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Synopsis[]

The McGary brothers attempt to infiltrate a ruined tavern that some Mistryan solders are occupying in Cauldron, however the zone of silence is detected so they flee. The brothers then investigate the Mistryans troop movements outside of Cauldron. Anton captures a messenger and the party question him about the location of the loot.

Anton & Tyrael break into the inn during the night, slay the knight in charge of the troops inside, steal his treasure chest, and escape into the ethereal plane. After escaping from a wraith, Anton and Tyrael reunite with Imrik.

The brothers then return to a different tavern in the south run by Alexandria. Alexandria agrees to help smuggle the brothers though Mahtava and back to Drekis. With Alexandria's aid in Mahtava, the party do make it all the way back to Drekis.

Known as the episode with the Mug Throwing Incident.

Recap[]

1st September 1511[]

The McGary brothers head back to the tree invisible. Talk about using a campfire. They eat good berries and sleep invisible without lighting a fire.

2nd September 1511[]

The McGarys prepare their spells and do Nap shenanigans with invisibility.

They head to Cauldron from the east. Going through the small streets of Cauldron, and find a camp being broken down. Tents being taken down, men on horseback looking around. 20-25 soldiers standing about, couple of officers, servant, camp followers.

They assume the important people are inside of the tavern near the town square. A cleric, wizard, and knight.

They watch from the rubble. Most of the camp starts moving out, about 15-20 leaves, a pair of officers head back into the tavern. They head out on the east road, towards Misty Rapids.

They chat about the use of spells, how to use them most efficiently; how to proceed; they consider going into the tavern.

They send Tennes in to count how many people there are inside of the tavern. He comes back, still invisible, saying: seven people. They determine that it would be best not to fight, as the best case they still lose.

They walk up to the barricades, just to move them, to see if anyone investigates, just to jingle it. Nobody comes out.

They talk about whether to fight now or wait for nightfall.

Four hours later, a band of 15 mounted soldiers comes, with a guy who looks like he is in charge. The horses get tended to.

They plan about how to kill/steal from the tavern. They plan to be a cracked out death squad, going room to room, killing anyone, with a silenced weapon, assassins.

They creep up to the doorway and peek through the tarp. Six soldiers are awake in the first room, four are on watch. Tyrael ducks down, making it so the people behind him ducking with him. Tyrael goes in, followed by Anton, then Imrik.

Cauldron-and-misty-rapids

Cauldron and Misty Rapids

A guard says something, but they don't hear what the guard says, since they are in a silenced zone. The guy panics. He throws a cup through the room, clearly, noticing something, perhaps in the middle of a conversation, and then shit just goes silent.

A guard runs up the stairs on the right. The brothers panic slightly. They head into the kitchen and try to leave. The two guards get confused as they are warming themselves in the kitchen up against the hearth. Tyrael attempts to pick the lock but fails. A wizard walks in, then turns around and leaves, noticing the silence. In a desperate attempt, Tyrael uses the Cloak of the Cheetah, and throw himself at the door, breaking it open. A wizard casts a Magic Missile S V 1  Magic Missile Range  60 yds.+ 10 yds./level AoE  1 or more creatures in a 10-foot cube Casting Time  1 Duration  Instantaneous Save  None Damage  1d4+1 Materials  ' Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizards fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to \"Strike the commander of the legion,\" unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.

For every two extra levels of experience, the wizard gains an additional missile - he has two at 3rd level, three at 5th level, fourat 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
School  Invocation/Evocation Source  Players Hand Book page 176
on Tyrael, after that they escape into the night.

It's nighttime, they journey to the tree, they go a path to obfuscate their path, and not leave a straight line straight back to the tree. They rest.

3rd September 1511[]

They take different roads. Tyrael takes the east road, Anton on the west, and Imrik on the north.

A rider comes on the western road. Anton casts a Hold Person (Priest) S M V 2  Hold Person Range  120 yds. AoE  1d4 persons in 20-ft. cube Casting Time  5 Duration  2 rds./level Save  Negate Damage   Materials  ' This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for a minimum of six rounds (the spell lasts 2 rounds per caster level, and the priest must be of at least 3rd level to cast the spell).

The hold person spell affects any bipedal human, demihuman, or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, halfelves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.

The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a -1 penalty; if the spell is cast at only one person, the saving throw die roll suffers a -2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. The priest casting the hold person spell can end the spell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight rounds at 4th level, etc.

The spellcaster needs a small, straight piece of iron as the material component of this spell.
School  Enchantment/Charm Source  Players Hand Book page 261
on this rider. The rider is lightly packed, for max speed, carrying no items, or anything. Anton drags him off. Anton ruthlessly kills the horse.

Tyrael sees a rider going to Cauldron, barreling down the road.

All the brothers meet up at the tree, an hour after sunset.

