Chapter Two: The Hippocampus on the Cracked Lintel

Nov 2, 2015 5:56 pm
Night falls on the party's first day of travel. You have been spared the rains today, but little sunlight has made its way through the thick blanket of clouds spread across the sky. You walked along narrow paths between farmers' fields, out of sight of the main road. When evening came, you reached a narrow aisle between fields of tall unharvested corn, picked to ruin by crows and half-rotted from the damp. Once darkness fell, you could hear the creeping and rustling of hundreds of rats moving through the stalks, searching out fallen corn.

Ahead, faintly visible against the rapidly blackening sky, rose several low hills. The corn fields end abruptly, spitting the party out into soggy ground overgrown with tall weeds and thick, ropy vines bearing warty, almost-ripe gourds. The footpath is gone; your feet sink in the mud up to your ankles here. Trudging onward, you start to hear a chorus of low croaking from the frogs gathered at some distant pond.

Wending your way around one of the hills, you see a dim light a few hundred yards to the northwest: an old stone barn, its open doors facing you, glowing with firelight inside.

A chill breeze blows between the hills, and at that moment, a few fat droplets of rain spatter on the backs of your necks.
Nov 2, 2015 10:42 pm
Can I tell if it is torch/candlelight? Are there any other signs of life around? I assume if there is a fire in a barn it means someone is in there.

Apparently I'm not entirely sure it's a barn.
Last edited November 2, 2015 10:43 pm

Rolls

Perception - (1d20)

(2) = 2

Nov 2, 2015 11:00 pm
"A chance to get out of this mess and rest perhaps?" Vad says as he motions towards the light.

"Shall we?"

Rolls

Perception - (1d20)

(16) = 16

Nov 2, 2015 11:36 pm
Mordred can't seem to get his eyes to focus on the flickering orange blur of the light inside the barn, but to Vad it seems to be just the size and brightness of a small campfire. A shadow briefly passes in front of it; not surprisingly, it would seem that somebody is in there.
Nov 3, 2015 12:24 pm
As the party passes through the muddy area, Felor idly tries to identify the gourds to take his mind off his tired feet.

Nature check to ID the gourds (if I ID them as edible/tasty I grab a few.)

As they warily eye the barn and it's unseen occupants, Felor says:
"Well, it would be good to get out of this rain. I suggest one of us approach - unarmed - and ask for shelter."
Last edited November 3, 2015 12:24 pm

Rolls

Nature skill check - (1d20+3)

(15) + 3 = 18

Nov 3, 2015 12:57 pm
"It's not going to be me." Mordred gestures to his horns.

"I can cover you from the underbrush, however." He unslings his short bow and slinks towards the barn.

Assuming the party goes along with that plan, I'll quietly approach the barn and Hide, otherwise I'll hang back until we decide what to do.
Last edited November 3, 2015 12:58 pm

Rolls

Stealth - (1d20+5)

(15) + 5 = 20

Nov 3, 2015 5:10 pm
Felor identifies some foot-long poxnose squash that looks ripe enough to eat, though the party lacks the necessary seasonings to make its bitter taste more palatable.

Who wants to approach the barn?
Nov 3, 2015 5:52 pm
Quote:
I suggest one of us approach - unarmed - and ask for shelter.
"Go right ahead." Leth says, nodding at the barn. He's had his fill of talking to strangers today. Truth be told, he'd almost rather they set up their own camp a little further away than have to explain - again - who they are and what they're doing to someone they don't know, but it's getting late and it is starting to rain. The thought of a warm fire with a roof over head is a bit too tempting to pass up... But there's no reason he can't let someone else do the talking this time around.
Nov 3, 2015 10:44 pm
"Oh for the sake of the gods, I'll go!"

Vad, hands in his pockets, will approach the barn. Whistling a jaunty tune as he does so as not to surprise the barn dwellers.
Nov 3, 2015 11:15 pm
Vad approaches the barn. As he gets closer, he can see three figures seated around the fire, seemingly talking to others blocked from view. His jaunty tune trails off on a flat note, and he hesistates. Two of the figures are tall and gaunt, black of fur and dog-headed. The third figure, facing the open doorway, is a human male clad in leathers.

~MEANWHILE~

Inside the barn, negotiations are breaking down, and the fragile alliance between the two human wanderers and the Whelps of Great Fang is on the verge of collapse. With no more abandoned livestock to be found and all the highwaymen prowling the Sthombo Road dead or driven off, the Whelps have grown more and more insistent that village raids and slave-taking are their only available options left.

"We do not go west with you," Young Fang snarls. "You break with the pack, you forfeit your share to us. We give you to sunup to get out of our territory. Then you are enemy to us as any human."

One-Eye scrapes his claws against the edge of his flint axe. Suddenly, all three Whelps' heads turn towards the doorway in unison, their black ears pricking up. Young Fang is already on his feet when Zangua and Shamush see the shadowy figure approaching the barn...


Before Vad can even decide whether to continue forward or not, there is movement from the dog-headed men: their heads turn towards them, and one of them rises to standing, holding a length of chain loosely in one hand. The creature is skinny as a starved man but easily seven feet tall...

Vad can take an action here, as can Zangua, Shamush, and Mordred, who is hidden behind a thick clump of broad-leaved vines and can see some motion in the doorway. At this point, Leth and Felor aren't close enough to make out what exactly is going on in the barn, but they can see Vad stop walking. If Zangua and Shamush have any questions about their recent alliance-of-necessity with the Whelps of Great Fang, please ask me in the Character Concepts thread.
Nov 3, 2015 11:43 pm
Not at all what he was expecting Vad reaches for his cat statue and quickly performs a few quick hand gestures before casting a sleep spell into the middle of the pack of weird creatures. "We can sort this out while they're all snoozing!"

Rolls

HPs of Sleepy Time - (5d8)

(46421) = 17

Nov 3, 2015 11:50 pm
I'll wait for Zangua, Shamush, and Mordred to check in before we proceed with the results of Vad's sleep spell...
Nov 4, 2015 12:20 am
Zangua rises to a crouch, iron-shod club in hand. The Whelps will look for blood, that much is obvious, but this may be a chance to parlay if the cards are dealt right. He readies himself to action, but attempts to determine what kind of person the newcomer is.

Of course, seeing the newcomer's hand gestures, it seems fairly obvious there is some malicious, if not combative, intent. Zangua's eyes widen and he tries to jump back in order to gain some distance, while reaching for his hand crossbow slung at his waist.

OOC: Assuming it's Acrobatics to try and get out of the way?

Rolls

Acrobatics - (1d20+2)

(13) + 2 = 15

Nov 4, 2015 1:05 am
Inside the barn, seated and leaning against a crooked beam is Shamush. He is a young man, lanky, but broad of shoulder. His face is angular, with sharp cheekbones and prominent nose. His head is shaved but for a thick thatch of long, greasy black strands that dangle into large, feverish dark eyes. His skin is a ruddy bronze. He wears, over his shoulders, a tattered cape of grey-brown fur, the hide of an animal long-since dead. A worn grey kilt of roughspun covers his crossed legs. A round wooden shield is slung across his back and a twisted club banded with metal spikes lay at his side, and pack behind that.

Presently he's holding an ear of corn and is intent on shucking it. A dented pot over a fire bubbles, some more corn floating in it. His expression is shows impatience and concentration on his task. He wags the ear of corn at the whelp that spoke, the husk rasping noisily. "Me and Zangua earned our share and we'll take it when we go. And go we will, too, yeah. We did some right good work together, but then you had to go and let your instincts get in the way of thinking clear and rational like. I suppose if we didn't part now, I'd wake up to one of you humping my leg before long."

He drops the corn into the pot and holds up a hand forestalling protest, and goes on, "We'll take our split and be on our separate ways tomorrow. Remember, me and Zangua pulled you and yours out of trouble not so long ago, before you start growling about this pack nonsense." The obvious tension in the barn seems to be taking a back seat to his hunger. He seems unconcerned about any imminent bloodshed. It takes him a moment to notice Vad, and he looks up with more curiosity than alarm.
Nov 4, 2015 2:25 am
Mordred will ready an action to shoot at anyone that makes an aggressive move towards Vad.

Rolls

Shortbow attack (pending) - (1d20+3)

(12) + 3 = 15

Nov 4, 2015 6:23 pm
A sort of fast-moving fog emanates from Vad's gestures, snaking towards the campfire. Young Fang bares his teeth, snarls, and begins charging towards Vad, lifting his chain and swinging the heavy flanged weight on the end of it in rapidly accelerating circles. Zangua feels a strange pressure and tingling in his head as a powerful wave of drowsiness passes over him, but he resists it, and as quickly as it it came, it is gone. One-Eye slumps forward, instantly asleep. The third Whelp, Fox Face, springs to his feet and grabs his war-pick, but crouches at the doorway, unsure whether to follow Young Fang towards this strange intruder.

As Young Fang charges towards Vad, Mordred releases his bow, sending an arrow whistling to its mark...

Roll for damage, Mordred. You can always roll for damage at the same time you make an attack roll, to be applied if the attack roll succeeds.
Nov 4, 2015 6:29 pm
Oh yeah! Sorry!

Also, while I am thinking of it, if I remember correctly from an earlier combat, it is assumed that we retrieve ammo after combat, unless told otherwise. Is that correct?

And finally, since I assume we will be in Initiative after this surprise round, I'll roll that as well.
Last edited November 4, 2015 6:34 pm

Rolls

Arrow to the knee - (1d6+3)

(1) + 3 = 4

Init - (1d20+3)

(16) + 3 = 19

Nov 4, 2015 6:39 pm
Mordred's arrow strikes Young Fang in the thigh and he stumbles. "An ambush!" Fox Face snaps. He slinks back out of the doorway and presses himself against the wall. "Hide," he says to Zangua and Shamush. "We won't get caught in the open like that fool. And wake him up!" He nods at One-Eye.

Leth and Felor can see, now, that a 7' tall humanoid charged out of the barn and that Mordred shot it with an arrow.

Everybody roll initiative!

Rolls

Young Fang initiative - (1d20)

(5) = 5

Fox Face initiative - (1d20)

(8) = 8

Nov 4, 2015 6:51 pm
Zangua staggers, but keeps his bearing. The lean fighter shakes the effects from his head, and with a quick burst of his legs, he slides to one side of the barn and behind a hay bale and crate for cover. He brings up his hand crossbow, loads it with a bolt, then looks at Shamush with a raised eyebrow, jerking his head at Fox Face.

What should we do with him? Zangua's expression appears to indicate.

OOC Edit: Oops, was I supposed to add +2 from my DEX?
Last edited November 4, 2015 6:56 pm

Rolls

Initiative - (1d20)

(16) = 16

Nov 4, 2015 6:52 pm
"What the hell happened to asking nicely for shelter?!" Leth yells out to Vad and Mordred as he draws his bow.

Rolls

initiative! - (1d20+3)

(9) + 3 = 12

Nov 4, 2015 6:58 pm
Yes, you get your Dex modifier on Initiative rolls.
Nov 4, 2015 7:44 pm
Shamush watches the scene unfold with some fascination. When the arrow hits Young Fang, he flinches in surprise. Quickly and deliberately, he unlimbers his scarred, wooden shield from his back. He holds the shield forward, protecting himself and the cookpot. Peering around the edge of the shield, he looks at Zangua and gives him a grin and a shrug, mouthing, "Wait and see?"

Rolls

Initiative - (1d20+2)

(6) + 2 = 8

Nov 4, 2015 8:15 pm
Felor, previously leaning on his spear as he watches the figures near the barn, springs into action as he sees Mordred open fire on the tall figure.
Last edited November 4, 2015 8:15 pm

Rolls

Initiative - (1d20+1)

(14) + 1 = 15

Nov 4, 2015 11:04 pm
Once initiative is resolved, as I may be AFK this evening:

This assumes the closest attacker is within 20 feet or so of Mordred. If not, he'll take another shot with his shortbow from cover.

"What the hell happened to asking nicely for shelter?!"

"It's not right for our idiom!" Mordred shouts as he charges the attacker. He swipes at the dog-man with his rapier, and just as quickly, moves away, back into the shadows.

I'll use my Cunning Action to Disengage after the melee attack to avoid an Attack of Opportunity, and use whatever is left of my movement (30') to get away from the big guy.
Last edited November 4, 2015 11:05 pm

Rolls

Rapier attack - (1d20+5)

(15) + 5 = 20

Rapier damage - (1d8+5)

(2) + 5 = 7

Shortbow attack (if too far for melee) - (1d20+3)

(5) + 3 = 8

Arrow damage - (1d6+3)

(2) + 3 = 5

Nov 4, 2015 11:54 pm
"Not as much juice in that spell as I had hoped!" Vad mumbles as he gets to work on his next trick.

Rolls

Initiative [+2] - (1d20+2)

(11) + 2 = 13

Nov 5, 2015 4:37 pm
Order of initiative is: Mordred, Zangua, Felor, Vad, Leth, Shamush, Fox Face, Young Fang. As Mordred is more than 20' away, we're going with his shortbow attack, which misses. The next players in the queue can take their actions.
Nov 5, 2015 4:52 pm
Zangua smirks at Shamush, then eyes the cookpot as if sight alone is enough to ensure its safety. Indeed, he decides to wait and remain behind cover, his hand crossbow pointed down at the floor for now. Conveniently enough, this complies with Fox Face's "order" to Hide.

Rolls

Hide - (1d20+2)

(16) + 2 = 18

Nov 5, 2015 4:58 pm
How far are Felor and Leth from the barn/dog guys?
Nov 5, 2015 5:25 pm
Far enough that you can't close to melee distance with Young Fang this turn, maybe like 100 yards or so?
Nov 5, 2015 5:50 pm
Felor bounds across the soggy ground towards the barn. Ugh, more sprinting! As he closes on the figures ahead of him, he calls on Fjorgyn to protect his compatriots while pointing his spear at the strange dog-headed man attacking Vad. The tip of his spear develops a golden glow, and a bolt of bright light shoots forth.

Move max distance towards the melee and cast Guiding Bolt at Young Fang. If it hits, the next attack roll against Young Fang has Advantage (lasts until my next turn but only for the next attack made, not all attacks against him).

