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Lilium:
  Forest Walk  
Effect: You ignore difficult terrain if that terrain is the result of trees, underbrush, plants, or natural growth.
Lilium:
  Hamadryad Aspects  
 Drawing on fey magic, Lilium calls on her primal beauty and strength to thwart her foes.
Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits.
Lilium:
  Hamadryad Aspects  
 Drawing on fey magic, Lilium calls on her primal beauty and strength to thwart her foes.
Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits.
Lilium:
  Spellbinding Beauty  
Effect: Every enemy that can see you grants combat advantage to you until the end of your next turn.
Apply Every enemy that can see you grants combat advantage to you until the end of your next turn.
Lilium:
  Hamadryad Aspects  
Lilium:
  Spellbinding Beauty  
Apply Every enemy that can see you grants combat advantage to you until the end of your next turn.
Lilium:
  Hamadryad Aspects  
Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits.
Sonliin:
  Healing Infusion 1 : Free Action - Close Burst 15  
  Curative Admixture  
 Sonliin uses the magic of her infusion to heal the wounds of her target.
  (2) Lilium    Effect: The target regains 18 + 14 hit points.
Mark of Healing: The ally can also make a saving throw.
 
Lilium:
  Hamadryad Aspects  
Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits.
Lilium:
  Hamadryad Aspects  
  (10) Ra'ven    Rolled 16  
  (10) Kaylen Fisher    Rolled 9  
Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits.
  Spellbinding Beauty  
  (8) Escrish    Effect: Every enemy that can see you grants combat advantage to you until the end of your next turn.  
Apply Every enemy that can see you grants combat advantage to you until the end of your next turn.
Lilium:
  Hamadryad Aspects  
  (10) Ra'ven    Rolled 22  
  (12) Eileen    Rolled 16  
  (13) Lucky    Rolled 12  
  (10) Kaylen Fisher    Rolled 17  
Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits.
  Spellbinding Beauty  
      Effect: Every enemy that can see you grants combat advantage to you until the end of your next turn.  
Apply Every enemy that can see you grants combat advantage to you until the end of your next turn.
Lilium:
  Spellbinding Beauty  
    Effect: Every enemy that can see you grants combat advantage to you until the end of your next turn.  
Apply Every enemy that can see you grants combat advantage to you until the end of your next turn.
Lilium:
  Spellbinding Beauty  
  (10) Ra'ven    Rolled 24  
  (12) Eileen    Rolled 23  
  (13) Lucky    Rolled 12  
  (10) Kaylen Fisher    Rolled 19  
    Effect: Every enemy that can see you grants combat advantage to you until the end of your next turn.  
Apply Every enemy that can see you grants combat advantage to you until the end of your next turn.
Sonliin:
  Healing Infusion 1 : Free Action - Close Burst 15  
  Curative Admixture  
 Sonliin uses the magic of her infusion to heal the wounds of her target.
  (2) Lilium    Effect: The target regains 18 + 12 hit points.
Mark of Healing: The ally can also make a saving throw.
 
