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The Witch of the Withered Grove (Act I, Scene I)


DoNotFearToTread

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Neve


Neve Nevergreen - Smallfolk Rogue


Neve ran a finger along the molten rock, tracing the undulating contours and rivulets while her skin prickled at the catalyzed remains of the acid.

She did NOT want to meet what had done this . . .  And yet.

Pacing the width of the atrium circling about the altar, the taker frowned.  Taking.  That was the key.  There was no body.  No bones.  While acid that might dissolve stone would wreck ruin upon a body there would be some liquefaction, some putrescent stain to mark the dissolution.  And there was none.

"I think - " Neve said aloud, pacing herself through her own thoughts.  " - that the Witch was interrupted during the ritual of the altar.  Ankhegs surprised her during the invocation; drained by the altar she couldn't fight them off.  She either fled into the deep so as to draw the beasts away from her wards or, unable to resist, she was taken to be fed upon later."

"I vote we try.  It's a poor death, if it has not come for her already, and were she dead I think we would have more sign.  If it prove beyond out mettle we fall back, we make what offerings we can to the altar and then give the childer a vote upon their future."

Casting a steeled glance down the molten corridor, Neve squared herself.  Testing the weight of her rapier in her hand, she nodded to no one in particular.

"Me out front by a half score paces beyond the good Sister's weirlight, then Edgewicke upon the light's edge, the rest following?  With any luck they'll think me less than a mouthful."

Out of Character

Happy to take point as scout - call me one round of movement ahead of the party, for spacing purposes? Neve has darkvision so she can be ahead and out of range of the light source with no ill-effects.

I imagine the stealth rolls will be GM facing - Neve can't know if she succeeds, after all. Will focus on moving silently (if Ankhegs hunt while borrowed sight doesn't matter but hearing/vibration just might). Move Silently is a class ability using DEX so it's 1d20+(2 Dex)+(3 Rogue Level), and DEX is prime for Neve. Speed is 1/2 while moving silently.

 

Edited by Cirlot (see edit history)
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Sister Clairese, Church Investigator & Priestess of Niro and Ivana

spacer.pngQUICK STATS:  AC = 18, Touch = 12, FF = 16 / HP = 21/23 / Init = +1 / Turn Undead = +2   ______________________________________________________________________

Sister Clairese looks about the alter room and then carefully listens to Neve's interpretation of events, nodding her head in the affirmative as the smaller female laid out a likely scenario explaining both the evidence, as well as the lack of evidence, in the chamber as it relates to the disappearance of the witch and the likely suspects who caused the acid burns surrounding the hole in the stone wall.

Speaking up in a lowered voice, the holy woman says, "I agree both with the investigatory assessment, as well as the recommended tactical response to the destructive incursion. Since I can't see in the dark, I will be in the second group as our way is light by the 'Light of the World,'" she adds with a smile.

Reaching into a hidden pocket of her cloak, the cleric withdraws a small feather that burns with unquenchable fire but is never consumed and places it in a special concealable sconce that is built into her customized 'Blue Sh'iare' blue-sheen armor, which illumine gives off radiant light equivalent to a bright torch.

Finally, Sister Clairese draws her composite short bow and nocks a sharp metal-tipped arrow in preparation for the group's incursion into the Antkeg's tunnel before whispering to her colleagues, "I'm ready when you guys are prepared to move out."

Once the group has decided to move forward, the holy woman will move as quietly as she can staying in the middle of the group so her healing skills can reach both the front and rear ranks in an emergency as the cleric keeps her eyes and ears focused on the immediate surroundings watching and listening for the sight or sound of movement or anything unusual.

Show Mechanics

Spells

0 LEVEL: Detect Alignment/Detect Magic/First Aid/Light

1st LEVEL: Cure Light Wounds (2/2)/Bless

2nd LEVEL: Hold Person/Spiritual Weapon

Free Action:   

Move:  

Swift Action:   

Move Action:   

Standard Action:  

Continuing Effects:  None

Edited by Terran (see edit history)
Name
Spot and Listen
21
1d20+2 19
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Wicke

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Human Rogue/Cleric — Holy Fool of Albarax


AC 14 | HP 14/14 | Encumbrance 15/15 | Initiative +1 | Turn Undead +1
Spells 0 ●●● | 1 ●●

"Ankhegs were only stories, back in the city. You'd hear of an infestation, beyond the walls, but never anything like this. I've never envied those who've run into them. Knew an old man, a veteran of the Succession Wars, who tried to help some farmers as he returned from the war. Went down where the things took their daughter. Came back with the girl but without half his face. Spent his last days in pain half aware of where he was."

