Episode 1

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DMJ

Apr 20, 2017 1:36 am
OOC:
Hey I feel like I want to mention something about all of this talk of magic. Your characters can think whatever they want, but coming from the civilized cities in the Yuoric Markkelands, Pylos, Kortella, etc. most people (not necessarily your characters, but most people that they interact with) think all of this Dannein talk about magic is most likely complete horse shit or extravagant exaggerations at best. Remember, most likely no one in this group has ever seen a magic spell, never seen someone claiming to be a wizard, no priests that could cough out miracles at will. Scachan is the first druid anyone has seen. Again, not trying to overstep and say what is real or correct or what anyone's interpretation is about what is being said, but I would say that this conversation has A LOT of assumptions about magic being real, effective, powerful, and apparently rather accessible. That is something out of the normal range of most conversations.

Now those of you with Dannein characters may have other backgrounds from your more distant past that might suggest otherwise,
and may be more familiar with these ideas being normal and possible. Even that being said though, both of the Danneins in the group have lived in civilization now for several years or more, so it has been a while since you have heard serious talk about witches, spells, hexes, magic dolls, lures, charms, wizard-kings from the past, etc.
Apr 20, 2017 1:55 am
Now that was damn thorough. Really cool/useful info and plot threads dropped all over the place.

Witches, charms, magic. Kray's thoughts drifted back to a dark maelstrom of a night, almost ten years ago now. Fates must have been asleep that night, forgot to cut my thread. He wouldn't dismiss the notion of the supernatural, and forces beyond normal comprehension; he also wasn't inclined to think Nemes Zaituc to tell tall tales, not to mention that, on a simple level, he appreciated the world had distant horizons...

His mind snapped out of memory and back to business.

"Sounds to me like we start with Rutcrana, soak her for anything she knows, and work toward your granddaughter from there." Kray breathes in the Drakkenmire, tapping the ash off of his spliff. "Keeping our weapons clean and dry of Bats and Rutcrana... no promises there." He took a hit, letting tendrils of smoke curl into his nose. "You know the score on that Nemes, best laid plans and all. I do appreciate the politics and the potential shit storm of bloodletting that could come from a Bat and Murrough feud, with you in the middle of the turf, so ideally we'll keep it civil."

Looking toward Talius, Kray continued. "Anything known to counter that Bat poison? Maybe some local herbs or such Talius can cook up?" I'm no herbalist, but I'll be damned if I don't ask that question and find myself sicker than shit in the middle of the swamp.

Another thought crossed his mind. "And what do you think the odds are of getting some ballsy Bat to do us some favors? You know, we play 'kingmaker' and make some up and coming hopeful the next Norach, he gets us closer to your granddaughter, or works an angle for us?"
Last edited April 20, 2017 1:56 am
Apr 20, 2017 10:34 am
Thorn smiles inwardly at the thought of heading into Bat Hannoc territory. Teaming up with Talius and Kray kept food in his belly, but his will was doing its best to slowly inch his destiny in this direction. Maybe soon, he thinks.

Meanwhile, his eyes squint almost imperceptibly at Zaituc, and he wonders to himself what hidden agenda the old corsair might have.
OOC:
If it's not too late to roll those INT and Insight checks, I'll have a stab at it.

Rolls

Intelligence check - (1d20+3)

(20) + 3 = 23

Insight check - (1d20+2)

(12) + 2 = 14

DMJ

Apr 20, 2017 1:04 pm
Insight Results:
OOC:
By Talius, so this one is a little different. Will only be sent by side message to Ox.
DMJ sent a note to Oxbox

DMJ

Apr 20, 2017 1:31 pm
Intelligence Check Results:
OOC:
(by Thorn.)
Thorn, a rather skilled linguist because of his upbringing, remembers the clear pressure put on him by his master to learn the smaller traditions of the Dannein language. Urdav always stressed that the Dannein language is complicated and one could gather details by listening to how different Danneins speak and understanding the different dialects. Danneins can recognize things about one another simply by hearing how each other talks, it gives suggestions about what region they are from and what clans they might belong to.

