Friday, February 29, 2008

Programmed Constructs

Introduction to Programmed Constructs

Construct types

Constructs may be one of three types, depending on how they are controlled. They may be Controlled Constructs, Programmed Constructs, or Awakened Constructs.

  1. Controlled Constructs are directly commanded by a master. They respond well to arbitrary commands, but require direct supervision at all times and are helpless without someone 'driving' them. Shield guardians are this sort of construct. The mythos is ‘mecha’. Vehicles are an outside example.

  1. Programmed Constructs are clumsy to control directly. Instead, they are given an explicit set of instructions which they autonomously follow to the best of their abilities at all times. They are incapable of independant thought and prone to exploitation. Household servants and lone stone golem guardians of an ancient tomb are usually this sort of construct. The mythos is ‘robot’. Asimov's Three Law robots are an outside example.


  1. Awakened Constructs have free will, possibly constrained by prior programming. Awakened constructs are required to follow any immutable programming they possess, but where their programming is silent, they are free. Inevitables are this sort of construct. The mythos is ‘android.’ RoboCop, C3P0, and Commander Data are outside examples.

How Programmed Constructs Work

A programmed construct has a set of four to eight command "slots", each of which is filled with a command. These commands are generally simple, represented as a sentence in plain English.

A programmed construct will fulfill each higher priority command slot as a top priority, to the exclusion of lower slots. However, if it is possible to accomplish both a high and a low priority goal, it will do both.

Here is an example of a guardian construct’s programming:

  1. Remain within thirty feet of the cave mouth.

  2. Remain at ease while peaceful Yuan-Ti are present

  3. Destroy all living creatures.

  4. Sound the alarm if attacking or being attacked.

Without knowledge of its programming this construct is quite dangerous--it remains inert until approached closer than 30 feet, at which point it becomes aggressive and alerts the entire area to intruders.

However, with knowledge of its programming, exploits become clear. It is possible to destroy it with ranged attacks, though its damage reduction still applies, and it will sound the alarm. Alternatively, it is possible to slip past it unhindered by persuading it a peaceful Yuan-Ti is present.


Gory Detail on Command Slots

While generally represented in plain English, a command slot really holds a complex arcane formula dictating every detail of an action. It cannot hold an arbitrary command, and is generally limited in scope and interpretation. Constructs have no intelligence and are not capable of interpreting complex commands which require judgment, ingenuity, or even actions it has not been told how to do. All behavior must be explicitly specified in advance.

A command slot can hold behavior as broad in scope as one or at most two related "tricks" taught to animals together with trigger conditions and constraints. However, specialized constructs have underlying knowledge which allows them to perform tasks much more complex than any animal can.

At creation, a construct may be imbued with innate specialized knowledge appropriate to its tasks. For example, a construct may be given a routine to "Clean the kitchen", complete with collecting and cleaning dishes, putting away and organizing ingredients and utensils, and mopping the floor. In a sophisticated construct, this routine may work on any kitchen--but generally it only works in a given one. At any rate, despite the behavior being complex, it is the same routine every time, carried out mechanically.

Innate knowledge is set at creation and cannot be changed or improved thereafter. Most constructs are given an innate understanding of how to effectively function in combat (though the exact strategy will vary from construct to construct). Some may be given specific battle strategies, an ability to write in certain languages, or knowledge of the complex controls of specific machinery (which it may then operate flawlessly). These routines are usually quite general. It is uncommon to encounter a construct with a built-in interpretation of something usually requiring judgment--such as "guard the cave"--unless the creator is sure she wanted every cave guarded according to exactly the same strategy.

Example Commands:

  • Destroy all living creatures within 200 feet of the door. (Valid - Construct has an innate definition of living creature and combat, and is given a visual/tactile definition of "the door" when the command is set.)

  • When commanded by any guest, play whatever music is set up on the harpsichord. (Valid - assuming the construct has an innate understanding of musical notation. Of course, the musical interpretation is rather mechanical.)

  • Do whatever John tells you to. (Not valid - the construct has no way to interpret arbitrary commands.)

  • Destroy any target John gives you, and desist on his command. (Valid)

Constructs, like most beings, are limited in perception to what they can see, hear, and feel. Trigger conditions are frequently vulnerable to exploitation through disguises and illusions. There is one exception to this: A construct has a permanent and supernatural connection to its master(s), and always knows who and where its masters are. A construct told to "find its master" cannot follow an intelligent route, but will always head in the right direction.

Due to the clumsiness of direct control, most constructs used in warfare or as personal servants are either awakened or commanded. Programmed constructs are most commonly encountered as guardians in remote places, or servants given simple tasks.

Command slots may have the following characteristics:

  • They may be suppressed. These slots are treated as empty, the construct ignoring any commands they contain. Suppressed command slots show as "empty" to scanning spells.

  • They may be immutable (set at creation). The contents of mutable command slots can be changed, but the contents of immutable Command Slots cannot be changed by any means.

  • They may be hidden (set at creation). Hidden command slots, though still active, show as "empty" to scanning spells.

  • They may be masked. Masked command slots scan as one thing, but operate as another.

A command slot may reference other command slots in a general way. For example, a valid command is "When asked, open the door for anyone protected by command #1". However, it is not possible to store a full copy of one command slot in another, and under no condition may a Command Slot change the contents of another command slot, or add to or change the construct's master(s). Constructs are capable of reading their own Hidden Command Slots, and are not aware of or fooled by masks. However, a construct will always treat Suppressed Command Slots as empty, even when referenced by other commands.


Gory Detail On Masked Command Slots

A masked slot has two elements: the Clear Command and the Mask.

The Clear Command represents the true contents of the Command Slot, and is a command in the usual way. It is subject to all the same constraints as other Command Slot contents, and is obeyed by the construct just like any other command.

The Mask is shown when spells like Scan Construct are used to read command slots. These spells show the Mask in the Command Slot, instead of the Clear Command, and give no indication that the Clear Command exists. The Mask has no other affect on the construct, and does not change its behavior in any way.

