The Hammers of the High One have dispatched Lauretta, and by extension, the rest of you, to Auxen Vale. There, at Saint Mikkel's Shrine, a priest of the High One named Father Montaine is hosting a war council to mount an effective defense against these raiders. You are on your way there now...
Chapter 3: Drink Deep From the River of My Hate
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The Hammers of the High One have dispatched Lauretta, and by extension, the rest of you, to Auxen Vale. There, at Saint Mikkel's Shrine, a priest of the High One named Father Montaine is hosting a war council to mount an effective defense against these raiders. You are on your way there now...
"I understand the value of anonymity when evil will seek reprisal, but I just think it sends the wrong message when the Hammers have a bit of a reputation for being too zealous in their work. Covering my head in some big black hood just doesn't feel like it'll make folk trust me or what I have to say. I'd rather have that than strike fear into the hearts of evil men. Besides, I was an ordained priest first and a Preceptor second. If some bastard wants to come get revenge on me, then I'll be waiting."
In saying that, she didn't give much a voice to the desire to put the fear of God into the monsters who had been leaving a bloody, charred swathe of land in their wake. Looking to her companions, she felt some gratitude for their agreement to undertake this mission with her. For her, this was about obligation and justice. She wondered if it could be the same for them or some other motivator. Loyalty to our ties? A reward? I'm sure R3N-L3 is just hoping a Wizard Creation is to blame.
As to the rest of their group, Wolfram finally felt as though he belonged somewhere. They had fought and got bloody together. Faced insurmountable risks and had come through victorious. The greater question for Wolfram now was had he worked off his guilt. The guilt of letting his lord down, having poached off the land that he was responsible for guarding. As if that wasn't enough, he had entered into a relationship with his daughter, getting her with child. Disgraced and banished he felt he had finally made amends and would continue to do so for a very long time.
Here they stood, together again to fight evil for The Hammers, and he was ready.
"I agree. We want to look welcoming, not frightening or bearing the look of those with something to hide."
The past months had been eventful when Tzal had finally joined the order of Mages. It seemed like his master Ahrimamane had already briefed them about his progress, and yet again, he had eluded him. Tzal's knowledge about experimental alchemy and elemental control had garnered interest in the elementalist group of arcane masters. They had given him a curriculum and told him to prepare an article and present it in the seminary. His work has impressed the mages enough that a significant number of them recommended him as erudite enough to be accepted as a Wizard. He had discovered and crafted his own grimoire, an intricate book made with curious cold leather that always seemed slightly wet to the touch without any sogginess. Symbols and a curious mechanism of water clocks exist on the cover that constantly channels four different colored waters from one symbol to the other. Tzal has even changed his attire now as he carries an elaborate indigo cloak that reflects light, forming a purple iridescent sheen that almost changes its color to other spectrums but returns it to blue at the edge.
Tzal didn't know whether Lauretta's request was a twisted way to judge his intention. But he knew that if he didn't respond, she would forever doubt him. He was still unsure whether it was wise or foolish to keep his connection with a preceptor. But it was also true that if he could show his intentions, maybe Lauretta would judge him less. Maybe she will trust him in the end. He walked up to her and smiled, "Greetings, Preceptor. It seems that there is something wrong here. I am humbled that you requested my aid, but for an old friend, I shouldn't be so formal. How are you doing, Lauretta? And Wolfram, too. I quite expected to see you here. Where else would your guiding light be? But, anyways, how are you? So, we have someone targeting the High One's priest? Maybe there are some other cults involved, but it is rarely so simple."
Strangely enough, he appeared to have shrunk slightly in stature, metal compacting and gears becoming more efficient. A strange, faint aura of calculation surrounded him. His voice was overlaid with the parchment-like whispers of another, reciting formulas and calculations with the voice of a dry old man. Never quite intelligible, but always present. Pausing, he tilted his head to look at Lauretta expectantly. "Other than a section on neutralizing divinity, however, I possess no salient information on the characteristics associated with your religious sect. Primer requested."
"Well hey there to you too, Indigo! I see you're living up to that color as ever. Quite fanciful. I'm doing well, as far as well goes with the task I've been given. Hearing such horrid happenings has my blood boiling. I'd be lying if I said I didn't feel a need to make great use of the many things I've learned from my instructor from the Hammers. Hopefully I can be the guiding light for us, as you said it, to find whatever or whoever has been butchering good, innocent folk."
Her words and smile were friendly, but her piercing, analytical eyes scoured the Wizard. They weren't malicious, but instinctual. Lauretta's surface appearance was mostly the same, but the training and instruction of Preceptor Rahm had changed her inner workings more substantially. Details were sought now when none were before. The way people spoke, gestured, and even looked around all seemed to matter far more now. Wizards always grasp for power, and it seems that is holding true. Boundaries and morals contain his ambition. I will make sure that continues.
"Ha, well I have no intention on dying any time soon, Renly. My effectiveness as a warrior and a priest ought make sure of that, as you've beheld before. As for my sect, the Hammers of the High One are trained to hunt down enemies of the faith. Cultists of evil false-gods, mages with demonic magics, violent apostates, and those who bargain with fiends. We must follow up on any hint of such things and put people to the question in order to find the truth. In doing so, we make ourselves targets of retribution from those who prefer to keep their dealings hidden. Typically, Preceptors are heavily garbed and hide their identities to combat this. I was just telling Wolfram how I'd rather be trustworthy to folk by having nothing to hide."
And despite all that training, the clockwork was still difficult to read. I don't know what I expected... Unsure of what to think of the changes he had undergone, Lauretta simply blinked a couple of times and looked at Tzal like he might have had answers where she did not.
"Can you hear it hum, every so slightly?"
"It truly does look like a special dagger, that much is obvious. The hum. The way smoke looks trapped inside. It seems that undead cultist had stolen more than fancy gems from faeries. Well, I'm glad it's in good hands now. It ought come in handy whenever we find the temple-razing bastards."
After giving the forester another smile and a nod, the priest looked over at R3N-L3 speaking. The new mesh of voices was unlike anything she had heard, making the clockwork come off as otherworldly and weird. Fitting for a Weird Wizard's machine.
"Your fate has a bearing upon us, I'd say. Right strange you are, but I'd say the lot of us care about you. If it were you who requested us be here, I know I would've came. So you escaping the fate you deem necessary for all the Wizard's machinations is a virtue, in my book. So long as you don't go rogue like you said, that is."