Rolls

Guiding Bolt attack roll - (1d20+1)

(10) + 1 = 11

Guiding Bolt damage (radiant) - (4d6)

(1343) = 11

Nov 5, 2015 5:58 pm
It's not easy to aim at the dog-man's gaunt black frame in the dark, and Felor's Guiding Bolt shoots right past him.
Nov 5, 2015 6:59 pm
I'm a little fuzzy on where everyone is... can we get a quick placement run down? Also, is the barn door open so we can just see in from the outside?
Nov 5, 2015 7:52 pm
Here's a rough, not-entirely-to-scale sketch...from top to bottom, that's the barn, Young Fang, Vad, Mordred, Leth and Felor. You can see into the barn but Leth and Felor aren't close enough to make out detail.

http://i.imgur.com/HQZXQSm.jpg
Nov 5, 2015 8:04 pm
Felor ran towards Young Fang on his last turn, so he'd be closer than Leth, at the moment.
Nov 5, 2015 8:44 pm
EDIT: Oop, just realized I posted out of order. Vad goes before me. Sorry, ignore this for now! This will probably be my action after Vad goes, though.

Quote:
"It's not right for our idiom!"
"Your idiom, maybe!" Leth shouts back, a little flustered.

Bow drawn, and arrow nocked on the string, Leth advances forward, trying to make sense of the situation. As far as he can tell, Vad had just walked up to the barn, got spooked, and started casting spells, and then shortly afterward, this... whatever this thing was, came out of the barn, but had yet to actually attack anyone. So far nothing else was coming out of the barn either. It was entirely possible that Vad had provoked the inhabitants of the barn without cause; the dog-faced-man that they were looking at now was certainly enough to startle someone. Vad might be a shoot-first-ask-questions-later kind of guy, but Leth was not, and he didn't feel like making any more enemies today... Though at this point, it might be too late for that.

"Hold on just a minute! Can someone tell me what's going on?" Leth asks loudly at his fellow party members as he moves towards the barn, arrow at the ready and trained on the dog-man. "Who and why are we fighting?" They'd worked very hard to keep thievery and murder off of their list of actual crimes so far, against all odds, and Leth didn't want to start now.

Leth moves his max distance but doesn't attack anyone yet. He's got a readied action to shoot Young Fang (non-lethal) if he attacks them first.
Last edited November 5, 2015 9:11 pm
Nov 5, 2015 9:08 pm
In case I need to roll anything for my Readied attack:

Rolls

Attack Roll - (1d20+7)

(15) + 7 = 22

Damage roll (piercing) - (1d8+3)

(2) + 3 = 5

Nov 5, 2015 10:36 pm
Vad raises his arm towards Young Fang and lets out a blast of frost hoping to both hurt and slow the beast down.

Rolls

Ranged Spell Attack [+5] - (1d20+5)

(14) + 5 = 19

Damage (plus speed reduction if hit) - (1d8)

(4) = 4

Nov 6, 2015 12:00 am
Young Fang yelps as the blast of frost excoriates him, but he keeps staggering towards Vad, swinging his weighted chain.

Waiting on an action from Shamush, then we'll proceed to the Whelps' actions, unless Leth feels he has sufficient cause to loose his arrow...
Nov 6, 2015 1:26 am
Nah. Leth will just do what I described in my pre-emptive post ;)
Basically if Young Fang tries to attack anyone, and succeeds, Leth will then immediately shoot his arrow at him.
Last edited November 6, 2015 2:10 am
Nov 9, 2015 5:41 pm
Gonna assume Shamush is going with "wait and see" for now...

Fox Face glares at his human companions and starts to shake and slap One-Eye awake while Young Fang lurches towards Vad, swinging his weighted chain at him...

EDIT: The flanged weight clips Vad's shoulder for 3 damage.

EDIT 2: And, of course, Leth looses his readied arrow, which catches Young Fang just below the ribs.

Rolls

Young Fang flail attack vs Vad - (1d20+3)

(12) + 3 = 15

Flail damage, if applicable - (1d8+2)

(1) + 2 = 3

Nov 9, 2015 5:42 pm
New round, same order: Mordred, Zangua, Felor, Vad, Leth, Shamush, Fox Face, Young Fang, One-Eye.
Nov 9, 2015 6:32 pm
Eager to end this violence before the group in the barn joins the fray, Mordred decides to attempt some trickery. He makes a few subtle gestures with his fingers...

Mordred casts Thaumaturgy and creates the sound of a group of well-armored horsemen approaching down the path.

He shouts, "Get out while you can, villains. You'll find the main strength of this battalion much harder to deal with than the scouts." He then slinks closer through the underbrush, getting as close to the barn as possible while remaining hidden.

Rolls

Deception - (1d20+4)

(12) + 4 = 16

Nov 9, 2015 7:25 pm
Zangua remains behind cover. He mentally notes the back door and the distance between, as well as the location of his pack and the cookpot. When the time comes for a quick retreat, Zangua wants to be ready to get everything and escape.
Nov 9, 2015 9:21 pm
Bleeding and breathing fast through his open mouth, Young Fang drops to a crouch, wide-eyed, at the sound of illusory hoofbeats. After a split second of hesitation, he pivots and starts running back towards the cornfield.

Zangua and Shamush, you don't hear the hoofbeats; presumably Fox Face and One-Eye don't either. They certainly don't react to it.
Nov 9, 2015 9:27 pm
Shamush looks impressed at the arcane display, but also impressed at Young Fang as he barrels ahead, magical frostbite be damned. He remains behind his shield, watching events unfold. His free hand reaches back to brush the hand of his ugly club for reassurance.

Sorry, was out of town this weekend. Hope I didn't hold anything up.
Nov 9, 2015 9:31 pm
(To be clear, if anyone wants to catch up to Young Fang, you won't have much difficulty doing so: he's limping from the first arrow and still under the slowing effects of the frost.)
Nov 10, 2015 10:17 am
Felor continues to approach the barn, but doesn't take any further action now that the dog-man who was attacking Vad has fled.

Guessing I'm still ~30 feet from the barn now?


[edited based on the fact I can reach Vad]

Felor reaches Vad outside the barn and takes up a defensive stance next to his companion, with his shield raised and spear readied.

Use a Help action to assist Vad attacking Fox Face - gives Vad's first attack roll against FF Advantage.
Last edited November 10, 2015 6:52 pm
Nov 10, 2015 4:46 pm
Yeah, thereabouts. You can more or less get to Vad's position on this turn.
Nov 10, 2015 6:39 pm
OK, going to change my turn slightly in that case.
Nov 10, 2015 10:57 pm
Nodding in appreciation to Leth's help Vad retrieves his crossbow and fires a bolt towards Fox Face.

Rolls

Attack Roll (w/ advantage) - (1d20+4, 1d20+4)

1d20+4 : (4) + 4 = 8

1d20+4 : (15) + 4 = 19

Damage - (1d8+2)

(1) + 2 = 3

Nov 10, 2015 11:39 pm
Fox Face has just finished shaking One-Eye awake and is trying to pull him back to cover when Vad's bolt strikes him in the arm, eliciting a high sharp yelp of pain.

Leth and Shamush, you're up!
Nov 11, 2015 4:14 am
Shamush snorts and yells after Young Fang, "It is a shame that Zangua and I aren't part of your pack anymore, old chum!" He shakes his head. "Maybe we could have helped you with..." He pauses and looks towards the strangers, and it occurs to him to ask, yelling, "Who are you people, anyhow?"
Nov 11, 2015 5:24 am
Can our party hear what Shamush has said about not being in their pack?
Nov 11, 2015 6:52 am
Quote:
"Who are you people, anyhow?"
"Contrary to appearances," Leth yells out, a new arrow drawn and waving back and forth as he glances around the field and continues to move towards the barn. "We're actually just travelers looking for overnight shelter, not really looking to hurt anyone. I'm just as confused as you!" He finishes and looks over at Vad.
"What's going on? What did you see? Were you attacked first?"


Leth will hold his action for the time being. He'll be ready do persuasion or intimidation to try and stop the fighting if those in the barn try to attack them again... (can I ready a persuasion check? Idk how that works hahaha)
Last edited November 11, 2015 7:16 am
Nov 11, 2015 7:01 am
Fox Face and One-Eye stand on either side of the barn door. "Yes, try to lure them in," Fox Face whispers to Shamush. He raises his war-pick, poised to strike. One-Eye, still groggy, mirrors him.

New round, same order...
Nov 11, 2015 1:35 pm
Mordred approaches the barn quietly, circling around to see if there are other doors or windows.

I can use Dash as my extra action to move twice my speed, but I won't do that if it compromises my Stealth check below. I want to remain hidden above all, so if it's impossible to make it to the rear of the barn and back while staying hidden - not necessarily this turn, but eventually - let me know and I'll alter my plan.

Rolls

Stealth - (1d20+5)

(17) + 5 = 22

Nov 11, 2015 4:59 pm
Zangua remains where he is, and continues to Hide. He watches Shamush (and the cookpot) for cues on when to act.
Nov 12, 2015 4:14 am
Shamush squints hard and yells, "Eh, this mystical man of yours seems to working to piss off my doggish..." He looks at One Eye and Fox Face, a bit at a loss, "Well friends is putting a bit strongly, eh? Soon to be former business associates, let's say. I think they were about to rob my non-doggish friend and I, then put us out on our sorry asses. They aren't what you'd call friendly at the best of times, and flying arrows and flashy magics as a way of saying halloo haven't done much to get em smilin'."

He raises his eyebrows to Zangua, then looks to the dog-men and seems to decide something. He calls out to the strangers, "Look here, the dogs want you dead, and they want our money, so unless you're toying with us, I say we help you chase the dogs away and then sit down to have some corn. Got some on the boil here and it's looking pretty damned good." He bangs the edge of his shield against the pot with a clang.

"Fox Face, One-Eye... why don't you boys find your brother and just piss off, huh? We had some laughs, made a little coin, treed a few house cats for fun, but let's just go our own ways before you get killed. I'm thinking this group has got the means to do it, too." He shrugs, and sighs, "Us humans are just kind of a treacherous garbage people, you know?"

Shamush is trying to be persuasive!
Last edited November 12, 2015 4:15 am

Rolls

Persuasion vs the dogs - (1d20+1)

(13) + 1 = 14

Nov 12, 2015 11:16 am
"Aye! We don't want any trouble! Just a place to rest and eat some dinner!" Felor yells back as he advances slowly towards the barn.

Advance towards the barn but stop outside the doorway, giving the dog-guys space to scarper if they so choose. Ready an attack against either of the dog-guys if they attack.
Last edited November 12, 2015 11:16 am

Rolls

Spear attack vs closest target - (1d20+4)

(19) + 4 = 23

Spear attack damage (piercing) - (1d6+2)

(5) + 2 = 7

Nov 12, 2015 4:54 pm
Mordred makes his way around to the rear of the barn, where a single small window is set about 15' up.

Fox Face and One-Eye look at Shamush, at each other, out at Vad and company, then back at each other again.

"A son of Great Fang never flees in the face of his foe," Fox Face snarls under his breath.

"One already has," One-Eye replies.

Fox Face growls, looks back at Shamush one last time, then makes a decision. He charges out of the barn towards Vad, war-pick raised high, where he finds Felor waiting with his weapon at the ready. As Felor drives his spear into Fox Face's belly, the dog-man swings his pick down at Felor's arms.

EDIT: The pickpoint lands squarely on Felor's bracers, sending a numbing shockwave up his arms, but doing no real damage.

Rolls

Attack vs Felor with war-pick - (1d20+3)

(9) + 3 = 12

Damage, if applicable - (1d8+2)

(3) + 2 = 5

Nov 12, 2015 4:58 pm
One-Eye glares darkly at Shamush. "Go out and treat with your treacherous kin. Leave me to return to the pack."
Nov 12, 2015 8:23 pm
Seeing Fox Face rush towards Felor, Vad lets loose with another crossbow bolt.

Rolls

Crossbow Attack - (1d20+4)

(4) + 4 = 8

Crossbow Damage - (1d8+2)

(7) + 2 = 9

Nov 12, 2015 10:22 pm
At close to point blank range, and with Felor somewhat in the way, Vad errs too much on the side of caution and sends a crossbow bolt whistling off into the distant corn.
Nov 12, 2015 10:37 pm
Zangua pops up, around his cover, and levels his hand crossbow at One-Eye. "You go," he mutters. His eyes are hard, ready to commit to the attack if need be.
Nov 13, 2015 4:52 pm
One-Eye glances down at the Whelps' sack of loot, just out of reach beyond the cookfire, then back at Zangua. "You planned this betrayal. I see that now. But you will be repaid one day. You will!" He lunges out of the doorway, drops into a roll, and takes off running, back towards the cornfield.

New round; Young Fang and One-Eye are in retreat while Fox Face remains in combat. Order is Mordred, Zangua, Felor, Vad, Leth, Shamush, Fox Face.
Nov 13, 2015 6:49 pm
Stowing his weapons securely, Mordred scales the rough-hewn siding of the barn and leans in through the window.

"Hello friends. No need to fear, as I am not as demonic in attitude as I am in appearance, and my companions have seen more than their share of trouble this day. We want nothing more than to share your fire for the night and depart peacefully in the morning. Would that be acceptable?"

Rolls

Climbing (if needed?) - (1d20-1)

(15) - 1 = 14

Nov 13, 2015 7:16 pm
Zangua is about to call out a parting insult to One-Eye, when a devil pokes its head in. He whirls around in surprise, hand crossbow raised at the intruder in the window. A part of him only barely recognizes the words spoken, not enough to discern the exact meaning. Zangua, does, however, stays his trigger as the context of the conversation indicates non-violence.

He remains wary.
Nov 16, 2015 10:39 am
Felor was getting the impression that the dog-men who were attacking them were merely confused, rather than malicious. With this in mind, he's reluctant to land a killer blow on his opponent, and instead opts to try and crack his opponent over the head with the end of his spear.

Spear attack against Fox Face, but going for a knock-out blow rather than a lethal one if it hits and reduces HP to 0.