Due to space limitations, it is not possible to store two full commands in the same slot. Therefore, Masks are limited to a simple form. Masks may only take the form of passive constraints, and cannot be full-fledged active commands. A Mask always appears to limit a construct's actions, and never takes a form which would authorize any new activity. The plain language representation has the following form: "Do not [positive action or actions].”

Any construct can store at most one masked Command Slot at a time.

Some examples of masks and non-masks:

A guardian stone golem:

  1. Do not move farther than 30 feet from the cave mouth. (Valid mask)

  2. Do not engage in combat or movement while peaceful Yuan-Ti are present. (Valid mask)

  3. Destroy all living creatures. (Not a mask)

  4. Sound the alarm if attacking or being attacked. (Not a mask)

An enchanted broom:

  1. Put yourself away and come back out when commanded. (Not a mask)

  2. Sweep any dirty surfaces you find. (Not a mask)

  3. Do not leave the castle.(Valid mask)

  4. Roam freely. (Not a mask)

A mask must always forbid a positive action, and never enables it. A command such as "Do not remain silent" is not a valid mask, as it requires positive action. When Scan Construct translates arcane formulas to plain language, potential Masks are always translated beginning with the words "Do not".

Scan Construct is a translation from a complex arcane formula, so equivalent command wordings are considered the same command. Therefore, if a command can be re-worded as a Mask, this may be done without changing the apparent contents of the slot. (Metagame note: All potential constraints should begin with the words "Do not," so there is no confusion. But in the case of an oversight, a command such as "Remain silent" may be covered with a Mask of "Do not make sound," and the scanning spells will not detect a difference.)

Any effect which changes the contents of a Command Slot reveals the existence of the Mask. At the caster's option, the Mask may be discarded or retained. The Clear Command is not revealed and is erased in the process of replacing the command.


Command Slot Property Summary


Command Slot Property

Origin

Removed By

Scan Shows

Other Effects

Immutable

Set at creation.

N/A

(Im) Command.

Slot contents cannot be changed by any means.

Hidden

Set at creation.

N/A

Empty.

Slot contents cannot be revealed by any means (but may be deduced).

Masked

Mask Command

Changing Command Slot contents

Mask.

None.

Suppressed

Suppress Command

Dispel Magic effects.

Empty.

Construct treats Command Slot as empty.


Scan Details For Combined Effects


Immutable

Hidden

Suppressed

Masked

Immutable

(Im) Command.

(Im) Empty.

(Im) Empty.

(Im) Mask.

Hidden

(Im) Empty.

Empty.

Empty.

N/A

Suppressed

(Im) Empty.

Empty.

Empty.

Empty.

Masked

(Im) Mask.

N/A

Empty.

Mask.

How Awakened Constructs Work

Awakened constructs begin life as programmed constructs. When awakened, they lose their command slots, but absorb any immutable commands into their consciousness. These commands do not function as command slots in the usual sense, and cannot be targeted by command-slot altering spells. An awakened construct cannot take further command slot commands, even from her master, but may be bound by immutable programming to obey a specific master or law.

An awakened construct always follows her immutable programming and is not consciously capable of doing otherwise (though she may accidentally do so while deceived or under the effects of confusion). She is consciously aware of her programming and may either agree with it or hate it, but in any case, she has no choice but to follow it.

A programmed construct prepared specifically for awakening which is never activated in its programmed form may include programming more sophisticated than is usually permissible. Commands requiring judgement and interpretation, such as "Uphold the law," may be immutably transcribed on the consciousness of an awakened construct.

Hidden commands are possible, although the construct will usually be able to deduce what they are when they come into effect.

New Spells

Hide From Constructs
Abjuration
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Targets: One touched creature / level
Duration: 10 min. / level
Save: Will negates (harmless)
Spell Resistance: Yes

Constructs cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate the warded creatures. Constructs simply act as though the warded creatures are not there. An intelligent (awakened) construct gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature touches a construct or attacks any creature, even with a spell, the spell ends for all recipients.
Material component: A bit of cloth woven of thin copper fibers.

Probe Command
Divination
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Targets: One programmed construct
Duration: Instantaneous
Save: No; Special (see text)
Spell Resistance: No.

Upon casting this spell, you immediately learn the number of Command Slots the targeted construct has. You may then choose one slot from the set. Probe Command reveals the contents of that slot, provided the slot is not Suppressed, Hidden or Masked. If the Command Slot is immutable, this is revealed. Any Suppressed or Hidden slots which are probed are shown as empty. Any Masked slot which is probed reveals the Mask, but not the Clear Command or the fact that the Command Slot is masked. If the probed Command Slot holds a potential mask (a command beginning with "Do not"), you may attempt a caster level check (1d20 + caster level) against the Command Slot DC (10 + Construct Hit Dice + command slot priority above lowest slot). If you succeed on this check, Probe Command reveals whether the slot is Masked, and if so, reveals the the Clear Command. The subject construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell. This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed.
Material Component: A pair of thin copper rods.

Scan Construct
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Targets: One construct with commands.
Duration: Instantaneous
Save: None
Spell Resistance: No

You know the commands a single construct is currently set to obey. The exact contents of its command slots are revealed to you, so that you are capable of fully specifying the construct's behavior. This spell reveals only active, visible, and unmasked command slots; suppressed or hidden command slots are shown as empty, while masked command slots show the mask. The subject construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell. This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may still be scanned, and this spell will reveal that those commands are immutable. If the casting time is extended to ten minutes, this spell will also reveal the full details of any innate behavior and knowledge the construct posesses.
Suppress Command
Transmutation
Level: Sor/Wiz 3
Components: S, F
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Targets: One construct command slot.
Duration: Permanent
Save: No; Special (see text).
Spell Resistance: No

You suppress a single command slot, causing the construct to behave as though that command slot was empty. Any command currently in the slot or entered after this spell is cast is ignored. To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against the command slot (10 + Construct Hit Dice + command slot priority above lowest slot). For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 4 = 26 for its second highest priority command slot. The construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell. This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may still be targeted. Immutable commands cannot be changed, but the slot can be suppressed. The effect of this spell is permanent. A construct’s creator may not simply re-fill the suppressed command slot, as any entered command will be ignored. However, the effect can be removed as a spell effects generally can by Dispel Magic, Break Enchantment, Greater Dispel Magic, Antimagic Field, and similar effects. A construct with no active commands takes no actions, and is considered helpless.
Arcane Focus: A tiny silver net worth 25 gp.