"A good deal of the warforms are harvested soldiers from prior battlefields, torn from bodies of flesh and imbued into better hulks of metal. To create an automaton with true skill at arms, this is necessary. I personally abhore the Wizard. After all, I retain all memories prior to being slain by him. However, my directive and imperative does not change for that. I am bound to hunt down any Wizard Creation which does not function as it was intended to. Once that is complete, I am free to become rogue, as you might call it. It is unknown what true result waits when my purpose is complete and I am freed. Most have bet on the fact of immediate, clinical, unsolvable insanity."
Pausing, he inclined his head calmly over at Lauretta. "At which point, I may have to be put down. My apologies ahead of time if my shattered mind and regrettably complete form prove to be dangerous to eradicate. If I am not crippled by the death of my bonds, I plan to hunt down the Wizard and spend the next eternity enacting revenge."
Sainted Mikkel's Shrine stands just west of the Grayfall Woods, about halfway between the Lost Soul Inn and Auxen Village. Long ago, a good and holy man named Mikkel stood against a manticore while the man’s friends and family escaped to the west. The site marks the place where the survivors guessed the man died; no one was certain as the manticore strew the remains across a dozen yards. The survivors built a small shrine on a relatively flat bit of land atop a hill. The shrine consists of four large stones arranged to form a square with a carved stone
symbol of the High One in the center. Old flowers, candle wax, and offerings of food and wine lay before the symbol.
It is here that Father Montaine is hosting his war council. A tall, lean mean approaching his half century, Montaine welcomes you with a weary smile. "I am glad you could make it, Preceptor Shoemaker. The Hammers of the High One wrote very promising things about you and your companions."
Montaine has gathered a few others to the war councill. There is Sir Reginald, an old veteran knight with thinning red hair, a big bushy red beard, and a short, portly stature. You vaguely recognize him--after a bit, you realize that he was present at the Traveler's Rest the night the necromancer Pyram Peek tried to hire you, though you never directly interacted with him. There's also a ranger named Praiden, a woman with a short, stocky body, ruddy features, and long brown hair worn in braids. A group of about thirty able-bodied citizens of the Valeround out the group. Once you are ready, Montaine lays out all of the pertinent information.
• Marauders have been running rampant throughout the western edges of the borderlands for months.
• Most strike places and people of import to the Church of the High One.
• Pilgrims and anchorites, priests and monastic types, all affiliated with the faith, have been found killed, bodies mutilated or crucified.
• The raiders plunder and burn both shrines and temples, and desecrate sites deemed sacred to the faith.
• The raiders have been drifting east steadily, and a few days ago, a herder spotted a large force of them entering the Vale, seemingly bound for the Crow Hills, a range of wooded foothills that border the higher peaks of the Gigantes.
"We expect the raiders to attack very soon, so there's little time to prepare. I personally have little battle experience, so I hope you and Sir Reginald can help us come with a plan of defense."
Father Montaine shows you a map of the Vale.

"Let's just... hope it doesn't come to that."
"Pleasure to meet you, Father Montaine. I wish it was under better circumstances. Hopefully my group here can help live up to those promising words and put an end to these wretched raiders."
Lauretta pays respects to Sainted Mikkel at the holy symbol before taking her place to look over the map with the rest of the war council. She stood as still and confident as stone. Internally, it was very odd mixture of feelings. The gravity and context of the situation reminded her of the many years she spent in the Red Banners. She had to keep reminding herself that things were different now, and that this was about protecting people.
"Harrow Keep. Tell me about that place. Could it be a target for these raiders that's more important than razing the Pilgrim Camp?"
Nodding a greeting to Father Montaine, Wolfram also paid his respects to the shrine, pleased that the priest felt the special dagger was now in good hands. Once with the war council and perusing the map, a question came to mind.
"What do you consider a large force to be, and any idea how well equipped they are?"
He looks at the map with Lauretta. "Harrow Keep has been abandoned for ages. It's little more than a crumbling ruin. I doubt it would be a strategic target for the raiders to claim. The pilgrims, though, are in danger if we do not warn them to flee before the raiders attack."
"Are they all common folk, or are there holy warriors among them?" Sir Reginald asks. Father Montaine doesn't know the answer. "If any of them can fight, they would be a boon to our meager forces," the knight muses.
Lauretta looked around at their forces in contemplation. Conscripts who probably barely know how to wield a weapon. We need to find some advantage or this will be a bloodbath. She nodded in response to the knight's suggestion, but was caught off by R3N-L3 before she could do much more than that. Instead, the Preceptor looked to the clockwork with frustration.
"We have two objectives here. To save as many lives as possible and to drive back these murderous heathens. Failure to do both will give us a pyrrhic victory at best. We have to aim for both, Renly. Now, I like your idea, Sir Reginald. If there are any who would be willing to take up arms among the pilgrims, it would help even the numbers even slightly. Still, it's a chance we can't rely on."
Looking back to the map, Lauretta points out the Haunted Ruins, the Holy Brothers, and Greyfall Woods.
"What do we know of these ruins here? It looks to be a great position for scouts to lay low and alert of us the movement of the enemy band in advance. Additionally, what of these Holy Brothers here? Is this keep defensible or contain those willing to fight? Lastly, what of these woods? How safe are they? We have rangers, so it would be good to know if we can take advantage of them."
Haunted Ruins: A jumble of old stones lays heaped in a pile in the middle of a field. No one living here has any idea of what the place was, who built, and what happened to it, but almost everyone believes the place haunted.
Holy Brothers Monastery: A two-story stone building with walled garden in the back rises from the slopes of a mountain and overlooks the valley. Some three dozen monks live, work, contemplate the nature of the High One, and maintain their residence. They trade with Auxen village several times a year and remain on friendly terms with them. The monks have all sworn vows of peace and so most likely will not be willing to help in a fight.
Grayfall Woods: Before the founding of Auxen village, the Grayfalls Woods covered twice the ground that it does today, shown by the stumps the woodcutters left when the cleared away timber for the lumber they used to build their homes, temple, and shops. Though diminished, the woods remain teaming with wildlife. Here and there, one finds evidence of a much older people who claimed this territory. These "elf ruins" include a few columns that stand between the trees, a staircase that climbs to nowhere, and many weathered statues carved to depict wondrous creatures.
After Father Montaigne described the various locations, Wolfram happily offered aid in any way he could, suggesting the best use of his skills would be from within the woods.
"I am at home in the woods and can move with the ease of an invisible predator."
"Computation complete. Assume the raiders are organics of an un-fanatic pursuit. Probability, 45%. Assume the raiders are not fanatic enough to be considered immune to terror tactics and mutual destruction paradigms. Probability, 84%. Assume their primary directive is the pursuit of material goods. Probability, 19%. Assume a secondary directive is material desire. Probability, 91%."