Rolls

Spear attack vs Fox Face - (1d20+4)

(15) + 4 = 19

Spear attack damage (piercing) - (1d6+2)

(5) + 2 = 7

Nov 16, 2015 6:07 pm
Felor forcefully thumps Fox Face upside the head with the butt of his spear, knocking him out cold.

Unless anyone wants to pursue the other dog-men, combat is over and anyone may take an action.
Nov 16, 2015 6:19 pm
"You'll want to step back, demon," growls Zangua at Mordred. The aimed crossbow does not waver. "If you're with the group outside, you can come in through the front door like decent folk."
Nov 16, 2015 6:28 pm
"Indeed." Mordred tells Zangua through the window. "Now that that bit of unpleasantness is past us, I believe we can all behave like humans."

He drops from the wall and attempts to waylay Vad, Leth, and Felor before they enter the barn. "I don't know how much we can trust this pair, but a night out of the rain would do us all some good, so why don't we try and make peace with them for now. Make no mention of Zora or the sphere, of course."
Nov 16, 2015 9:10 pm
Shamush relaxes, lowers his shield and returns most of his attention back to the cookpot. He waves off Zangua, laughing, "Oh come on now! We just spent time traveling with a bunch of fellows that were partly dog. If this man is part goat -- and less goat than the brothers were dogs-- I'm right sure we can accommodate him, eh? I've had more trouble with dogs than goats in my past, and that's the truth!"

He yells towards the others without looking up, "Kindly truss ole Fox Face up against a support beam and we'll call him insurance against his brothers trying to burn the place down around our ears while we sleep tonight." He stabs some corn with a pointed stick and lifts it out of the water to examine it. He smiles a gap-toothed smile and exclaims, "And speaking of ears, gather around the fire and we'll lend you ours! Ha!"
Nov 16, 2015 10:35 pm
Zangua grunts. He considers Shamush's words and nods, acknowledging the barbarian's outlook on life even when it's so different from his own. He releases the catch on his crossbow and removes the bolt, returning both to their respective places at his waist. Then he sits down at the cookpot, eager for dinner.
Nov 17, 2015 12:34 am
Felor quickly binds the unconscious dog-man, and ties him up to a beam inside the barn as suggested. Relieved that the two strangers seem to be friendly sorts, he relaxes a little, and lays down his spear and shield while he tends to the dog-man's wounds.

Joining the others at the camp fire and breaking out some rations, he addresses the two newcomers.
"So, friends, what part of this fine werld do you hail from?"
Nov 17, 2015 5:27 am
Leth listens to all of this unfold, and puts away his bow, as he follows the others into the barn. Still wondering what happened, but sensing that it really wasn't worth bringing up now that the situation was resolved, he decided to keep his comments to himself with the exception of a brief apology for being so quick to attack them. He finds a place to sit and begins eating some food he had packed, listening to the conversation.
Nov 18, 2015 4:28 pm
Shamush dumps a bunch of corn cobs onto the back of his shield, heedlessly spilling steaming water out along with it. He gingerly picks up a cob and starts gnawing on it with methodical messiness and relish. Clearly he's hungry. Finally, he says, his mouth flecked with mashed kernels, "Name's Shamush! I hail from Darcra. Used to be a lay brother in the Horizonist Sect of the Church of Selves, but then my temple got massacred while I was out on an errand. Quite the thing! Anyhow, I beat feet when I saw that and have been on the road since then. Met ole Zangua here on the way, and then the dogfellows later. We did... odd jobs together, let's say. I was seeking enlightenment and funding, but ain't got much out of it but flea bites, which don't count as legal tender in these parts at least."
Nov 18, 2015 4:36 pm
Zangua knows better than to waste time with introductions before he's gotten his share. He claims a cob and juggles it briefly to let it cool. His eating habits are akin to Shamush's as his teeth harvest the kernels with abandon.

Finally, he thinks to speak. "Zangua," he says, indicating himself. "From the south. Used to bash heads for regular pay until things went... well, south. Headed north this way and hooked up with Shamush." Zangua picks spilled corn from his stubble and pops them back into his mouth, wasting nothing.
Nov 18, 2015 5:06 pm
Mordred gnaws politely on the plant matter Shamush has distributed, but quietly picks a few crickets and grubs out of the scattered hay for real sustenance. "Seems we are all on the run from something or another, and perhaps the less said about that 'something' the better. If you are looking for... odd jobs in Sthombo, mention my name - Mordred Kaliban - at the Thieves' Guild. We are, in fact headed south, so I suppose we must part ways at first light, assuming you plan to continue north?"

They seem like good people to Mordred, but he is hesitant to bring more strangers into the search for Zora.

"I feel I must ask you one question, though. Does the sigil of a six-pointed crown mean aught to you?" He glances at Vad, Leth and Felor.
Nov 19, 2015 11:58 am
Felor hopes no-one notices when he tenses at the mention of the six-pointed crown. These fellows at the campfire seemed friendly enough, but who knows who they were in league with. The barbarian had mentioned a cult. Felor was suddenly very aware of his hammer, still strapped to his side.
Nov 19, 2015 4:36 pm
(This week = madness. DMing resumes tomorrow)
Nov 19, 2015 4:43 pm
Zangua pauses in his eating at the description of the icon, and it seems fairly obvious he is both picturing the crown and trying to recall its significance.

Rolls

History - (1d20)

(13) = 13

Nov 19, 2015 4:52 pm
OK, everyone grab some magical items and electrum pieces while the DM's not looking!
Nov 19, 2015 10:12 pm
Leth's eyes dart over to Mordred when he mentions the sigil, though his head does not move, and he continues eating silently. It was a risky question, although at this point Leth was fairly certain that anyone who was hunting them would have been given sufficient information to recognize the group... the fact that Shamush and Zangua had invited them in was working in their favor. Odds were they had no connection to the witch men.

Unless...

Unless they were luring them into a false sense of security, waiting to strike once they dropped their guard! Leth shifts uneasily in his seat, once again uncomfortable. Easy, Leth... no need to over analyze the situation. He didn't like this - being on the run, not knowing who to trust or how much he could say. At this point, any line of conversation is potentially dangerous. Anyone they run into on the road would be curious enough to ask what their group is doing, and their story would need the full telling to make any sort of sense. They needed an alibi; some reason they were on the road that wouldn't lead back to the sphere, or Zora, or the witch-men, or the fact they they're now wanted men in Sthombo... but this isn't something he can freely discuss with his companions; not with the strangers eating with them. Leth gives them a more thorough look, thinking back over how they had introduced themselves, and tried to decide if they were indeed trustworthy, or if they had an ulterior motive.

I believe that's an insight check?

Edit: .... with the DM gone, I can fudge my die rolls, right??
Last edited November 20, 2015 3:13 am

Rolls

insight check - (1d20+2)

(3) + 2 = 5

Nov 19, 2015 10:30 pm
"Never heard of such a thing." Vad says with barely a pause between bites.
Nov 20, 2015 5:09 pm
Zangua remembers something, a brief but odd encounter down south a few days back.

He had gone into a roadside village alone to buy provisions. On his way back, a cloaked rider had approached him just out of sight of the village, and asked him if he had recently seen a young woman on his travels, possibly alone or possibly with companions, possibly with a heavily-laden cart or possibly traveling light and swift? He gave some details of her appearance, and Zangua answered that he had not seen her, which was true. The rider tossed Zangua a few silver coins and said, "If you see her, return to this village and search for this mark: linger where you find it until dusk, and you shall be met there, and rewarded for your help." When he said mark he showed Zangua the back of his hand, where he bore an oddly-shaped scar. At the time, it had struck Zangua as a six-fingered hand, but it could easily have been intended to represent a crown...
Nov 20, 2015 5:16 pm
"Maybe," replies Zangua. "What's your interest in it?" His eyes are narrowed in thought as he waits for the answer; it might help him decide whether or not to be more forthcoming.
Nov 20, 2015 7:25 pm
"We have been warned that the bearers of that mark are a danger to us, though we do not know why. Nor do we know who they are, or what the sigil represents." Mordred leaves out the legal trouble that chased the party out of Sthombo. "If you know of it, I would pay a modest sum for that information."
Last edited November 20, 2015 7:28 pm
Nov 21, 2015 12:02 am
Zangua looks at Shamush, then to the new arrivals. He weighs something in his mind as he studies them.

"No," he says, finally. "But perhaps you could find out for yourselves." He waits to see their reactions.
Nov 23, 2015 5:43 pm
(The DM is waiting to see their reactions, too)
Nov 23, 2015 6:55 pm
"I'm not sure what you mean. Do you know where we can find such people?"
Nov 23, 2015 7:19 pm
Shamush chews thoughtfully and looks back and forth between Zangua and the strangers. He's interested, but clearly lost. He then squints at the subdued dog-man. "Did the dogs have a crown on them somewhere? That why you straight out went for blood? Is this some sort of divine vision quest thing?" He grins, "They're right up my alley and good fun." As an afterthought, he asks, "Don't suppose any of you fellas has some booze on you, huh? I find it helps lubricate the mind when philosophy and mysticism get chucked into a conversation."

Don't suppose the crown has any religious significance? Shamush will try to dig through the muddy tunnels of lore in his head...
Last edited November 23, 2015 7:20 pm

Rolls

Religion skill check - (1d20+3)

(9) + 3 = 12

Nov 23, 2015 9:03 pm
Shamush does not recall any lore related to crowns with six points.
Nov 23, 2015 9:12 pm
Felor looks at Zangua.
"Friend, I sense that you know more than you are letting on, but I would warn you that these men are not to be trifled with. They have only ill-intent towards any innocent man or woman they might meet. If you do know where they can be found, we ask only so we can avoid that place."
Last edited November 24, 2015 2:17 pm
Nov 23, 2015 10:44 pm
Zangua shrugs. "It's possible I saw that mark down south," he says, "though I didn't pay close-enough attention at the time."

He takes another bite from the cob. "If you're avoiding them, I'll tell you the name of the village to skirt past... But really, if you play it cool you'll probably go unnoticed. They were looking for a woman at the time."
Nov 23, 2015 10:58 pm
Mordred sits up straighter on his hay bale. Zora told him that the Six-Pointed Crown meant danger, but he didn't realize it might be dangerous to her. It was time to level with these men, now that it seemed they might have even a snippet of information. "If it is the woman I assume it must be, you should know I owe her my life, and I must do anything in my power to protect her. Her father was wrongly accused of a crime and executed, and now I worry she will face a similar fate."
Nov 24, 2015 5:25 am
"I don't know, was she [gives description of woman provided by shadowy man]?" asks Zangua, splitting a glance between Vad and Mordred.
Nov 24, 2015 7:10 pm
She was described only as having mouse-brown hair and "somewhat Mezian features," which meant little to Zangua, having never met any Mezians face-to-face as far as he knew.

But Vad clearly remembers one of the few conversations he had with Edvers Kells where he'd been willing to touch on the subject of Zora's mother, and what he had said before changing the subject was that she was "the daughter of some potentate from Mez, passing through Bload on some errand I never fully caught wind of."
Nov 24, 2015 7:30 pm
"It's a vague enough description, but given the circumstances, it must be her. Please, where did you hear this?"

Refresh my memory, PBO: Do I have a destination where I expect to meet Zora, or am I just looking for any trace of her?
Nov 24, 2015 7:56 pm
She didn't tell you exactly where she was going when she left. The rest of the party only knows that she was camped near the Ophid River a couple days ago.
Nov 24, 2015 8:09 pm
Can I make a check to see if I know where she might be headed, based on our past friendship/discussions? Insight?
Nov 24, 2015 11:20 pm
Zangua pauses, staring at Mordred in thought. "What'd she do, to have all this attention from would-be suitors?" he finally asks, putting together the various scenarios in his mind. Zangua's expression indicates that while he said 'suitors' he really does not mean it in the romantic sense.
Nov 25, 2015 1:11 am
"To be honest, I don't fully understand. As I say, her father was accused of a crime he did not commit and was wrongly executed. She fled the city to avoid the ire of the of the Tetrarchs. Based on what my new friends have told me about this Society of The Six Pointed Crown, they must have some involvement in the crime, and perhaps they seek to eliminate my friend because of something she knows."

Rolls

Insight - (1d20+2)

(14) + 2 = 16

Nov 25, 2015 5:20 pm
Mordred can't think of anyplace in particular Zora might be headed. The only place in the general direction she's going she ever mentioned with any regularity was Hazard, and that was only to say how much she loathed the city and hoped never to return there.
Nov 25, 2015 5:27 pm
Zangua looks to the others in Mordred's group, who have been silent or coy in their conversation thus far. "So your friends are helping you find this woman?" he asks, while not deviating his gaze. "Well, I don't know where the woman herself is, but from what I was told, I can take you to the place where these Society folk would contact anyone who had information."

A pause. "Maybe," continues Zangua, "you go there pretending to have information, and when they contact you, you capture them and find out more. Or maybe I go, since you said they are hunting you and your faces might be known to them." With that last bit, he looks at Shamush to see if he might be interested in this new direction.
Nov 25, 2015 7:41 pm
Shamush shrugs and scratches at his chin, saying, "Sounds interesting enough to me. Seems like it's pretty tangled, but I like a puzzle."
Nov 26, 2015 2:35 am
Leth puts down what he was eating and stands up, his agitation finally getting the better of him.
"No." He says firmly. "Sorry, but this is very sensitive information you've just been given, and to be quite honest, we don't know you, nor do we have any idea how trustworthy you may be... surely you understand. We can't let you to take that information anywhere near those men. I appreciate your hospitality, but it's become nearly impossible to know who we can and cannot trust. Even if you are trustworthy, there has already been too much innocent blood spilled on account of these events and I would personally rather not further endanger any more lives unnecessarily... If you have no information that can help us find Z-" He caught himself. "...the woman we're looking for, our best course of action is simply to rest here for the night, then be on our separate ways in the morning."
Last edited November 26, 2015 2:36 am
Nov 26, 2015 6:10 am
Zangua gives Leth a hard stare. "Innocent," he scoffs. "You think you're saving me? Sparing me from some pain? Listen, boy, I don't know what fancy high-borne wall you grew up behind, but nobody's innocent. Sure, you're all acting noble here like you're only interested in laying your own life on the line, but that only works in bedtime stories you tell little kids to give them delusions of grandeur.

