Chapter Two: The Hippocampus on the Cracked Lintel

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Feb 11, 2016 12:23 am
Vad thinks back to when he first met Zora and taught her the arcane mechanics behind a simple cantrip. She had seemed to readily grasp the concepts that explained how certain forms and substances conducted magical energies, and when Vad remarked on this to Edvers later, he had sort of rolled his eyes and said something about how it was "in the blood." Notable, on reflection, because Edvers had never shown the slightest magical aptitude in all the time Vad had known him.

Leth, meanwhile, mulls over what he knows about Hazard. For such an old, populous, and renowned city, it still held many mysteries. Encircled by a tall, fortified wall, the city straddled both banks of the Ophid, with canals running through many of its districts and some of its oldest buildings occupying an islet in the middle of the river. There was a sizeable population of Mezian immigrants in the city, several generations old, who were said to hold considerable influence over the governance of the city. But the leadership of Hazard was one of the least well understood things about it. The city was ruled by a child-potentate called the Innocent, who served for a limited term of seven years, who was advised by a Hierophant, who served for life, and these two were appointed by the ancient noble houses of Hazard according to rules that nobody but themselves were privy to. As far as their outlaw status following them to Hazard...it was possible that word might spread to bounty hunters and the like, but while Hazard and Sthombo maintained good trade relations, the ancient and insular Hazardites and the practical, outward-looking Sthombons, having gone through periods of bad blood and outright war in the past, tended not to meddle in one anothers' civic affairs.
Feb 11, 2016 9:30 am
As Felor trudges through the damp grass, he puzzles over the strange image on the tile in Zora's bag. What did it mean? Did it relate to this witch-cult, or some other god? Why had she hidden it?

Rolls

Religion skill check - (1d20+3)

(13) + 3 = 16

Feb 11, 2016 5:29 pm
Felor contemplates the image on the tile. What could it mean? The most obvious inference was that the hippocampus symbolized Nethuns, and perhaps, by extension, Sthombo. But what of the doorway with the cracked lintel? Did it mean a door to Sthombo had been broken? Was this an allegory of some myth pertaining to Nethuns?

Felor examines the tile again. The lines of the etching are sharp and fresh: this was recently made, not some antique.
Feb 11, 2016 6:18 pm
OOC:
Was the temple with the crypt of the Six Pronged Crown a temple of Nethuns? Maybe a reference to opening that crypt?
Feb 11, 2016 8:24 pm
I'm waiting for Shamush to make his check before we advance the scene, does anyone want to try another roll in the meantime?
Feb 11, 2016 8:29 pm
I'll go for a Religion check on the tile, if that's OK.

Rolls

Religion - (1d20)

(10) = 10

Feb 11, 2016 8:32 pm
Mordred tries to make sense of the broken doorway, and a little lamplight goes on in his head when he remembers Adan mentioning the Shrine of Culsu. Culsu. A minor goddess of the underworld, associated with passages and doors both literal and metaphorical.
Feb 11, 2016 8:47 pm
Zangua mulls over his own thoughts as they travel, thinking about tieflings and what he recalls from the wives' tales, bar rumors, and folk legends.

Rolls

Nature or History (same modifier) - (1d20)

(18) = 18

Feb 11, 2016 9:12 pm
Looking back on it, Zangua realizes Mordred is only the second tiefling he's ever known personally, the first being a mercenary from Felboc who had ended up summarily executed for rapine by a zealous field commander.

What he'd most often heard was that tieflings were born of the union between a human and a creature from the Nine Hells, although it was also said that tieflings were a race unto themselves, their devilish traits passed down generationally, and that there existed hidden enclaves of them. He'd been told stories of their latent infernal powers, their natural facility with blood magic, and their ability to call upon their diabolical parent in times of crisis, but Zangua didn't put much stock in those; the tiefling sellsword he'd known had died on the block like any other man. Nevertheless, his gaze drifts over to Mordred, and he cannot help but wonder how this Sthombon thief had been brought into the Werld.
Feb 11, 2016 9:14 pm
As they walk, Leth casts his attention to the ground, hoping beyond hope that maybe he could find evidence of Zora's passage through this area - the ground had been fairly wet for the past several days, after all, and it didn't seem like this was an area of land that lots of people would pass through. Perhaps he could be able to track Zora's movements, or even be able to tell if others had passed through here as well - maybe the witch men were already ahead of them, and were also trying to track down the girl.