Reaching into his bag, R3N-L3 took out a sealed parcel, unwrapping it to reveal an assortment of masterfully baked cookies. Without comment, he placed one on a piece of clean paper in reach of each of the participants, before breaking his into pieces. He placed one on the center of the vale.
"Marauders. A middling threat, less dangerous than humans with good intentions but more dangerous than beasts. However, their quantity scales the threat to a considerable degree. They are tasked with eliminating traces of the High One, with free license to plunder and kill without quarter. In fact, they are commanded to. If I was the commander, I would hit the pilgrims first. Therefore, the pilgrims must leave, going through the haunted ruins in the direction of Greyfalls Woods. Assuming any dissidents have been snuffed out, they will make good progress if in forced march. We will also determine the veracity of these haunted ruins by using them. The ruins' contents is unlikely to kill all pilgrims, which is more than the marauders will spare."
"Bandits are superstitious. Even if they find the trail, they will hesitate if they've heard any rumors about the ruins. That will make them tarry. Meanwhile, the village must raze itself to the ground, along with anything of value they cannot reliably take with them on the march. Both villagers and pilgrims should be doing such, scorching the earth and ruining any sources of food and water for the opposition. If possible, false trails should be led in the direction of Harrow Keep. It is a defensive structure of aged but useful value. If I was the commander, I would expect them to try and hole up in the keep. Indeed, we would prolong a siege, but we would likely lose. They would starve us out. You organics need to intake food on a semi-regular basis, and the juveniles start crying with considerable volume if they are denied food, after all."
"Best-case scenario. Both pilgrims and villagers extract to the right side of the valley whilst removing any supplies of use for the marauders, including the poisoning of the river. The marauders assume they are headed for the keep, and come to an abandoned ruin. They must backtrack whilst taking losses from lack of supplies. Worst-case scenario. Either the pilgrims or the villagers are wiped out, if the marauders predict this stratagem. Both temple and shrine should be razed, any relics of significant value taken. The marauders will go for those two targets immediately, if both village and camp turn up empty. The Inn should be emptied and razed as well if the marauders attempt to go for it in force. If not, any patrols should be picked off at leisure. We will fight in the woods. Guerilla tactics will work best there. This general paradigm will mitigate loss of life to the greatest degree on our side, until they set fire to the woods and burn us out. Then a pitched battle will be unavoidable, if we do not wish to abandon the Vale."
His strategy also meant making it so that the Vale was virtually unlivable, any shrines and places of shelter and civilization torched to ash by their own hand. It was cold, unfeeling precision which would be the very definition of a pyrrhic victory in any other sense, prioritizing saving lives and culling the marauders through starvation, poison, and skirmishing above all else. It met precisely Lauretta's stated requirements, and precisely nothing more.
After a second of regarding Tzal's second opinion, R3N-L3 reached into the folds of his cloak, taking out a coin pouch that dispensed ten silvers and an assortment of coppers. "This unit is willing to loan you this amount, to be paid back at an unspecified deadline sometime before this unit's destruction." R3N-L3 informed the mage. He didn't appear to have spent any of his own money.
"I think the cost of your materials is the least of our worries, Tzal. We don't seem to have three days as they could strike at any moment. We need to act now. Since meeting the raiders in the open and engaging them directly will likely go horribly, a more strategic approach is for the best. But razing the entire valley will leave the lives we saved with nothing and nowhere to live, Renly, so I'm going to have reject that plan. I also don't think we have enough time to convince the villagers to evacuate across the river and get to a safer location, as Father Montaine has repeatedly reminded us that time is short."
The Preceptor reached forward, moving the piece of cookie the clockwork placed on the pilgrim camp to the village of Auxen Vale.
"We have to protect the people before any more of them are slaughtered. The only way we can protect both is if they're together. Otherwise, we run the risk of these raiders attacking the one unguarded. I was initially going to suggest the gambit of leading the raiders on a chase into the woods, as Renly suggested, but the harsh reminder that they can just burn us out quickly quelled that idea. I say we move the pilgrims to the village and prepare to ambush these raiders when they attempt to cross the river. Since they'll have to cross the river to come for the pilgrims and the village anyway, it's the best time to catch them out of position. We'll use that opportunity to break their ranks. This would help us thin their numbers, reduce their morale, and secure Auxen Vale some time to set up defenses. I believe that's the best we can hope for."
Feeling confident now that there was no better approach, Lauretta looked around the war council to gauge their thoughts.
"That is where watercraft are needed, with shields along the bow in the northern style so as to shield from skirmisher fire. My second response as the enemy commander would be to pick off the men on those boats, and take them for myself, after all. We will also need to ensure that the enemy does not ford the river before we are ready. Best proposition would be to send a messenger to parley and stall for time. Hopefully, they will be killed slowly enough to buy adequate preparation time. However, if you do not wish to sacrifice a living thing, friend Lauretta, then offering a duel once they arrive may be best. Marauder leaders usually cannot afford to look weak by turning such a proposition down, although they are never above cheating. I am best as such a sacrifice, as I can retreat into the river during or after the duel, and the bandits cannot, for they need air."
The last was a silly idea. Too bad they couldn't breathe underwater.
"Friend Lauretta, your stratagem necessitates settling on the west side of the valley. What happens when the marauders simply leave to plunder the east side, where there is no one to stop them?"
"We don't need a boat. We just need to be in some cover and give them a volley of arrows while they're trying to cross the river. They'll be slowed down and struggle to evade the bowfire. This should cause panic, but it isn't easy to run away when you're in the middle of a river. Your idea of a duel is interesting, but it's getting a bit far ahead of things. Wolfram, I don't imagine the area around the river is so bereft of trees and rocks that our small forces can't find cover. That said, if anyone could help with a fight in the water, I'd have to ask our water mage."
Her hand relaxed and pulled away from her temple as she watched the cookie move from one side of the map to the other intensely.
"We send someone to warn the Holy Brothers and the inn to evacuate. Shrines and temples can be rebuilt. The third virtue of the High One is to support the less fortunate. The people of this vale take precedence. If they live to see victory, they can follow the sixth virtue: support the Church with offerings. Places of worship have no meaning if there is no one to worship in them. Consider it a strategic sacrifice."