Replace Command
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Targets: One mutable construct command slot.
Duration: Instantaneous
Save: No; Special (see text).
Spell Resistance: No

You replace the contents of a single command slot, erasing any previous command. To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against the command slot (DC 10 + Construct Hit Dice + command slot priority above lowest slot). For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 4 = 26 for its second highest priority command slot. The construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell. This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may not be targeted unless they have mutable command slots as well. This spell has an instantaneous effect and cannot be reversed or dispelled in any way. However, this spell does not hinder a construct’s creator from changing the command as a move action (as she can usually do). A second casting of this spell can also change the command.
Material Component: A rare pearl worth 250 gp.
Mask Command
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Targets: One construct Command Slot
Duration: Instantaneous
Save: No; Special (see text)
Spell Resistance: No.

You create a Mask over the targeted Command Slot. The superficial appearance of the Command Slot is changed so that Scan Construct shows the Mask in the slot instead of the Clear Command. This spell does not affect the behavior of the target construct in any way. It continues to obey the original contents of the Command Slot, which persist as the Clear Command. A Mask is a permanent, non-magical change to a Command Slot. It cannot be dispelled or disjoined, nor is it suppressed in an Anti-magic field. A Mask can be removed by any effect which changes the contents of the Command Slot. To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against the command slot (10 + Construct Hit Dice + command slot priority above lowest slot). For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 4 = 26 for its second highest priority command slot. If this check fails, the spell is not cast, and you gain no information about what would have happened had the check succeeded. If the targeted slot already has a Mask, the new Mask replaces the old one. You do not learn that the Command Slot was masked, nor do you learn what the Clear Command is. If the target already has a Mask on a different Command Slot, this spell fails and you learn that the construct already has a Mask in a different Command Slot. If a hidden Command Slot is targeted, the spell fails and you learn that the targeted Command Slot is Hidden. A Mask must always take the form of a constraint, and cannot command any new action or activity.
Material Component: A tiny hollow figurine of a mare.

Command Construct
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft./level)
Targets: One construct with mutable command slots.
Duration: 1 min. / level
Save: No; Special (see text).
Spell Resistance: No

The subject of this spell regards you as one of its masters. For the duration of this spell, as a move action, you may change the contents of any mutable command slot provided you are within 60 feet and the construct can hear you. The construct is given a supernatural ability to recognize you for the duration of the spell and knows where you are. Constructs speak a variety of specific arcane languages; the translation of your own language to this one is automatically carried out as part of this spell. Anyone who can hear you may make a DC 25 Knowledge (Arcane) check to understand what you are telling the construct to do. (Magical effects which permit understanding languages do not work on this.) To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against 10 + Construct Hit Dice + Number of Command Slots. For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 6 = 28. The construct is not especially aware of the casting of this spell or that it is the target. It will take no actions against you (even if it sees you casting) unless it would do so otherwise—for example, if it had been commanded to attack anyone casting a spell. This spell does not work on awakened constructs, constructs designed to operate under direct supervision and command, or other constructs which are not programmed. Constructs designed at creation with immutable commands may be targeted, but you cannot change immutable commands. All command changes are an instantaneous effect and cannot be reversed or dispelled in any way. However, this spell does not hinder a construct’s original creator from changing the command as a move action (as she can usually do), even while the spell is in effect.
Material Component: A rare pearl worth 100 gp per construct HD.
Master Construct
Transmutation
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./level)
Targets: One programmed construct
Duration: Instantaneous
Save: No; Special (see text).
Spell Resistance: No

The subject of this spell permanently regards you as one of its masters. As a move action, you may change the contents of any mutable command slot, provided you are within 60 feet and the construct can hear you. The construct gains a pernament supernatural connection to you and always recognizes you and and knows where you are. Constructs speak a variety of specific arcane languages; the translation of your own language to this one is automatically carried out as part of this spell. Anyone who can hear you may make a DC 25 Knowledge (Arcane) check to understand what you are telling the construct to do. (Magical effects which permit understanding languages do not work on this.) To cast this spell successfully, you must succeed on a caster level check (1d20 + caster level) against 10 + Construct Hit Dice + Number of Command Slots. For example, the DC for a 12 HD stone golem with 6 command slots would be 10 + 12 + 6 = 28. The effects of this spell in no way hinder the connection between a construct and its existing masters. This effect is permanent. Construct masters cannot be removed by any means short of Wish or Miracle.
Material Component: A magically luminescent green diamond worth 1,000 gp per construct HD.

Session 17, 2008-02-29: In Ur Camp, Killin Ur Boss

Session 17: wherein prisoners are freed, snakes are killed, and NMR leaves a calling card

Players (Characters)
Scott (Filthy Ike)
Jeremy (Flynn Flamm)
Tony (Brother Jakob)
Rachel (Lotus)
Tom (Nathaniel Graythorne)
DM: Catherine

Nate cast veil on the party, disguising himself as the female psion who had led the yuan-ti party, and disguising the others to look like the remaining enemies, who were yuan-ti halfblood clerics and psions. At the gate to the siege camp, a group of guards gladly greeted the "insidious anklebiters" and said Seth Ness'n was waiting impatiently for the group. He also warned that teleporting within the camp was very bad -- all teleports would be redirected to a very bad place, no exceptions. Within the camp, snakes continually approached, looking to be petted. A few human slaves were being badly mistreated along the way, and Nate had to remind Jakob that the mission couldn't be compromised; slaves could only be rescued if it was safe. Flynn ran the Rod of the Mongoose in eavesdropping mode for a few minutes, hearing various lackies get summoned, but nothing of great interest. At one point along the way, a yuan-ti purebred coughed out some of the black sand associated with the Thirsting, and then healed himself. Jakob yelled at him to clean the mess up, so he kicked the black sand into one of the blood-filled trenches along the road. Elsewhere, in the market, the party witnessed items being purchased with red coins, and mistreatment of those who only had gold with which to pay. Throughout the camp, the yuan-ti class system was readily apparent -- the more snake-like one was, the more they would mistreat the lower classes.