Thorn has to laugh a little to himself at the Bat Hannocs naming and what it sounds like to most non-native Dannein speakers. The word "bat" in Yuoric of course refers to the flying nocturnal rodent, the bat. In the Dannein language it means something different, but it is a rarely used word.

Dannein language often uses relationship helping words with names, such as the most common "mac" to mean "son of", or the word "nab" which means roughly "descendant of" or in some dialects more like "heir of". The word "bat" is not usually used in clan naming, but it is a relationship helping word. It means something like "offspring of" or maybe even "spawn of". It is strange to see it used for people. It is a rarely used word at all, but when used it most often refers to the offspring of frogs, eels, water flies, or bees. So it is a bit eerie as part of a clan name. When Kray begins to refer to the Bat Hannocs as "Bats", the word sort of jumps out as if they are being called "The Offspring" or "The Spawns" and it has a rather repulsive sound to it.

Thorn also begins to get a clear picture that the Bat Hannocs are extremely integrated into the environment of the swamp. He learns that they are master swimmers and often hide in the water. After a few questions back and forth with Zaituc and Scachan, Thorn baits out information that the Bat Hannocs often build their settlements on islands or in flooded areas that give difficult terrain and challenging avenues of approach for invaders. They are also said to wear light or no armor (nothing new for Danneins) because they often submerge themselves and swim to and from skirmishes if the terrain allows.

Thorn recommends that the team prepare for the idea of a mission featuring very wet terrain and possibly the risk of being submerged themselves. Ambush tactics of the Bat Hannocs may be based on sinking or drowning opponents. Everyone should make good decisions on what they carry, what armor they wear, etc. and how to prepare to avoid drowning or sinking. They may also need to use rafts, floats, canoes, etc. Everyone may want to take extra time to prepare alternate routes/methods of approach and withdrawal if the party finds themselves isolated on small land masses surrounded by water. Most of all, eyes should be on the lookout for spies or opponents even from beneath water surfaces.

DMJ

Apr 20, 2017 2:40 pm
Results of Persuasion:
OOC:
(by Kray)
Near the end of the info download, Kray begins to summarize, review, and frame the nature of the mission. He works with Zaituc to verbally lay out the terms of the contract, and displays a clear fluency with this sort of negotiation. The contract will be clearly extended to all five contractors: Kray, Thorn, Talius, Qiu, and Ivor. Each will be paid individually, but the amounts will be determined by the group's action and success overall.

Required Term:
The green-eyed 11-year old half-Dannein half-Voldruvan girl, Zaituc's granddaughter, must be returned to Zaituc alive and unharmed.

Preferred Terms:
1) No killing of Bat Hannocs, including no killing of Rutcrana.
2) Return with success on main term within four days
Additional Bonus money will be paid for each of the Preferred Terms, which can be met individually.

Zaituc begins pricing negotiations by giving a list of things that he has paid for in recent times to other mercenaries and at what price. It is sort of a "market declaration" technique, to show what price ranges are out there. Kray does not contest this at all. This is a frequently used tradition in forming price agreements and all of Zaituc's information is extremely accurate.

In the end, it is framed out that a contract per man on the Required Term is around 400 Crown Markkes (gp).
OOC:
That hits the mark as a Motivating Contract for everyone. It would be a good pay check, especially with the idea of two possible bonuses.
But Kray, carefully and respectfully, begins to talk through the requirements, the challenges, the risks, the precision and discernment that must be used. He also highlights the expertise of the contractors, ensuring that the service will be premiere and professionally fulfilled with the employer's interests in mind throughout. To get the best work, the price may seem a bit higher, but it is worth the assurance that the job will be done right.

After the back and forth, Zaituc acknowledges that he is happy that a Mercon is here to boost the price, because that will also increase his own leverage. He knows that a contract of this price and scope will be spoken about broadly in the community, so this team's name and reputation is on the line, with House Mercon as well by extension. He knows they do not want to fail or come up short if he pays in heavy like this. So he is ready to stretch and agree to a premiere contract if he is going to get premiere performance.

Final Price agreed at:

700 Crown Markkes Per Man for completion of Required Term.

200 Crown Markkes Per Man for adherence to each of Preferred Terms (so 400 if both are upheld).

That puts Zaituc on the hook for paying out 3500 to 5500 CMs, no chump change.