Praiden the ranger seems to be of a more practical mindset. "I can move swiftly through the vale. Please, allow me to travel to the monastery, the inn, and the pilgrim's camp to warn them of the impending assault. They may be reluctant to trust the word of a stranger, but if I can, I'll convince them to come to the village so we can all make a unified stand there. You can stage your ambush by the river, then fall back to the village and join us there."
"The second virtue of the High One: Be industrious in all things. There is nothing industrious about blindly throwing oneself at an overwhelming force and believing the High One will take care of it. We should be clever. I was a warrior long before I was a priest, Sir Reginald. Do you know how many men I saw die while praying to the High One? What about the priests and pilgrims that have been butchered by these marauders already? Did they not have the High One's protection? I would expect a more thoughtful response from a veteran such as yourself."
Praiden's practical approach was very agreeable to the Preceptor, but the distraction posed by the knight delayed her response.
Rolls
Sir Reginald's Luck Roll vs. Dire Attention - (1d20-1d6)
(10) - (2) = 8
"F-forgive me," Reginald stammers. "Alas, I know all too well the death these raiders are capable of dealing out. I lost my long-time squire to them mere weeks ago. I fear my desire to avenge her may be clouding my good sense. I shall pray to the High One for forgiveness."
Moving scared villagers around was no quick task.
"The one way to circumvent this, is to have them lay in wait, until the marauders have committed to fording. This necessitates stealth, secrecy, and the ability to not immediately engage the first one across." R3N-L3's eyes looked briefly towards the old knight.
"Your squire is dead. There are worse fates than death, and worse ways to die." Sweeping the broken cookie off the map into a gauntleted hand, R3N-L3 nodded to Lauretta.
"This is your jurisdiction and directive, friend Lauretta. I leave you to it, provided you do not cease functioning as a result of following this directive. I am unable to bring back the dead as of currently." Having said so, R3N-L3 trooped out to feed the sparrows bits of cookie and wait for the war council to conclude, having said his piece.
"I'm sorry for your loss, Sir Reginald. God willing, we will save the people of this valley and avenge your squire. These heathens have left a number of people needing avenging, and it will not be allowed to stand. But for now, we prioritize saving lives and trying not lose ours."
A nod was given to Praiden, Tzal, and Wolfram once she turned back to them, feeling confident in what they had laid out. R3N-L3's further elaboration received a knowing nod in response as well.
"Aye, stealth and patience. What you're describing is an ambush, Renly. That's exactly what I had in mind. It's necessary for us to be clever and cautious if we're going to succeed. I'm sure those among us would agree that we can adopt the tactics we need to if it means preventing any more unnecessary death. I am grateful for your advice as an unorthodox source with considerations I wouldn't have thought. Now, I believe we're all in agreement?"
The Preceptor stepped back, taking a confident, commanding stature to address the war council. They need a leader. It has to be me.
"Praiden will warn the others in the valley to evacuate, including the pilgrims to retreat to Auxen Vale. The rest of us will make sure pilgrims make it back safely on our way to the river. At the river, we will seek out points of ambush in preparation for the marauders to make their way towards Auxen Vale. By the High One, we will honor Sainted Mikkel's sacrifice for the people of this valley and put our lives on the line as well. Let's move!"
As the pilgrims flee, you head to the banks of the Red River. The rust-red waters get their color from iron in the mountain heights where the river's origin lies. After a bit of scouting, you find a spot a ways to the south of the camp location that looks like an easy place to ford the river. It is likely that enemy forces from the Crow Hills would cross here. You gather rocks and other debris to create some places to hide as you prepare your ambush.
Wolfram scoffs under his breath. He knew it was not the nature of an automaton, but still the impersonal nature of it vexed the hunter, turned Inheritor.
Once at the river, Wolfram remarks, "It looks like the color of blood," and then regrets his choice of words as he begins helping with stacking rocks and finding suitable locations to mount an ambush.
An agreeing nod was passed to Wolfram. The river's appearance lends a haunting air to the battles ahead. While helping the forces of the Vale prepare for their time to strike, Lauretta heeded Tzal's call and threw the forces a wave as she joined her close allies. Rocks, trenches, fallen logs, whatever will do.
"I'd say we could find a chokepoint. Used enough of them during my time as a soldier to find one here. So far, I'd say Wolfram has the right idea of it."
"Half of my excess computational capacity has been burnt. One more implementation of the Simulacrum available. I recommend combat simulations." R3N-L3 informed the others a half-second later, briefly walking into the water. Although he didn't seem particularly overheated, a considerable plume of steam rose from the water where he was submerged, before he emerged, armor dripping.
You don't have to wait very long. About half an hour after you settle in to wait, you can see a force of two dozen raiders descending from the hills to cross the river. Five lightly armed scouts lead the way, bows drawn and eyes alert. They fail to notice you lying in wait, and motion the rest of the group forward. The bulk of the enemy forces consist of wild-looking men and women with shields and hatchets, fifteen in all. Behind them come a pair of hulking brutes with battleaxes and shields, savage grins on their faces. And leading the group are a man and a woman in mail armor, all muscles and tattoos, holding enormous greataxes.
They are marching right into your trap...
Lauretta whispered to the ranged squadron. Crouched down amidst the rocks with a bow and arrow, memories of first joining the Red Banners flitted through her mind's eye. Training with them, it was immediately apparent to everyone but her that the bow and dagger she carried were ill-suited for the young woman. I was a damned terrible shot. They set her on the right path of using her stocky build to her advantage. It was only after joining the priesthood that she found it was easier to channel the forces of the heavens through her weapons than rely on her reflexes.
"Any moment now. Wait for my signal."
But her abilities with a bow were less important here than her abilities as a guiding leader. These bowmen weren't soldiers. They just happened to be the ones with bows in hand. They'd need the High One's blessings more than she did.
"Now, with the grace of god!"
The enchanting golden aura flooded out from the Preceptor as she unleashed her blessing. It clung to their arrows and calmed their fears. These heathens will receive the holy war they wanted.
Rolls
Will (Flying Jellyfish) - (1d20+4)
(17) + 4 = 21
damage roll - (5d6)
(12226) = 13
Rolls
Agility - (1d20+3)
(16) + 3 = 19
Agility Attack (1) - Damage - (1d6)
(5) = 5
Boon from trickery and damage - (1d6, 1d6)
1d6 : (5) = 5
1d6 : (3) = 3
Boon from Battle Blessing - (1d6)
(4) = 4
Rolls
Missed damage dice - (2d6)
(61) = 7
Rolls
Will (Flying Jellyfish) - (1d20+4)
(18) + 4 = 22
damage roll - (5d6)
(62145) = 18
Seeing the first volley tear through the scouts and Tzal's magics stun the shock troops, it seemed things were going about as well as Lauretta hoped. After her battle-cry, she nocked an arrow herself and let it fly at the biggest target she could pick out within range.