Another yuan-ti halfblood approached the party and said he'd heard we had a mission assignment, with payment of "full scales" (that is, transformation into a higher class of yuan-ti), and that he wanted to be included. Nate, in his female yuan-ti voice, said he might consider it, and asked where they could meet later. After gathering up an address, the party headed for the temple that served as a gate to the inner ring of the camp. Ditches full of blood and other nastiness flowed freely from the temple, and inside, various forms of torture and killings were being performed on humans, elves, and lower-class yuan-ti. One cleric removed the heart from a living prisoner, and that was not the worst the party witnessed. The party decided to press onward, moving down the wooden pole at the back of the temple; Lotus wildshaped into a snake to make the climb easier.

Below the temple was a torture chamber where two yuan-ti guards had just accidentally killed a prisoner they were supposed to keep alive. The other guards pointed to them, and the party stepped forward and beat them to death. This did not surprise the remaining guards in the least, but when Flynn switched the Rod of the Mongoose to block sound and cast haste on the party, they started to suspect trouble. Lotus began summoning constrictor snakes, and Ike shot and killed a guard. One of the others yelled out "treason" and cast Sadism. Two others stepped back, out of where the psion Jakob was disguised as would have been able to reach, and began casting spells. They were quite surprised when Jakob knocked one on his back and punched the other in the face. One managed to cast Waves of Pain on Jakob, who resisted (melee-oriented Half-Ogres tend to have better physical resistance than yuan-ti psions, so this was a poor choice of spells.) Two more enemies approached Jakob, and he tripped one and took a minor wound from the other. Jakob used Searing Blade and killed two opponents with two strikes each. Nate used Hold Person to freeze the remaining cleric, and one of the human prisoners kicked at his captor.

Flynn fired a few shots from his bow, dealing minor wounds to one enemy. Lotus' snakes wrapped up two of the enemies and bit a third. Ike's five arrows left one enemy near death. Another turned invisible and started climbing the wall, hoping to get to safety. Jakob killed one of the enemies he'd tripped, and Nate fired an errant shot toward the wall-climbing enemy. Ike showed Nate how it's done with a critical shot that pinned the enemy to the wall, and Lotus' snake crushed the head of the final enemy. The party gathered up all of the arrows they'd fired, slashing dead enemies with scimitars to disguise their wounds. They also cast Lingering Soul on the recently killed prisoner, unlocked all of their cages, burned out a wand of Cure Light Wounds, and handed them a bit of gold. Nate cast Veil on the whole group, and Flynn handed the toughest-looking prisoner a pearl that allowed him to speak yuan-ti fluently. He gave the prisoners instructions to head out of camp and just keep walking for an hour, after which Nate would dismiss the spell and make them look human again -- so if they weren't away within an hour, they were going to be in trouble. Nate also used a permanent image to make the room appear occupied from afar.

The party walked out of the torture chamber and into the inner area. Some guards were talking about Azulu's recent attack on the Ninja Mongoose Rockstars. They thought the name was strange. Rockstars are loud, so they must not be very good ninjas, and the mongoose is an animal that kills snakes, which makes it some sort of hideous abomination of nature. It didn't make sense for a party to name themselves the equivalent of "sucky ninja puppykickers". No; a better name would be the "masked jackasses", and they'd be dead soon anyway. The guards then turned to greet the "insidious anklebiters", who obviously had a much better name, and told them Seth Ness'n was getting anxious. Nate asked where Azulu might be found, and got another address, this time to one of the nice stone houses in the middle of the camp.

The party headed over to meet Seth Ness'n, and Nate made sure to mute Ike via the Veil spell. Seth Ness'n said "you are late. I fear you've come to love your leader too much" and cast a spell on each party member that would harm the nearby person they loved most or were most loyal to -- a simple way to punish those who had too many loyal followers. Ike loved himself the most; Flynn and Nate were friendly with each other, as were Lotus and Jakob. "I suppose I have misjudged your loyalties. Ah well. I have a mission for you. It's simple -- kill the Ninja Mongoose Rockstars. This request comes all the way from the wastelands." Seth Ness'n headed back to his office, and Ike was clearly upset that they hadn't killed the enemy cleric on the spot. "Come on, Ike, let's go get your bow", Nate said, and Ike was satisfied.

The party walked to the tavern/sauna where Azulu was hanging out, and opened the door. Azulu was in the pool, holding Ike's bow in his hands and getting it wet and dirty as he spoke of how badly he'd destroy NMR "if they were here right now." Ike drew Fox's Bite and shot Azulu in the chest, and it was all the party could do to get the door swung shut before those outside would see. Flynn quickly set the Rod to block telepathic communications as Ike continued shooting. Jakob tripped one of the psions who was in the pool, and Nate used telekinesis to push another into Jakob's reach. Flynn played a quiet acoustic chord that inspired the party to attack. One of the psions dropped some lightning on Ike and Nate, and Azulu, recognizing who the party was, tried to telekinetically pull Flynn's lyre out of his hands. Flynn was able to hold on, so Azulu scrambled Flynn's atoms. A cleric who was in the pool with the psions and snakes cast True Seeing to try to figure out what was going on, and a pair of attendants panicked and tried to get to the door. Lotus called lightning down on Azulu, killing him and, to her dismay, some of the snakes in the pool. Ike fired four shots at the cleric, and Jakob's flurry of flaming fists hit solidly (rolled 2 20's and a third 20 to confirm) and killed the psion. Nate tried to bullrush the cleric away from his armor, but failed. Flynn's pair of arrows left the cleric barely alive, and the cleric cast Delay Death on himself. The attendants tried to send for help, but the Rod again blocked the effect. Lotus hit the cleric with lightning, which mattered little due to his Delay Death spell. Ike took down the attendants while Jakob, using his Quicksilver boots, strode across the water and knocked the enemy cleric unconscious. Jakob used his Shadow Sun Hand to pull life force from the cleric and heal the party, and Nate lifted Ike's bow from the water using telekinesis.