As per tradition, half of the base payment (so 350 CMs) will be paid up front and can be dispersed immediately at the longhouse. The rest can be collected upon completion.
OOC:
This comes up to be almost double a Motivating Contract, and more than double if the bonus money is collected. In this setting and economy, it's a really big paycheck. Depending on backgrounds, it is up to each of you on specifics, but it is likely the biggest lump sum payment most people at similar career levels would have ever received before.
DMJ sent a note to Ezeriah

DMJ

Apr 20, 2017 3:36 pm
OOC:
Notable edit/addition on Insight result. Ox, please reread if you need to. Maybe some delayed info, depending on whether or not you saw the first version that was lacking on one detail.
Apr 20, 2017 3:59 pm
OOC:
Nice job, DMJ.
Apr 21, 2017 2:06 am
Satisfied with the particulars of the contract and some decent leads on how to find Zaituc's granddaughter, Kray puts a fresh rolled spliff away to smoke later. "Nemes, it's been a pleasure, as always. If she's out there, we'll bring her back." He eyed the shadows, taking stock of remaining daylight. "Time is coin, and we should get to it." Directly addressing Zaituc, he continued. "Any guide to get us close to Rutcrana, ideally by watercraft?"

I'm assuming someone like Ruacht or Rori can get us close to our best lead, via waterway. Northeast on Owain Branch, then south, to the Borgh Riac (Dannein for Borgh Swamp), Bat territory? I imagine we might even be getting dropped off at the village/location where Rutcrana is?

Besides that, all we need to do is clarify what we're bringing/leaving behind, (as suggested by Thorn's INT check referencing armor, environment and weight etc). And, of course, get paid up front (350 CM's each).
Last edited April 21, 2017 2:48 am
Apr 21, 2017 2:18 am
OOC:
Yea. Damn DMJ, awesome work here. I reread what you had put to make sure I didn't miss anything.
OOC:
To Kray, assuming Ruacht will be coming with us.
If these cowardly Bat Hannocs like to use poison, I will work with Ruacht to gather some herbs once we get closer to where the javelin hurlers get their ingredients and I will make some antitoxin. Talius then mouths the next part just to Kray "You are very unpleasant when you have the shits."

Talius takes note of the subtle body language shift of the Scachan when the Barrow People are mentioned. Talius has heard the stories of them before but has never put much thought into the Stone Carvers until now, seeing the Scachan so uncomfortable and trying to change the subject. Talius, who has never had much tact and has been know to be as blunt as his hammer head, asks the Scachan "Why do you avoid speaking about the Barrow People? Surely you do not believe the horse shit stories about magic runes in their burial sites."
Last edited April 21, 2017 2:19 am

DMJ

Apr 22, 2017 9:31 am
Scachan is slow to respond, purposefully so it seems. He peers at Talius intently for several seconds, long enough to be noticed and break the flow of a normal conversational interchange.

Eventually though, the druid's face softens and he speaks in a calm and deliberate tone, "You are right, Mac Dannieou an Talaham." (This long title is an old but recognizable one, in Dannein meaning roughly "Son of the Land of the People". It is a very old-fashioned way of talking, but it is respectable. Usually used to identify someone who sticks to the ways of Dannein tradition and has displayed adherence to the people, their ways, and the natural world.)

"Stories of the doomed race of the graves are often misconstrued. They were laid low long ago by the gods. Their yearnings and claims forgotten. To pine after their weather worn chippings and rock scrawls is foolishness," he continues. After a pause, "Or horse shit as you say." The old druid smiles, barely noticeable.

"Beware Rutcrana, champion," he says looking steadily at Talius. "Though Nemes seeks to avoid her final ending, the Land of the People would not mourn if she were laid low. It is my hope that she does not claim your strength and resolve, but instead that your stern hammer is met against her old vile head."

DMJ

Apr 22, 2017 10:05 am
On Antitoxin to Bat Hannoc Poison and Infil Logistics

Ruacht says that the poison is some herbal mix, but that the base is definitely the Green Lotus. It is a rare bloom that is only found deep in the shady thickets and draws of Borgh Riac.