Lilium:
  Hamadryad Aspects  
Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits.
Lilium:
  Hamadryad Aspects  
  (2) Sonliin    Rolled 13  
Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits.
  Spellbinding Beauty  
  (2) Sonliin    Rolled 13  
      Effect: Every enemy that can see you grants combat advantage to you until the end of your next turn.  
Apply Every enemy that can see you grants combat advantage to you until the end of your next turn.
Lilium:
  Hamadryad Aspects  
Lilium:
  Hamadryad Aspects  
  Spellbinding Beauty  
      Effect: Every enemy that can see you grants combat advantage to you until the end of your next turn.  
Apply Every enemy that can see you grants combat advantage to you until the end of your next turn.
Lilium:
  Hamadryad Aspects  
  Wooden Form  
  (0) Lilium    Effect: You gain resist 5 to all damage until the end of your next turn.  
Apply You gain resist 5 to all damage until the end of your next turn.
Lilium:
  Hamadryad Aspects  
  Wooden Form  
      Effect: You gain resist 5 to all damage until the end of your next turn.  
Apply You gain resist 5 to all damage until the end of your next turn.
Lilium:
  Oaken Vitality  
Effect: Your tree heritage grants you a +5 racial bonus to Endurance checks to resist the effects of starvation, thirst, or suffocation, and you can survive for twice the normal time period before you are required to make such checks.
You do not require sleep, but you must meditate at least four hours each day to absorb light (even from as small a source as a candle), soak in water, or connect with the earth beneath your feet.
This meditation grants you the benefits that other races receive from an extended rest.
While meditating, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Lilium:
  Wild Shape  
 Lilium assume an aspect of the Primal Beast or returns to her humanoid form.
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square.
While you are in beast form, you can't use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield.
You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Special: You can use this power once per round.
Lilium:
  Wild Shape  
 Lilium assume an aspect of the Primal Beast or returns to her humanoid form.
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers.
You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield.
You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Special: You can use this power once per round.
Lilium:
  Sarifal's Blessing  
 Lilium calls for and receive a boon that shields her from harm and weakens her enemies.
Effect: Choose cold, fire, lightning, necrotic, or thunder. You activate an aura 2 that lasts until the end of your next turn. While in the aura, you and your allies gain resist 5 to the chosen damage type. Any enemy in the aura has vulnerable 5 to your attacks that deal the chosen damage type.
Lilium:
  Sarifal's Blessing  
 Lilium calls for and receive a boon that shields her from harm and weakens her enemies.
Effect: Choose cold, fire, lightning, necrotic, or thunder. You activate an aura 2 that lasts until the end of your next turn. While in the aura, you and your allies gain resist 5 to the chosen damage type. Any enemy in the aura has vulnerable 5 to your attacks that deal the chosen damage type.
Apply Allies have resist 5 cold, enemies have vulnerable 5 cold
Apply Allies have resist 5 fire, enemies have vulnerable 5 fire
Apply Allies have resist 5 lightning, enemies have vulnerable 5 lightning
Apply Allies have resist 5 necrotic, enemies have vulnerable 5 necrotic
Apply Allies have resist 5 thunder, enemies have vulnerable 5 thunder
Lilium:
  Fire Wind : Area burst 1 within 10 squares  
 A howling gust of firey wind savages liliums enemies, scattering them.
  (2) Eileen    Rolled 25 vs. Fortitude ( Hit )    —    4 fire damage .  
Hit: and you slide the target 1 square.
Lilium:
  Fire Wind : Area burst 1 within 10 squares  
 A howling gust of firey wind savages liliums enemies, scattering them.
  (2) Eileen    Rolled 16 vs. Fortitude ( Miss )    —    3 fire damage .  
Hit: You slide the target 1 square.
Lilium:
  Fire Wind : Area burst 1 within 10 squares  
 A howling gust of firey wind savages liliums enemies, scattering them.
  (2) Eileen    Rolled 19 vs. Fortitude ( Miss )    —    3 fire damage .  
Hit: You slide the target 1 square.
Lilium:
  Fire Hawk : Ranged 10  
 A hawk of flame swoops on liliums foe, burning it. The hawk hovers for a moment, ready to swoop in for another attack should that foe's defenses falter.
  (2) Eileen    Rolled 19 vs. Reflex ( Miss )    —    8 fire damage .  
Hit: Until the start of your next turn, you can use the Fire Hawk Attack against the target.
Lilium:
  Fire Hawk Attack : Opportunity Action  
Trigger: The target takes any action that can provoke opportunity attacks
  (2) Eileen    Rolled 20 vs. Reflex ( Miss )    —    8 fire damage .  
Lilium:
  Grasping Claws : Beast Form  
 Lilium rends and tears her foe with her claws, leaving it unable to escape her next assault.
  (2) Eileen    Rolled 21 vs. Reflex ( Miss )    —    10 fire damage .  
Hit: The target is slowed until the end of your next turn.
Lilium:
  Grasping Claws : Beast Form  
 Lilium rends and tears her foe with her claws, leaving it unable to escape her next assault.
Hit: The target is slowed until the end of your next turn.
Apply The target is slowed until the end of your next turn.
Lilium:
  Grasping Claws : Beast Form  
 Lilium rends and tears her foe with her claws, leaving it unable to escape her next assault.
  (2) Eileen    Rolled 30 vs. Reflex ( Hit )    —    11 fire damage .  
Hit: The target is slowed until the end of your next turn.
Apply The target is slowed until the end of your next turn.
Lilium:
  Sarifal's Blessing  
 Lilium calls for and receive a boon that shields her from harm and weakens her enemies.
Effect: Choose cold, fire, lightning, necrotic, or thunder. You activate an aura 2 that lasts until the end of your next turn. While in the aura, you and your allies gain resist 5 to the chosen damage type. Any enemy in the aura has vulnerable 5 to your attacks that deal the chosen damage type.
Apply Allies have resist 5 cold, enemies have vulnerable 5 cold
Apply Allies have resist 5 fire, enemies have vulnerable 5 fire
Apply Allies have resist 5 lightning, enemies have vulnerable 5 lightning
Apply Allies have resist 5 necrotic, enemies have vulnerable 5 necrotic
Apply Allies have resist 5 thunder, enemies have vulnerable 5 thunder
Lilium:
  Eyebite : Ranged 10  
 Lilium glares at her enemy, and her eyes briefly gleam with brilliant colors. Her foe reels under her mental assault, and she vanishs from there sight.
  (2) Eileen    Rolled 32 vs. Will ( Hit )    —    CRIT: 11 fire damage, plus 6 damage.  
Hit: You are invisible to the target until the start of your next turn.
Apply Lilium is invisible to the target until the start of her next turn.
Lilium:
  Hamadryad Aspects  
  Spellbinding Beauty  
      Effect: Every enemy that can see you grants combat advantage to you until the end of your next turn.  
Apply Every enemy that can see you grants combat advantage to you until the end of your next turn.
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Lilium:
  Call Forth the Spirit Pack : Close burst 5  
 Flaming spectral wolves leap forth to knock your enemies down.
  (10) Ra'ven    Rolled 31 vs. Reflex ( Hit )    —    9 fire damage .  
  (10) Kaylen Fisher    Rolled 23 vs. Reflex ( Miss )    —    9 fire damage .  
    Hit: The target is knocked prone. If the target is marked by one of your allies, the target takes 6 extra damage.  
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Click to toggle
Click to toggle Click to toggle Prone on Selected Target(s)
Lilium:
  Call Forth the Spirit Pack : Close burst 5  
 Flaming spectral wolves leap forth to knock your enemies down.
  (10) Ra'ven    Rolled 25 vs. Reflex ( Hit )    —    8 fire damage .  
  (10) Kaylen Fisher    Rolled 20 vs. Reflex ( Miss )    —    8 fire damage .  
    Hit: The target is knocked prone. If the target is marked by one of your allies, the target takes 3 extra damage.  
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Click to toggle
Click to toggle Click to toggle Prone on Selected Target(s)
Lilium:
  Sirocco : Close blast 3  
 A roaring wind batters your foes, scorching them with fire and knocking them to the ground.
  (10) Ra'ven    Rolled 17 vs. Fortitude ( Miss )    —    16 fire damage .  
  (10) Kaylen Fisher    Rolled 22 vs. Fortitude ( Miss )    —    16 fire damage .  
Hit: You knock the target prone.
    Primal Guardian: You also push the target 4 squares.  
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Click to toggle
Click to toggle Click to toggle Prone on Selected Target(s)
Lilium:
  Charm Beast : Ranged 5  
 Lilium gazes hard at her foe, momentarily bringing that enemy under her control.
  (10) Kaylen Fisher    Rolled 17 vs. Will ( Miss )  
Hit: The target is dominated until the end of your next turn.
Miss: The target is dazed until the end of your next turn.
Apply The target is dominated until the end of your next turn.
Apply The target is dazed until the end of your next turn.
Lilium:
  Blazing Arc : Ranged 10  
 Twin bolts of fire strike liliums foes and knock over creatures near them.
  (11) Eileen    Rolled 19 vs. Reflex ( Miss )    —    11 fire damage .  
  (10) Kaylen Fisher    Rolled 26 vs. Reflex ( Hit )    —    14 fire damage .  
  (Sec.) (10) Ra'ven    Rolled 34 vs. Fortitude ( Hit )  
  (Sec.) (12) Io    Rolled 21 vs. Fortitude ( Miss )  
Hit: The primary target is dazed until the end of your next turn.
Miss: Half damage.
Secondary Hit: The secondary target is knocked prone.
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Click to toggle
Click to toggle Click to toggle Prone on Selected Target(s)
Apply The primary target is dazed until the end of your next turn.
Lilium:
  Blazing Arc : Ranged 10  
 Twin bolts of fire strike liliums foes and knock over creatures near them.
  (11) Eileen    Rolled 31 vs. Reflex ( Hit )    —    9 fire damage .  
  (10) Kaylen Fisher    Rolled 17 vs. Reflex ( Miss )    —    16 fire damage .  
  (Sec.) (10) Ra'ven    Rolled 33 vs. Fortitude ( Hit )  
  (Sec.) (12) Io    Rolled 28 vs. Fortitude ( Hit )  
Hit: The primary target is dazed until the end of your next turn.
Miss: Half damage.
Secondary Hit: The secondary target is knocked prone.
Effect: Make a secondary attack that is an area burst 1, one burst centered on each primary target.
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Click to toggle
Click to toggle Click to toggle Prone on Selected Target(s)
Apply The primary target is dazed until the end of your next turn.
Lilium:
  Vine Serpents : Area burst 1 within 10 squares  
 Lilium calls forth fiery serpentine vines to entangle her foes. The vines strike at any creature within their grasp that drops its guard.
Hit: The target is restrained (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Apply The target is restrained (save ends).
Apply The target is immobilized until the end of your next turn.
Lilium:
  Vine Serpents : Area burst 1 within 10 squares  
 Lilium calls forth fiery serpentine vines to entangle her foes. The vines strike at any creature within their grasp that drops its guard.
  (10) Ra'ven    Rolled 30 vs. Fortitude ( Hit )    —    10 fire damage .  
  (10) Kaylen Fisher    Rolled 26 vs. Fortitude ( Hit )    —    10 fire damage .  
Hit: The target is restrained (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
Apply The target is restrained (save ends).
Apply The target is immobilized until the end of your next turn.
Lilium:
  Vine Serpents : Area burst 1 within 10 squares  
 Lilium calls forth fiery serpentine vines to entangle her foes. The vines strike at any creature within their grasp that drops its guard.
Hit: The target is restrained (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
    Effect: The burst creates a viny zone that lasts until the end of the encounter. Any creature within the zone that leaves it or attacks a creature outside it takes [5 +[WisBonus] damage.  
Apply The target is restrained (save ends).
Apply The target is immobilized until the end of your next turn.
Lilium:
  Vine Serpents : Area burst 1 within 10 squares  
 Lilium calls forth fiery serpentine vines to entangle her foes. The vines strike at any creature within their grasp that drops its guard.
Hit: The target is restrained (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
    Effect: The burst creates a viny zone that lasts until the end of the encounter. Any creature within the zone that leaves it or attacks a creature outside it takes (5 + 5 ) damage.  
Apply The target is restrained (save ends).
Apply The target is immobilized until the end of your next turn.
Lilium:
  Vine Serpents : Area burst 1 within 10 squares  
 Lilium calls forth fiery serpentine vines to entangle her foes. The vines strike at any creature within their grasp that drops its guard.
  (10) Ra'ven    Rolled 18 vs. Fortitude ( Miss )    —    15 fire damage .  
  (10) Kaylen Fisher    Rolled 21 vs. Fortitude ( Miss )    —    15 fire damage .  
Hit: The target is restrained (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
    Effect: The burst creates a viny zone that lasts until the end of the encounter. Any creature within the zone that leaves it or attacks a creature outside it takes (5 + 5 ) damage.  
Apply The target is restrained (save ends).
Apply The target is immobilized until the end of your next turn.
Lilium:
  Sunbeam  
Apply The target is blinded (save ends).
Lilium:
  Sunbeam : Area burst 1 within 10 squares  
 Brilliant rays of light dazzle her enemies' eyes.
  (10) Ra'ven    Rolled 33 vs. Will ( Hit )  
  (10) Kaylen Fisher    Rolled 29 vs. Will ( Hit )  
Hit: The target is blinded (save ends).
Miss: 1d10 + Wisdom modifier fire damage.
Apply The target is blinded (save ends).
Eileen:
: Rolled 16. Saving throw
Success: Eileen has overcome Blinded.
Lilium:
  Sunbeam : Area burst 1 within 10 squares  
 Brilliant rays of light dazzle her enemies' eyes.
  (10) Ra'ven    Rolled 19 vs. Will ( Miss )  
  (10) Kaylen Fisher    Rolled 20 vs. Will ( Miss )  
Hit: The target is blinded (save ends).
    Miss: ( 6 + 5 ) fire damage.  
Apply The target is blinded (save ends).
Lilium:
  Sunbeam : Area burst 1 within 10 squares  
 Brilliant rays of light dazzle her enemies' eyes.
Hit: The target is blinded (save ends).
    Miss: ( 8 ) fire damage.  
Apply The target is blinded (save ends).
Lilium:
  Sunbeam : Area burst 1 within 10 squares  
 Brilliant rays of light dazzle her enemies' eyes.
  (10) Ra'ven    Rolled 34 vs. Will ( Hit )  
  (10) Kaylen Fisher    Rolled 27 vs. Will ( Hit )  
Hit: The target is blinded (save ends).
    Miss: ( 9 ) fire damage.  
Apply The target is blinded (save ends).
Lilium:
  Vine Serpents : Area burst 1 within 10 squares  
 Lilium calls forth fiery serpentine vines to entangle her foes. The vines strike at any creature within their grasp that drops its guard.
  (10) Ra'ven    Rolled 34 vs. Fortitude ( Hit )    —    11 fire damage . CRIT: 19 fire damage, plus 8 damage.  
  (10) Kaylen Fisher    Rolled 24 vs. Fortitude ( Hit )    —    11 fire damage .  
Hit: The target is restrained (save ends).
Miss: Half damage, and the target is immobilized until the end of your next turn.
    Effect: The burst creates a viny zone that lasts until the end of the encounter. Any creature within the zone that leaves it or attacks a creature outside it takes ( 10 ) damage.  
Apply The target is restrained (save ends).
Apply The target is immobilized until the end of your next turn.
Lilium:
  Sunbeam : Area burst 1 within 10 squares  
 Brilliant rays of light dazzle her enemies' eyes.
  (10) Ra'ven    Rolled 19 vs. Will ( Miss )  
  (10) Kaylen Fisher    Rolled 21 vs. Will ( Miss )  
Hit: The target is blinded (save ends).
Aftereffect: 1d10 + Wisdom modifier fire damage.
    Miss: ( 8 ) fire damage.  
Apply The target is blinded (save ends).
Lilium:
  Sunbeam - Aftereffect  
Lilium:
  Sunbeam - Aftereffect  
  (10) Ra'ven  ( Autohit )    —    14 fire damage .  
Lilium:
  Light  
 With a wave of her hand, lilium causes a bright light to appear upon some object, or in a nearby space.
Effect: The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.
Lilium:
  Hamadryad Aspects  
  Spellbinding Beauty  
      Effect: Every enemy that can see you grants combat advantage to you until the end of your next turn.  
Apply Every enemy that can see you grants combat advantage to you until the end of your next turn.
Lilium:
  Sarifal's Blessing  
 Lilium calls for and receive a boon that shields her from harm and weakens her enemies.
Effect: Choose cold, fire, lightning, necrotic, or thunder. You activate an aura 2 that lasts until the end of your next turn. While in the aura, you and your allies gain resist 5 to the chosen damage type. Any enemy in the aura has vulnerable 5 to your attacks that deal the chosen damage type.
Apply Allies have resist 5 cold, enemies have vulnerable 5 cold
Apply Allies have resist 5 fire, enemies have vulnerable 5 fire
Apply Allies have resist 5 lightning, enemies have vulnerable 5 lightning
Apply Allies have resist 5 necrotic, enemies have vulnerable 5 necrotic
Apply Allies have resist 5 thunder, enemies have vulnerable 5 thunder
Lilium:
  Seed of Healing  
 Primal power threads through lilium, coalescing into a golden seed ripe with healing magic.
    Effect: You spend a healing surge but regain no hit points. Instead, you create a golden seed the size of an acorn. The seed lasts until it is eaten or until the end of your next extended rest. A creature carrying the seed can take a minor action to eat it and regain 28 hit points.  
Lilium:
  Light of Sarifal  
 Light emanates from lilium so intensely that her enemies cannot bear to ignore her.
Sustain (Minor): The aura persists until the end of your next turn.
    Effect: You activate an aura 3 that lasts until the end of your next turn. Enemies in the aura take a - 5 penalty to damage rolls against creatures other than you.  
Lilium:
  Light of Sarifal  
 Light emanates from lilium so intensely that her enemies cannot bear to ignore her.
    Effect: You activate an aura 3 that lasts until the end of your next turn. Enemies in the aura take a - 5 penalty to damage rolls against creatures other than you.nn Sustain Minor: The aura persists until the end of your next turn.  
Apply Enemies in the aura take a -5 penalty to damage rolls against creatures other than you.
Lilium:
  Light of Sarifal  
 Light emanates from lilium so intensely that her enemies cannot bear to ignore her.
    Effect: You activate an aura 3 that lasts until the end of your next turn. Enemies in the aura take a - 5 penalty to damage rolls against creatures other than you.
nn Sustain Minor: The aura persists until the end of your next turn.
 