He nods along with this iteration of the plan, having nothing to add to it himself. "It's only right that we attempt to save the Witch, for the children as much as anything." Arrow out and notched, he prepares to follow Neve far enough behind to be of use, but just at the edge of vision. "One of these days, I'll get to use one of my spells, Sister."

Out of Character

Arrow ready, paced in position, no items, Final Destination.

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Sylvan Elf - Primal Druid / Barbarian
Enhanced SensesSee clearly up to 2 miles when outdoors; +2 listen | Twilight VisionSee color/detail up to 1 mile when outdoors in light | Move SilentlyStealth ½ speed when outdoors; -5 up to full speed; -20 running | Spell Resistance+10 vs. charm/sleep effects | Combat Sense+2 vs. surprise, negate flank bonus, ½ back/rear bonus | Spot Hidden DoorsPassing within 5' of concealed doorway grants +2 Wisdom check
AC: 17 | HP: 16 / 24 | Enc.: 22.5 / 25.5

Ever since reading the passages in that cursed book, Val couldn't stop fantasizing about the idea of not being cursed. No longer to have the Fireblood. A hope burgeoned into her heart like a dead flower blossoming again. A hope she'd buried. A hope she thought dead. And with that hope came a vulnerability.

That night, away from the others and tucked into some silent corner, Val cried herself to sleep.

In the morning, Val started her day with a round of exercise. She had to focus on her anger rather than hope, lest it eat her alive. Anger meant moving. Val jogged around in circles and did jumping jacks, pushups, anything to keep moving.

"Awright, let's get this done," Val said as the group agreed to a marching order. Somehow she'd ended up at the back. It was opportune as she took the lack of eyes on her to swing her fist into her chest, just below the clavicle. Once, twice, thrice. She growled from the pain and grit her teeth. In a tunnel she'd have to rely on pain for her focus instead of movement--especially at the rearguard.

 

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Posted (edited)
Stealthy Recon

witchcave1.PNG.7cdf9ed62c1a972ee9d639fc42e9e2d2.PNG

Exiting the acid-carved tunnel into the wider, natural chamber, Neve turns the group left and follows the passage a ways. A few minutes only before she comes upon signs of battle. A hastily constructed fortress, small and now ruined, sits in the middle of the tunnel and Neve has little trouble spotting the disused pit traps that flank it. A strongpoint of sorts, and the scarring on the walls marks intense fire in the past. A battle here, and one that collapsed the tunnel completely. A few skeletons still litter the area, mostly bone and rotted cloth, so to judge the battle and a couple years done seems likely. The size of the skeletons, both human height and smaller, shows different races involved. Sister Clairese notes carvings in the some of the walls that are clearly religious in iconography, though the deity they appeal to is lost on her. Which is saying something given her upbringing. A dead god? One that never rose to prominence in the sunlit lands? What is certain is this conflict had a religious focus to it. It doesn't take long to ascertain that this site has been picked over and offers little of value to the group.

Turning back, the group follows the path south and then east until it branches north in a smaller tunnel that would be easily missed given the way the rock juts out around the entrance. Moving in a single-file line down this shaft reveals an opening upward at the end from which sunlight can barely be glimpsed at the top. An egress to the swamp above? Not likely their path but good to keep in mind if things get difficult. Back at the main tunnel, they follow it further to another split. The right path is shorter and ends in a pool of water that seems to be moving south through a break in the stone. An underground river, the water cold but fresh. Val spots a few crustaceans on the banks, fist-sized with many legs and pinchers but no real threat to them. A possible meal, perhaps. They skitter and scurry, chewing on lichen and moss that grows along the banks of the pool. Her eyes follow their path until they disappear into a crack near the base of the southern wall, large enough to shove an arm through if one were inclined. With the light's at their disposal, it is Wicke's keen eyes that pick up on the glimmer beneath the water's surface. As far back as one could go, an easily twenty feet down, there is a glint of something metal on the bottom of the pool. No, several somethings. The water is not still, but the current is not significant enough to pose risk. Still, the pool is dark and somewhat ominous and venturing into it could have other risks besides. Neve's mystical senses tingle as she stares that way, the flicker of an aura beneath the dark declaring some magical potential to the gleam.