The Ninja Mongoose Rockstars headed back to Seth Ness'n's office, asking the guards for entry. The guards said "nobody is allowed to distrub Seth Ness'n. Come back later." Nate insisted "we were ordered to bring back information as soon as possible." After a brief staredown, the guards relented and moved out of the way. Inside the structure were three trapdoors, one with a cleric symbol, one with a psion eye symbol, and one blank. Flynn used the Rod of the Mongoose to block the sound from opening the door, and the party jumped down into Seth Ness'n's private chamber. The big yuan-ti stood and yelled "speak your piece and save your lives." Nate replied "the guards said to come right in." (bluff: natural 20.) "This better be important", the cleric said, backing off from his aggressive pose. "We got this bow from Azulu. We need to scry on the Ninja Mongoose Rockstars. It's time-critical." "I like your initiative." With that, Seth Ness'n grabbed the bow and began casting scrying as the party arranged themselves for battle. Soon, Seth Ness'n realized he was scrying on the room he was in.

Nate spun up his Great Thunderclap, knocking the enemy prone, but Lotus' Drown spell failed. Flynn played a loud lute riff and then flipped the Rod into its telepathy-blocking mode. Ike broke the AMF arrow out of its bottle and fired it at Seth Ness'n, hitting him solidly. Jakob stepped forward and took two swings, smashing the still-surprised cleric. Ike took a precisely aimed shot, Jakob hit the big cleric three times, and Flynn hasted the party. Seth Ness'n pulled the arrow out of himself and tossed it to the side, taking a hit from Jakob in the process, and then cast Dictum -- surely these "assassins" were chaotic and evil, so Blasphemy would not do. Everyone but Jakob was paralyzed by the powerful spell, but Jakob was able to grab the AMF arrow and toss it in the middle of the party, supressing the paralysis. Flynn fired a pair of completely unmagical arrows at the enemy cleric, killing him. ("We do a lot of assassinating for non-assassins." -Rachel) The party waited for the Dictum spell to wear off and then picked up various treasures from the room. Nate drew the Ninja Mongoose Rockstars logo on the floor in chalk, and then the party headed out.

On the way out, Nate told the guards "Seth Ness'n is really angry with you guys for letting us in, so I wouldn't go anywhere near him if I was you." They continued standing watch as the party walked toward the camp gates. Jakob bullied a few yuan-ti into giving up their human slaves, and Flynn traded a bunch of red coins for their gold equivalents. Once the party was outside of the camp, Nate contacted Derex to let him know the party was ready for pickup and that a group of "yuan-ti" ahead were really disguised human slaves. A group of kingsmen showed up to teleport NMR and the slaves back to Old Westlay.

Jakob reached level 12.

Friday, February 22, 2008

Session 16, 2008-02-22: Not Assassins

Session 16: wherein a gazebo on a grassy knoll turns deadly twice

Players (Characters)
Scott (Filthy Ike)
Jeremy (Flynn Flamm)
Tony (Brother Jakob)
Rachel (Lotus)
Tom (Nathaniel Graythorne)
DM: Catherine

As the party stood at the gate, Johan asked Flynn if he was with the group, and warned him to stay with his friends. Flynn decided it would be a good time to share his history, explaining his exile.

As Flynn finished telling his tale, a bright flash showed a group of yuan-ti were teleporting in. Jakob moved into position to strike while Flynn began singing, Nate put some grease under the largest yuan-ti, and Lotus started up a vortex of teeth. Three arrows from Ike killed one of the smaller yuan-ti, and the largest dimension doored away from the grease. Another took a few feeble swings at Jakob. Nate tried to cast Sensory Deprivation on the largest enemy, but the effect was nullified by a Mind Blank. Jakob triggered a Searing Fist and tripped and punched each of the three next to him, and Lotus' vortex and arc lightning combined to kill a pair. The remaining nearby enemy cast Wrack on Jakob, who resisted. Flynn and Ike put five arrows into the largest yuan-ti, who triggered a temporal acceleration effect. He then reached out and telekinetically drew in Ike's bow, teleporting away with it. Ike started swearing in infernal while Jakob tried to interrogate the remaining enemy. The part-snake enemy spit poison at Jakob and said "we shall outlast you." Jakob responded "do you know where he went?" "Of course I do. Go to hell." Nate said "Ike, shoot him, his friend stole your bow." The captured yuan-ti cried out "OK, I'll tell you, he went back to our camp." Jakob decided to let the prisoner go -- right into the vortex of teeth.

Johan surmised another group must have known of the party's arrival. He had the group gather together and took them through the teleportation circle to Old Westlay before another strike force could come near. Flynn led the way to the throne room, where the party was to meet their new contact. Inside the room were Flynn's father Boyent Flamm; the former king Kelavin and his daughter, the newly appointed queen Joanna, who had been Flynn's childhood friend; Kerastrix, a gold dragon who had served as advisor to the throne of Westlay for many generations; Proudbeak the king of the eagles; Derex, the half silver dragon leader of the eastern kingsmen; and Enigma, the doppelganger. As the Ninja Mongoose Rockstars stepped inside, Derex called out "wonderful, the best assassins we have!" Joanna asked "are they... professional?" "Yes, yes, they're the best." Boyent expressed some surprise at Flynn's chosen career path, and Jakob again tried to clarify the Ninja/Assassin distinction.

Kerastrix reminded the group to focus on the task at hand. The yuan-ti had breached the wall to the southwest and encased White Fields in a stone wall with a teleportation blocking effect. Those inside were being slowly consumed by the Thirsting. The yuan-ti had set up a siege camp outside the city, and one of their most powerful leaders was inside. Westlay's goal was to systematically kill off Serpenti's spellcasters, leaving them with a small and ineffective military. To do so, we would try to draw out their high priest by killing the highest local priest within the siege camp. Once the high priest was nearby, Westlay's footmen would move as bait for Serpenti's army, and another group of assassins would take out the high priest. Enigma suggested taking the place of a group of Serpenti assassins, and sneaking into the camp to take out the lead priest. Joanna gave the party two scrolls of veil, the custom-crafted Rod of the Mongoose, and the promise that their first assault would be assisted by eagles. She also gave warning: the yuan-ti can redirect teleportation effects.