The poison can be deadly at worst. A few victims have fallen to a swelling of the throat and eyes, and eventually death by suffocation. But most often the poison is debilitating, delivering nausea and severe disorientation within a minute, with symptoms lasting sometimes for a day or more, including sweats, fevers, vomiting, and severe hallucinations usually setting in within about 1 hour.

Talius' idea of building an antidote from the close local plants is a good one. Ruacht says that sometimes there is a berry called Maidinponc (Morning Bead) that emerges early spring. It has been known to slow or halt the effects of Bat Hannoc poison if mixed properly with oils and a few other dried leafs. The problem is that the potency of the antidote does not keep well, and only remains effective for about 1 or 2 days.

Maidinponc sometimes grows along the bank of Owain. Ruacht will go with the group for a distance up the Branch on the canoes, and will work with Talius to attempt to mix an effective antitoxin.

Ruacht also knows of a grave site on the southern bank of Owain Branch far east of here, about a 6 hour paddle upstream. The cemetery has a trail head that cuts south through a thickly grown and flooded section of Borgh Riac, and eventually leads to one of the Bat Hannoc settlements.

DMJ

Apr 22, 2017 12:50 pm
On Kray's "Kingmaker" Strategy, finding potential challengers to Norach Onchu and exploring collaboration options

"Hmm. Perhaps you could bait in one of the upstarts to aid you. Though these swampers are difficult to know," Zaituc says to Kray.

"Bat Hannoc customs are little known to outsiders. We do not know many of their names either. There is one. A big anvil head. He is know to be a strong sword. He carries a heavy one-sided axe. He killed a big Murrogh named Carlben two summers ago. You remember that one? I was no where around, but Riocard told me of it." Zaituc asks in Scachan's direction.

"He is called Fiorgog," the druid answers. "He has a heavily scarred face."

"Fiorgog?! That sounds like the name of an Ingvaelor sodomizer." Zaituc says with a look of disgust. "But still, he is a challenger that one. If you could find this big gorilla, I would wager he was in the running for putting old Onchu at the bottom of the Riac."
Apr 23, 2017 7:45 pm
What sort of trade, like travelling merchants does that region have? Qiu is thinking of trying to pass as a group ov merchants.

DMJ

Apr 24, 2017 10:01 am
The five warriors stand on the bank of Owain Branch. They load their equipment in the three canoes. Shen Lainn is there, helping Ruacht check over everything. Zaituc speaks out to the crowd as they are boarding the small boats, two men per.

"Remember, I am not sending you upstream to kick off a war. One little girl. That is all that those stick-tossers need to give up.
And hopefully they don't get along with her anyway, since she is half Voldruvan,"
Zaituc says.

Lastly, the old corsair pulls Kray aside, "Be careful on handling her, Lord Mercon. I don't want my granddaughter to get to know me first by a throng of heavy-handed thugs roughing her up just before we are introduced." He smiles and clasps Kray's arm in departure, giving one last appeal.
DMJ sent a note to Ezeriah
With that, everyone is on board and the three canoes are pushed away from the bank. Zaituc and Shen Lainn watch for a while from the high ground, and then turn to depart back to the longhouse.

Ruacht takes the lead boat with Talius. "We should be able to find the Maidinponc along the south bank likely in a few hours.
After that, you can make it to the cemetery grove and port before sundown, with time to ground and cache the boats somewhere nearby."
The Dannein nods for the other boats to follow and begins to paddle upstream.

Soon the three canoes are completely immersed in the narrow tributary, with the foliage of the wetlands encasing both sides of the waterway. It is late morning, an hour or so before the sun is highest in the sky. The swamp is quiet. The noticeable sound is the recurring churn of the oars pulling against the water.
OOC:
Feel free to post up any other info that you want to get out there on actions before departure or general actions to be taken during the canoe trip upstream.
Send me a distribution of who is in which boat. 3 canoes. 6 guys. I have Ruacht and Talius in the front. Made sense to me since those two are looking for a certain vegetation on the way. But of course change it if you want another order.
Eventually, you will be shifting to 2 canoes, with Ruacht taking one of them back downstream, returning to the longhouse. These boats are sturdy and spacious vessels. Good stability and plenty of spacing for gear and extra personnel as necessary.