Following the left fork north and then east, the group finds what they seek. A large chamber, this one carved out by mortal hands, opens beneath them. Never spots signs of life in time to signal the others to douse or hide their light sources before they stumble through. A bit of slick maneuvering on the smallfolk's part reveals a bit about the area ahead of them. The rivers continues here to the south, but where they stand is now below it as it runs atop a cliff to the south and sits higher than the rest of the chamber. A small waterfall dumps into a carved ravine that runs the length of the room to the north. It is easily ten feet across and just as deep, the dark water dotted by the soft glow of cave fish darting about beneath the surface. Near the cliff that separates the river from the room, several stone slabs give evidence of structures once dominant here. They appear to have been cannibalized, walls torn apart and their blocks hauled away to the north where a few walls still remain. That area is where the cave becomes decidedly unsafe, as movement among those walls is clear to Neve as are what appear to be makeshift beds and stools. Voices carry in these environments and it doesn't take much effort to hear the exchange of words in a clipped, guttural tongue not unlike dwarvish, but distinct enough in dialect to make translation a bit of a chore.

Derro. Dwarves of the deep dark, a people that those of the surface might attribute to rumor but they seem very much real here. In her observations, Neve counts five distinct figures but knowing they likely share her keen vision in this environment she determines the line that separates safe from risky and notes to the others where they should remain. Poking about, she catches sight of another shaft to the west and a well-like structure with an iron grate over it near the back of the area. The derro grumble back and forth during her observations, complains about accommodations, about this middle-of-nowhere assignment, about the dwindling food sources. Morale, it seems, is not high among this crew. Occasionally one will stray into the side chamber and not return, or a new face will arrive from the same. This makes the numbers of their opposition somewhat questionable. Every so often a sound echoes from that western tunnel, a clicking shriek of such bestial intensity that it can only be what they initially feared. Ankhegs...bound to service by these derro, perhaps?

OOC

I've provided the info the group was able to gather without drawing attention with an hour's investigation.

The pool in the southern tunnel holds something magical. Determine if the risk is worth the possible reward there.

Further investigation into the populated area will require more involved stealthing, or some other plan of action. The small stones to the south of the large chamber are where the group is able to remain undetected, with light sources doused, and still observe the derro in the ruins. Roughly a hundred yards between those and the ruins so a good distance to cover in open terrain.

Clarifying questions about the areas you've investigated can go in the OOC for quick answers before your responses if you prefer.

Edited by DoNotFearToTread (see edit history)
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Sylvan Elf - Primal Druid / Barbarian
Enhanced Senses | Twilight Vision | Move Silently | Spell Resistance | Combat Sense | Spot Hidden Doors
AC: 17 | HP: 16 / 24 | Enc.: 22.5 / 25.5

Though Val was itching for a fight, she knew next to nothing of Derro. It took the observations of the group to tune her into the fact that these were Dwarves but not like other Dwarves. She'd hold off on battle for the moment, instead moving quietly back out into the previous tunnel.

"There was something shiny in the water. I'm going for it," she announced while unlatching her shoulder pack, gracefully moving into the water effortlessly. Whether vines, branches, briars, or water, Val moved like a force of Nature as if understanding the delicate and unseen motions of the world, making them seem non-existent. In one hand she held her falchion, just in case something get too curious.

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Sister Clairese, Church Investigator & Priestess of Niro and Ivana

spacer.pngQUICK STATS:  AC = 18, Touch = 12, FF = 16 / HP = 21/23 / Init = +1 / Turn Undead = +2   ______________________________________________________________________

Sister Clairese waits back away from the deep Dwarf encampment as the stealthier members of the party conduct distant reconnaissance of the situation. However, when the scouts fall back, the holy woman quietly withdraws and joins her colleagues in the outer hallway as well.