Rolls
Bow - Attack - (1d20+4+2d6h1)
(9) + (35) + 4 = 18
Bow - Damage - (3d6)
(263) = 11
Rolls
Agility Attack (1) - Attack/Damage - (1d20+3, 2d6)
1d20+3 : (15) + 3 = 18
2d6 : (62) = 8
Trickery Boon + Trickery Damage - (1d6, 1d6)
1d6 : (2) = 2
1d6 : (2) = 2
"Charge! Close the gap, quickly!" one of the held commanders shout as they struggle to free themselves from the jellyfish. The dozen raiders who still survive rush forward to try to get to you, splashing into the shallow part of the river and getting within 5 yards of the front ranks of your forces. And passing right over R3N-L3's hiding spot...
Rolls
Attack with Blade - (1d20+5+3d6H1)
(4) + (261) + 5 = 15
Damage should the attack land - (3d6)
(223) = 7
Damage Reroll for crit, taking higher - (3d6)
(123) = 6
Sir Reginald tightens his grip on his sword as he waits beside Lauretta for her orders.
The first raider Tzal hit breaks free of the jellyfish grabbing him!
Rolls
Luck Ends Held and Poisoned - (d20, d20)
d20 : (18) = 18
d20 : (5) = 5
Health Loss - (d6, d6)
d6 : (2) = 2
d6 : (6) = 6
Rolls
Will (Flying Jellyfish) - (1d20+4)
(8) + 4 = 12
damage roll - (5d6)
(65341) = 19
Lauretta slaps the armored shoulder of the vengeful knight, giving him the signal to take the soldiers and move in with the red-stained clockwork. The sight of the machine covered in earth and dripping in blood-like waters was haunting. She was intent on making sure it was the last sight these murderous heathens would ever see. Before Sir Reginald could charge, another volley of arrows would rain down on the wild marauders.
Rolls
Bow - Attack - (1d20+4+2dh1)
(2) + 7 = 9
Modifier + Boons for Attack - (4+2d6h1)
(21) + 4 = 6
Rolls
Agility/Damage - (1d20+3, 2d6)
1d20+3 : (14) + 3 = 17
2d6 : (24) = 6
Boon and Boon Damage from Trickery - (1d6, 1d6)
1d6 : (1) = 1
1d6 : (5) = 5
Rolls
Sir Reginald Sword Attacks - (d20+3+2d6h1, d20+3+2d6h1)
d20+3+2d6h1 : (11) + (22) + 3 = 16
d20+3+2d6h1 : (12) + (56) + 3 = 21
Damage - (3d6, 4d6)
3d6 : (115) = 7
4d6 : (3264) = 15
"Retreat! Fall back! Fall back!" the badly wounded commander shouts. He turns and runs, as do the two remaining warriors in the river. The other commander howls with rage as she tries to escape the jellyfish's grasp.
"Please leave a limb here as well. We still need you alive for interrogation purposes." R3N-L3 intoned in a pleasant tone as he swung his blade down at her.
Rolls
Blade Attack At Fleeing Raider - (1d20+5+2d6h1)
(1) + (12) + 5 = 8
Damage roll - (3d6)
(112) = 4
Damage Reroll for crit, taking higher - (3d6)
(246) = 12
Blade Attack At Commander - (1d20+5+2d6h1)
(5) + (35) + 5 = 15
Damage roll - (3d6)
(535) = 13
Damage Reroll for crit, taking higher - (3d6)
(565) = 16
Rolls
Luck Ends Jellyfish - (d20)
(19) = 19
Health Loss - (d6)
(1) = 1
"We take her alive!"
Without delay, a quick sprint carried the Preceptor across the muck of the battlefield and face-to-face with the commanding raider. Bow cast aside, she was prepared to grapple and secure her target.
Rolls
Grab Roll (Will vs. Agility) - (1d20+4+2d6h1)
(14) + (43) + 4 = 22
Rolls
Agility/Damage - (1d20+3, 2d6)
1d20+3 : (16) + 3 = 19
2d6 : (24) = 6
Boon Trickery, Damage Trickery - (1d6, 1d6)
1d6 : (2) = 2
1d6 : (1) = 1
Sir Reginald raises his sword high. "Victory! Praise to the High One!" he calls. Your other allies echo his call.
"I will now ask a few questions. Answers are not optional. Truth is mandatory, unfortunately. Who is your commander? What are your orders? How much do you value your thumbs?" R3N-L3 inquired, polishing his sword slowly on his armored shoulder-plate, settled down next to the captive.
Rolls
Raider's Luck Roll - (1d20-1d6)
(3) - (4) = -1
"That's a beautiful axe, Lauretta. I hope it serves you well for many years to come." He then joins Tzal and the clockwork, keeping an eye on the commander as the questioning commenced.
"Our orders were to cross the river and march up the road towards the monastery, slaughtering any who we came across along the way. Invidian is taking some of our forces with them to the shrine, while Magunda will take the remainder of our horde and march on the village at midnight tonight.
"I quite enjoy having thumbs," she finishes with a mutter and a glance at R3N-L3.
"Nothing but truth in her voice and eyes. Nothing to hide. We've gone from knowing nothing to quite a bit. Their band was split three ways, and they won't be coming for the village until well into the night. So, we've got options. We'll need to get ready and be prepared for Magunda's assault on the village by midnight no matter what. Still, that one escaped commander will warn the others. They'll be on guard for any future ambushes, and they might regroup their whole force to take on the village. They might even change their approach to make sure whatever we learned from this one won't be of use. It's going to make trying to even the odds further harder."
The Preceptor stared down at their captive, planting the head of her new axe on the ground next to her.
"Exactly how many are left in your horde, and how were the numbers split between Magunda and Invidian? Also, would they be the type to accept settling things by a duel, or are they committed to seeing this through to the end?"
"Way I see it, we need to take down this Invidian and their group of twenty before we head back to protect the village before midnight. It's going to get bloody whether it's a force of forty or a force of sixty, but being able to make it forty would be for the best. The less blood shed at the village, the better. I say we head out towards the shrine and take on the bastards. Course, I'm willing to listen to other ideas."
Wolfram taps his thigh with the palm of his hand as he contemplates strategy.
"They have seen our hand and might adjust their tactics. And we are severely outnumbered. Perhaps if we concentrate on the leaders, the rest will run away? Failing that, we go after Invidian's smaller group."