DMJ

Apr 24, 2017 10:15 am
Constablebrew says:
What sort of trade, like travelling merchants does that region have? Qiu is thinking of trying to pass as a group ov merchants.
OOC:
No normal trade going into this swamp country. This is backwoods isolated community. A tough environment to pass through and a tribe that is very unwelcoming to outsiders, at enmity with most of their neighbors. There is probably a pretty good chance that no non-Dannein has ever traveled into the area where you are going. The merchant disguise is possible if you want, but if used I think your characters would know that you need to sell it that you were pathfinder frontier explorers/traders coming in on a first-time-through marketing effort.

DMJ

Apr 24, 2017 1:19 pm
After a couple of hours of paddling, Ruacht and Talius angle their canoe over to the south bank of the tributary. They get out, pull the boat on ground, and move inland a short way to inspect plants, attempting to find ripened maidinponc berries, the key ingrediant for a poison antidote.

They are fortunate enough to harvest the right material, although they find that there is a lower limit of berries than they had hoped. Being early spring, few of the buds are developed far enough to produce the bulk of material to make more doses. Nonetheless, they begin to make a mix of different oils and plants.

Eventually, Talius makes 3 Bat Hannoc Poison Antidote Packs.
The treatment is wrapped in leaves. It is an oily paste that is to be applied directly to the wound in case of a poison injury. In conjunction with that, Talius also breaks off several of the young end sprigs of the bush itself. These bits can also be chewed on by the victim. They can reduce the effects of the poison when used in tandem with the wound paste.

After this, Ruacht parts company from the team. He rows away in one of the canoes, heading downstream back to the south and west. "Aim straight, friends. I know that Zaituc does not want a war, but we will be ready to fight one if you start it."

As he passes by Kray, "I will be leaving across Azan to the west, to set up plans for moving the cargo through the Draw Gap lands. If I do not see you back at the longhouse, perhaps I will see you back at Melig's later in the month, Lord Mercon."

Rolls

Nature to procure material - (1d20+1)

(4) + 1 = 5

Nature to procure material Advantage - (1d20+1)

(17) + 1 = 18

Healing to create poison antidote

Healing to create poison antidote Advantage

doses available - (2d3)

(12) = 3

Apr 24, 2017 1:33 pm
Kray waits on the shore as Talius and Ruacht go about their mixing.

I'll take the middle boat.

Also, as far as disguises and a general plan, my two cents is in the OOC. The short version: Rutcrana asked Zaituc for help; I say we show up as the best men he could send.
Last edited April 24, 2017 2:14 pm
Apr 24, 2017 2:14 pm
Adjusting to Ruacht being gone:

Kray will ride in the front boat (Passive Perception 17). Not sure if there is more boat travel to do?
Last edited April 24, 2017 2:15 pm

DMJ

Apr 24, 2017 2:30 pm
Ruacht has given directions to the trail head that is upstream. The trail leads south from a Bat Hannoc cemetery. They don't bury the dead, but wrap them in wood planks and cloths and strap them on platforms in the trees.

He says you will probably reach it in about 3 - 4 more hours. It is on the south bank, just past a widening of the shores that forms a lake in the water line. You could pick somewhere maybe before that or slightly after to pull up the canoes, cache and camo them to have them available for the return trip. This will put you at the trail head (probably) a little before sunset or maybe right after.

The distance from there to the first Bat Hannoc settlement (called Driftwood in Dannein) is not so clear, but Ruacht thinks it would be probably a half day tromp through a tough swamp trail.

Expect flooded ground and increasing cover of foliage once you transition to ground travel. The forest gets thicker to the south, even though it is blended in with expansive flood zones. Luckily it is early spring, so the thick draws aren't yet impassable. And visibility, though it is not great, is not as limited as it is in the summer.

Travel through this area in darkness would be difficult and may give a risk of losing the trail or becoming lost, so start thinking of what strategy the team wants to have for camping, ground travel, etc.
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