When Valfaren announces that she will make the dive into the pool which had a shiny object located on its bottom in an attempt to recover the item, the Priestess of Niro & Ivana silently nods her head in the affirmative and whispers, "I will cover you with my short bow the best I can as you make the attempt."

Once the group is near the body of water, Sister Clairese smiles at the primal druid as the cleric takes up a position where she can see and, if necessary, shoot down into the water while Valfaren moves quietly into the pool.

As the minister stands guard ready to provide cover fire if necessary, Clairese keeps her eyes and ears focused on the immediate environment watching and listening for the sight or sound of movement or anything unusual.

Show Mechanics

Spells

0 LEVEL: Detect Alignment/Detect Magic/First Aid/Light

1st LEVEL: Cure Light Wounds (2/2)/Bless

2nd LEVEL: Hold Person/Spiritual Weapon

Free Action:   

Move:  

Swift Action:   

Move Action:   

Standard Action:  Readied Action to attack anything that threatens Valfaren or the party

Continuing Effects:  None

Edited by Terran (see edit history)
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Posted (edited)
Stealthy Recon

witchcave1.PNG.7cdf9ed62c1a972ee9d639fc42e9e2d2.PNG

Val sees the opportunity easily claimed, wading out into the murky pool in search of the objects that Neve has identified. The water flows with a gentle current to the south and it proves no obstacle to one as comfortable with the wilderness as the elf is. She finds the shining object but dragging it back to the surface proves more difficult than expected as it comes with a desiccated body attached. The corpse, at once preserved by the cold and bloated by the wet, is more mummy than skeleton at this point and Val deposits it on the cavern floor among the others. She sensed by the motion of the water during her swim that something else was moving in that pool but whatever it was saw wisdom in not engaging her. Hopefully it would retain that wisdom going forward.

The body is human-sized, but there is enough left of the form to identify it as elven. Only two objects have survived the time in the water, a knife wedged firmly between vertebrae in the spine and a bag tucked tight against the shoulder bones. The former is of simple but sturdy make, blessed with an enchantment that makes it particularly dangerous as an implement of surprise. Despite the simple design, the pommel bears the distinct crest of a broken skull. The bag is also enchanted, both to protect the contents from the elements and to provide materials needed for writing letters. A courier's satchel of sorts, uniquely suited to a task but otherwise unimpressive.

The letters within are written in elven, a dialect that any native speaker can work through. Likely deep elven, if the origin is any evidence. Summarizing the material takes only a few minutes of study. Missives of treaty between the elves and the derro, conditions of truce. Unsealed, and likely read, but buried beneath the water for how long? This falls in line with the evidence of conflict back at the start of the tunnel, a year or more old by the look, so why did this courier end up here?

OOC

The knife is a +1 Dagger of Subtlety, providing the ability to Back Attack as per the Rogue feature (or improve the damage from that by one degree if the wielder has that feature). The bag is a Courier's Satchel, which protects the content from weather and water and provides infinite ink, quill and paper.

Edited by DoNotFearToTread (see edit history)
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Sylvan Elf - Primal Druid / Barbarian
Enhanced Senses | Twilight Vision | Move Silently | Spell Resistance | Combat Sense | Spot Hidden Doors
AC: 17 | HP: 16 / 24 | Enc.: 22.5 / 25.5

Water-damped rivulets of hair clung messily to Val's face. Drops of liquid continually fell from her form as she pulled the corpse to the surface. Crouching down she snatched up the dagger and spun it around for a second. "Nice weight. Here," she said, flipping the blade into her fingers as she held it out for someone to figure out why it was special.

Cracking the tube open, Val scrunched her face in confusion. "Papers? Probably not a Sylvan," she snuffed. She began to read them all the same, skimming quickly as she got bored. "This is a treaty between those Deep Dwarf Dicks and my people. Er, well, Elves. Wait--that weird thing in the basement was made for Elves. Doesn't feel like a coincidence this is an Elf with a treaty, but I'm not smart enough to figure out what."