Apply Enemies in the aura take a -5 penalty to damage rolls against creatures other than you.
Lilium:
  Light of Sarifal  
 Light emanates from lilium so intensely that her enemies cannot bear to ignore her.
    Effect: You activate an aura 3 that lasts until the end of your next turn. Enemies in the aura take a - 5 penalty to damage rolls against creatures other than you.
Sustain Minor: The aura persists until the end of your next turn.
 
Apply Enemies in the aura take a -5 penalty to damage rolls against creatures other than you.
Lilium:
  Sarifal Feywarden's Blur  
 Lilium cloaks herself with a shimmering aura, making her outline almost impossible to discern.
Effect: Until the end of the encounter, you gain a +2 power bonus to all defenses, and you are invisible to enemies 5 squares or more away from you.
Apply You gain a +2 power bonus to all defenses, and you are invisible to enemies 5 squares or more away from you.
Lilium:
  Tree Mind  
Effect: You gain a +2 racial bonus to saving throws against effects that daze, dominate, or stun.
Lilium:
  Mark of Detection  
Effect: When you make a Perception check, you make two rolls and use the higher result. You can also sense the presence of magic as if you were trained in Arcana. You can use Perception instead of Arcana for the check.
Lilium:
  Fey-Minded  
Effect: You can use Nature in place of Arcana for fey-related monster knowledge checks.
Lilium:
  Seed of Healing - Heal  
    Target regains 28 hit points.  
Lilium:
  Fey Companions  
 A glimmering fey creature with sharp eyes whispers in your ear. giving you pointers on various topics of interest and helping you stay focused when another would seek to distract you or control you.
Effect: You gain a +2 feat bonus to saving throws against charm effects.
Lilium:
  Animal Empathy  
Effect: When you would make an Insight check against a natural beast, you can make a Nature check instead.
Lilium:
  Superior Will  
Effect: If you are dazed or stunned, you can make a saving throw at the start of your turn to end that effect, even if the effect doesn't normally end on a save.
Lilium:
  Argyris - Property  
(0) Lilium  Lilium   On a critical hit one ally within 5 squares of you regains 2 hit points.  
Lilium:
  Argyris - Property  
(0) Lilium  Lilium   On a critical hit one ally within 5 squares of you regains 4 hit points.  
Lilium:
  Argyris - Property  
(10) Kaylen Fisher  Kaylen Fisher   On a critical hit one ally within 5 squares of you regains 4 hit points.  
Lilium:
  Argyris - Daily  
Trigger: You hit an enemy with a primal attack power using this totem.
(10) Kaylen Fisher  Kaylen Fisher   Effect: One ally within 5 squares of you gains regeneration 4 until the end of the encounter.  
=^v^= has connected.
Lilium: oh hey
Ra'ven: doesn't look like a regen icon
Ra'ven:
  Wolfheal  
 The wounds seem to burn off...
Effect: She gains +1 to speed in beast form and bloodied regeneration 2 until end of encounter.
Special: Her rider also benefits from this regeneration, if she has one.
Lilium: hearts it is then
Lilium:
  Argyris - Daily power  
(10) Ra'ven  Ra'ven   Effect: One ally within 5 squares of you gains regeneration 4 until the end of the encounter.  
Apply One ally within 5 squares of you gains regeneration 4 until the end of the encounter.
Ra'ven: I forgot we got a normal rogue
Ra'ven: owell
Lilium:
  Argyris - Daily  
Trigger: You hit an enemy with a primal attack power using this totem.
(10) Ra'ven  Ra'ven   Effect: One ally within 5 squares of you gains regeneration 4 until the end of the encounter.  
Apply One ally within 5 squares of you gains regeneration 4 until the end of the encounter.
Ra'ven: also wish like, my car and truck were not both broken
Lilium: yeah that sucks
Lilium:
  Shadowdance - Property  
Effect: Your area and ranged attacks don't provoke opportunity attacks.
Ra'ven: so I get a 170$ a hr appointment tomorow for my truck to see why the f the brakes don't work
Lilium: O.o
Ra'ven: with my dad activly hostile to the idea because he couldn't fix them
Lilium:
  Shadowdance - Daily  
Trigger: You move more than 3 squares.
Effect: In bright light, your space and all adjacent squares become shrouded in dim light until the end of your next turn. If you were already in dim light, your space and all adjacent squares become dark, blocking line of sight, until the end of your next turn. You can see perfectly in this area of dim light or darkness.
Lilium:
  Grandfathers Flower - Telepathy  
Lilium:
  Grandfathers Flower - Telepathy  
Effect: You gain telepathy 5. You can use the telepathy to speak with any eligible creatures in range, broadcasting your message to multiple recipients.
Lilium:
  Grandfathers Flower  
Lilium:
  Grandfathers Flower  
Effect: +2 item bonus to saving throws against necrotic or poison effects.
Lilium:
  Frostwolf Pelt - Daily  
Trigger: An enemy adjacent to you hits you.
Effect: The triggering enemy is knocked prone.
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Click to toggle
Click to toggle Click to toggle Prone on Selected Target(s)
Lilium:
  Verdant Presence  
 The power of the Forest Father flows through Lilium, causing the land to flourish in her presence. With his blessing she can bind her enemies with this abundant growth.
Effect: You create a zone of difficult terrain in a close burst 1 that lasts until the end of the encounter. On each of your turns, you can take a minor action once per round to make an attack against an enemy in the zone.
Lilium:
  Verdant Presence - Attack  
  (10) Kaylen Fisher    Rolled 17 vs. Reflex ( Miss )  
Hit: The target is immobilized until the start of your next turn.
Apply The target is immobilized until the start of your next turn.
Lilium:
  Avandra's Boon of Escape - Property  
Effect: If you start your turn with two or more enemies adjacent to you, you can shift 2 squares as a move action.
Lilium:
  Avandra's Boon of Escape - Daily  
Effect: Teleport 2 squares.
Lilium:
  Pelor's Sun Blessing - Property  
    If you deal damage to a target that has vulnerability to radiant damage, you deal 5 extra damage.  
Lilium: Took an extended rest.
HP: 75 / 75— Surges: 11 / 11 — APs: 1 — Daily Items: 1
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vonel is disconnected.
vonel has connected.
Lilium:
  Animal Messenger : Ritual  
    Component Cost: 10 gpnKey Skill: NaturenTime: 10 minutesnDuration: SpecialnnYou target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual.
Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient.
The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message.
When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.nnNature Check Result Durationn19 or lower 6 hoursn20?29 12 hoursn30?39 18 hoursn40 or higher 24 hours
 
Lilium:
  Animal Messenger : Ritual  
    Component Cost: 10 gp
n Key Skill: Nature
n Time: 10 minutes
n Duration: Special

nnYou target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual.
Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient.
The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message.
When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.nnNature Check Result Duration
n19 or lower 6 hours
n20-29 12 hours
n30-39 18 hours
n40 or higher 24 hours

 
Lilium:
  Animal Messenger : Ritual  
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: Special
Effect: You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual.
Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient.
The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message.
When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Nature Check Result Duration
19 or lower 6 hours
20-29 12 hours
30-39 18 hours
40 or higher 24 hours
 
Lilium:
  Animal Messenger : Ritual  
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: Special
Effect: You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual.
Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient.
The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message.
When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Nature Check Result
19 or lower
20-29
30-39
40 or higher
 
Lilium:
  Animal Messenger : Ritual  
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: Special
Effect: You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual.
Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient.
The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message.
When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
 
Lilium:
  Animal Messenger : Ritual  
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: Special
Effect: You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual.
Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient.
The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message.
When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
 
Lilium:
  Create Campsite : Ritual  
 A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring.
    Component Cost: 15 gp
Key Skill: Nature
Time: 10 minutes
Duration: 8 hours
You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal. They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to notice the hidden camp.
The spirits utilize your and your allies' gear to make the campsite. If you and your allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite.
At the end of the ritual's duration, the spirits break down the campsite, pack up your gear, and restore the site to its original state, removing evidence that you and your allies camped there.
 
Lilium:
  Create Campsite : Ritual  
 A crackling fire, a hot meal, and a warm bedroll await you after a long day of adventuring.
    Component Cost: 15 gp
Key Skill: Nature
Time: 10 minutes
Duration: 8 hours
Effect: You summon hundreds of diminutive nature spirits to assemble a campsite in a 5-square radius around you. The spirits clear the area, set up tents, unroll bedrolls, gather water, and prepare a nourishing meal. They also conceal the campsite, with your Nature check result serving as the DC for Perception checks to notice the hidden camp.
The spirits utilize your and your allies' gear to make the campsite. If you and your allies lack the appropriate gear, the spirits gather raw materials from the environment to make the campsite.
At the end of the ritual's duration, the spirits break down the campsite, pack up your gear, and restore the site to its original state, removing evidence that you and your allies camped there.
 