The party picked a yuan-ti scouting post near the siege camp as the best place to steal the identities of the enemy. A group of invisible eagles with archer-riders started shelling the outpost, a gazebo atop a grassy knoll, and the yuan-ti scouts took cover. The party teleported in on the sheltered side of the hill and placed the Rod of the Mongoose in anti-telepathy mode. Nathaniel created some illusory fog to block sight from the main siege camp, and the eagles stopped firing. The enemies climbed out of their holes, and NMR started the attack. Lotus grabbed one with a kelp strand, Nate confused three of them, and Flynn started singing. Ike took a single shot, and Jakob charged and made a Wolf Fang Strike, killing the unconfused enemy and making the others wet themselves. Ike took several more shots, killing a second yuan-ti. Jakob ran between the remaining pair and used Shadow Garotte to harm one, and Lotus dehydrated it to death (-9 CON). The final confused yuan-ti started running, but didn't make it far before Jakob and Ike took him down. Flynn marvelled at Ike: "he knows everything about bows and nothing about soap." Ike replied "I know what soap is. It's the stuff you put on the bow string. Why do y'all put string stuff on your bodies?"

Nate created a permanent image of the yuan-ti guards standing watch at the outpost, and the party hid behind some boxes. Nate made himself look like a yuan-ti who was telekinetically moving boxes around, and the eagles loitered invisibly overhead. As the target yuan-ti party walked past the outpost, Nate called them over, saying "someone left a message for you to take in to the camp." The enemies were somewhat surprised by this, but approached inside the Rod's telepathy-blocking barrier anyway. Flynn cast haste on the party, and then played a chord to signify the enemies doom. Lotus blinded one enemy with blinding spittle, Ike shot another, and Jakob used his quicksilver boots to wolf-fang strike and stun an enemy. Lotus put a sudden stalagmite into the stunned enemy, and Nate's great thunderclap knocked another down and shattered the eardrums of two more. Ike's arrows and a volley from the eagles left two of the enemies nearly dead, and a third with an antimagic arrow stuck through his body.

The yuan-ti caster tried to pull the antimagic arrow out of his arm, but this left him vulnerable to Jakob's leg sweep and stomp. The blinded yuan-ti tried to cast from inside the AMF and failed miserably, and one of the deaf ones stepped aside and tried to send for help, but his spell failed as well. Another stood and cast harm, holding the charge and hoping Jakob would come within reach. Jakob stunned the enemy who was still stuck to the stalagmite and killed the one Ike had shot, and then stepped into the AMF, daring the enemy cleric to attack. Flynn's Bow of Songs proved powerful enough to take down a second enemy. Lotus tried to extract a water elemental from the still stunned opponent, but failed. Nate sent the cleric with the harm spell sliding downhill with a bit of grease, and Ike sent the same cleric a pack of arrows, pointy-end first. The eagles sent a volley of arrows with a fireball onto the only unharmed enemy, who was killed instantly. The cleric cast Righteous Might and called out a taunt, trying to get Jakob to approach. Jakob grabbed the AMF arrow, and the guy it was attached to, and only then did he approach, landing a solid punch that dropped the cleric. Flynn fired one last arrow at the last living enemy, hitting him squarely in the throat. The party hid the bodies in boxes and then stored the boxes deep within the scouting post. Jakob bottled up the AMF arrow and handed it to Ike for later use.

Everyone but Jakob reached level 12.

Thursday, February 21, 2008

Death and Resurrection Rules

As I was reading Winter Heart's essay on character death, it occured to me the usual D20 system of death and resurrection is deeply flawed, both from a role-playing and a mechanical point of view. Heroes and Villians can easily die randomly, for nothing worse than rolling poorly once or twice. On the other hand, nothing short of divine intervention can keep a Hero or Villian dead. This all seems very wrong to me.

I want a death and resurrection system to have the following features:

1. Death is never random. When it does occur, it is because the player and DM agree it needs to. The system should allow enough 'outs' that death never occurs through mere bad luck.

2. Death is serious. It should be possible, even likely, that if the players do not act to save their friends, they will die. Permanently. Full stop.

3. Death is certain. You can verify someone has died within minutes of a battle, and if they're dead, they're dead. Keep villians dead when you kill them. When heroes die, they really die.

4. Death is epic (in the literary sense). When someone dies, it should not be an "oops, you're dead" experience. It should occur the end of an epic fight on both sides for the player's life.

5. True resurrection is possible, even at low levels, but it is a rare and legendary experience. It is not expected, even for heroes of organizations with lots of resources. It is not impossible, even for paupers. It is the sort of thing that requires purpose, sacrifice, and true love. It is the sort of thing that winds up in bard songs.

6. The circumstances surrounding the death and resurrection mechanic should not be hokey in any way. Keeping an enemy dead should not require guarding their corpse for years, binding a soul in a gem and hiding it in an extradimensional space, and so on. Death is serious. Respect it.

With all of that in mind, here is an alternate mechanic.

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Remove all of the usual resurrection effects from the game, and use only the spells below. Reincarnation, Revivify, Raise Dead, Resurrection, True Resurrection, and the related effects of Wish or Miracle (replace these with Revive, allowing a mass version only for Miracle).

Everything in the game that can kill you, still can. Falling to -10 hp does it, falling to 0 Con does it, failing a saving throw on a save-or-die does it. However, these experiences only slay the body.

Upon dying, a warrior feels as though she 'pops' out of her body. She observes the battlefield from above, hovering near where she died. The real world is gray and muted; unexpected sounds stand out, while others are muted (like being underwater), and the colors seem to fade away. At the same time, she views her life and the lives of her friends with the clarity of death, percieving glimpses of their true feelings and the significance of her life. Directly above, in the distance, is a bright light, which the soul feels drawn towards.

