Notes
Aaand welcome to the game, Drifter One! Please forgive the (very) long introduction, but some of these characters are known to the other players and one or two of them might be especially interested in seeing what happens to Klaudia Lorn and Sir Tresin.
Poor Rhylancer’s story starts in a very bad place - which isn’t all that unusual in this game. Klaudia has just used a dust of disappearance on him, which renders him invisible for 2d4 minutes (please roll!). He also received a dagger of warning. Though it usually requires attunement, Rhylancer can use it right now, if he wants. The problem is that Sir Tresin is a sorcerer and he might be able to detect both the invisible Legionnaire and his magical dagger. Complicating matters, he is escorted by a warrior, a Knight of the Lily.
So, what does Rhylancer do?
Necessary Actions:
Roll for the duration of the invisibility (see above).
Notes
Sir Tresin has already claimed three different potions and two powders, along with a brass box. All the above items appear to be magical. Furthermore, the gray robe has detected the aura of illusion surrounding Rhylancer, though the spell is too imprecise to reveal his exact location. Still, he seems to have a way to deal with the illusion, not to mention that the powder’s effect is about to wear off.
What does Rhylancer do?
Necessary Actions:
A Stealth check DC 10 (with Advantage) is needed for Rhylancer to keep himself hidden from Dame Joralyn.
Optional Actions:
A successful Arcana check DC 17 can identify the spell the gray robe is casting.
Notes
The surprise round is over and since Rhylancer’s initiative is much higher than that of both Dark Knights, he gets to act again. Picture Sir Tresin to be about 20 feet away from Rhylancer and 15 feet from Dame Joralyn. No one has cover and both of them can be target with the bow normally.
Notes
Congratulations! Rhylancer killed Sir Tresin before the gray robe had a chance to utilize his magic. Unfortunately, Dame Joralyn has retaliated, dealing 12 points of slashing damage to Rhylancer. The two are now in melee combat. Rhylancer is close to the shop’s door and could attempt to escape and disappear in the darkness (Stealth check), though the Knight of the Lily would get an attack opportunity and is sure to pursue him. Or he can try to best her.
Notes
Good job! Rhylancer manages to escape and hide in the darkness. Dawn is fast approaching, however, and he will have to find a way to leave the city undetected soon. Be sure to improvise and surprise me!
You can find the map of Pashin beneath the Spoilerbutton. Don’t hesitate to ask, if you have any questions.
Notes
Sorry for the delay, Drifter One. Rhylancer has managed to reach the southern gate undetected, but the Skull Knight officer there obviously hasn’t bought his story and is trying to use his dark mysticism to read his mind and reveal his true identity.
If Rhylancer succeeds at resisting the Guardian of the Skull (see below), he will have to find a way to turn the situation around. He can once more try a social skill check (Deception, Intimidation, Persuasion) or do something more innovative and unexpected - fully up to you!
Necessary Actions: Wisdom saving throw DC 13 to resist the Skull Knight’s mental probing.
Notes Rhylancer manages to cow Sir Josson into allowing him to pass, but now all eyes are on him, which makes it difficult to just blend in with the crowd. What makes matters worse is the fact that Dame Joralyn, eager to make up for her failure, seeks to join the man she is actually hunting down!
Zahria has her own plans. She sees a hateful tyrant in Sir Arganon and is eager to strike him down, not knowing his true identity. I will allow a certain amount of PvP before the misunderstanding is cleared up, though I don’t want to see a PC dying or suffering permanent harm at the hands of another PC. This is my prerogative alone!
I am very eager to see how you’ll proceed!
Necessary Actions:
None.
Optional Actions:
None.
Conditions Rhylancer: 25/37 HP, AC 15 Zahria: 35/35, AC 13