Lilium:
  Hold Portal : Ritual  
    Component Cost: 1 healing surge
Key Skill: Arcana
Time: 1 standard action
Duration: 10 minutes or until discharged
Effect: You magically hold shut one nonmagical door, gate, window, shutter, or similar device. Your Arcana check sets the DC for the Athletics check or Thievery check needed to force the held portal open, which discharges the ritual. A creature with training in Arcana can instead make an Arcana check against the same DC to discharge the ritual.
 
Lilium:
  Hold Portal : Ritual  
    Component Cost: 1 healing surge
Key Skill: Arcana
Time: 1 standard action
Duration: 10 minutes or until discharged
Effect: You magically hold shut one nonmagical door, gate, window, shutter, or similar device.
Your Arcana check sets the DC for the Athletics check or Thievery check needed to force the held portal open, which discharges the ritual.
A creature with training in Arcana can instead make an Arcana check against the same DC to discharge the ritual.
 
Lilium:
  Purify Water : Ritual  
    Component Cost: 10 gp
Key Skill: Arcana or Nature or Religion
Time: 10 minutes
Duration: Instantaneous
Effect: You purify a volume of water. The amount of water you can purify is determined by the result of your Arcana check, Nature check, or Religion check.
 
Lilium:
  Traveler's Camouflage : Ritual  
 You and your allies take on the textures and colors of the world around you.
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: 10 hours
Effect: You cloak yourself and any allies present for the ritual in a camouflaging shroud. The subjects of this ritual gain a bonus to Stealth checks while traveling, and other creatures take a penalty when using Perception to find your tracks.
Your Nature check determines the bonus you and your allies gain and the penalty others take.
This camouflage protects you and your allies as you travel, but not during battle. Any subject who rolls initiative or makes an attack roll loses the benefit of this ritual until the end of the encounter. If a subject is hidden when he or she makes an attack, that subject loses the bonus before making the attack roll, which could cause him or her to lose the benefit of being hidden for that attack.
 
Lilium:
  Traveler's Camouflage : Ritual  
 You and your allies take on the textures and colors of the world around you.
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: 10 hours
Effect: You cloak yourself and any allies present for the ritual in a camouflaging shroud. The subjects of this ritual gain a bonus to Stealth checks while traveling, and other creatures take a penalty when using Perception to find your tracks.
Your Nature check determines the bonus you and your allies gain and the penalty others take.
This camouflage protects you and your allies as you travel, but not during battle. Any subject who rolls initiative or makes an attack roll loses the benefit of this ritual until the end of the encounter.
If a subject is hidden when he or she makes an attack, that subject loses the bonus before making the attack roll, which could cause him or her to lose the benefit of being hidden for that attack.
 
Lilium:
  Bloom : Ritual  
 Grass grows, trees bear fruit, and the land's bounty is available to all.
    Component Cost: 20 gp
Key Skill: Nature (no check)
Time: 10 minutes
Duration: Instantaneous
Effect: Upon completion of the ritual, you cause all outdoor terrain within 20 squares of you to bloom with new growth and foliage. The entire area becomes difficult terrain.
Alternatively, the ritual causes crops and fruit-bearing plants within 20 squares of you to yield food. The plants produce enough food to feed five people for a week.
 
Lilium:
  Lower Water : Ritual  
 The water vanishes into the ground as if it fears your presence and power.
    Component Cost: 25 gp
Key Skill: Nature
Time: 10 minutes
Duration: 1 hour
Effect: You cause a body of water to reduce in depth. Your Nature check determines how many squares the water lowers. The space of water you can affect has sides equal to your level in squares. For example, if you are level 12, you affect a space that is 12 squares on a side.
If you lower the water to ground level or lower, the affected area becomes dry. In large bodies of water, the water outside the area is unaffected by the void you create. To an observer, the sides of the area appear to be walls of water.
At the end of the ritual's duration, water returns to fill the volume it previously occupied.
 
Lilium:
  Spirit Fetch : Ritual  
 You call forth an insubstantial spirit?fey, primal, or shadow?to unpleasantly influence another to do your bidding.
    Component Cost: 20 gp
Key Skill: Arcana, Religion
Time: 10 minutes
Duration: Special
Effect: WWhen complete, this ritual calls forth a spiritual presence, or ?fetch,? of a shape you define. Typically, these fetches are small, indistinct, and shaped like a small animal or person.
You can send this spirit to a creature (or creatures) whose specific appearance you can visualize or whose name you can provide, or to whom you have a material connection such as a vial of blood. You whisper a simple command of 10 words of less, such as ?Come to me,? ?Bring me the ritual components,? or ?Burn down the fortress wall.?
The fetch then goes to find the creature you designated at a rapid pace (speed 15) and seeks out the creature you specify. It cannot communicate, but the recipient senses its presence and receives your command.
Unless the recipient does as you wish, the fetch remains at the target's side as a constant reminder. The fetch cannot be harmed, but dispel magic used successfully can drive it away for a day. Your skill check result determines how long the fetch exists.
 
Lilium:
  Spirit Fetch : Ritual  
 You call forth an insubstantial spirit?fey, primal, or shadow?to unpleasantly influence another to do your bidding.
    Component Cost: 20 gp
Key Skill: Arcana, Religion
Time: 10 minutes
Duration: Special
Effect: WWhen complete, this ritual calls forth a spiritual presence, or “fetch,” of a shape you define. Typically, these fetches are small, indistinct, and shaped like a small animal or person.
You can send this spirit to a creature (or creatures) whose specific appearance you can visualize or whose name you can provide, or to whom you have a material connection such as a vial of blood. You whisper a simple command of 10 words of less, such as “Come to me,” “Bring me the ritual components,” or “Burn down the fortress wall.”
The fetch then goes to find the creature you designated at a rapid pace (speed 15) and seeks out the creature you specify. It cannot communicate, but the recipient senses its presence and receives your command.
Unless the recipient does as you wish, the fetch remains at the target's side as a constant reminder. The fetch cannot be harmed, but dispel magic used successfully can drive it away for a day. Your skill check result determines how long the fetch exists.
 
Lilium:
  Spirit Fetch : Ritual  
 You call forth an insubstantial spirit?fey, primal, or shadow?to unpleasantly influence another to do your bidding.
    Component Cost: 20 gp
Key Skill: Arcana, Religion
Time: 10 minutes
Duration: Special
Effect: WWhen complete, this ritual calls forth a spiritual presence, or “fetch,” of a shape you define. Typically, these fetches are small, indistinct, and shaped like a small animal or person.
You can send this spirit to a creature (or creatures) whose specific appearance you can visualize or whose name you can provide, or to whom you have a material connection such as a vial of blood. You whisper a simple command of 10 words of less, such as “Come to me,” “Bring me the ritual components,” or “Burn down the fortress wall.”
The fetch then goes to find the creature you designated at a rapid pace (speed 15) and seeks out the creature you specify. It cannot communicate, but the recipient senses its presence and receives your command.
Unless the recipient does as you wish, the fetch remains at the target's side as a constant reminder. The fetch cannot be harmed, but dispel magic used successfully can drive it away for a day. Your skill check result determines how long the fetch exists.
Check Result Duration
19 or lower 12 hours
20?29  1 day
30?39 1 week
40 or higher 1 monthn
 
Lilium:
  Spirit Fetch : Ritual  
 You call forth an insubstantial spirit?fey, primal, or shadow?to unpleasantly influence another to do your bidding.
    Component Cost: 20 gp
Key Skill: Arcana, Religion
Time: 10 minutes
Duration: Special
Effect: WWhen complete, this ritual calls forth a spiritual presence, or “fetch,” of a shape you define. Typically, these fetches are small, indistinct, and shaped like a small animal or person.
You can send this spirit to a creature (or creatures) whose specific appearance you can visualize or whose name you can provide, or to whom you have a material connection such as a vial of blood. You whisper a simple command of 10 words of less, such as “Come to me,” “Bring me the ritual components,” or “Burn down the fortress wall.”
The fetch then goes to find the creature you designated at a rapid pace (speed 15) and seeks out the creature you specify. It cannot communicate, but the recipient senses its presence and receives your command.
Unless the recipient does as you wish, the fetch remains at the target's side as a constant reminder. The fetch cannot be harmed, but dispel magic used successfully can drive it away for a day. Your skill check result determines how long the fetch exists.
Check Result Duration
19 or lower 12 hours
20-29  1 day
30-39 1 week
40 or higher 1 monthn
 
Lilium:
  Animal Messenger : Ritual  
 You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: Special
Effect: You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual.
Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient.
The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message.
When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Nature Check Result Duration
19 or lower 6 hours
20-29 12 hours
30-39 18 hours
40 or higher 24 hoursn
 
Lilium:
  Animal Messenger : Ritual  
 You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: Special
Effect: You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual.
Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient.
The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message.
When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Nature Check Result Duration
19 or lower 6 hours
20-29 12 hours
30-39 18 hours
40 or higher 24 hours
 
Lilium:
  Animal Messenger : Ritual  
 You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: Special
Effect: You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual.
Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient.
The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message.
When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Nature Check Result Duration
19 or lower 6 hours
20-29 12 hours
30-39 18 hours
40 or higher 24 hours
 
Lilium:
  Animal Messenger : Ritual  
 You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: Special
Effect: You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual.
Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient.
The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message.
When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Nature Check Result Duration
19 or lower   6 hours
20-29  12 hours
30-39 18 hours
40 or higher 24 hours
 
Lilium:
  Animal Messenger : Ritual  
 You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: Special
Effect: You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual.
Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient.
The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message.
When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Nature Check Result Duration
19 or lower     6 hours
20-29        12 hours
30-39       18 hours
40 or higher     24 hours
 