"Trust? That's something you earn, not something you give away. Damn straight you don't trust me now. But in this day and age, on these dark fields, you rely on actions to tell you whether or not you sleep with one eye open. Now so far we haven't tried to gut you, and we've been willing to share what little food we've got even though I'm hungry enough to see if that big dog over there tastes as gamy as a small one. But understand that I'm basically willing to go with you and bash some heads in on your behalf so you can rescue your girlfriend. And it'd be a risk of my neck on my own terms and my own initiative, just like you and your friends decided it'd be fun to do."
Nov 27, 2015 2:59 pm
"He's right, Leth. And to be frank, we could use the muscle. Besides, what more do we have to trust them with? They already know about as much as we do.

Zangua, Shamush, we would be grateful for your assistance, as long as you understand that others have died for even brushing up against our quest."


Mordred lays out everything he knows about Zora's escape from Sthombo for the party, and explains that his best guess was to follow the Ophid to try and find her campsite.

"Let's find these men that Zangua speaks of, and see if we can learn what they know."
Nov 30, 2015 2:58 am
Leth's hands tighten up into fists as he is about to give his retort, but Mordred is quicker.
Quote:
"He's right, Leth. And to be frank, we could use the muscle. Besides, what more do we have to trust them with? They already know about as much as we do."
Leth clenches his jaw and glares briefly at Zangua, then looks back to Mordred. He doesn't give voice to his thoughts - what if Zangua and Shamush sell them out to the witch-men when they met up? They were promised a reward for any info, and had no reason to be loyal to this group of strangers they had just met. Leth just had to hope that they were of good moral fiber. And it was true, they had welcomed them in after being attacked for seemingly no reason... although that could just as easily be a front.

He exhales and throws his hands up. "Okay. Sure. Whatever. If anyone is going to go meet up with the witch-men, I suppose it should be them. Vad, Felor, and myself might be recognized. Mordred, you should go with them... just in case it goes bad and you guys have to fight your way out." Or if they sell us out... He thinks, but doesn't say that out loud.

"Although I feel compelled to say that I still don't think it's a good idea over all. The longer it takes for us to get to Zora, the harder she'll be to find, and she could be just as likely to give us the information we seek as the witch-men... I'm not sure how easy it will be to get info from them. They are the ones looking for info... and if you tell them you have some, they'll try to get it out of you. They probably won't be willing to give you much in return. He shrugs. "I dunno... I think our priority should be finding Zora." He finishes, looking expectantly at the rest of the group to see what they think.
Last edited November 30, 2015 4:35 pm
Nov 30, 2015 10:05 am
Felor watches the exchange between Leth, Mordred, and Zangua, before piping up.
"There's a saying back in the mountains - The slumbering wolf does not get the ham. We can be as cautious as we like, but too much caution is a folly rather than an advantage. I agree, they should go to meet the witch-men, but we should observe, hidden, in case they need our assistance."
Nov 30, 2015 1:12 pm
"Leth, you are right. We should be looking for Zora, but unless you know something I don't, I think this is the best way to find her. I know - or rather I think - she is camping along the Ophid, but even if I'm right that means dozens of miles with hundreds of hiding places. We might as well follow this lead first."
Last edited November 30, 2015 1:13 pm
Nov 30, 2015 5:08 pm
The village -- Bogpot or Peatbowl or something like that, Zangua had not made a particular effort to remember its name -- is about a day and a half's march to the southwest, near the main road from Hazard to Sthombo. The river is in the same direction, so this would not put the party off course.
Nov 30, 2015 5:11 pm
"Then it's settled. We leave at first light." Mordred climbs into the hayloft to sharpen his rapier and get a few hours sleep.
Nov 30, 2015 8:48 pm
Any plans for the prisoner outside?
Nov 30, 2015 10:02 pm
Before he settles in for the night, Felor goes to check if the dog-man has regained conciousness.
Dec 1, 2015 1:35 am
"You know," Mordred hollers down from the shadows, "we could turn the prisoner over to the witch-men and say he knows something. Then we follow them to see where they take him. Just a thought."
Dec 1, 2015 5:09 pm
Fox Face is awake, and snarls quietly at Felor's approach, but does not struggle against his bonds.
Dec 2, 2015 12:58 pm
Felor mulls over Mordred's suggestion as he approaches the bound dog-man. Kneeling down, out of reach of the creature's teeth, he looks him in the eye.
"I apologise for what happened. We stumbled upon you and your friends while looking for shelter. We did not mean you any harm, we merely wished to share the camp fire. If you'll permit me, I will bandage your wounds."
Proceed to treat Fox-Face's wounds, if he seems amenable. Medicine check plus Guidance roll below, if relevant.
Felor whispers prayers to Fjorgyn under his breath as he works, and then continues:
"My friends in there, and your former friends, are perhaps not as well disposed to you as am I. They might wish more harm to come to you, or perhaps may decide you are less bother dead than a prisoner."
Felor sighs.
"But if you were to help us with our... investigation, they may see well to freeing you without further incident. Then you could return to your pack, and your family."
Last edited December 2, 2015 12:58 pm

Rolls

Medicine skill check plus Guidance - (1d20+4, 1d4)

1d20+4 : (5) + 4 = 9

1d4 : (2) = 2

Dec 2, 2015 4:37 pm
Zangua doesn't have much to prepare for the evening, having already settled in. He obliges the newcomers with sleep while he takes the first watch.
Dec 2, 2015 5:28 pm
Fox Face's caninoid anatomy confounds Felor, who can do no more than apply basic bandaging to the creature's wounds. "Where are Zangua and Shamush? I would speak to those treacherous cowards," he says in reply to Felor's suggestion.
Dec 3, 2015 1:55 pm
"Very well, but you may find me easier to deal with. Those two... don't seem so concerned with your welfare."
Felor heads back to the barn where he sees Zangua on watch.
"I told the dog-man his immediate future may be more pleasant if he helps us out, but he said he wanted to speak to you or Shamush. Mordred suggested we use him as bait for the men you saw in the village, although myself, I wouldn't want any harm to come to him. He is not a creature of evil, he was just in the wrong place at the wrong time."
With that, Felor turns and starts to head to settle down for the night, before a thought strikes him. He decides to spend a few minutes searching the immediate vicinity for any useful herbs (either for culinary uses or medicinal).

Nature check I assume?
Last edited December 3, 2015 1:59 pm

Rolls

Nature skill check, searching for useful herbs - (1d20+3)

(3) + 3 = 6

Dec 3, 2015 2:35 pm
Shamush stands up and rubs his back. He's looking tired and sleepy. He flips back his greasy hair, yawns and says, "Aw, we should just let them go when we're on our way. I don't think they'll bother us, with our numbers. I don't care too much what happens to them, but they'll be too much to handle if we start trying to use them as bait or whatever. They'll probably like to start acting like cornered dogs and get too wild." He picks up his club and ambles slowly out to see what Fox Face wants.
Dec 3, 2015 5:23 pm
Zangua chuckles at Felor's words. "Not evil," mutters the fighter with a knowing chuckle. He looks like he is about to say more, but instead shrugs and follows Shamush out of the barn.
Dec 3, 2015 6:18 pm
Felor searches the area for useful plants, but there's not much beside muddy grass and hardy, useless weeds in the area around the barn.

Fox Face glares murderously at Shamush and Zangua as they approach. "I knew we were fools to trust an alliance with sons of men!" he spits. "May Yeenoghu feast on your bones in the world after."
Dec 3, 2015 6:35 pm
I knew it was gnolls. I hate gnolls.
Dec 4, 2015 9:38 am
Would Felor have encountered gnolls in Jerma?
Dec 4, 2015 5:05 pm
notinventedhere says:
Would Felor have encountered gnolls in Jerma?
Dog-headed men would not have been unheard of, but you wouldn't likely have seen any yourself, and you wouldn't know what the race is properly called, or much else about them.
Dec 4, 2015 5:27 pm
"Trust," scoffs Zangua. "You lot never trusted us to begin with. If you did, you would have at least listened to what we had to say." He spits on the ground.
Dec 4, 2015 8:22 pm
"What has become of Young Fang and One-Eye? Slain? Will you return now to what remains of our pack to ruin them as well?"
Dec 5, 2015 2:21 am
Shamush shakes his head, laughing ruefully, looking down at Fox Face. He says, "They're fine enough. We got One Eye tied up and Young Fang ran yelping out to who knows where." Thinking of this, he squints and scans around the area. Who knows where the stray brother went off to and when he would return.

"Treacherous he says. Us.", he mutters to Zangua in disgust. Shamush then lowers to his haunches near Fox Face and he stares at the dogman. His eyes lose the feverish, merry glow they usually possess and they take on a flatness. He murmurs, "Listen old chummy, fun is fun, but I ever see you and your brothers again when we part ways after sunup, well, I'll kill you real deadlike, one and all. We had good times together, which is why you're still breathing now, see? But this is an end, a boundary, and I worship the god of boundaries, so I respect em. Best you do too."

He pats Fox Face on the leg, almost gently, stands up and says to Zangua and Felor, "Maybe we ought to bring him in and tie him up, too, so Young Fang don't come spring him and then we have two of them making mischief."

OOC: Just so I'm clear, One Eye is tied to a beam in the barn and Young Fang had the fear spell cast on him and beat feet, right?
Last edited December 5, 2015 2:22 am
Dec 5, 2015 5:34 am
Young Fang and One-Eye both fled, Fox Face is the only prisoner.
Dec 5, 2015 7:50 am
Oh, so that's what a gnoll is... newbie to this whole scene right here had never seen them before haha

Inside the barn, Leth watches Zangua and Shamush go attend to the prisoner outside. For a second, he considers voicing his doubts to the group while they were gone, but decides against it. Felor, Vad, and Mordred didn't seem to have a problem with the way things were going, so maybe it would be better to just go with it. Leth finishes his last bit of food before digging around in his pack and pulls out his bedroll, preparing to turn in for the night.
Dec 7, 2015 6:14 am
Zangua nods at Shamush and agrees with his suggestion. He will work to re-secure this prisoner of the battle inside the barn, where he will be sheltered from the elements and warm.
Dec 7, 2015 10:11 am
Do I know who or what Yeenoghu is?

Rolls

Religion skill check - (1d20+3)

(16) + 3 = 19

Dec 7, 2015 5:04 pm
You recall that the medicine man you were apprenticed to would sometimes recite a prophylactic incantation that addressed numerous evil entities by name, abjuring and warning them off, and Yeenoghu was one of them.
Dec 7, 2015 5:11 pm
Yeenoghu... the Litany Against Evil mentions that name, Felor thinks, suddenly less sure of this creature's character. But, satisfied that Zangua and Shamush can handle the dog-man, Felor heads into the barn to bed down for the night.
Dec 7, 2015 10:55 pm
Seeing Felor walk back into the barn, Vad gives him a quick nod and falls right back to sleep.
Dec 8, 2015 6:49 pm
Zangua and anyone helping to re-secure Fox Face inside the barn, please give me an Athletics check.
Dec 8, 2015 6:57 pm
Zangua stifles a yawn as he works to move the gnoll into the barn.

Rolls

Athletics - (1d20+6)

(14) + 6 = 20

Dec 8, 2015 7:34 pm
Here's my check:

Rolls

Athletics - (1d20+4)

(18) + 4 = 22

Dec 8, 2015 7:59 pm
Zangua and Shamush manage to relocate Fox Face without incident.

Just before dawn, Fox Face awakens the party with demands for food and drink, reeking of his own filth.
Dec 9, 2015 10:26 am
Still harbouring conflicted feelings about the dog-man, Felor nevertheless gives him some of the leftover scraps of food from the night before.

Can I assume we've had a Rest?
Dec 9, 2015 5:52 pm
You have Rested! What is the plan for today, party?
Dec 9, 2015 7:02 pm
I say we head to Bumblethumbs or whatever that town was where Zangua met the Six-Pointed Crown men. Once we get there, Felor and I approach the men with a report that Zora left Sthombo heading north (to get them off the trail) and do our best to finagle any information out of them we can. If we get actionable intelligence, follow that. If not, see what the Six-Pointed Crowns do. If they head north, let them go and keep searching along the Ophid. If they head elsewhere, follow them, as they may be going back to some sort of headquarters to report.

I'd like to meet the men, as my Persuasion/Deception/Insight may come in handy, maybe even Sleight of Hand? But if I think my Tiefling appearance would be too jarring to them, nevermind. Felor and Vad can go.
Last edited December 9, 2015 7:28 pm
Dec 10, 2015 10:56 am
The village was to the south right? Makes sense to go via there then as we're heading that way anyway. Are we doing anything with the gnoll?
Felor has rubbish Charisma - he is not the bluffing type! Leth might be more suited to that.
Last edited December 10, 2015 10:57 am
Dec 10, 2015 5:02 pm
The village "is about a day and a half's march to the southwest, near the main road from Hazard to Sthombo," to quote myself.
Dec 10, 2015 6:10 pm
I was thinking Leth would be able to provide good ranged support if things go pear-shaped, but yeah. Are my horns likely to be suspicious to these Six-Pointed Crownsmen, Octorok?
Last edited December 10, 2015 6:10 pm
Dec 10, 2015 6:16 pm
The average person in Bload does not react well to your visible demonic traits. However, the one thing you do know about the Six-Pronged Crown is that they are associated with witchcraft and infernal pacts. You could assume that while they might have a lower level of personal discomfort with you, they'd still take particular note of your heritage.
Dec 10, 2015 7:02 pm
For the party: Zangua would be up for releasing the gnoll.

He would also suggest that they travel to the village, where they would meet at the predetermined location and wait for contact. Suspecting that it could also be a trap, he would like backup nearby or at least an escape route ready for whomever does the talking.

If everything's on the up-and-up, the contact will likely lead us to a different location, as it is highly doubtful that the conversation would take place in the open. It might be better to have the party together at that point given that there would be strength in numbers, particularly if there's a chance we'd be separated and cut off.

Zangua does not see anything wrong with Mordred's suggestion of misdirecting the Six-Pointed Crown and trailing them. He would suggest an alternate plan B of playing along with the SPC to determine the nature of their involvement, then capturing or subduing at least one of them for interrogation.