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Neve


Neve Nevergreen - Smallfolk Rogue


"There's danger in ascribing purpose to circumstance, but I agree - "  Neve ran her fingers across the blade and pommel of the danger as she scanned the papers from behind and beside and beneath Val's elbow, the spatter of cold wet and drip making the smallfolk more than a little glad that it had been the druid that had braved the muck this time around.

"- the facts do seem to suggest something.  Or many things.  At the very least that the treaty was answered poorly; if there be law of guestright for folk, amongst peoples and those that govern so to stands the right of parley.  To kill a messenger is . . ."  Neve took in a breath, shook her head, surprised at the brazenness of it despite it all.

"That said, we might be seeing an alliance forcibly prevented.  I can't think of an easier way to prevent common cause than to make such a courier disappear before delivering their missive.  And this - "  Neve tapped the blade.  " - is an assassins weapon.  Magicked to purpose in fact: when used from stealth it would double the killing force of a strike in unskilled hands.  In mine or Edgewick's it would triple the heft of the blow."

"Useful, if we intend to deal with the Derro by stealth.  Though the treaty might serve us as well - could we alter it, perchance?  If so we might have means to force them to converse rather than putting the matter straight to arms."  At the dubious look of her companions she sighed, pinching the bridge of her nose and raising a hand in surrender at her own naivete.

"I am aware 'tis unlikely, but to argue it the messenger was killed from behind.  That suggests no more stomach for open confrontation than we have which might give us room to ruse and work if we present our case with forceful diplomacy.  Maybe.   Or - " at this she eyes the knife somewheres between warily and hungrily" - we'll fall back to the the blade in the dark, make safe the underhalls that way."

Out of Character

I'm assuming that between Neve's Read Magic and her Magic User ability to use items she can sus out the dagger without much difficulty.

 

Edited by Cirlot (see edit history)
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Wicke

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Human Rogue/Cleric — Holy Fool of Albarax


AC 14 | HP 14/14 | Encumbrance 15/15 | Initiative +1 | Turn Undead +1
Spells 0 ●●● | 1 ●●

Part of Wicke is jealous until Neve compliments him, and all in all Edgewicke considers what to make of all this. Treaties, couriers, deep dwarves: he thought they were there for a witch! "Didn't think this would get so muddled. Not a good start, I'd say, as far as first missions go. But that knife could come in handy, for sure." He ponders further. "How strange, that the weight of nations rests in our hands now. Provided we're not too late, that is. How old is this thing, anyway? How old is this body? I'm no physician."

From the way Neve is eyeing the knife, Wicke would sooner kill the derro with the dead courier's femur than try to take it from her.

"So what's our play from here?"

Out of Character

Arrow ready, paced in position, no items, Final Destination.

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Sister Clairese, Church Investigator & Priestess of Niro and Ivana

spacer.pngQUICK STATS:  AC = 18, Touch = 12, FF = 16 / HP = 21/23 / Init = +1 / Turn Undead = +2   ______________________________________________________________________

Sister Clairese looks over the evidence to try and decipher the clues. Specifically, she looks at the wound on the body and the corpse's state of decomposition given the environmental conditions and progress of insects on its flesh and sinews.

The holy woman also looks at the assassin's blade and, more specifically, the symbol of the broken skull on its pommel. After contemplating the matter from the perspective of her training and experience, the cleric asks in a lowered voice, "Who or what is represented by the symbol of the broken skull?"

"We should try to get a handle on the players potentially involved, the timing of the messenger's death, and what has happened to and between those groups since the killing, as it might affect the value or worthwhileness of the entire document or proposed treaty alliance itself," the Priestess logically proffers.

Show Mechanics

Spells

0 LEVEL: Detect Alignment/Detect Magic/First Aid/Light

1st LEVEL: Cure Light Wounds (2/2)/Bless

2nd LEVEL: Hold Person/Spiritual Weapon

Free Action:   Speak

Move:  

Swift Action:   

Move Action:   

Standard Action:  Readied Action to attack anything that threatens Valfaren or the party

Continuing Effects:  None

Name
Religion Knowledge and Wisdom
10
1d20+2 8
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