Lilium:
  Animal Messenger : Ritual  
 You whisper to the animal before you, and it bounds off in the direction you point to carry your message.
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: Special
Effect: You target a nonhostile Tiny animal, such as a sparrow, a raven, a fox, or a carp. The animal must remain within 5 squares of you for the time necessary to perform the ritual.
Once the ritual is complete, you whisper a message of up to 25 words to the animal and name a recipient and a location. The animal bounds off toward the location, in search of the recipient.
The animal avoids danger along its path. Upon finding the recipient, the animal approaches until it is adjacent to the recipient, and then your whisper issues from the animal's mouth, conveying the message.
When the animal delivers its message or the ritual's duration ends, your influence ends and the animal reverts to its natural behavior.
Your Nature check determines how long the animal is affected by the ritual.
Nature Check Result Duration
19 or lower      6 hours
20-29         12 hours
30-39         18 hours
40 or higher     24 hours
 
Lilium:
  Spirit Fetch : Ritual  
 You call forth an insubstantial spirit?fey, primal, or shadow?to unpleasantly influence another to do your bidding.
    Component Cost: 20 gp
Key Skill: Arcana, Religion
Time: 10 minutes
Duration: Special
Effect: WWhen complete, this ritual calls forth a spiritual presence, or “fetch,” of a shape you define. Typically, these fetches are small, indistinct, and shaped like a small animal or person.
You can send this spirit to a creature (or creatures) whose specific appearance you can visualize or whose name you can provide, or to whom you have a material connection such as a vial of blood. You whisper a simple command of 10 words of less, such as “Come to me,” “Bring me the ritual components,” or “Burn down the fortress wall.”
The fetch then goes to find the creature you designated at a rapid pace (speed 15) and seeks out the creature you specify. It cannot communicate, but the recipient senses its presence and receives your command.
Unless the recipient does as you wish, the fetch remains at the target's side as a constant reminder. The fetch cannot be harmed, but dispel magic used successfully can drive it away for a day. Your skill check result determines how long the fetch exists.
Check Result Duration
19 or lower 12 hours
20-29  1 day
30-39 1 week
40 or higher 1 monthn
 
Lilium:
  Spirit Fetch : Ritual  
 You call forth an insubstantial spirit?fey, primal, or shadow?to unpleasantly influence another to do your bidding.
    Component Cost: 20 gp
Key Skill: Arcana, Religion
Time: 10 minutes
Duration: Special
Effect: WWhen complete, this ritual calls forth a spiritual presence, or “fetch,” of a shape you define. Typically, these fetches are small, indistinct, and shaped like a small animal or person.
You can send this spirit to a creature (or creatures) whose specific appearance you can visualize or whose name you can provide, or to whom you have a material connection such as a vial of blood. You whisper a simple command of 10 words of less, such as “Come to me,” “Bring me the ritual components,” or “Burn down the fortress wall.”
The fetch then goes to find the creature you designated at a rapid pace (speed 15) and seeks out the creature you specify. It cannot communicate, but the recipient senses its presence and receives your command.
Unless the recipient does as you wish, the fetch remains at the target's side as a constant reminder. The fetch cannot be harmed, but dispel magic used successfully can drive it away for a day. Your skill check result determines how long the fetch exists.
Check Result Duration
19 or lower   12 hours
20-29       1 day
30-39       1 week
40 or higher  1 monthn
 
Lilium:
  Spirit Fetch : Ritual  
 You call forth an insubstantial spirit?fey, primal, or shadow?to unpleasantly influence another to do your bidding.
    Component Cost: 20 gp
Key Skill: Arcana, Religion
Time: 10 minutes
Duration: Special
Effect: WWhen complete, this ritual calls forth a spiritual presence, or “fetch,” of a shape you define. Typically, these fetches are small, indistinct, and shaped like a small animal or person.
You can send this spirit to a creature (or creatures) whose specific appearance you can visualize or whose name you can provide, or to whom you have a material connection such as a vial of blood. You whisper a simple command of 10 words of less, such as “Come to me,” “Bring me the ritual components,” or “Burn down the fortress wall.”
The fetch then goes to find the creature you designated at a rapid pace (speed 15) and seeks out the creature you specify. It cannot communicate, but the recipient senses its presence and receives your command.
Unless the recipient does as you wish, the fetch remains at the target's side as a constant reminder. The fetch cannot be harmed, but dispel magic used successfully can drive it away for a day. Your skill check result determines how long the fetch exists.
Check Result Duration
19 or lower  12 hours
20-29     1 day
30-39    1 week
40 or higher  1 monthn
 
Lilium:
  Spirit Fetch : Ritual  
 You call forth an insubstantial spirit?fey, primal, or shadow?to unpleasantly influence another to do your bidding.
    Component Cost: 20 gp
Key Skill: Arcana, Religion
Time: 10 minutes
Duration: Special
Effect: WWhen complete, this ritual calls forth a spiritual presence, or “fetch,” of a shape you define. Typically, these fetches are small, indistinct, and shaped like a small animal or person.
You can send this spirit to a creature (or creatures) whose specific appearance you can visualize or whose name you can provide, or to whom you have a material connection such as a vial of blood. You whisper a simple command of 10 words of less, such as “Come to me,” “Bring me the ritual components,” or “Burn down the fortress wall.”
The fetch then goes to find the creature you designated at a rapid pace (speed 15) and seeks out the creature you specify. It cannot communicate, but the recipient senses its presence and receives your command.
Unless the recipient does as you wish, the fetch remains at the target's side as a constant reminder. The fetch cannot be harmed, but dispel magic used successfully can drive it away for a day. Your skill check result determines how long the fetch exists.
Check Result Duration
19 or lower  12 hours
20-29      1 day
30-39     1 week
40 or higher 1 monthn
 
Lilium:
  Spirit Fetch : Ritual  
 You call forth an insubstantial spirit?fey, primal, or shadow?to unpleasantly influence another to do your bidding.
    Component Cost: 20 gp
Key Skill: Arcana, Religion
Time: 10 minutes
Duration: Special
Effect: WWhen complete, this ritual calls forth a spiritual presence, or “fetch,” of a shape you define. Typically, these fetches are small, indistinct, and shaped like a small animal or person.
You can send this spirit to a creature (or creatures) whose specific appearance you can visualize or whose name you can provide, or to whom you have a material connection such as a vial of blood. You whisper a simple command of 10 words of less, such as “Come to me,” “Bring me the ritual components,” or “Burn down the fortress wall.”
The fetch then goes to find the creature you designated at a rapid pace (speed 15) and seeks out the creature you specify. It cannot communicate, but the recipient senses its presence and receives your command.
Unless the recipient does as you wish, the fetch remains at the target's side as a constant reminder. The fetch cannot be harmed, but dispel magic used successfully can drive it away for a day. Your skill check result determines how long the fetch exists.
Check Result Duration
19 or lower  12 hours
20-29      1 day
30-39     1 week
40 or higher 1 monthn
 
Lilium:
  Spirit Fetch : Ritual  
 You call forth an insubstantial spirit?fey, primal, or shadow?to unpleasantly influence another to do your bidding.
    Component Cost: 20 gp
Key Skill: Arcana, Religion
Time: 10 minutes
Duration: Special
Effect: WWhen complete, this ritual calls forth a spiritual presence, or “fetch,” of a shape you define. Typically, these fetches are small, indistinct, and shaped like a small animal or person.
You can send this spirit to a creature (or creatures) whose specific appearance you can visualize or whose name you can provide, or to whom you have a material connection such as a vial of blood. You whisper a simple command of 10 words of less, such as “Come to me,” “Bring me the ritual components,” or “Burn down the fortress wall.”
The fetch then goes to find the creature you designated at a rapid pace (speed 15) and seeks out the creature you specify. It cannot communicate, but the recipient senses its presence and receives your command.
Unless the recipient does as you wish, the fetch remains at the target's side as a constant reminder. The fetch cannot be harmed, but dispel magic used successfully can drive it away for a day. Your skill check result determines how long the fetch exists.
Check Result Duration
19 or lower  12 hours
20-29     1 day
30-39    1 week
40 or higher 1 monthn
 
Lilium:
  Purify Water : Ritual  
    Component Cost: 10 gp
Key Skill: Arcana or Nature or Religion
Time: 10 minutes
Duration: Instantaneous
Effect: You purify a volume of water. The amount of water you can purify is determined by the result of your Arcana check, Nature check, or Religion check.
Skill Check Result Amount of Water
9 or lower 1 square
10?19 2 squares
20?34 4 squares
35 or higher 10 squares
 
Lilium:
  Purify Water : Ritual  
    Component Cost: 10 gp
Key Skill: Arcana or Nature or Religion
Time: 10 minutes
Duration: Instantaneous
Effect: You purify a volume of water. The amount of water you can purify is determined by the result of your Arcana check, Nature check, or Religion check.
Skill Check Result Amount of Water
9 or lower   1 square
10-19&   #8195;2 squares
20-34    4 squares
35 or higher   10 squares
 
Lilium:
  Purify Water : Ritual  
    Component Cost: 10 gp
Key Skill: Arcana or Nature or Religion
Time: 10 minutes
Duration: Instantaneous
Effect: You purify a volume of water. The amount of water you can purify is determined by the result of your Arcana check, Nature check, or Religion check.
Skill Check Result Amount of Water
9 or lower     1 square
10-19       2 squares
20-34      4 squares
35 or higher    10 squares
 
Lilium:
  Purify Water : Ritual  
    Component Cost: 10 gp
Key Skill: Arcana or Nature or Religion
Time: 10 minutes
Duration: Instantaneous
Effect: You purify a volume of water. The amount of water you can purify is determined by the result of your Arcana check, Nature check, or Religion check.
Skill Check Result Amount of Water
9 or lower     1 square
10-19        2 squares
20-34        4 squares
35 or higher    10 squares
 