This is all an advisory, of course. Zangua's acting on the available information and otherwise lack of apparent direction in what to do next. If we think that we'll have better success searching along the river for Zora herself, Zangua is more than happy to tag along for that.
Dec 10, 2015 10:33 pm
Vad is a pretty charismatic fellow, but a bit of a smart ass. Village will work for him. He's good with releasing the gnoll as well.
Dec 11, 2015 12:57 pm
OK, that's the plan then. Mordred and Vad (and Leth, if he wants) go to the meeting point, with the rest of the party observing from concealed positions, as much as possible. Felor and Leth could be very close by, as the SPC won't recognize them. Play along with the SPC to gain as much intel as possible while trying to throw them off the trail, and potentially capture one if feasible.

Mordred typically wears a broad hat and hooded cloak when he has to go about in public, so that should conceal him from any onlookers.

I'm fine with releasing the gnoll, but let's leave him loosely bound so that he can wriggle his way out with enough time, but it gives us a chance to get away without him following us.
Last edited December 11, 2015 12:57 pm
Dec 11, 2015 5:33 pm
So everybody's on board with releasing Fox Face? How is that going to be done?
Dec 11, 2015 7:26 pm
Zangua draws his club, standing in front of Fox Face. He allows someone else to loosen or free Fox Face's bonds, while he remains ready to intervene if the gnoll decides to give Zangua a reason to use his club.
Dec 11, 2015 7:33 pm
Felor kneels down to loosen Fox-Face's bonds.
"You'll do good to stay here until the sun reaches its peak before you leave. And don't follow us, it won't end well for you."
Dec 11, 2015 7:40 pm
Fox Face remains seated, glaring up at Zangua with murder in his eyes. He does not say anything or move.
Dec 13, 2015 7:19 am
Leth, having woken up, packed his things, and had a small bite to eat, was now standing nearby while they released Fox Face, bow in hand. He watches the events unfold but does not seem particularly interested. He is lost in his own thoughts, contemplating the plan for the day and trying to decide if it really was the best way to go about things.

My concern is that if Leth, Felor, or Vad go to the rendezvous, they might be recognized and throw the whole plan. In general, I think Leth would prefer to simply just keep looking for Zora, or at least look for signs of her camp and try to track her from there, but if he's out-voted, he won't fight it.
Last edited December 13, 2015 7:21 am
Dec 15, 2015 4:07 pm
Zangua returns the gaze, steeled in his resolve. He lets the others break camp while he wards against the gnoll, bringing to mind some of the dark tasks committed while in its company. Zangua's grip tightens on his weapon.

OOC: I realized that we never really determined a facing. Can I assume that I've interposed myself between Fox Face and the exit?

Rolls

Intimidation - (1d20+3)

(15) + 3 = 18

Dec 15, 2015 4:53 pm
My concern is that if Leth, Felor, or Vad go to the rendezvous, they might be recognized

That's fair. I strongly think we should go to that meeting, as we need all the info we can get on the SPC. Mordred will go, and ask the others to array themselves around the area where the meeting is taking place. Some relatively close by, some spaced out to provide ranged support and track the SPC as they leave the meeting. I'd suggest Shamush and Zangua close by (but still as concealed as possible) and the other three on the perimeter. If anyone else wants to come with Mordred, I won't object, but Leth might be right about being recognized.

If people really want to continue the search, we could split the party. While it's generally a bad idea, I think in this case it is defensible (and easier to technically implement than an in-person game -- we could just set up a side forum, right Octo?). We could arrange a time and a place to meet in, say, three days. I'd rather we all stick together though.
Dec 15, 2015 7:27 pm
Fox Face gets up slowly and slinks toward the burlap sack holding his meager possessions.

Zangua is between Fox Face and the front entrance. There is a boarded up doorway in the back of the barn that he could probably bust through, if he had a running start.
Dec 16, 2015 7:32 pm
Unless somebody objects to Fox Face retrieving his stuff, he's going to grab his sack and bolt for the front entrance. Once his fate is determined, we will move on to the journey to the village, unless anybody has any other business here.
Dec 16, 2015 7:34 pm
Zangua allows Fox Face to recover his items. He waits until the party has left the barn before following them out, maintaining his vigil and keeping Fox Face inside. His primary purpose is ensuring that Fox Face does not try to harm the rest of the party as the gnoll leaves.
Dec 17, 2015 5:14 pm
Fox Face grabs his pack and runs for it.

The morning is chilly, with a light drizzle of rain. Wandering through the mud and vines for a while, the party finds an old farm trail that aims them generally southwest, towards the village.

We are going to do something here that I picked up from CowboyCentaur's 5e game on Twitter, I can't remember what he called it, so I'm just going to refer to it as an Ability Check Throwdown:

1. Each one of you gets to make an ability check of your choice. You invent the justification for doing so. I.E. you do an Animal Handling check to catch a snake bare-handed, you do a Nature check to identify a plant you can eat, you do an Acrobatics check to hop up on a boulder to get a better look into the distance, whatever. Your DM will determine whether the checks succeed or not by assigning a difficulty rating after you make your ability check roll.

2. Each of you can do this twice, but unless everybody else has already gone, you can't roll two times in a row, you have to wait for somebody else to make a check before you can go again.

3. The winner of the Ability Check Throwdown will be determined by DM discretion, but the success of your checks will be a major factor. The prize is the temporary favor of the Old Gods of Bload, which you can cash in for Advantage on any one future roll of your choice.

4. The Throwdown is over in 48 hours, or after everybody has made two checks, whichever comes first. Good luck!
Dec 17, 2015 5:30 pm
Zangua scouts the areas surrounding the trail, acting as both guide and tracker. He assesses the weather and keeps a look-out for game and fresh water.

Rolls

Survival - (1d20+5)

(15) + 5 = 20

Dec 17, 2015 5:39 pm
Zangua: Survival: Success!

A slight breeze picks up, and the force of the drizzle varies -- nonexistent for a few minutes, then spattering your brow. Zangua expects more of the same throughout the day.

Water is no issue; it's not hard to find places where fresh rainwater has collected. Tall cranes stalk patches of ground where snakes and frogs are in abundance, and the occasional hare bounds across the trail. Zangua knows that the earthworms squirming up from the wet ground under their feet are edible as well.
Dec 17, 2015 8:27 pm
Chewing on a tasty earthworm, Mordred passes the time hiking down the trail by practicing his sleight of hand - passing a coin over his knuckles and back again.

Rolls

Magic! (Sleight of hand) - (1d20+5)

(19) + 5 = 24

Dec 17, 2015 8:48 pm
Mordred: Sleight of Hand: Success!

Mordred is really nailing that coin trick today.
Dec 18, 2015 4:16 am
As the group walks the trail Vad decides to entertain them with harrowing tails from his past; some of which may actually be true. During some of the more exciting bits he'll move to the front of the party and act out exactly what happened so that everyone understands just how truly amazing he was in those dire situations.

Rolls

Performance - (1d20+5)

(11) + 5 = 16

Dec 18, 2015 10:25 am
Haha this is an awesome idea!

As Felor trudges through the drizzle listening to Vad's tall tales, his eyes wander over the flora by the path. He tries to identify any plants with useful properties - medicinal or culinary.

Rolls

Nature skill check - (1d20+3)

(6) + 3 = 9

Dec 18, 2015 1:40 pm
Slightly intimidated by all the nature around him, Mordred decides climbing a tree doesn't look all that different from shimmying up a drain pipe, and when he sees a nice tall straight one, he clambers up, to see if the party is being followed and to check for ambushes ahead.

Rolls

Acrobatics - (1d20+5)

(11) + 5 = 16

Dec 18, 2015 5:58 pm
Vad: Performance: Success!
Felor: Nature: Fail.
Mordred: Acrobatics: Success!

While Vad captivates the party with the story of how he escaped from the bone-cult of Ulduv by levitating the very fossils they worshipped out of their holy-of-holies (Vad had thought they would take this as a sign that their god was angry with them, but they just begged him not to damage the relics and promised him release if he would put them back), Felor searches for something useful among the weeds and stunted crops flanking the path, to no avail.

Finding a windbreak of poplars that have been dead for some time, Mordred shimmies up the sturdiest-looking one to scout around. Sliding down and leaping off as soon as he hears the rotten trunk begin to crack, he reports seeing only a lone horse a mile or so to the south, idling in a dirt field.
Dec 19, 2015 4:43 am
Leth is only half paying attention to the antics of his travelling companions - he is more focused on the nature around them. He inhales deeply and gives a faint smile as he is reminded why he left his home. He could never get enough of this.

He turns his attention to the ground around them and decides to stretch his hunting muscles a bit. He begins looking for any signs of wildlife around them, perhaps there was some game to hunt. Had any animals been through here recently? If so, what kind of animals? And how many of them? These were all things he had been trained to look for from a young age, and he began surveying the surrounding area with a keen eye...

Rolls

Tracking (Survival) (...or investigation, the bonus is the same) - (1d20+4)

(10) + 4 = 14

Dec 20, 2015 11:09 pm
Shamush enjoys the open air as the group moves along. At times he's quiet and watchful, glancing over his shoulder occasionally, perhaps keeping an eye out for the odd vengeful pack of dog men on their trail. Occasionally he'll start talking, to anyone, really. Felor's herb-hunting gets his attention and he pesters the man about any hallucinogenic plants and fungus that may be around. Clearly he's eager to learn more about such things. He shows Felor the remains of his personal stock and relays to anyone who will listen on the strange visions he's experienced over the years. Which then leads him to the Church of Selves, whose complicated philosophy he talks about at length, though digressions are frequent and often devolve into stories about his mean and violent existence as what seems to amount to muscle for one schismatic school of the Church in Darcra.

Shamush will try and sound fairly coherent in discussion the tenets of his school of the cult of Selves. This is both to look good and in a sense quiz himself, making sure he remembers what was beat into him as a youth.

Rolls

Religion - (1d20+3)

(11) + 3 = 14

Dec 21, 2015 4:58 pm
Having told all of his best stories Vad starts to burn off some of his excess sorcerous energy by drawing his dagger and flipping it around. The dagger twirls and flips in his hand at unnatural speeds at times giving off a green or orange glow. "Hmmm, I wonder what tricks I could manage without using my powers!"

Extending his arm in front of him he holds his dagger by the tip and starts to flip it in his hand attempting the same tricks as he would normally perform (albeit at much slower speed and without the glow) without using any of his natural sorcerous power.



Wizard = Wizardly
Sorcerer = Sorcererly? (Sounds way wrong)

EDIT: Sorcerous - Thanks, CM.
Last edited December 21, 2015 5:31 pm

Rolls

Acrobatics - (1d20+4)

(16) + 4 = 20

Dec 21, 2015 5:10 pm
As the group continues its march, it is inevitable that someone would ask Zangua about himself. He deflects very personal questions and provides generic answers which, while certainly truthful to an extent, don't implicate him in anything specific.

"I was a soldier, standard infantry. I think I spent more time staring at the back of a wall on guard duty, more than the eyes of any enemy. Training was good, and in fact I met some of my best friends during basic. But I lost contact with them after we were disbanded.

"Yeah, our unit was no longer needed; some cost-cutting measure some high-nosed noble thought up. No sense in paying people to guard walls, I guess."
szemely says:
Sorcerer = Sorcererly? (Sounds way wrong)
Sorcerous.
Last edited December 21, 2015 5:12 pm

Rolls

Deception - (1d20+1)

(17) + 1 = 18

Dec 21, 2015 8:00 pm
Leth: Survival: Success!
Shamush: Religion: Success!
Vad: Acrobatics: Success!
Zangua: Deception: Success!


Later in the day, the party reaches an end to the farms and the trails between them, and finds a dry shoulder of ground to walk on as they reach the marshy convergence of springs and streams that form the headwaters of the Ophid. Leth takes note of some muskrat spoor on the path and is quickly able to spot a nest half-hidden in the grass a few dozen yards away.

Shamush finds that he can recall the Horizonist creeds and prophecies quickly back to mind, word for word. Older and wiser now, he finds some of them incoherent or even absurd, and yet, in some there are allusions to deeper mysteries and compelling allegories that still tug at his emotions.

Behind him, Vad is barely aware of his surroundings as he flips and twirls his dagger in ever-quickening circles, never dropping it, never so much as nicking a finger.

Stopping for a late lunch of muskrat hams roasted on a spit, Zangua casually and politely dissembles about his past, never raising any suspicions as far as he can tell.

Throwdown results: it's a tie. Zangua and Vad have both "won" this Throwdown and can give themselves Advantage on any one roll of their choice.
Dec 21, 2015 11:58 pm
As night begins to fall, the party sees a stilted fisher's hut up ahead in the marsh.
Dec 23, 2015 5:06 pm
Can we easily tell if it is occupied? If not:

Mordred quietly approaches through the reeds, straining to detect anyone's presence.

Rolls

Stealth - (1d20+5)

(4) + 5 = 9

Perception - (1d20)

(14) = 14

Dec 23, 2015 5:18 pm
Zangua approaches the hut directly, in the open. He rests his hand on the pommel of his club, casual and ready. His intent is to see if the hut is occupied and introduce himself, at the very least to assuage any threat.

He does welcome the stealthy flank and periphery check from Mordred. He peers ahead, trying to determine if a light is on, or activity can be detected within and around.
Last edited December 23, 2015 5:18 pm

Rolls

Perception - (1d20+5)

(16) + 5 = 21

Dec 23, 2015 6:03 pm
The hut is dark, but about a dozen yards away a small boat sits in shallow waters, bearing a person bundled in rags and wearing a large floppy hat. The person raises their head as Mordred and Zangua approach.
Dec 23, 2015 6:15 pm
Mordred will attempt to remain out of sight, in case things go pear-shaped.
Dec 23, 2015 6:34 pm
Zangua raises his hand, not only as a gesture of greeting, but also to distract attention from Mordred. He approaches up to the water line and tries to assess the man in the boat; his bearing, his equipment, his face.