A bitter scowl adorned Lauretta's face. The overwhelming success of one battle was only a momentary sweetness, as she had little time before returning to consider how they would not lose the war. Internal struggle brewed, weighing the options of how best to save life while ensuring these raiders don't escape to take more.
"We take out Invidian and his forces. If this Magunda has any wisdom, he'll recognize that the defeat at the river and Invidian's defeat shows our prowess. His horde halved and likely to lose more if he tries the village, he won't have many options. Commit to the assault and let come what may, retreat and appear not so mighty, or face one of us in one-on-one combat to prove his strength and secure victory. I'd say we push for the second or third option if we have to. I say we take everyone with us to take out Invidian. The victory there is more important than setting up defenses in the village because we're looking to avoid an outright battle there at all costs anyway. Are we all agreed?"
"Do you wish to duel the individual in question, since he is a heretical being?"
Lauretta slapped the old knight's armored shoulder, giving him a nod before glancing off into the direction of the shrine beyond the horizon.
You march back east across the Vale, headed for Sainted Mikkel's Shrine. You make it there just a few minutes before Invidian's forces arrive. From flat top of the hill on which the shrine is constructed, you can see the force of nearly two dozen raiders emerging from behind a nearby hillock, marching across the wet, boggy ground. Among the rank and file, the three leaders of the invading force are unmistakable.
Invidian themself is covered head to toe in intimidating black plate armor. An almost palpable aura of unease seems to radiate from the figure who rides astride a black steed. To their left rides Agada the Seer. The sorceress is bone white, whip thin, and has tattoos and scars covering her body. To Invidian's right rides a hooded priest with slumped shoulders and empty eyes--the man the raider you captured referred to as the Broken One, an apt appellation.
Seeing you waiting at the shrine, Invidian raises a mailed hand to signal their forces to halt. The figure calls out in a clear, booming voice. "Followers of the High One! Your god is a monstrous thing, unworthy of worship! Renounce your faith and join with the Unbelievers, and you will be spared. Refuse, and you will be purged from this world."
"I've seen unworthy so-called gods that visit plague and death upon innocent people. They claimed my mother, and yet my family worshiped them out of fear, respect for their awful power, and tradition. This God you call a monster merely gives Eight Virtues for people to live by, showing kindness to folk. This shrine honors a man who committed the ultimate noble act of self-sacrifice. But you butcher folk and bring death to those who've done nothing! Don't come here on some high horse like you're saving anyone! You just want to satisfy your grudge for being thrown down here with the rest of us! If that's what you want, then face us by yourself instead of trying to drag more folk down with you!"
There was little hope he'd accept or agree, but Lauretta saw no other way for this to go.
His hands twitched on his enchanted dagger, and his body tensed, ready to unhitch his bow and let his instruments of death meet their marks.
The archon turns their baleful gaze on Lauretta. "What you call a 'grudge,' I call righteous anger. Once, I ranked among the greatest of all seraphs who served the High One. The trouble began when a city in the old country, one that had long been an example of piety and devotion, fell to darkness. They closed the temples, shattered the idols, and gave themselves to dark powers. Hidden among the wicked people were small groups who clung to their faith, who fought against the evil scratching at their doors. But they were not enough to spare the city from the High One's wrath.
"Your god damned the city and its inhabitants. He dispatched an army of seraphs to wipe the place from the Erth, to tear down all their works, and salt the ground so that nothing would grow. I was among the angels that dropped from the clouds, and I followed my orders. calling down flames to scour the city. Yet in the chaos, I spied a group of terrified children, hiding beneath the rubble. Another seraph spotted them too and moved to end them, but a surge of compassion overtook me. The children were innocent! They had done nothing to deserve death. And so I turned on my companion, and I slew the other seraph to spare the children’s lives.
"For this act of mercy, the High One sentenced me to exile. I fell in a ball of fire from Paradise, my wings taken from me, doomed to walk the world until the end of days. A god who would condone the murder of children is no god mortals should follow. And so I will see that the High One's church is cleansed, one temple, one priest at a time. I will not be swayed from my great work.
"I do not wish to kill you, but I will if you insist on standing in my way. I offer one last chance for you to lay down your arms and step aside."
"No matter the truthfulness of your story, the worthiness of a god, or the righteousness of your anger, you now have turned your sword on innocent folk, just as the seraph you allegedly killed did. There is no justice or mercy in the leading of people to slaughter innocents, and it does not take faith to realize that. Just as you claim to have done for those children, we will stand in the way of anyone attempting to harm these people. I've seen enough death in my life to desire no more, but it will not stop me from protecting others. And it will not stop these noble folk behind me. We are guardians! Just as Sainted Mikkel, we are willing to die for the protection of others! If that is what it takes for your work, then I hope you realize upon the mound of corpses you create that it is not great, but terrible. Otherwise, lay down your blade and surrender, for the sanctity of life."
Focusing on her role as a protector, Lauretta wielded her great axe with steady confidence. She knew others may have been more shaken from their purpose by Invidian's tale, but her initial reason for joining the Church of the High One had nothing to do with seeking a higher power. It was for the noble cause, and the noble life it meant to guide people to. Clinging to that, the thoughts that crept in the back of her mind were ignored.
"What you say makes no sense. You protected innocents for which you paid dearly, and now you want to murder more innocents. As my companion here just explained, we want no more than what you have already claimed to have done. Do you not see the glaring hypocrisy?"
Shrugging slightly, R3N-L3 brought out another cookie from his bag, crumbling it and tossing it to the ground for a column of wandering ants to pick up. "Friend Lauretta's faith cannot be shaken in such a short time, and neither can yours. I would suggest we proceed to killing one another, as a more productive means of activity."
Invidian solemnly draws their long sword from their scabbard, raising the serrated blade high. "Enough prattle. I will not be swayed from my righteous wrath. Forward, Unbelievers! Slay them all!"
The wild raiders give out a ragged shout as they begin to rush forward! "Stand firm! For the High One!" Sir Reginald declares, raising his own sword high as he prepares to lead his forces to counter their charge!
"Renly, with me!"
She bounded hastily up the field, the red sash adorning her armor flaring with orange light. Finding herself in between her allies and the enemy, her great axe raised into the air with a golden sheen.
"You won't penetrate the High One's shield!"
Responding to her call, the same celestial apparition that guarded her and her group against a horde of goblin stones some months ago formed behind her. It hovered in defiance of Invidian's presence, glaring down at him. Golden barriers formed around Lauretta and her companions as it outstretched its arms.