Lilium:
  Traveler's Camouflage : Ritual  
 You and your allies take on the textures and colors of the world around you.
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: 10 hours
Effect: You cloak yourself and any allies present for the ritual in a camouflaging shroud. The subjects of this ritual gain a bonus to Stealth checks while traveling, and other creatures take a penalty when using Perception to find your tracks.
Your Nature check determines the bonus you and your allies gain and the penalty others take.
This camouflage protects you and your allies as you travel, but not during battle. Any subject who rolls initiative or makes an attack roll loses the benefit of this ritual until the end of the encounter.
If a subject is hidden when he or she makes an attack, that subject loses the bonus before making the attack roll, which could cause him or her to lose the benefit of being hidden for that attack.
Nature Check Result Bonus to Stealth Penalty to Find Tracks
19 or lower +2 -2
20-29 +5 -5
30 or higher +10 ?10
 
Lilium:
  Traveler's Camouflage : Ritual  
 You and your allies take on the textures and colors of the world around you.
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: 10 hours
Effect: You cloak yourself and any allies present for the ritual in a camouflaging shroud. The subjects of this ritual gain a bonus to Stealth checks while traveling, and other creatures take a penalty when using Perception to find your tracks.
Your Nature check determines the bonus you and your allies gain and the penalty others take.
This camouflage protects you and your allies as you travel, but not during battle. Any subject who rolls initiative or makes an attack roll loses the benefit of this ritual until the end of the encounter.
If a subject is hidden when he or she makes an attack, that subject loses the bonus before making the attack roll, which could cause him or her to lose the benefit of being hidden for that attack.
Nature Check Result Bonus to Stealth Penalty to Find Tracks
19 or lower     +2     -2
20-29      +5     -5
30 or higher     +10     ?10
 
Lilium:
  Traveler's Camouflage : Ritual  
 You and your allies take on the textures and colors of the world around you.
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: 10 hours
Effect: You cloak yourself and any allies present for the ritual in a camouflaging shroud. The subjects of this ritual gain a bonus to Stealth checks while traveling, and other creatures take a penalty when using Perception to find your tracks.
Your Nature check determines the bonus you and your allies gain and the penalty others take.
This camouflage protects you and your allies as you travel, but not during battle. Any subject who rolls initiative or makes an attack roll loses the benefit of this ritual until the end of the encounter.
If a subject is hidden when he or she makes an attack, that subject loses the bonus before making the attack roll, which could cause him or her to lose the benefit of being hidden for that attack.
Nature Check Result Bonus to Stealth Penalty to Find Tracks
19 or lower      +2          -2
20-29         +5        -5
30 or higher     +10        -10
 
Lilium:
  Traveler's Camouflage : Ritual  
 You and your allies take on the textures and colors of the world around you.
    Component Cost: 10 gp
Key Skill: Nature
Time: 10 minutes
Duration: 10 hours
Effect: You cloak yourself and any allies present for the ritual in a camouflaging shroud. The subjects of this ritual gain a bonus to Stealth checks while traveling, and other creatures take a penalty when using Perception to find your tracks.
Your Nature check determines the bonus you and your allies gain and the penalty others take.
This camouflage protects you and your allies as you travel, but not during battle. Any subject who rolls initiative or makes an attack roll loses the benefit of this ritual until the end of the encounter.
If a subject is hidden when he or she makes an attack, that subject loses the bonus before making the attack roll, which could cause him or her to lose the benefit of being hidden for that attack.
Nature Check Result Bonus to Stealth Penalty to Find Tracks
19 or lower      +2        -2
20-29         +5        -5
30 or higher     +10       -10
 
Lilium:
  Lower Water : Ritual  
 The water vanishes into the ground as if it fears your presence and power.
    Component Cost: 25 gp
Key Skill: Nature
Time: 10 minutes
Duration: 1 hour
Effect: You cause a body of water to reduce in depth. Your Nature check determines how many squares the water lowers. The space of water you can affect has sides equal to your level in squares. For example, if you are level 12, you affect a space that is 12 squares on a side.
If you lower the water to ground level or lower, the affected area becomes dry. In large bodies of water, the water outside the area is unaffected by the void you create. To an observer, the sides of the area appear to be walls of water.
At the end of the ritual's duration, water returns to fill the volume it previously occupied.
Nature Check Result Depth
19 or lower 2 squares
20-29 4 squares
30-39 8 squares
40 or higher 16 squares
 
Lilium:
  Lower Water : Ritual  
 The water vanishes into the ground as if it fears your presence and power.
    Component Cost: 25 gp
Key Skill: Nature
Time: 10 minutes
Duration: 1 hour
Effect: You cause a body of water to reduce in depth. Your Nature check determines how many squares the water lowers. The space of water you can affect has sides equal to your level in squares. For example, if you are level 12, you affect a space that is 12 squares on a side.
If you lower the water to ground level or lower, the affected area becomes dry. In large bodies of water, the water outside the area is unaffected by the void you create. To an observer, the sides of the area appear to be walls of water.
At the end of the ritual's duration, water returns to fill the volume it previously occupied.
Nature Check Result Depth
19 or lower    2 squares
20-29       4 squares
30-39      8 squares
40 or higher    16 squares
 
Lilium:
  Lower Water : Ritual  
 The water vanishes into the ground as if it fears your presence and power.
    Component Cost: 25 gp
Key Skill: Nature
Time: 10 minutes
Duration: 1 hour
Effect: You cause a body of water to reduce in depth. Your Nature check determines how many squares the water lowers. The space of water you can affect has sides equal to your level in squares. For example, if you are level 12, you affect a space that is 12 squares on a side.
If you lower the water to ground level or lower, the affected area becomes dry. In large bodies of water, the water outside the area is unaffected by the void you create. To an observer, the sides of the area appear to be walls of water.
At the end of the ritual's duration, water returns to fill the volume it previously occupied.
Nature Check Result Depth
19 or lower      2 squares
20-29         4 squares
30-39         8 squares
40 or higher     16 squares
 
vonel is disconnected.
vonel has connected.
Lilium:
  Eagle's Flight : Ritual  
 Great eagle spirits thunder through the sky, carrying you and your allies to a far-off location.
    Component Cost: 400 gp
Key Skill: Nature
Time: 10 minutes
Duration: 12 hours
Effect: Up to eight giant eagle spirits appear to carry you and your allies. Each eagle can carry one Medium creature. The eagles have a fly speed and an overland flight speed determined by your Nature check.
Creatures take a -4 penalty to attack rolls and defenses while carried by the eagles. The eagles can't attack or affect other creatures in any way.
The eagles' defenses are equal to yours, and if an eagle is hit by an attack, it descends to a solid surface to drop off the creature it carries, then flies away. Eagles who have flown away during combat can be called back as a standard action outside combat.
Nature Check Result Speed Overland Flight
24 or lower  8  10
25-29  10  15
30-39   12  20
40 or higher  15  30
 
Lilium:
  Eagle's Flight : Ritual  
 Great eagle spirits thunder through the sky, carrying you and your allies to a far-off location.
    Component Cost: 400 gp
Key Skill: Nature
Time: 10 minutes
Duration: 12 hours
Effect: Up to eight giant eagle spirits appear to carry you and your allies. Each eagle can carry one Medium creature. The eagles have a fly speed and an overland flight speed determined by your Nature check.
Creatures take a -4 penalty to attack rolls and defenses while carried by the eagles. The eagles can't attack or affect other creatures in any way.
The eagles' defenses are equal to yours, and if an eagle is hit by an attack, it descends to a solid surface to drop off the creature it carries, then flies away. Eagles who have flown away during combat can be called back as a standard action outside combat.
Nature Check Result Speed Overland Flight
24 or lower    8    10
25-29     10    15
30-39     12    20
40 or higher    15    30
 
Lilium:
  Eagle's Flight : Ritual  
 Great eagle spirits thunder through the sky, carrying you and your allies to a far-off location.
    Component Cost: 400 gp
Key Skill: Nature
Time: 10 minutes
Duration: 12 hours
Effect: Up to eight giant eagle spirits appear to carry you and your allies. Each eagle can carry one Medium creature. The eagles have a fly speed and an overland flight speed determined by your Nature check.
Creatures take a -4 penalty to attack rolls and defenses while carried by the eagles. The eagles can't attack or affect other creatures in any way.
The eagles' defenses are equal to yours, and if an eagle is hit by an attack, it descends to a solid surface to drop off the creature it carries, then flies away. Eagles who have flown away during combat can be called back as a standard action outside combat.
Nature Check Result Speed Overland Flight
24 or lower      8    10
25-29         10    15
30-39         12    20
40 or higher      15    30
 
Lilium:
  Eagle's Flight : Ritual  
 Great eagle spirits thunder through the sky, carrying you and your allies to a far-off location.
    Component Cost: 400 gp
Key Skill: Nature
Time: 10 minutes
Duration: 12 hours
Effect: Up to eight giant eagle spirits appear to carry you and your allies. Each eagle can carry one Medium creature. The eagles have a fly speed and an overland flight speed determined by your Nature check.
Creatures take a -4 penalty to attack rolls and defenses while carried by the eagles. The eagles can't attack or affect other creatures in any way.
The eagles' defenses are equal to yours, and if an eagle is hit by an attack, it descends to a solid surface to drop off the creature it carries, then flies away. Eagles who have flown away during combat can be called back as a standard action outside combat.
Nature Check Result Speed Overland Flight
24 or lower      8    10
25-29         10   15
30-39         12   20
40 or higher     15    30
 
Lilium:
  Eagle's Flight : Ritual  
 Great eagle spirits thunder through the sky, carrying you and your allies to a far-off location.
    Component Cost: 400 gp
Key Skill: Nature
Time: 10 minutes
Duration: 12 hours
Effect: Up to eight giant eagle spirits appear to carry you and your allies. Each eagle can carry one Medium creature. The eagles have a fly speed and an overland flight speed determined by your Nature check.
Creatures take a -4 penalty to attack rolls and defenses while carried by the eagles. The eagles can't attack or affect other creatures in any way.
The eagles' defenses are equal to yours, and if an eagle is hit by an attack, it descends to a solid surface to drop off the creature it carries, then flies away. Eagles who have flown away during combat can be called back as a standard action outside combat.
Nature Check Result Speed Overland Flight
24 or lower      8   10
25-29         10   15
30-39         12   20
40 or higher     15   30
 