Rolls

Insight - (1d20+5)

(12) + 5 = 17

Dec 23, 2015 9:02 pm
Zangua can't see the person's face, or much of anything about them at all under all bundled clothing, wraps, and hat. As he draws nearer, he can see a bucket in the boat, and three slender wooden fishing spears. The person seems to be observing your approach, but says nothing.
Dec 23, 2015 11:02 pm
Vad will try and find a spot to cover both Zangua and Mordred with his crossbow.
Dec 24, 2015 6:44 am
As the Hut had begun to come into view, Leth had dropped behind the rest of the group, and was now crouched low to the ground, looking for some cover with which to hide behind while Zangua and Mordred moved forward towards the hut. Ideally, they would get their information and leave, and no one would even know he and the rest of the party had been in waiting, but if worse came to worse, he was hoping to be in a position to surprise the enemy from their hiding spot.

(Do I need to roll anything? I'm not sure how close the rest of us are to the hut so I don't know if a stealth roll is necessitated)
Last edited December 24, 2015 6:44 am
Dec 24, 2015 9:42 am
Felor stays back with Leth, so as not to intimidate what appears to be a fisherman with too large a group of people.
Dec 24, 2015 10:09 pm
Shamush hangs back with Leth and Felor, a piece of straw hanging droopily from his mouth. He stands slouched and he looks around drowsily and murmurs, "Where the hell are we anyhow?"
Dec 24, 2015 11:32 pm
Zangua greets the fisherman. "Hoy. I am a traveler that seeks shelter for the night. May I camp here?"
Dec 25, 2015 3:01 am
I'd forgotten exactly how Zangua was told to meet with the witch-men, so I had to go back and look it up... here it is again:
Quote:
"If you see her, return to this village and search for this mark: linger where you find it until dusk, and you shall be met there, and rewarded for your help."
Also, what's the name of the village we're going towards? And are we actually at the village yet or is this still outside of it?

Leth glances at Shamush and shrugs. "I'm not sure exactly - this could easily not even be who we're supposed to meet with... We need to keep a lookout for the Crown sigil." Leth says, and he slowly peeks out towards the hut. From this distance, he doesn't expect to be able to see much of anything useful - much less the symbol itself, even if it were carved into the wood of the hut - but it wouldn't hurt to look.
Last edited December 25, 2015 3:02 am

Rolls

Perception (looking for signs of the crown) - (1d20+4)

(10) + 4 = 14

Dec 28, 2015 6:18 pm
This is not the village. You are still about a half day's hike away from where the village was. This is just a lone fisherman's hut out in the marshlands around the Ophid headwaters.

"Camp? In my home?" the fisher answers Zangua in a soft, croaking voice. "Many fish in a small basket!" They laugh, a wheezy, coughing laugh. "What an inconvenience! But I was taught by my father and my mother not to deny guest-rights plainly asked for. You may stay, if you can fit your bodies inside. I will serve you whisker-fish cooked hot, and in the morning you will leave. Is that agreeable?"
Dec 29, 2015 9:45 pm
Zangua glances to his side, eyeing over his shoulder for the party's response.
Dec 30, 2015 1:20 am
Mordred remains concealed, fearing that his appearance might put the fisherman ill at ease. He is used to sleeping rough, and will let the rest of the party take the cabin. Perhaps he will sleep under the cabin if the weather turns.
Dec 30, 2015 5:16 am
OH! Okay haha got it. Sorry, misunderstood the situation here.

Are we actually hidden? It seems to me that the fisherman knows we're all hanging back, kind of half-hiding from view... In my head its like we're all hiding behind bushes and tree trunks that are way too small to conceal us and he can clearly see us but we think we're pro hiders and he just doesn't want to provoke these weirdos hiding outside his house to violence hahahaha
Dec 30, 2015 1:54 pm
I don't know about the rest of you chuckleheads, but Mordred specifically tried to sneak up to the shack, and since I haven't seen an exclamation point appear over the fisher's head, I assume he hasn't been spotted.
Dec 30, 2015 3:52 pm
Hearing the fisherman's offer, Felor nods at Zangua.
As he approaches the hut, he glances over the fisherman's equipment.
"Spear fishing, I see. How's goes the harvest this time of year?"
Felor doesn't know spear-fishing exactly, but he knows spears and he knows living off the land.

Attempt to make conversation with the fisherman and discuss fishing, drawing on my knowledge of Survival skills.
Last edited December 30, 2015 3:52 pm

Rolls

Survivial skill check - (1d20+4)

(16) + 4 = 20

Dec 30, 2015 5:39 pm
Mordred whiffed his Stealth roll. None of you can be sure just how much the fisher is seeing from under that hat, but you're all basically visible from their vantage point.

"Harvest? You don't harvest fish, fellow. You catch them. Heh, heh! Heh! Now, the whisker-fish are fat this time of year. The mud-walkers don't come out to be caught until the spring." The fisher reaches into a basket and pulls out a spiny, many-clawed thing as big as their own forearm, which arches its back and squirms furiously as they hold it aloft. "Now see this? Biggest Hound of Achel ever I caught! But I'm saving this one, yes. Must wait to harvest the roe when it ripens before we eat her. Now the roe you harvest, you see how that works? But you cannot harvest fish. Heh. Go on inside. I'll get to cooking your supper."
Dec 30, 2015 6:16 pm
Felor nods sagely as the fisherman explains, not many big rivers like this in the mountains - up there the best you'll get out of a mountain stream is a small crustacean - so it's good to get some local knowledge.
"Thank you sir, I look forward to the stew." With that, he heads inside.
Dec 30, 2015 6:37 pm
Felor was sort of hoping the hut was one of those looks-smaller-from-the-outside things, but once inside, he can see that it will be a very tight fit for the entire party to sleep in there. There's a tall set of shelves made from bamboo and twine in one corner, full to overflowing with baskets, nets, line, hooks, and other fishing implements; in the other corner is a large woven basket stuffed with clothes, rags, and blankets. In the middle of the room there's a straw mat on the ground, presumably where the fisher sleeps, and by the wall opposite the door there's a large rectangular basket fitted with a lid. The whole space is probably not bigger than nine by twelve feet.
Dec 30, 2015 6:39 pm
Zangua allows the others to sleep in the hut, should they choose. In the meantime, he will help the fisher and the group prepare a meal by gathering firewood. He will remain outside when it's time to sleep, keeping watch for a bit.
Dec 30, 2015 6:51 pm
The fisher never leaves their boat to prepare the meal. First they build a fire in a little brass pot which they shelter from the rain under an overturned basket, then set a flat stone on the pot while they scale and gut a few plump brown catfish. Humming an odd tune, the fisher splays the fish out and sets them to fry on the hot stone, turning them frequently and seasoning them with powders and oils they produce from pockets in their clothes.

Zangua stands watching this, glad the fisher had no need of his firewood, as there wasn't much to gather nearby anyway.

"You there," the fisher says. "Pick seven large leaves of salt-lettuce, if you will. The fish is nearly done."
Dec 30, 2015 6:55 pm
Zangua hunts around for the requested plant. He also tries to commit the cooking technique to memory, which is liable to come in handy later.

Rolls

Nature - (1d20)

(18) = 18

Dec 30, 2015 8:06 pm
Zangua finds some salt-lettuce nearby, picks seven large leaves, and brings them to the boat.

"Gather, guests, gather," the fisher calls. "Supper is ready." They pluck fish off the stone with their hands and portion it into the leaves. "Eat only fish and plants, this is the secret to good health. Do not eat bread! Bread is a corrupt food. I would strike it from the Werld if the gods gave me that power. Who taught us the secret of bread-making? It was not Semla. It was Orcus! Bread-making is a devil's art. Come, all of you, and eat."
Dec 30, 2015 10:35 pm
Vad, out of hiding for some time now, takes a place with the others when he fish is being handed out. "Many thanks!"
Dec 31, 2015 3:10 pm
BullOctorok says:
Who taught us the secret of bread-making? It was not Semla. It was Orcus! Bread-making is a devil's art. Come, all of you, and eat.
At that, Mordred decides to hang back, spotted or not, and make do with some salt-lettuce grubs. Perhaps the others will make his excuses, if the fisher decides to ask about their hooded companion.
Last edited December 31, 2015 3:10 pm
Dec 31, 2015 5:31 pm
Vad finds the fish pretty tasty, and in fact wishes there was more.

"Your shy companion," the fisher says, pointing at Mordred. "Why does he not come? He is a guest as well. He must eat."
Dec 31, 2015 5:38 pm
Felor enjoys his share of the stew. Ruminating on the fisherman's comments about bread-making, he tries to recall what he knows of Semla and Orcus.

Rolls

Religion skill check - (1d20+3)

(1) + 3 = 4

Dec 31, 2015 5:55 pm
(It's not a stew! It's a lettuce wrap! Now how do we handle a critical fail on a Religion check...)

Felor finds himself a bit short-handed where knowledge of Semla and Orcus are concerned. Neither are attested in Jerma. He recalls the temple to Semla in Sthombo and knows her to be some sort of mother or earth goddess, but gave her a wide berth because her sphere of influence seemed similar enough to Fjorgyn's that to take an interest would have felt disloyal to him. Orcus is a total blank.
Dec 31, 2015 5:58 pm
Failed my culinary check as well I guess. Critical Relgion fail - maybe I forget something, ha!
Dec 31, 2015 7:16 pm
BullOctorok says:
It's a lettuce wrap!
That's a long way to come for an Admiral Ackbar joke.

Mordred attempts to make a generically inoffensive prayer/thanks gesture.
Last edited December 31, 2015 7:17 pm
Dec 31, 2015 7:37 pm
As soon as it becomes apparent that the fisherman is just that - a fisherman - Leth abandons his attempts to stay out of sight and follows the party to the house.
Quote:
"Your shy companion," the fisher says, pointing at Mordred. "Why does he not come? He is a guest as well. He must eat."
Leth glances at Mordred, then back to his food, trying to appear nonchalant. "He prefers to do things in his own way; he means no harm or offense. Besides... I think he mentioned something about being allergic to fish."

Not wanting to give the fisherman much time to think about it or respond, he quickly continues, changing the subject. "We're extremely grateful that you would open up your home and pantry to us... Such kindness is a little rare these days. I won't stand to let such generosity go un-reciprocated; what can we do to thank or repay you?"
Last edited January 7, 2016 2:40 am

Rolls

Do I have to make a deception roll? I probably have to make a deception roll. - (1D20+1)

(11) + 1 = 12

Dec 31, 2015 8:14 pm
"Come now. Allergic? What is that? If he is to receive guest-rights with the rest of you, he must stop hiding himself and--"

The fisher stops abruptly.

"Ahhhh, ah-ah-ah. I think I understand. Well, have no fear. Old Welg sees nothing, says nothing. Let, ah, him come and sup with us if he wishes. Or not. But I shall say no more. I only ask that you not linger here long in the morning."
Dec 31, 2015 8:39 pm
Do I know what Guests' Rights imply as far as reciprocation? Zangua will add whatever food he has if it's the custom.
Jan 4, 2016 12:13 am
Guest-rights vary from place to place, but you doubt you're expected to share your travel provisions.
Jan 4, 2016 12:25 am
"Tell me, friend" Felor says to the fisherman when he's finished the dinner, "Have you seen many travellers pass by this way headed south, recently?"
Jan 4, 2016 3:44 am
"Oh, no. Most travelers travel by road. I only see those who stray from the path. Heh heh, heh!"
Jan 4, 2016 11:55 pm
....Are allergies a thing in D&D? I didn't really think about it haha

Leth is worried for a moment that the fisherman will try to push the issue further, but is relieved when he finally relents... even if it's not quite for the reason he was hoping. Still, as long as Mordred doesn't have to reveal himself, he should be okay. Less tense now, he begins to enjoy his meal a bit more earnestly.

"This is delicious; thank you very much."
Last edited January 7, 2016 2:39 am
Jan 5, 2016 3:02 am
Zangua lets the others eat and converse. He remains near the back of the crowd, content to listen and observe.
Jan 5, 2016 1:05 pm
Now I'm curious as to what the fisher thinks is Mordred's deal. As much as possible, without raising any suspicion or making himself too visible to the fisher, Mordred will try to check things out around the cabin to make sure everything is on the up-and-up and there is no evidence of the Six-Pointed Crown.

EDIT: Dang.
Last edited January 5, 2016 1:05 pm

Rolls

Investigation - (1d20)

(8) = 8

maybe Insight? - (1d20+2)

(3) + 2 = 5

or Perception? idek - (1d20)

(3) = 3

Jan 5, 2016 1:49 pm
BullOctorok says:
"Oh, no. Most travelers travel by road. I only see those who stray from the path. Heh heh, heh!"
"And do many stray?"
Jan 5, 2016 8:02 pm
Let's see if I can do better rolling a d8 instead of a d20.

EDIT: much!
Last edited January 5, 2016 8:02 pm

Rolls

Sheer futility - (1d8)

(6) = 6

Bad luck - (1d8+2)

(8) + 2 = 10

"Getting the ones out" - (1d8)

(7) = 7

Jan 5, 2016 8:25 pm
thedandyman says:
....Are allergies a thing in D&D? I didn't really think about it haha
They exist, certainly, but aren't really medically understood.

Mordred doesn't see anything suspicious!
notinventedhere says:
"And do many stray?"
"Oh...not often. But I have company from hunters and wanderers on rare occasion. Now. You may all have my house to yourselves for the night. I will remain in my boat and fish for night-fish. I am well-accustomed to sleeping upright in my boat when the need takes me, so worry not for me!"

If anyone has any questions for the fisher before turning in for the night, speak now.
Jan 5, 2016 9:11 pm
Zangua speaks, finally, a question. "Has anyone ventured through here or took shelter with you, sometime in the past... Oh, I don't know." He looks to Mordred, Felor, Leth, and Vad to fill in the blank. "... Week? Two weeks?"
Jan 5, 2016 9:48 pm
"Only a searcher, looking for something lost, heh...but of course, I haven't seen what he was looking for. And I quite doubt I will." The fisher gives the brim of their hat a little tug.
Jan 5, 2016 10:29 pm
Looking up from his meal and while continuing to chew Vad asks "What was he looking for?"
Jan 5, 2016 10:35 pm
The fisher hesitates a moment. "You know, I can't even seem to remember, now. A runaway servant, I think it was. Yes. No-one of consequence. Nobody I should expect to find."
Jan 5, 2016 11:09 pm
A man searching for someone... searching for Zora, perhaps? Thinks Felor. Or it could be nothing. Coincidence.
Jan 5, 2016 11:25 pm
Mordred thinks there is more to this fisher than there appears. Perhaps an apparent threat will reveal their true colors.