The soul lingers near the body for exactly 1 minute (10 rounds, same initiative count as death) before departing. During this window of time, it is possible to revive or even re-create the body, and draw the soul back into it (see Revive below). After the soul has departed, resurrection is impossible, except via Resurrection Quest.

The soul is a supernatural entity, and cannot be seen, targeted or blocked in any way. While the soul may be very interested in the happenings in the real world, and is able to concentrate on them and percieve them, she cannot wander farther than a few feet from her body.

For most purposes, the body of a slain warrior functions as an object. However, the soul is allowed a will save against any effect which allows one, and she can refuse spells which require a willing target. Treat teleport effects as though the body were still alive.

Spells:

Lingering Soul
Necromancy
Level: Drd 2, Clr 2, Sor/Wiz 2, Pal 2
Components: V, S, M/DF
Casting Time: Standard action
Range: Touch
Target: One corpse of a living creature no older than 10 rounds (or older, if the soul still lingers nearby.) Willing souls only.
Duration: 10 min/level (measured from time of death)
SR: No

For the duration of the spell, the soul percieves a glow emanating from its body, and is drawn toward it. The soul lingers nearby, extending the period during which the body can be revived.

This spell can be re-cast on the same corpse, but the duration is always measured from the original time of death, so re-casting it is useless unless the original has been dispelled or caster level has been increased.

If this spell is dispelled or its duration runs out, the soul once again percieves the light from above calling it, and will depart in 10 rounds (measured from the action which removed Lingering Soul).

If a creature's body has been mostly destroyed, this spell requires at least half of what remains. If a creature's body has been completely destroyed (as disintegrate), this spell cannot be cast.

Arcane material component: A small piece of white cloth.

Reincarnate
Transmutation
Level: Drd 4
Components: V, S, DF
Casting Time: Standard action
Range: Touch
Target: One corpse of a living creature no older than 10 rounds (or older, if the soul still lingers nearby) or see text. Willing souls only.
Duration: 1 hour
SR: No

Upon touching the corpse of the deceased, the soul is drawn into it. The druid then restores the corpse to life by creating it anew. Over the course of one hour, a new body is created for the soul. Use the usual reincarnation rules to determine the race and its effect on the abilities of the character, with the following exception: A creature who has been reincarnated more recently than one year ago has no chance of changing race. Instead, she is reincarnated as her current race, granting her a chance to fully appreciate the new form before moving on.

If the spell is dispelled or the new body is wounded before 1 hour elapses, the process is halted and the soul begins to depart. (This takes 10 rounds, measured from the action which halted the reincarnation).

Since the body has been created anew, the creature is restored to full hit points, any missing limbs or ability damage is restored, and any other effects tied to the old body are removed.

If a creature's body has been mostly destroyed, this spell requires at least half of what remains. If a creature's body has been completely destroyed (as disintegrate), this spell may be cast anywhere within close range (25 + 5/2 levels feet) of where the creature died.

There is no level loss, ability damage, or permanent penalty associated with being reincarnated.

Revive
Conjuration (healing)
Level: Clr 5, Pal 4
Components: V, S, DF
Casting Time: Standard action
Range: Touch
Target: One corpse of a living creature no older than 10 rounds (or older, if the soul still lingers nearby) or see text. Willing souls only.
Duration: Instantaneous
SR: No

Upon touching the corpse of the deceased, the soul is drawn into it, and experiences the sensation of having 'popped' back into its body before blacking out. The creature is at -1 hp, stable, and unconscious.

Minimal auxiliary healing occurs as necessary to restore life: Con score is raised to 1 (if it is lower), negative levels are reduced to 1 fewer than character level (if there were more), and so forth. Major damage to the torso and the head is repaired, and massive bleeding is staunched.

If the body had been mostly or completely destroyed, it is re-created, but any missing limbs remain missing until the target recieves a Regenerate spell.

If a creature's body has been mostly destroyed, this spell requires at least half of what remains. If a creature's body has been completely destroyed (as disintegrate), this spell may be cast anywhere within close range (25 + 5/2 levels feet) of where the creature died.

There is no level loss, ability damage, or permanent penalty associated with being revived.

Resurrection Quest
Universal
Level: Clr 9
Components: V, S, DF
Casting time: 10 minutes
Range: Touch
Target: Self or one willing living creature; intercession may be made for one soul who has been gone for no longer than 1 year/4 levels.
Duration: 30 minutes; see text.
SR: No

This spell is cast upon an intercessor who pleads with a deity to restore a friend to life. When the spell is cast, the intercessor finds herself in the home of the deity, speaking face to face. She must state the reason she wishes to return the deceased to life, and demonstrate her commitment to doing so.

Deities are free to refuse the request, at their own discretion, at which point the spell simply ends. Each deity will use her own criteria for determining whether the cause and the intercessor are worthy, but none take resurrection lightly. Generally speaking, diplomacy does not help the request, nor does status or position. Strong desire to return, a good purpose to serve, or strong love between the parties generally does help. Evil deities may have their own criteria, may be unwilling to give up prized souls, or may view giving a resurrection quest as an opportunity to lay an unreasonably difficult and painful challenge on someone who will fail.

The deceased will be consulted, and if both she and the intercessor are judged worthy and dedicated enough to undertake the task, the pair is assigned a resurrection quest.

A resurrection quest can occur anywhere--within a plane specially constructed for the purpose, in another world, or even within the mind. The intercessor and deceased are assigned a difficult and epic task designed to test their resolve, their dedication to the cause, and their love for each other. This task is tailored specifically by the deity as a test of dedication. Some ideas are given below:

- Kord: Participate in a wrestling match and contests of strength with Kord himself, until you can win. Includes years of training and preparation, as well as always losing and never giving up.

- Moradin: Descend (on foot) to the center of the earth and return with a handful of the sand found there. Includes many years of difficult combat and navigation, cultivating allies and following hard roads.

- Ehlonna: Ascend to the top of an extremely high mountain, through rough thicket, and constant storms, enduring all the extremes and hardships of nature.

- Any evil: Endure vile torture and mind games in silence for the entire duration.

- Any good: Seek out 100 orphans (listed) and reunite each a relative.