Ganaroth has connected.
Lilium: Yo
Riot has connected.
Riot: hi hi how goes it
vonel: good
Riot: Sweet
=^v^= has connected.
Riot: hi akaiku
Riot: also G I DM'd you a thing on Discord
=^v^=: oi
vonel: yo
=^v^=: wassup
vonel: not much
=^v^=: my day was bad
Riot: That sucks, I'm sorry
=^v^=: I got a 'actually sucks to be you ha' from the dealership on my car that threw a check engine rainbow 30 miles after paying them 500bux for service
=^v^=: also I got to go with my partents to buy a new car for them which involved a bunch of peopel being upset
Riot: Jesus
=^v^=: found out the tradein value for my car that has the light on in it is 250 dollars which is silly low
=^v^=: I'd buy like 4 of them for that price and just wear them the rest of the way out
Ganaroth: I'm really sorry to hear this...
Ganaroth: I wish your day'd been better.
Ganaroth: Well, I guess everyone is here, then?
vonel: yep
Riot: Yarp
Ganaroth: Awrsome. Well, let's say that we pick up as Escrish is deftly guided by Deket into the kitchen, where you are waiting for him as planned.
Escrish 's despondent face grows wary as he sees the group waiting for him, and the shorter man looks over his shoulder at Deket, who just gives him a wry smile and says "They might be able to take a load off of ya. Have fun." He turns, then gives the rest of you a quick thumbs up before exiting back to the bar proper. Escrish looks at each of you, and clears his throat. "Um... you'll do me the kindness of telling me your business, before we start talking, please?"
Itzen is a wolf at this point and tilts her head, "Well, I had hoped this would be a giveaway."
Lucky waits for Deket to come back out before stepping away from her place at the edge of the bar, taking her eyes off the patrons and giving Deket a nod as she walks through the kitchen doors
Escrish sighs. "Pardon, ma'am." He performs a small rune sign over his heart; indicating gratitude. "The authorities here use wolves too, sometimes. It's harder to turn an animal traitor, but it can still be done."
Itzen: "I see, well at least I don't come bearing chains or something else unplesent..."
Deket nods at Lucky.
Escrish: "And thank goodness. We already have enough of those around here." He takes a deep breath, then lets it out slowly. "Ok, so I expect you want into Coalstone. I have to... I just have to thank you. For doing this. I know this wouldn't be the Howling's first priority here, but even just making the attempt means the world to me. As it is, I'm going to work there every day, handing out food or whippings to my own packmates, and none of us can even acknowledge it." He looks at his left hand. "...I actually got angry at a sister in there, and backhanded her with my gauntlet. Today, I mean. It wasn't an act. She wasn't doing what she was supposed to, and she was slowing everything up, and for a moment it's like I just forgot we were only pretending to be on opposite sides. We're all dying slow in there, and I'm just the one dying the slowest."
Itzen nods, "The issue is that you are... looking guilty right now?" A pause, "I am here to extract some of my people, do you need to be one of them?"
Escrish: He pauses, then nods. "No real choice. If you can help them, they'll turn the city upside down looking for who guided you in, and they won't have far to look." He looks at Itzen, a bit glum but still determined. "The moment you cross into Coalstone, there's a clock ticking down on my life, so I'd appreciate it if you came and grabbed me before it ticks all the way down."
Itzen nods twice, "Ah, it's a bit refreshing to see someone with a bit more sense to their situation. Extracting our people from the prision is all of our people, because any of them left will probably meet that fate anyways."
Eileen nods
Itzen: "I rather dislike loosing people to unnecessarly fool heroics."
Escrish: "Heh. Glad I passed that test, then. Believe me, I know I'm not a hero. I'm one of those people in the tales... you know, a minor character with a clue or trinket the real heroes'll need. And that's fine; my friends would be fucked if the heroics were all up to me."
Itzen: "There is a marked differeence between a story hero and one who merely exemplifies the acts."
Itzen: "Putting yourself in a position to help save your packmates is heroic, if not the thing tales tend to emphasize."
Escrish: "Eh, well, you can call anyone at all you want a hero, even me, so long as you can get them out of there, I suppose. For myself, I'll try not to start putting on airs before we even do anything." He chuckles a bit. "So okay, how can I help you? I've got most of the information you probably would want about the place."
Itzen nods, 'That and any places they perhaps suspect as harboring like minded people?"
Itzen: "Preferably empty ones if you know. I wish to make this seem like a rather severe counterstroke."
Itzen: "There is enough of us that we can pretend to be quite a bit more, if we are careful about it, and could distract them looking for a group bigger then us."
Itzen: "Cleaning out a few empty places will help sell the illusion."
Escrish: ((I am really sorry, but do you think you could explain what Itzen means? I'm having a little trouble understanding what she's trying to say.))
Escrish: ((Probably my own dumb at work.))
Riot: (( I'm a little confused too ))
=^v^=: (( she thinks since they are striking in with a fairly large force, she can set up a few suspected safehouses like everyone cleared out of them in a rush, and make the authorities think a BUNCH of people came at them, instead of just our group. ))
Escrish: (Oh, okay. Basically leaving dummy trails.)
=^v^=: (( ya, plus makign it look like more people were in on it then they actually were ))
=^v^=: (( people who loose to ambushes almost always exaderate how many people ambushed them after all, why not make it seem like dozens of cultits came down like the paw of the wolf ))
Escrish: "There are a few places. Bases we abandoned when it seemed like they were getting close, things like that. There's more empty space in the city than the constables generally think, and I can get a few people to trash some of them over the next couple of days."
Escrish: "Make 'em seem more recently lived in, and such."
Eileen: "Be careful while your doing it, we have reason to think someone may have sould out the group that was captured."
Itzen nods, "Though try not to get too carried away with them, as they will need to maintian their positions after this, as it's.. less likely then I'd like that further rescue is forthcoming."
Escrish: "I see. Well, I'll let them know. We've already withdrawn just about everything to our higher-security dens, but they'll appreciate you letting us know that we'll probably be camping out there for a while until things die back down."
Escrish: "Heh. "We." I'm leaving with the others. Hopefully they waste time trying to track us halfway across the sky before looking for remembering to check for anyone left behind."
Escrish: (Typos, eck.)
Escrish: "Now... I'm not sure if you already had a, uh, means of attack that you wanted to employ, but I can think of a few different ways inside. It's not like Coalstone has porous security or anything; it's just that most of the entrances are secured with active patrols and sentries rather than just impassible walls and such. There's no such thing as a perfect way in, just ways that can be more thoroughly opened than others, understand? Good news is that you can pick your poison. The bad news is that no matter what you pick, it's still gonna be poison. Ok?"
Pell: "Sounds reasonable."
Escrish: "Yeah, well, tell me that after you weigh the options. Okay, so option one: through the mines. For those of you from out of town, Coalstone prison is built on top of a giant coal mine. Neat history too... anyway, though, the mines have a few different vents and spillways running out from them, so you'd be able to enter from there. Nobody is likely to see you coming that way, and the guards will be thinner, but getting back out the same way will be a real pain. You could also go up and over. There's an outcropping that serves as a watchtower nearby, overlooking the whole complex. They'll be watching for anything on the surface, but if you can take them out first, before they send a message, you'll be the one with the vantage. There are also carts coming and going all the time; smuggling you in might be possible, but if you get caught it'll turn into an ugly melee pretty quick. I'm discounting the "storm the walls" option, because it sounds like you want to bluff them a bit, and pure force would show your hand."
Escrish: "I've also got info on what the guards are like, and where you'll find them. Where they keep the prisoners. The list of names you'll want. Basically everything. Every morsel of info I ever dredged up out of that hellhole is being cashed in for this. No reason to leave spare arrows in my quiver on the way out, right?"
Itzen nods, "Correct. Though I will need to storm the place they are holding the Orb after this as well...."
Escrish: "Of course. I understand the priorities. My info about where they're holding the Orb is a little sketchier, though. I know its not with Haarken anymore. I know that High Lady Tynaron was working with it, but I'm not sure if it's at her private place, or in the bigger labs under the Barrow. My guess is the latter, since it's important. And that's a bit of a problem, because the access system for those labs isn't someting I'm a part of. All I can do is DESCRIBE how to get inside there."
Itzen: "That is quite a bit better then merely guessing."
Escrish: "Well, I hope so. Ever since the brothers came through and cleaned house, a lot of the former disreputables have been accepted into the official government, right? It's how they were able to keep a lid on things. So, long story short is that there are actually a number of access keys for the labs all around the city, mostly in posession of powerful individuals or groups that are now part of the new government. In order to make it as secure as possible and as proof against treachery as possible, the keys have been split up, and you need to use several of them at once in order to get in. That means you'd need to take them from their owners first. But once you start that, I don't know how long you'll have before they figure out what you're after, and start moving forces to the labs to intercept you. So you'll need to be quick about it. From what I've heard, you need between three and five keys; three will work, but there are some sort of extra measures that happen if you have less than five. I don't know what they are, though." He reaches into his bag, and takes out a small pad of paper, scribbling on it. "I know for certain that both Haarken and Tynaron have keys. Another one is held by Warden Nosnra at Coalstone, but whether you want to make a play for it while you're there is up to you. I don't know where the others are, but the people who hold them might."
Lucky: "Wait. The brothers? I fucking forgot about them! Dinesh and Samir!"
Escrish: "Huh? Yeah, that's them."
Lucky: "They were there at the beginning of all this, at least for me. Dinesh was a bit gruff, and Samir tried to be a smooth talker, but they were good people, in my limited experience."
Lucky: "Fuck me running, I forgot they came back here to try and fix the place."
Escrish: "Honestly, they seem okay to me. A hell of a lot better than the stain they replaced. But it put them in the awkward position of trying to be decent people in charge of a whole bunch of indecent people. They're strong, but even they have to be careful and step light."
Itzen stares a bit before collecting herself, "Would they perhaps have keys the would be wiling to give an aquantence?"
