile continue to fly, unsuspecting, near the ceiling, like any other bat. Thus, in case of dire need, he too can intervene.
The only advice the blonde arcane warrior feels like adding is: "If a battle begins and they have magic-users with them, let's all try to focus on eliminating them first. Like we did with Ellesarwa—which was a success. Other than that..." she shrugs, smiling confidently, "...you can't prepare for everything; you have to be versatile. And we are. Let's just do it."
(OOC: cosmic omen was even so Syllen can add a d6 to things.)
As the party goes to the warehouse Syllen will cast Detect Magic. After each long rest Syllen would have asked for protection from the cosmos so everyone has 10 Temp HP. Before everyone enters, Syllen will mention.
“It might be best if I am in front so that I can detect any problems quickly.”
Assuming Syllen enters first he will look around for anything out of the ordinary, magical or otherwise.
Perception Roll: 19
19
You make your preparations at the Dripstone, and Es Sarch motions to move, “Let us go, meet our fate, whatever that may be.” And he lets you all lead the way as he glided along behind.
You make your way toward Bruhthwol’s shop. The 24 hour Bazaar that is always in full swing seems unnaturally sparse, with only a few shops open and even fewer customers. You turn down a laneway heading to the warehouse, and as you get half way down you hear footsteps all around you, getting into position. Too late, you draw your weapons as you hear a voice Xanrym regognises as that of the duergar Assassin’s Guild enforcer Regrak, “Sorry about this, Fadheela wants you dead, even paid for it herself. Fluid wasn’t happy, but we are who we are, we do what we do.” You hear the sound of psychic blades being drawn from all around you, and your minds instantly invaded by someone. Initiative:
Group 1: Avery and Theldrin
Group 2: Duergar Soulblades and Mind Master
Group 3: Khessa and Coriana
Group 4: Regrak
Group 5: Syllen and Xanrym
Avery and Theldrin both act first. You know you are surrounded by a group of Assassin’s Guild, probably a psionic Duergar hit squad. Haven’t made up the map yet, but will do tomorrow. Feel free to make your actions in the theatre of the mind and I’ll make sure the best possible interpretation happens on the map.
Avery will attack the first threat he sees: Attack: 23 Damage: 15; Attack: 27 Damage: 15
If possible Theldrin targets the Mind Master and as many of the other Duergar Soulblades as he can, using either Fireball or Lightning Bolt depending on where the enemies are located exactly.
Either Fire or Lightning Damage:
25
DEX 15 Save for half damage