Rolls

Tracking (Survival) - (1d20+4)

(12) + 4 = 16

Feb 11, 2016 9:22 pm
OOC:
In party treasure news, I just thought I'd offer Zora's shortbow and 9 arrows to anyone who doesn't already have a ranged weapon, though hopefully she will want them back when we find her!
Feb 11, 2016 9:32 pm
After several hours of walking, the party stops to rest for a bit, eating and catnapping and resting their legs. They've been pushing themselves hard these last few days, and this terrain has been taking a lot out of them.

They press onward as dawn begins to lighten the sky. To the north, the stony peaks of the Lesser Dulehans cut across the horizon. Ahead, they can just begin to make out the rolling Elkfang Hills. They're getting closer to Five Stones and the King's Cradle, and soon, hopefully, the Badgerways, and Zora.

With a little more light to go by, Leth starts ranging out away from the main body of the party, looking for tracks or evidence of camps or anything at all that might be worth noticing.

Before long, he comes across some grass freshly tramped down in large patches. Not human tracks, but...

He stops, listens. Somewhere ahead and a little to the right, he can hear something, faint but distinct: a sort of heavy, wet breathing, punctuated by sharp clacking sounds. He scans the grass ahead of him, squinting. He sees it: a dark shape, very large. It isn't moving. The sound has stopped.

Shamush, you can still get your skill check in whenever you get back!
Feb 11, 2016 10:21 pm
Shamush sings snatches of songs he remembered from the streets and pubs of shitty old Darcra. His memory was never his strong suit so the singing is fragmentary and repetitive, but it doesn't lack for gusto. He shuts up now and then to walk in zoned-out concentration, using one of his flimsy javelins as a walking stick. He wonders about Hazard. He knows so little of the world outside Darcra. He tries to plumb his thoughts about what his cranky old masters in the temple of Selves might have thrown out about the religious practices in the city.

Sorry, last minute freelance tomfoolery kept me out of the loop for a bit.

Rolls

Religion check regarding Hazard - (1d20+3)

(15) + 3 = 18

Feb 11, 2016 10:30 pm
Instantly, Leth freezes where he stands, and slowly draws his bow, setting an arrow on the string. Whatever it was, he is sure it know's he's there... but perhaps if he backs off slowly and quietly enough, it will leave them alone. He's not even sure what it is; it might not be a violent creature... but he's not betting on it. He has to alert the others to it's presence, but he doesn't want to yell out for fear of startling or provoking the creature... he just has to hope they see him. Leth slowly begins to step back, and turns his head slightly to side and says as quietly as he can while still being heard,

"Guys... we got company."

Redied action. If the party gets attacked, Leth will shoot his arrow at the creature.
Last edited February 11, 2016 10:31 pm

Rolls

Possible readied action - Attack with bow & arrow - (1d20+7)

(17) + 7 = 24

Possible damage (Piercing) - (1d8+3)

(6) + 3 = 9

(just happened to think that we may be at disadvantage? If so, here's another attack roll - (1d20+7)

(3) + 7 = 10

Feb 11, 2016 10:34 pm
Also, if I can, perception check to try and see what it is.

Rolls

Perception - (1d20+4)

(9) + 4 = 13

Feb 12, 2016 12:38 am
Zangua draws his hand crossbow and nocks a bolt into place with practiced ease. In a half-crouch he scans the surrounding area for anything that might be flanking the group, as well as advantageous spots to counter possible ambush or attack.

Rolls

Perception - (1d20+5)

(9) + 5 = 14

Feb 12, 2016 12:39 am
Shamush tries to recall anything he might have heard about the religious traditions of Hazard. The old masters had spoken of it as a confused place, prone to following faddish cults, welcoming foreign deities, and unwisely dabbling in the poorly understood rituals of devotion to the old primordial gods of Bload. It was said that if a god was known at all in Bload, you could find at least a shrine to it somewhere in the city. He knew that Ziu-Pater was nominally the chief god of Hazard, and that his temple there was very ancient, and he had heard references in his travels to a temple of Isis as the central landmark of the Mezian districts.

Shamush stops suddenly, instinct snapping out of his wandering thoughts. He looks to the right and sees Leth standing some distance away, bow raised.

Leth, meanwhile, watches the dark shape intently, bow trained on it. It's about a hundred yards away, the size of a large bear. But it does not move, and he cannot make out anything more than a dark, indistinct shape.

The rest of the party, catching Shamush's abrupt shift of attention, sees Leth as well, and realizes there may be danger ahead...

You're all in a bit of a standoff right now. Nobody is moving. Will you continue to wait out whatever this is, or take some action?
Feb 12, 2016 12:40 am
Zangua doesn't see anyone or anything else flanking the party, but there's no good cover in the immediate vicinity. Just some trees a ways behind you.
Feb 12, 2016 12:46 am
Zangua heads to the trees he noticed and keeps a trained eye on the surroundings.
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