- Any: Participate in an epic war. Cause one side to win.

The resurrection quest takes enough time to age each participant one full age category. (If this is a disparate amount, the deity manages the subjective flow of time such that each percieves the full amount as having passed). The participants spend the time working together to complete the quest.

Resurrection quests are always difficult, and very easy to fail. For many deities, wavering in resolve for but a moment is enough to terminate the spell. For others, achievement of the final goal is all that matters, and moments of despair are allowed so long as they are overcome. In any quest, should the deceased or the intercessor fail to give their utmost (remember--it's a test of resolve!), the spell ends in failure. A request which ends in failure still ages the intercessor and deceased by the amount of time which has apparently passed.

Time spent in a resurrection quest flows at a different pace than normal. Those twenty (or two hundred) years of questing are compressed into a half hour, yet the body of the intercessor visibly ages. While the quest is going on, the intercessor's body is comatose, but under the protection of the deity, and invulnerable to all harmful effects (deity's discretion).

If the spell is completed successfully, the deceased is restored to life, her body re-created near the intercessor. Both have aged one full age category (and are as far into the next one as they were into the last). Treat childhood as an age category for this purpose (infants age to adults). The penalties and benefits of aging apply.

At the deity's discretion, skills or scars gained during the resurrection quest may be retained, but in general the character gains no experience points or levels for having undertaken the quest. However, the memory of the quest remains as a major life event for both parties, and the bond formed between them is permanent. Both parties gain a permanent, non-magical +1 (morale) bonus to Aid Another checks made to help each other.

Venerable characters cannot be raised by this method. Venerable characters may intercede, but die within minutes of returning after completing the quest. Time spent dead does not count against your age; your age as the resurrection quest begins is your age at the time of death.

Friday, February 15, 2008

Session 15, 2008-02-15: From West to East

Session 15: wherein some vrocks and wraiths fail in their assaults, and some junior kingsmen are impressed

Players (Characters)
Scott (Filthy Ike)
Jeremy (Flynn Flamm)
Tony (Brother Jakob)
Rachel (Lotus)
Tom (Nathaniel Graythorne)
DM: Catherine

For capturing so many live hobgoblins with information, Minellin bought the Ninja Mongoose Rockstars drinks and gave them a nice cash reward. He sent the hobgoblin commander off to have his mind probed, and NMR headed to the halfling city of Pondwater to spend their newfound wealth. Lotus sat in a garden making a dandelion chain, while Jakob played with orphans in the park down the street. Nate sat in a bar and beat the locals at card games, while Flynn held a silly song contest. Ike got drunk and then stepped outside to crap on a tree. Lotus pointed out which of the trees needed the fertilizer the most, and Ike obliged.

A flash on the trees revealed a group teleporting in: four Vrocks, moving toward Ike. One spoke: "our lady Kelzun extends you an invitation to join us in hell." Ike left his pants by the tree and stepped toward the bar, firing a carefully placed shot at the nearest Vrock. Lotus' arc lightning bounced harmlessly off of the demons ("they're immune to electricity." "I'll put away my electric guitar." -Jeremy) Jakob's quicksilver boots brought him to the corner, and he was able to step forward and kick one square in the head. Two jumped over Jakob and a third moved around him, and the three clawed at Ike, though Jakob's Shadow Sun Hand disrupted one's aim. The fourth shrieked, but neither Ike nor Jakob were effected. Nathaniel feebleminded one Vrock from the doorway of the bar, and Flynn started singing a more serious and more inspirational song. Ike fired another shot at the healthiest enemy, and Lotus dropped a flamestrike on top of the pack.

Jakob reached over and healed Ike, then tripped, killed, and nauseated one Vrock, and tripped another. The vrocks again struck at Ike, though Jakob's careful positioning made them miss several times. Nate fired his crossbow at the most wounded vrock, leaving it nearly dead, and Ike's bow and a sudden stalagmite from Lotus killed another. Jakob tripped and pummelled the feebleminded vrock, who twice stood up and was tripped twice more. Ike made a series of rude gestures while Jakob again pulled health from the Vrock for Ike. The Vrock tried to teleport away, but couldn't speak the invocation correctly. Jakob took a few more swings, and Ike landed a critical shot with his bow (CON bleed), killing the enemy. Ike asked if anyone wanted demon jerky -- "it's not very good. Tastes like hell." When he'd cooked it up, he placed some parsley to the side to improve the presentation.

The next evening, Minellin sent word that a group of kingsmen coming over the mountains had been attacked by wraiths and needed help. The party teleported to the high mountain pass, all with mage armor from Nate, and Lotus gave Jakob a Death Ward. Lotus heard the kingsmen's heavy breathing and whispering deep inside one cave, so Flynn started singing and Jakob led the way into the cave. Four wraiths stood over a skeleton in a large suit of plate mail. Ike started firing force arrows, and instantly killed two of the wraiths. The other two moved toward Ike, but Jakob (invisible to the wraiths) struck and killed one with a psionic fist and wounded the other with a headbutt. Its draining touch slipped off of Ike's mage armor as he deftly dodged. Jakob's Wolf Fang Strike took down the final wraith, and he stepped further into the cave. A much larger wraith emerged from the armor, and Jakob roared to draw its attention. Flynn cast haste, and Lotus sent a stampede of dinosaurs at the wraith. Ike fired all five of his returning force arrows and killed the larger wraith (98 damage, killed it by 2.)

The party stepped to the back of the cave, where a group of scared kingsmen were hiding. One looked up and said "oh wow, they sent you guys! You're those guys who go by that stupid name!" The others responded with similar awe. The party provided the junior kingsmen with tips for avoiding wraiths and otherwise not getting killed, and kept watch for the night. In the morning, Minellin sent word to teleport to Johan at Westlay's northern gate. Johan instantly recognized the party, saying "excellent, the assassins have arrived." Jakob resisted the classification, protesting "we're ninjas! Ninjas!" Johan brought the group inside the wall and through the anti-teleportation shell, and pointed to the siege going on in Flynn's hometown of White Fields.

Jakob reached level 11.