Rolls
Secret Roll
Invidian urges their mount forward. The black steed rides up until the archon is beside Lauretta, then Invidian slices with their black blade! Fortunately, the slice is way off target!
Meanwhile, Agada the Seer invokes a powerful spell. Shadowy fiendish figures rise up among the stones of Sainted Mikkel's shrine, grabbing at the rest of the party!
@Windyridge,@Lcythas may both act now in round 1!
Rolls
Mace (2 boons, 1 shield bane) - (d20+2+d6)
(18) + (4) + 2 = 24
Damage - (3d6)
(633) = 12
Accursed Long Sword (1 boon, 1 shield bane) - (d20+3)
(1) + 3 = 4
Shadow Fiends Damage - (d6)
(2) = 2
Rolls
Agility - (1d20+0)
(18) = 18
Bane - (1d6)
(4) = 4
Will (Flying Jellyfish) - (1d20+4)
(19) + 4 = 23
damage roll - (5d6)
(66423) = 21
Rolls
Agility save - (1d20-1d6)
(10) - (2) = 8
Spell damage - (3d6)
(345) = 12
Attack with Blade - (1d20+5+2d6)
(16) + (14) + 5 = 26
Damage should the attack land - (3d6)
(361) = 10
Damage Reroll for crit, taking higher - (3d6)
(625) = 13
Bonus Damage for first damage roll - (2d6)
(46) = 10
Bonus Damage for second damage roll - (2d6)
(52) = 7
Rolls
Agility 13, Bane - (1d20+3, 1d6)
1d20+3 : (13) + 3 = 16
1d6 : (6) = 6
Rolls
Strength, Enchanted Dagger - 2 boons - (1d20, 2d6)
1d20 : (18) = 18
2d6 : (36) = 9
Damage dagger boon, Dagger Normal Damage - (1d6, 1d6)
1d6 : (6) = 6
1d6 : (1) = 1
Boon Trickery, Trickery bonus damage - (1d6, 1d6)
1d6 : (2) = 2
1d6 : (6) = 6
4 Boons:
1. Superior Weapon
2. Enchanted Weapon
3. Trickery (Rogue)
4. Relic Weapon (Inheritor)
4d6 Damage:
1. Dagger
2. Trickery (Rogue)
3. Bonus Damage (Inheritor)
4. Relic Weapon (Inheritor)
Rolls
missed attack boon - (1d6)
(5) = 5
missed damage boon - (1d6)
(4) = 4
@TheForsakenEvil: At the start of Lauretta's turn, Invidian uses their reaction to speak a terrible curse. Lauretta makes a luck roll. On a success, she becomes immune to Curse of the Antigod for 24 hours. On a failure, she becomes cursed for 24 hours. While cursed in this way, the victim cannot heal damage
@Stalker05: At the start of Tzal's turn, the Broken One uses his reaction to harangue him. He makes a Will roll with 2 boons against Tzal's Will. He succeeds, so Tzal becomes Intellect impaired and Will impaired (luck ends both).
Rolls
Harangue - (d20+4+2d6h1)
(17) + (15) + 4 = 26
Rolls
Intellect (Black bile poison) - (1d20+4)
(16) + 4 = 20
boon - (1d6)
(1) = 1
damage roll - (3d6)
(442) = 10
Rolls
Strength/Enchanted Dagger Attack/Attack Boon Trickery - (1d20+0, 1d6)
1d20+0 : (20) = 20
1d6 : (6) = 6
4d6 Damage (relic, enchanted, boons, trickery) - (4d6)
(6435) = 18
"He served his purpose," Invidian remarks coldly. "Now it is your turn to die!" The archon shouts a divine word at R3N-L3, threatening to overwhelm the clockwork, then slashes at Lauretta again. Agada offers magical guidance as the black blade connects. Agada then hurls hellfire from her hands, burning Lauretta!
@TheForsakenEvil,@Lcythas may both act now, assuming Lauretta didn't go down.
@TheForsakenEvil: At the start of Lauretta's turn, Invidian uses their reaction to speak a terrible curse. Lauretta makes a luck roll. On a success, she becomes immune to Curse of the Antigod for 24 hours. On a failure, she becomes cursed for 24 hours. While cursed in this way, the victim cannot heal damage
Rolls
Accursed Longsword (1 boon, 1 shield bane) - (d20+3)
(9) + 3 = 12
Hateful Guidance - (2d6h1)
(61) = 6
Damage - (6d6)
(126631) = 19
Hellfire Blast vs Agility (1 boon, 1 shield bane) - (d20+3)
(11) + 3 = 14
Damage - (3d6)
(246) = 12
Rolls
Intellect - (1d20+4)
(18) + 4 = 22
boon - (2d6)
(55) = 10
damage roll - (4d6)
(4412) = 11
Damage roll after hit - (4d6)
(1513) = 10
Rolls
Attack with Blade - (1d20+5+2d6H1)
(11) + (51) + 5 = 21
Second Blade Attack - (1d20+5+2d6H1)
(3) + (52) + 5 = 13
Damage roll 1 - (3d6)
(154) = 10
Damage roll 2 - (3d6)
(624) = 12
Bonus damage - (2d6)
(34) = 7
Luck roll - (1d20+1d6)
(12) + (6) = 18
Blood poured from her head and embers clung to her vestments. The archon's curse glided over the holy aura of the angel at Lauretta's back. After the blow to her skull, her battle sense had dulled. Her eyes hardened with the ferocity of an animal, not a soldier. With the R3N-L3 assaulting the seer, the Preceptor uttered an echoing command that tore through the air, attempting to instill fear in the wretched caster.
"Run."
But the momentary syllable did not keep Lauretta's attention off of Invidian for long. Turning her gaze upon the fallen angel, she tore apart its form with her eyes, seeking any weakness. With a roaring prayer and her great axe, she swung at the metal warrior.
"Perdition take you!"
2. Lauretta uses Dire Attention on Invidian. Invidian must make a Luck roll, which they succeed. (No cost)
3. Lauretta uses her Reaction to Pray for her Great Axe swing.
4. Lauretta uses her Action to Attack with her Great Axe. (14)
5. Rolling damage in the event that it was a hit. Otherwise, ignore.
6. Making end of round Luck Rolls to recover Prayer and Dire Attention.
Rolls
Luck Roll vs. Invidian's Curse - (1d20+1d6)
(16) + (2) = 18
Invidian's Luck Roll vs. Dire Attention - (1d20-1d6)
(20) - (6) = 14
Great Axe - Attack - (1d20+4+2d6h1)
(7) + (33) + 4 = 14
Great Axe - Damage (Holy Smite) - (9d6)
(543166661) = 38
Great Axe - Brutal Reroll - (5+4+3+1d6+6+6+6+6+1d6)
(1) + (2) + 36 = 39
Prayer Used (Luck Ends) - (1d20+1d6)
(14) + (6) = 20
Dire Attention Used (Luck Ends) - (1d20+1d6)
(3) + (1) = 4
Rolls
Agada Will - (d20+3)
(1) + 3 = 4
"Throw your weapon or I'll tear your fucking arms off!"