Mordred uses Thaumaturgy to mimic the sound of a dangerous swamp creature behind the boat.
Jan 5, 2016 11:46 pm
I'm gonna need some specificity on what kind of swamp creature you're imitating. You can assume Mordred would have at least a passing knowledge of the sounds of water buffalo, crocodiles, snapping turtles, giant snakes, axebeaks, bears, wolves, and anything else you can make a plausible case for.
Jan 6, 2016 3:08 pm
Yeah, I wasn't sure what we were dealing with in terms of fauna. How about a stealthy water-based predator, like a crocodile. Something that might make a distinctive sound (a tail slap on the water?) but could plausibly disappear under the water quickly, so it wouldn't be obvious that the sound was artificial. I'll throw a couple of dice, in case they are relevant...

Rolls

Nature (what does the 'gator say?) - (1d20)

(11) = 11

Deception - (1d20+4)

(9) + 4 = 13

Jan 6, 2016 6:16 pm
Now, we have to assume Mordred isn't drawing attention to himself as he casts, so none of the other party members are going to immediately know that the crocodile sound isn't real. However, some of you will be facing the fisher, and will be able to see the lack of motion behind them, which should allow you to figure out there's some trickery involved here. I'll let you decide for yourselves how you want to play your reaction to the sound.

A loud snort and slap on the water's surface sounds behind the fisher, who jerks around quickly to look. "By the gods! Did you hear that?" they ask.
Jan 6, 2016 6:49 pm
Zangua stands and looks out over the water. Sitting at the perimeter, he knows there was no movement, but he did not notice any spell-casting as he is not familiar with it to begin with.

"What lives in these waters, sir?" asks Zangua of the fisherman.
Jan 6, 2016 7:15 pm
"There are many-toothed lizards, great of size, that hunt in the marshes...did you catch a look at it?" the fisher says, scanning around behind the boat. "It would be strange to see one as far north as this, but strange things occur on the face of the Werld at every moment..."
Jan 7, 2016 2:39 am
Is the fisher male or female? Or can we tell? We keep saying "fisherman", but I've noticed you keep saying "fisher" and using the "they" pronoun, so I'm not sure if I missed something...

Leth, who had been almost wholly engrossed in his food and his thoughts, almost leaps at the sudden sound, and narrowly avoids dropping the rest of his food on the ground. He gives a concerned look towards his companions and the fisher, and reaches a hand up towards his bow, slung over his shoulder. "Should we go look for it?"

Also, are we inside, or outside?
Last edited January 7, 2016 5:32 am
Jan 7, 2016 3:14 am
Outside. You can't tell whether the fisher is male or female. What little you've seen of their face from under the hat is pale, hairless, and wrinkled, but certainly human.
Jan 7, 2016 9:50 am
Felor rolls his eyes at Mordred's display of minor magicks, but says nothing.
Jan 7, 2016 6:16 pm
"Strange...very strange," the fisher says. "I will keep my eyes open to see if that whatever-it-was returns. If it does, I may join you inside. Or perhaps sleep on on the roof! Heh! But worry not for me, take your rest."
Jan 7, 2016 6:20 pm
Zangua will sleep outside and allow the party to take advantage of the shelter provided.
Jan 7, 2016 8:23 pm
Given the Fisher's apparent lack of concern, Leth decides that whatever it was, it was probably not a terrible threat. He relaxes a bit and returns his attention to what little bit of food he has left to eat.

Leth will sleep inside as long as there is enough room for him, but if there is not, he has no problem sleeping outside, having done so on many occasions on hunting trips through the years.
Jan 7, 2016 8:50 pm
True to their word, the fisher lets their boat drift out of the reeds by the hut and into more open water, and sends out a few lines and spears a few slow-moving catfish as the night progresses. They keep turning their head toward the place where the animal sound was heard, but with no further signs of the beast, seem not too concerned.

Those of you who sleep inside the hut find it cramped but reasonably comfortable. Zangua, sleeping outside, is fortunate that the rain abates for the night.

(Last call for actions before we advance to the morning!)
Jan 7, 2016 9:00 pm
Mordred stays outside as well, and suggests trading off keeping watch to Zangua. Mordred will take first watch, if that sounds good to the fighter.
Jan 8, 2016 12:51 am
Vad will make some space inside and roll out his bed roll.
Jan 8, 2016 12:53 am
Zangua looks a bit concerned at being alone with Mordred, but decides it's likely as good chance as any. "So," he begins, as the night settles in. "What the hell are you? I mean, what's with this and this?" he adds, placing two fingers against his forehead and then swishing his hand out from his backside.
Last edited January 8, 2016 12:53 am
Jan 8, 2016 1:07 pm
Mordred is taken aback for a moment. He knew his kind was rare, but had yet to meet someone who was completely unfamiliar. "Hell, indeed. I am a tiefling. Somewhere in my ancestry is an infernal being of great power, and the ripples are felt down unto my generation. It was on my father's side, and I never knew him, so the source of my..." he does the finger horns like Zangua, "is as much of a mystery to me as it is to you. My mother died when I was very young, and I was orphaned, so never had the chance to find out more. There are others like me. A few on Bload, and more in the rest of the Werld. I'm told there is a sizeable community in Hafer, but it's just a rumor." He pauses, understanding finally what Zangua was really asking.

"You can trust me, Zangua. I'm no angel, as is obvious, but I am honorable and I keep my word. Especially where Zora Kells is concerned. She saved me from a life of torment when I was a young orphan, and I will do anything to keep her safe."
Last edited January 8, 2016 1:07 pm
Jan 8, 2016 2:16 pm
Back in the countryside, Felor felt more at peace than he had been during their time in the hustle and bustle of Sthombo. Taking a few minutes as the others prepare for bed and Zangua and Mordred talk outside, Felor walks about 20 meters away to the edge of the swamp. He kneels down, closing his eyes and listening to the sounds around him. The slap of water against the fisherman's boat, the chirp of unseen insects, the rustle of a breeze in the trees. Taking a deep breath he smells the swamp, the faint fragrance of salt-lettuce, a whiff of fish from the boat.
As he kneels, he murmurs a prayers to Fjorgyn, reasserting his service to Her and asking for Her continued blessing on his journey.
When his meditations are done, he retires to bed inside the hut.
Jan 8, 2016 3:00 pm
Zangua listens, impassively. After a moment of seemingly indifferent silence, he grunts. "Huh. Well, I just spent several months with a pack of dogs, so a... teeth-ling?... isn't that far out of the ordinary. I guess." With that, he tucks into his bedroll for rest until his watch.
Jan 8, 2016 4:51 pm
As Zangua and Mordred finish their conversation, they become aware that the fisher has been still and silent for several moments, and sits with their face toward them. You had thought that they were far enough away that they couldn't hear your conversation, but perhaps you were mistaken.
Jan 9, 2016 12:51 am
Did you two want to pursue anything with the fisher, or just roll over and go to sleep and pretend nothing happened?
Jan 9, 2016 2:30 am
"My good man," says Zangua, calling out to the fisher in a normal volume (the same used when speaking to Mordred), "out of curiosity, what sort of catch do you get at night?"
Jan 9, 2016 2:51 am
The fisher does nothing for a moment, then by way of reply holds up a short fishing-spear with a fat marsh frog squirming half-heartedly at the end of it. "Frogs," they say. "Mud-walkers. Lordly prawn. Moon fish."
Jan 9, 2016 3:02 am
So we were audible enough for their ears, and they didn't respond to gender. Oh well, nothing that can be done about it now.

Zangua nods after his momentary thought process. He turns and sleeps with one eye open.
Jan 9, 2016 6:17 am
rocksteady says:
Well, shit.
My reaction exactly hahaha
Last edited January 9, 2016 6:17 am
Jan 9, 2016 10:17 pm
The morning comes bright, cold, and clear. The fisher paddles up to the hut as the party rouses themselves and offers up a long stiff reed with more than a dozen fat frogs and prawns skewered on it. "You'll want to be on your way quickly, I am guessing. Here. I have caught you breakfast. May you journey in good health."
Jan 10, 2016 1:00 am
"Many thanks, friend. You honour us with your hospitality. May Fjorgyn look kindly upon you." Felor bows to the fisherman.
Jan 10, 2016 2:53 am
Zangua offers the fisher 1 gold coin for his(?) graciousness, and as compensation for the catch.
Jan 10, 2016 4:49 am
Leth also tosses the Fisher a gold piece after he packs his things and begins to leave, thanking them once more for their generosity.
Last edited January 10, 2016 4:50 am
Jan 10, 2016 7:00 pm
Vad awakens and starts to gather his things. "Many thanks!!" and seeing that others have pitched in some coin for the fisher-person's hospitality, Vad will do so as well. "Best rest and food I've had in some time." he says as he tosses a GP in the host's direction.
Jan 10, 2016 7:44 pm
The fisher seems somewhat taken aback by the offers of coin, even as they accept the payment in their small, gloved hand. "Oh...I assure you, this isn't necessary...ah...thank you."
Jan 10, 2016 7:55 pm
If we come back he's going to be sitting in a luxury yacht with a carbon-fibre fishing rod.

I'm ready to head out once we've eaten.
Jan 10, 2016 8:32 pm
Everybody ready to head out?
Jan 11, 2016 5:24 am
Zangua packs up his things and makes ready to leave.
Jan 11, 2016 1:21 pm
So, the fisher heard Mordred mention Zora Kells, which in retrospect, was unwise. Perhaps they are just a weird little fisherperson, but I do not trust them, and I am thinking that they have at least a connection to the Six-Pointed Crown. I'm afraid our little ruse to trick the men that Zangua and Shamush were supposed to meet is going to be revealed, but honestly, I don't have any ideas other than to go ahead with it as planned.
Last edited January 11, 2016 1:35 pm
Jan 11, 2016 6:18 pm
I'm not seeing a post from Shamush since 12/24; if he doesn't resurface we're going to retcon that he wandered off to make his own fortune at some point during the night.

You bid farewell to the fisher and head off southwestward toward the village. By mid-afternoon, Zangua is able to point to a cluster of buildings in the distance, near a large pond at the edge of the marsh. Your destination.

Soon after, you reach a berm that heads to the village. To your left, two skiffs move across the surface of the pond, piloted by children with fishing nets, who watch you intently as you pass by.

The village inn is a multi-story thing that looks to have been rebuilt and expanded and added-on to many times over the years, and extends out into the pond on stilts, much like the fisher's hut, with a dock to which a few rowboats and skiffs are tied. The only other building of note, back behind the inn, is an octagonal wooden building, probably a shrine or meeting-hall or most likely both, with a sagging roof. You count about a dozen houses. There are some low hills and stands of trees to the north, past the village, and beyond that is the main road.
Jan 11, 2016 7:12 pm
Zangua turns to the group. "Remind me again of the plan," he says quietly. "Which of us is meeting with the crown?"

He adds, "Mind you, we have to look for the mark. The cloaked rider didn't specify where exactly it was in this village, so if there's a bunch of us roaming around it might draw attention."
Jan 11, 2016 10:29 pm
Shamush lopes along with the party, chewing thoughtfully at a piece of grass. He echoes Zangua and exclaims, "Yes, the plan! What do I get to do? I'm feeling restless. I think my humours are in severe agitation or some shit!" He grins.

Sorry, I'm here, I came back after Xmas break and got a little confused by the fisherman scene, so I was holding off until after it completed to jump back in.
Jan 11, 2016 10:45 pm
"Vad and I are going to go through with the meeting, with Felor and Leth close by, and Shamush and Zangua further out but still watching over the scene. I'll bet my left horn the sigil we seek is on that meeting-hall behind the inn. Vad and I can scout it out, while the rest of you head into the common room of the inn for now. We will meet you there once we have confirmed the location of the meeting. Maybe you can secure a room or two for us in case we need to gather out of sight of the rest of the village."
Last edited January 11, 2016 10:45 pm
Jan 11, 2016 11:44 pm
A few wandering chickens scatter from your path as the party approaches the village. A young woman peers out from a high window in the inn, watching, then ducks back inside. Near the octagonal building, a man is attempting some sort of repairs on a cart wheel.

Zangua recalls his earlier visit here. The nearest entrance to the inn leads to a general store of sorts; from there a hallway leads left to a tavern room which opens up to the dock. A strong yeasty odor wafting on the breeze reminds him of the ales brewed in the back warrens of the inn and the name of the village: Beerpool.
Jan 12, 2016 4:17 pm
Zangua immediately heads to the general store and adjacent inn. He intends to browse the shelves idly before moving on.
Jan 12, 2016 4:31 pm
Mordred begins looking for the sigil on the octagonal building. On doorframes, windowsills, fenceposts, etc. Perhaps if there is any metalwork - a door knocker or anchor plate. He is also keeping his eyes and ears out for trouble. Someone watching him and Vad a little too closely, or a group of townspeople whispering conspiratorially. If he does not find anything at the meeting-house he will wait for Vad to have a look at it before moving on to search the Inn similarly.

Not sure if you need a Perception check (or checks), so here you go. Feel free to use the better roll.

Rolls

Perception (sigil) - (1d20)

(16) = 16

Perception (danger) - (1d20)

(9) = 9

Jan 12, 2016 5:13 pm
Zangua finds the shelves much as he did the last time he was here: lots of fishing and boating supplies, travel provisions, jars of fish sauce, bags of spent grain, and the like. Same shopkeeper as before, too: a bald man of about sixty with jowls like a tracking dog's. He nods at Zangua's entry and mutters something that was probably "good afternoon." If he recognizes him from before, he doesn't show it.