Escrish: "I cannot imagine they wouldn't have a key between them. Whether they'd be willing to hand them over to you is above my paygrade."
Lucky: "It could be an option, but it would probably depend on how well they remember me, and how much bullshit they're currently in the middle of."
Ra'ven: "Does it keep track of which keys are used?"
Io: "I think they'll remember you. And if not, I'm quite certain they'll remember ME."
Lucky: "That's true. My memory sometimes gets a bit hazy on who was where and when. Like for some reason my brain was telling me Eileen was with us, even though I know she wasn't." She taps the side of her head a few times as if she's trying to knock the incorrect memories out.
Ra'ven: "I mean if it doesn't, we probably should ask those guys before we go raiding other keys."
Kaylen Fisher: "Asking them first might slow down their reaction time, too. Those two are nominally in charge, right? They might be able to gum things up long enough to buy time while we go collecting."
Kaylen Fisher: "You know. Subtle, like."
Lucky: "They'd probably also not like it if certain nobles were doing things to their military. Not that we have to mention that, unless Itzen thinks it'd be smart."
Io: "I agree that we should probably warn them of the more concerning things we've discovered since, at the very least."
Io: "They might appreciate a clue as to the apparent insanity of your Emir, for instance."
Lucky: "If my memory is working correctly, Samir in particular would be pretty averse to people being forced to stay and die instead of escaping with their lives."
Io: "Yes. Well, Itzen is the client, as you mentioned, so whether she believes they can be trusted with that information is a question I shall leave to her. If she does not want to pass on that information yet, I can send them a message concerning it when we've finished here. I believe that they should be told, however."'
Itzen shakes her head, murmering a "By Her Grace" under her breath, "I had not known you lot personally know those in charge here. If they can be trusted by all means enlist their help!"
Itzen: "if they are sane they wouldn't chance half the city burning down for possibly ever."
Itzen: "One should never ask for let alone plan on the Greater Gift, but one should not be unthankful for it..." she pauses, "... Luck, I mean."
Lucky: "Sorry for that, honestly. It's been a while and with everything else, it didn't even occur to me."
Escrish: "I have nothing at all against it. Just gotta remember that they're a long way from being absolute rulers here. I'm sure they don't want that sort of thing happening either, but exactly how much they can do is another thing. If they just came down to the Barrow labs one day and told everyone that the Orb was being handed over to someone, the other power groups would pitch a fit, and there'd be people coming for them before the next cycle even started. So yeah, this is beautiful. But it's also not going to fix it on its own." He nods. "Right you are. This is a powerful gift, but one that'll be wasted if it's relied upon too heavily."
Lucky: "We fought together when our skyship was attacked and we were marooned on this hellscape of an island, and together we freed Io and some others. I think they can be trusted. Even if they can only help a little, that's not zero."
Itzen: "Their aid, not as a solution. But if we ourselves come down on the prision perhaps they can help follow it up."
Itzen: "Perhaps they would be up to... losing their key as a reason to be more forgiving for those who are about to have a rather bad screwup themselves and be magmanous about it."
Itzen: "It is often good politics to allow people to save some grace with failures."
Escrish: "This was an option I didn't realize existed until today. If you're going to meet them, you should probably do it before breaking people out. Things might start to move at that point..." He laughs at Itzen's suggestion. "So long as you make sure to humiliate a bunch of their rivals at the same time, they might go for it."
Itzen: "You lost the prisioners and the key, but everyone messes up, plus these people were skilled enough to take mine"
Itzen nods, "With the right inflections, everyone will know it's being given as an out for the much more public screwup, plus makes the key loss seem light."
Escrish: "Yeah, makes sense. Just don't give anyone an excuse to act like the brothers are easy targets now. Fuck up some of the other ones so that people understand that none of them could have stopped you alone."
Escrish: "You'll need at least two others anyway."
Itzen nods, "LIkely the prision one would be a good target if possible, I also would perhaps like the one those doing the experements that caused this mess to start to feel our wrath."
Escrish: "Right. Well, like I said, I know Haarken, Tynaron, Nosnra, and the Commanders Samir and Dinesh have them. Eh, that'll be ONE key between the brothers, just to be clear. They'll probably know who else has them, as well."
Escrish: "Smuggling maps out of Coalstone is a tough ask, so instead I'll draw you one. It won't be perfect, but it should be functional. It'll at least show you where everyone is being kept, and on what shifts. No matter what you do, some of them will be in their cells, and some will be in the mines, so you'll just have to pick a time that you think is most convenient." He continues scribbling; it's not a great work of art, but it does at least show the relevant locations in the prison, including the locations of a few elite guards, static emplacements, and Nosnra's own offices.
Itzen: "Is there any prisioners we should not let out if it comes to it that we should be aware of?"
Escrish: "A lot of the guards inside are like the ones in the city, but there are others, too. A few squads of these extra-mean bugbears with whips, who are no damn joke. Trained ogres. Sentinel Cannons mounted on the walls that can fire inside the compound. And you'll see a few of these other things wandering around too... we call 'em "Big Rats," but they aren't rats. They're a kind of probationary prisoner that's been hopped up on all kinds of gross drugs. Swells them up to ogre sized themselves, and makes them twice as vicious. I've seen them chokeslam prisoners so hard their skulls splattered all over the ground." He looks up at Itzen's question. "Erm.... well, they're a mixed bag, when it comes to who deserves it and who doesn't. I'm not going to micromanage your escape, but I'd advise you to avoid letting out this boy called "Chrysoberyl." I have no idea why he's there, only that he looks about seventeen and has been there since before I started working, never looking different. He'll try to convince you that he'll be helpful, but my spine chills every time I get near him. I've worked around a lot of people who would cut you open for two copper and not hesitate. This kid, or whatever he is... it wouldn't even take two."
Itzen nods at that, "That sort of thing, ya."
Riot: (( back in like 5 ))
Escrish: kk
Itzen nods, "Well, in all honesty, if you can, keep it up with this drinking thing for a bit longer, if those in charge assume it's mere dereliction of duty, that might buy a bit of extra leeway. I supopse we should go about getting ahold of the brothers then."
Escrish: "Right. I can probably manage that. It's a good place... honestly, probably the thing I'm going to most miss leaving behind. Oh! Fuck me, you would have genuinely strangled me if I hadn't mentioned. It slips my own mind too, sometimes, since I have to work for her, but Warden Nosnra is a hill giant. She uses a crossbow that is literally just a ballista, and she's a lot smarter than she looks. So just look for the tallest person around, but be mindful that she has a serious haymaker if she sees you coming."
Riot: (( back ))
Pell: "Oh. Fun."
Eileen: "Indeed."
Itzen: "Makes it more open to manuver in at least, perhaps my bird can join."
Escrish: "Yeah, sorry about that. Regardless, though, almost everything in there is pretty physical, so you probably don't have to worry about tricky magic, but just be careful of the heavy hitters, okay?" He nods at itzen. "The upper level of the compex is open enough that you can land.... a mount of some kind? ... just about anywhere. Inside the mines, it'll depend on how claustrophobic your bird is. You'll want to have them be careful of the sentinel cannons, though. A flyer caught in the open against those things can get a lot of holes put in them very fast."
Escrish: "But you can mitigate the cannons a lot by taking out that watchpost, too, so it's all up to you. If I had a surefire way in, you wouldn't be able to trust me, because it would be an obvious trap."
Escrish: "Need anything else? If not, I'll go and start nursing a few more drinks. Get Deket to give me water for half of 'em so that I don't get too drunk too quickly..." He mutters as he gets up, preparing to go back to the barroom.
=^v^=: (( I got nothin else ))
Riot: (( me either ))
vonel: (( nothing here ))
Escrish: (Ok, I need to locate Samir and Dinesh tokens since we're going there next, I forgot where they went. >. )
Escrish: (And found. Yay!)
Io: "So. Our next task is to locate my other rescuers, and gain an audience with them. In fact, since we're already acquainted with them, using a message ritual might be a good option, since we won't have to expose ourselve for it."
Eileen: "Sounds like a good idea."
Lucky: "Yep."
Kaylen Fisher: "I've got the facilitator version of that ritual. You or Io want to be the one to talk with them? They'll probably respond to you better than to some rando like me contacting them."
Kaylen Fisher: "It's just like a normal message, except you send it through me, instead of me sending it directly. Useful when upper ranked researchers want to ask quick questions but not let their underlings know what's being asked." She rolls her eyes.
Lucky: "Either way is fine. Then again, I'm just the girl with swords, they're the creator of dragons."
Itzen almost loudly raises an eyebrow at that but lets it pass
Io: "I'm just the creator of dragons; she's the girl with swords. See? I can make myself sound like less than I am as well. But I will happily send the message." They hop over to Kaylen, who places her hand on their snout. A few minutes pass, then Io shakes themselves. "They will meet us in ten hours, at the Pankra Pits. They'll be coming alone."
Lucky rolls her eyes at Io, but smiles in return.
Ra'ven: "Well, together right?"
Io: "Yes. Alone as in a single unit. I find it difficult to conceive of those two otherwise, regardless."
Lucky: "Attached at the hip is a pretty good descriptor, yeah."
Io: (And now it is both 9pm and a decent spot to leave off. PROBABLY McAllister doesn't want to stop by and reprise his characters for a session, but he's certainly welcome to.)
Riot: (( would be cool but I doubt it. We can hope, though ))
Io: (I'll mention it to him, at least, but we'll pick it up again there next week, if that's all good.)
Ra'ven: I will at some poit write more blurb about itzen scripture but this last week ahs been really stressfull
Lucky: Sounds good
Io: Sympathy
Riot: Valid
Riot: Hope the next one is better
Io: +1
Ra'ven: maybe
Ra'ven: I probably am getting a less old car for potentioally free tomorow
Riot: Here's hoping!
Io: Agreed.
Ra'ven: it's been kinda a thing today about being unclearly jerked around about such an occurance
Ra'ven: and to be honest I'd rather my older car still work, since the newer car has been taken care of much nicer then I want to take care of a car
Riot: Fair. I gotta take the dog out so I'll be on discord. Gnight y'all!
Riot is disconnected.
vonel is disconnected.
vonel has connected.
=^v^= is disconnected.
vonel is disconnected.