The Preceptor's blood seeped into the already vibrantly red sash tied around her. It seemed to dissipate into the fabric, and a rush of adrenaline surged through her. Her senses were still dulled and unsteady, but time seemed to slow from her perspective as her mind raced from the magic within the finery. Preparing to dodge Invidian's next attack, Lauretta committed to one of her own. The massive axe lunged back up with ferocious swiftness; the flaming skull of a holy symbol gleamed all the while.
2. At the start of her turn, she uses Command on Invidian to commit the Throw action.
3. Activates the sash to recuperate her Reaction for a later dodge.
4. Lauretta attacks, Holy Smiting if she hits.
Rolls
Great Axe - Attack - (1d20+4+1d6)
(10) + (6) + 4 = 20
Great Axe - Damage - (9d6)
(412261163) = 26
Great Axe - Brutal Reroll - (4+1d6+2+2+6+1d6+1d6+6+3)
(2) + (1) + (3) + 23 = 29
Rolls
Will vs Command - (d20+5)
(16) + 5 = 21
Longsword (1 boon, 1 shield bane) - (d20+3)
(11) + 3 = 14
Secret Roll
Secret Roll
Luck Ends Royal Water - (d20)
(5) = 5
Health Loss - (4d6)
(3136) = 13
Rolls
Strength/Enchanted Dagger Attack/Attack Boon Trickery - (1d20+0, 1d6)
1d20+0 : (6) = 6
1d6 : (6) = 6
4d6 Damage (relic, enchanted, boons, trickery) - (4d6)
(6623) = 17
Rolls
Intellect (Black bile poison) - (1d20+4)
(4) + 4 = 8
boon - (1d6)
(2) = 2
Luck roll - (1d20)
(18) = 18
Rolls
Dire Attention Used (Luck Ends, last round) - (1d20+1d6)
(20) + (1) = 21
Invidian's Luck Roll vs. Dire Attention - (1d20)
(3) = 3
Great Axe - Attack - (1d20+4+3d6h1)
(10) + (614) + 4 = 20
Great Axe - Damage (Holy Smite) - (9d6)
(164656533) = 39
Great Axe - Brutal Reroll - (1d6+38)
(1) + 38 = 39
Rolls
Agility Dagger Attack and Boob from trickery - (1d20+3, 1d6)
1d20+3 : (8) + 3 = 11
1d6 : (3) = 3
Damage (relic, enchanted, boons, trickery - (4d6)
(5322) = 12
Rolls
Boon - (1d6)
(6) = 6
Agada the Seer shrieks as she sees the leader of the Unbelievers laid low. The other raiders, who were already giving ground to Sir Reginald and your forces, echo her cry as their morale is shaken!
Rolls
Black bile poison damage roll - (3d6)
(136) = 10
"Victory!"
The Preceptor stood and held her weapon of war aloft, rallying the troops.
Agada the Seer will no doubt spread word of the death of Invidian. How the raider's chieftain, Magunda the Mighty, will react to this news remains to be seen...
"A fine victory! But we must see to the wounded, now. Who can help? It's not my forte." He addressed the uninjured conscripts and their group.
Lauretta clutched at her head for a moment before placing the hand upon R3N-L3. The bleeding wound on her head stitched itself with divine light, closing up. The clockwork's machinery pieced itself back together. With the ache in her head gone, she let out one final cry for the Vale's militia. Her voice washed over the battlefield, and all except for herself that could hear it felt their bodies recover from the injuries they sustained.
"I think that should help take care of the injured. I'm still in rough shape, but it's a start. I can manage one more shout like that if we need it."
Rolls
Healing Syllable (Shout) - (3d6)
(363) = 12
Rolls
Intellect (healer's kit) - (1d20+4)
(13) + 4 = 17
boon - (1d6)
(2) = 2
Healing damage - (2d6)
(43) = 7
Injured: No
Status Effect: | Rounds Remaining:
Status Effect: | Rounds Remaining:
The militia members keep a wary watch all through the night and well into the morning. By the time the sun rises, though, there is still no sign of the rest of the Unbelievers. Perhaps with Agada the Seer bringing news of Invidian's death, Magunda the Mighty decided to cut his losses. Whatever the case, it seems that the organized force that the fallen archon had brought together is now no more. Smaller groups of raiders may still trouble the countryside for some time, but the people of Auxen Vale no longer need fear the threat of extermination!
The townsfolk praise your leadership skills and combat prowess for securing their safety. As promised, Father Montaine pays each of you 10 gp for your services. "Truly, the High One blessed us by sending you to us in our hour of need. We will not forget you, brave heroes. We will forever be in your debt."
Sir Reginald seems to have taken some satisfaction in avenging his squire's death, though he will still carry the grief of her loss with him. He bows to you. "It was good to fight at your side. Until our paths cross again, may the High One continue to guide you."
You've earned the chance to rest and recover, and you feel stronger from your recent experiences.
Although it did not elicit grief, the image of life leaving Invidian's eyes kept returning to her mind's eye. The archon's accusations did not shake her in the moment, but doubt crept around in the far reaches of her mind. It doesn't matter. I seek a life with fewer regrets, not answers. The High One offered me a path of virtue, and Invidian doesn't change that. The big picture is the same. A world I want to leave better. And I won't let anyone get in the way of that. Suddenly, the image in her mind's eye shifted to that of the cruel zealots that were also called Preceptors that she had met. No matter who they are.
Inspired by the wounds she received in the battle of the Vale, Lauretta hired the village smiths to reinforce her mail armor with plate. Additionally, she relinquished that old bow she carried in favor of a longbow. The rest of her coin remained in her pouch, satisfied with the humble additions to her armory. It wouldn't take her long to envy the glorious shield R3N-L3 carried.
A creature that takes damage from an attack you make with the weapon must succeed on a luck roll or catch fire (luck ends). If you get a failure on your roll to attack, one different enemy in reach must make an Agility roll. On a failure, it takes 1d6 damage from the flame