They interrogate Erik the Rider. They talk with him about what's going on, stealing the items, how the items are kept, and what's being kept. While talking with him, they also plan how to get the items. When they decide what to do with Erik, they cut him loose, and Imrik gives him five gold.

4th September 1511[]

They prepare their spells. When night falls, they head back to Cauldron and into the tavern. Anton casts Silence S V 2  Silence, 15' Radius Range  120 yds. AoE  15-ft.-radius Casting Time  5 Duration  2 rds./level Save  None Damage   Materials  ' Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells cannot be cast (or at least not those with verbal components, if the optional component rule is used), and no noise whatsoever issues from or enters the area. The spell can be cast into the air or upon an object, but the effect is stationary unless cast on a mobile object or creature. The spell lasts two rounds for each level of experience of the priest. The spell can be centered upon a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature receives a saving throw against the spell. If the saving throw is successful, the spell effect is centered about 1 foot behind the position of the subject creature at the instant of casting. This spell provides a defense against sound-based attacks, such as harpy singing, horn of blasting, etc. School  Alteration Source  Players Hand Book page 263 on a stone, handing it to Tyrael. Imrik casts Spider Climb S M V 1  Spider Climb Range  Touch AoE  Creature touched Casting Time  1 Duration  3 rds.+ 1 rd./level Save  Negate Damage   Materials  a drop of bitumen and a live spider A spider climb spell enables the recipient to climb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The affected creature must have bare hands and feet in order to climb in this manner, at a movement rate of 6 (3 if at all encumbered).

During the course of the spell, the recipient cannot handle objects that weigh less than a dagger (one pound), for such objects stick to his hands and feet.

Thus a wizard will find it virtually impossible to cast spells if under a spider climb spell. Sufficient force can pull the recipient free; the DM can assign a saving throw based on circumstances, the strength of the force, and so on.

For example, a creature with a Strength of 12 might pull the subject free if the subject fails a saving throw vs. paralyzation (a moderately difficult saving throw). The caster can end the spell effect with a word.

The material components of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient.
School  Alteration Source  Players Hand Book page 179
on Anton and heads back to the tree. The two brothers climb up the wall, going to a window where the knight should be inside. The bang over and over on the window, but it makes no sound because of silence. A man with a scarred face is sleeping inside, missing the end of his nose. The chest they are looking for is inside. Tyrael kills the man in his sleep, he drives his dagger through him, the man struggles but dies. They search his corpse of magical items. They yoink a golden ring from him. They take his two-handed sword, which is clearly magical. While Anton looks for the key, Tyrael tries to pick the lock, fails, and Anton uses the key. Anton grabs Tyrael and punches him, making him put the silenced stone away so he can cast his Scroll of Etherealness. A guard opens the door, they disappear and fall straight through the floor, carrying the chest. They walk in this misty ghostly plane, towards what they think is the tree.

Tyrael expresses his concerns, and Anton tells him that it's going to be fine.

A red-hued creature approaches them, Anton casts Scroll of Protection from Evil. Tyrael swings his sword at the creature, it keeps at sword length. After an hour of walking Anton wills them out of the etherealness. They find themselves in the Teatherwilds and find the tree, Imrik is there, waiting.

They decided to walk to the tavern down by the bottom of Mirehallow.

6th September 1511[]

Valara

Valara

In the middle of the day the McGary find the remote tavern. Inside is Erik and four other people are sitting at the bar, and Alexandria is outside. Imrik gets himself a drink and puts silver on the table while Tyrael goes talk with Alexandria outside. Tyrael talks to her, about going to Mahtava and bringing the brothers as slaves. She would take them to Valara, and then head to Drekis. Tyrael offers her 50 gold. She is pretty accepting of this, they talk a bit, she will leave her tavern alone, dig up some funds.

The brothers talk about their guise, and how to go through Mahtava. They ask to get a canoe made instead of going through The Overgrowth. They'd instead sail around it. The canoe maker, a woman, sells it to them for 15 gold, clearly sensing a desperate situation and trying to rip them off. They pay for it. They talk with Alexandria, the Dot and Dash owner, they rehearse their guise, talk about their paranoia about her fucking them over. If it goes wrong, they just candle out, so it should be fine.

7th September 1511[]

BonDundisyrMap

Bon' Dundisyer

The McGarys head out in the morning, they row themselves along the coast to Valara. They row past the Overgrowth. They arrive in Valara. They send a small ship out to guide them in. They get surrounded by guards. They are told that if they don't leave tomorrow their belongings will get confiscated. They sleep in an embassy like a tavern.

8th September 1511[]

The party leave with a ship to Bon' Dundisyer.

14th September[]

The McGary Brothers arrive in Bon' Dundisyer. Imrik invites Alexandria to come with the party back to the Capital. They rent a carriage to take them home.

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