Mordred, meanwhile, searches the octagonal building. The young man with the cart stops his work to watch him. The building is simply made and very old, with visible repairs here and there. Lichen and moss creep up the sides. The entrance, a set of plain wooden double doors, faces the pond; behind the building is a large plot of land with a low fence full of plants and small fruit trees, a community garden from the looks of it. A gray goat stands with his head over the fence, chewing on the leaves of a sprawling shrub. Nearby, from one of the houses to the west, Mordred can hear the tink-tink of a metalworker at his trade.

On Mordred's second pass around the building the man with the cart touches his hat and says, "Hello, stranger." No sign of the crown can be seen on the building, as far as Mordred can tell.
Jan 12, 2016 5:35 pm
Mordred touches his hood, while attempting to keep his face mostly hidden under his hat, and responds in kind, "Good day, and well met."

Vad, have a look around before I start talking to this guy to find out what the deal is here. Does the octagonal building look like something we could just walk into - like a church or municipal building - or is it more like private property? Also, any chance we can get a rough map of the area around the Inn/Octagon/Pond for planning out our stakeout?
Last edited January 12, 2016 5:35 pm
Jan 12, 2016 5:51 pm
The octagonal building almost certainly serves a dual function as a meeting-hall and shared house of worship for whatever gods hold sway here, such buildings are common to villages in Northern Bload. As such, it would be open to the public at all times.

Here's a rough, not-100%-to-scale map of the immediate area. There are more houses past those you can see on the map.

http://i.imgur.com/sW2HaWz.jpg

That arrow indicates the direction the party came from.
Jan 12, 2016 8:24 pm
Does the Octagon have any windows that Mordred can see into?
Jan 12, 2016 8:30 pm
There are small windows up by the eaves, too high for you to reach without some indiscreet wall-climbing.
Jan 12, 2016 11:39 pm
Not wanting to get too close to the building while Mordred is investigating Vad hangs back near the pond a bit and tries to keep his eyes open for any danger and just takes in the general surroundings. When he sees that the young man has taken up a conversation with Mordred, Vad decides to move a little closer and inspects the building as best he can. Like Mordred he is looking for any type of sign that can be associated with the six pointed crown.

Both a perception and investigation roll. Use whichever is most appropriate.

Rolls

Perception - (1d20)

(18) = 18

Investigation - (1d20)

(10) = 10

Jan 12, 2016 11:45 pm
Felor follows Zangua into the store as Vad and Mordred investigate the octagonal building. He looks around, ostensibly browsing the wares, but also looking for any crown sigils.
Approaching the shop keeper, he nods in greeting and asks "How much for a fishing rod?".

Rolls

Investigation check - (1d20+1)

(5) + 1 = 6

Jan 13, 2016 12:01 am
"Just the rod and line? Five silver."

Felor doesn't see any sign of the crown inside the shop area. Likewise, Vad doesn't see anything on the octagonal building, although he does notice that the man with the cart seems increasingly wary at the two strangers pacing around the building watchfully.
Jan 13, 2016 3:05 pm
Shamush makes his way toward the inn, muttering something about 'sweet, sweet liquor', his fingers clenching and unclenching. He's never been so dry for so long in all of his life. He stops, glances back at the others, and says with a twitch and a wink, "I'm going to er, scope out the local drinking establishment, see what is happening in what is no doubt the heart of this bustlin' metropolis."
Jan 13, 2016 3:29 pm
"My friend and I are on our way to Hazard, but we walked all through the night last night, and we need a room for tonight and a hearty meal. Is the Inn our only option in the village?" He gestures casually towards the Inn.
Jan 13, 2016 5:58 pm
Shamush follows Zangua into the shop room and proceeds through the dingy hallway to the tavern area. Two large windows and a set of double doors are left open to the dock, making the space uncharacteristically bright and cool for a tavern. An old couple sits at one table, sharing a tankard of ale and fidgeting with prayer beads. A dirty man with a shiny bald head and a neatly combed beard sits at another, a bowl of roasted potatoes untouched in front of him, cleaning his fingernails with a knife. He looks up at Shamush as he enters and does not look away. At a corner table, a woman with straw-colored hair nurses an infant. There is nobody behind the bar.

~meanwhile~

The young man looks quizzically at Mordred. "Only option? You mean for a place to stay? Yeah...the inn is...that's it. That's the inn. If you don't want to stay here, Headlee's only about six miles down the road."
Jan 13, 2016 6:03 pm
Alright, Vad, let's check the Inn. Octo, you said it is up on stilts, at least partially? If so, I'm going to start underneath.

Rolls

Perception - (1d20)

(15) = 15

Jan 13, 2016 6:27 pm
The dock and part of the tavern section are on stilts. However, they're only raised up a few feet over the level of the pond, so getting under there will require crawling and getting wet. Assuming you're okay with that...

Mordred heads back to the inn and walks around the edge of the pond to the dock. Nobody seems to be in a position to observe you but the kids out on the skiffs, so you wade in, crouch down, and start exploring the underside of the dock.

There's not much under there. You do see something carved into one of the stilts, though, a string of letters and numerals: "JT SL 33 S"
Jan 13, 2016 7:26 pm
As soon as Leth enters the town, he begins to grow anxious. He really doesn't want to be here; the Crown Cult no doubt have a presence in this town, and the chances that he, Felor, or Vad would be recognized are way too high for his liking. The last thing Leth wants is to get in another fight, especially in public. They need to keep a low profile, and get out of here as soon as they can.

It seems Shamush, Zangua, and Felor are all heading for the inn while Mordred and Vad checked out the large central building with the garden.

What were the instructions again? "Search for this mark, linger where you find it until dusk..." not very specific. He muses. Well, if we're splitting up to avoid attention, let's split up.
Leth slowly makes his way north, towards the two houses east of the octogonal building, trying to appear as though he's casually glancing at them as he heads north. In reality, he gives both of the buildings a thorough once-over with his eyes as he walks towards and between them, searching for any sign of the crown.

(Investigation to search for the crown, and I'm not sure what I need to roll to not draw attention to myself. Stealth? Performance? Deception?)
Last edited January 13, 2016 7:28 pm

Rolls

Investigation - (1d20+4)

(11) + 4 = 15

Stealth is +3, performance and deception are +1, use whichever modifier you think is appropriate - (1d20)

(6) = 6

Jan 13, 2016 7:44 pm
Leth strolls quietly past the houses in the northeast part of the village, trying not to draw attention to himself, and not quite succeeding: the door of the second house opens a crack, and a woman leans out, watching him.

The houses are fairly large, as village houses go, wattle-and-daub with thatched roofs. The one the woman peers out from has an attached wooden shed and an animal pen; two small pigs root around in muck and snort at Leth's passing.

There is no sign of the crown on either of these homes, but as Leth proceeds to the cluster of houses just past them, something catches his eye immediately.

On the front door of one of these houses, plain as day, is the carved symbol of the Six-Pronged Crown.
Jan 13, 2016 7:46 pm
Good call, Leth!

So thinking about planning our stakeout, Maybe Felor and Leth can conceal themselves in the Garden, while Zangua and Shamush hide in the Octagon, waiting for a shout? Given the small size of the village, I don't know if this plan even makes sense, though. I was envisioning a more bustling town where we could blend in with the populace to some extent. We are already super obvious in the village, so maybe just all of us go knock on the door of that house and hang out until dark if no one answers?
Last edited January 13, 2016 7:51 pm
Jan 13, 2016 8:09 pm
Yes, this is a very small village, basically just a fishing/brewing settlement in the wetlands around the Ophid headwaters. It's fairly clear that while the villagers are already collectively pretty aware of your presence here at this point, and any kind of lying-in-wait behavior will probably not go over well.

It's probably a little less than two hours til dusk.
Jan 13, 2016 9:56 pm
:D

As soon as Leth's gaze lands on the sigil, his blood runs cold. There it is... the sign of the murderers. I need to let the others know. Though inwardly he's mortified at the symbol, he doesn't show it. Instead, he keeps walking, making a slow circle back towards the inn, making a large loop west and then south to the inn, simply taking in the sights and getting a feel for the layout of the village... and also keeping an eye out for anyone or anything out of the ordinary.
Last edited January 13, 2016 9:56 pm

Rolls

Perception - (1d20+4)

(13) + 4 = 17

Jan 13, 2016 10:02 pm
Touring around the rest of the village, Leth sees a woman tending a garden, a boy feeding chickens and pigs, and observes a heavy horse-drawn cart coming in from the trail to the main road. There are seven homes in total on this side of the village, and a round stone building that probably houses a mill. The people he passes by watch him, but none seem overly concerned by his presence. He returns to the inn just in time to see Mordred wading into the pond to explore under the dock.
Jan 13, 2016 10:35 pm
What in the werld...? Leth moves over to the shoreline by the dock. "Hey, Mord." He says, trying to peer under the dock without getting wet himself. He grimaced internally at the dumb sounding nickname, but he was reluctant to say any of their names out loud and that was the best he could come up with on such short notice. "No need for that; I got it." He simply says, and then turns back around to go into the inn, hoping Mordred would follow.

(If Leth makes eye contact with Vad any where along his walk, he would just wave him over to follow him, not wanting to call out to his name.)

Upon entering the inn, Leth looks for the rest of the group. As soon as he finds Felor, Zangua, or Shamush, he gives them a nod and a thumbs-up, hopefully indicating to them that he found the crown without actually having to say as much out loud.

Is there anyplace we could have a private conversation in this town?
Last edited January 13, 2016 10:37 pm
Jan 13, 2016 10:44 pm
Let's say you get Mordred's attention right as he's examining the letters on the stilt. You can collect Vad, Felor, and Zangua easily enough; Shamush has been in the tavern room for most of this time and you'll need to find him there.

The village isn't so crowded that you can't go off and have a private discussion by the pond or back by the trees. You can always get a room, too.
Jan 13, 2016 10:49 pm
Once again Vad hangs back to try and avoid drawing any more attention to the group (if that's even possible at this point) as Mordred moves towards the inn. Standing in place he hooks his hands behind his head and starts to whistle lightly to himself, going for the "it's cool, I'm just hanging" look, as he scans over the area.

He watches as Leth approaches Mordred and catches Leth waving him over towards the inn. Vad decides to wait a few moments before joining the others.
Jan 14, 2016 12:07 am
Mordred shoots Leth a look that says, "Mord? Really?"

He suggests they get a room at the Inn to discuss their next steps.
Jan 14, 2016 12:27 am
Zangua listens impassively to any suggestions, then turns to find the innkeeper to inquire about rates and room availability.
Jan 14, 2016 1:10 am
Now behind the bar with her baby balanced in one arm, the woman in charge of the tavern lets you know that rooms are 5 silver per night.
Jan 14, 2016 1:17 am
"Where'd our other friend go?" Leth asks.

We just need one room, right?
Last edited January 14, 2016 2:02 am
Jan 14, 2016 1:22 am
Shamush raps the bar with his knuckle and then turns around and leans on it. He surveys the establishment, such as it is, with a lazy eye. He lets out an awkward chuckle and says aloud to no one in particular, "Eager to try the beer here in Beerpool." He shakes his head and laughs again, more loudly, and continues, also more loudly, "It's been so long since I had a drink that I could empty the goddam eponymous pool of all it's beer! Ha." He muses on this and mutters to himself, "By the time I left, they'd call this place Pukepool..."
Jan 14, 2016 4:39 am
Shamush finds the local brew, a dark ale, very agreeable.

One room is a bit small for all of you to sleep in, but it'll do for a conference room.
Jan 14, 2016 9:35 am
Felor nods at the barkeep and orders a round for entire party (those who are currently in the inn, that is).
Last edited January 14, 2016 9:35 am
Jan 14, 2016 12:58 pm
OK, once we have all had a beer we can retire to our room (let's go ahead and get 2 rooms in case we are able to come back and get some rest after this meeting) and exchange information.
Jan 14, 2016 3:47 pm
Drinks are 5 copper each. Shamush, Felor, adjust your fund balances accordingly. Who's paying for the rooms?

Once you're upstairs, you can reasonably assume you have privacy to talk and plan.
Jan 14, 2016 3:55 pm
Good ol' Mord will spring for the rooms.
Jan 14, 2016 4:47 pm
To say the rooms are sparsely furnished would be an understatement -- there's only a straw pile, a stack of blankets, a stool, and a privy pot in each. But it all looks and smells clean, which is no small thing to be grateful for.

Looking forward to seeing what plan you guys come up with!
Jan 14, 2016 5:48 pm
Is there any vantage point from within the Inn (the common room or the guest rooms, even if it is not our rooms) that has a view of the door with the Crown on it? Mordred is willing to snoop around the Inn a bit to check, if it is not immediately apparent.
Jan 14, 2016 6:02 pm
You can see the house from the east side of the inn (and you could have requested rooms on that side easily enough, so we'll say you did), but not with a clear sight of the door -- between the octagon, the other houses, vegetation and uneven ground, etc, there's just too much obscuring the view.
Jan 14, 2016 10:20 pm
Just to get things rolling, here are the two options Mordred proposed:
rocksteady says:
So thinking about planning our stakeout, Maybe Felor and Leth can conceal themselves in the Garden, while Zangua and Shamush hide in the Octagon, waiting for a shout?
This leaves Mordred and Vad going to the door alone. We've established that the villagers would probably notice any obvious attempts to hide and lie in wait, so the others might be better off positioning themselves casually nearby, rather than actually hiding.

The alternate suggestion was:

rocksteady says:
We are already super obvious in the village, so maybe just all of us go knock on the door of that house and hang out until dark if no one answers?
Jan 14, 2016 10:42 pm
I think don't think myself, Vad, or Felor should be the ones to meet them, because of the chance we'd be recognized. I'd suggest Zangua, because he was the one originally approached for information, and Mordred, because if they're part of a demonic cult, maybe they would be more interested or open to what a tiefling has to say? I also think we should establish fake names for ourselves. I might be acting a little over cautious, but I say better safe than sorry.

As far as what to do if things go south, if the rest of us stayed behind in the inn, how many rounds would it take to get to the house? And does anyone have any ideas on how those of us in the inn could be alerted? We can't see the door of the house, but might we be able to see enough to get an idea of when things go bad?

One final consideration: We're approaching the witch-men under the guise of providing them with information. What are we going to tell them? I think Zangua should approach the witch-men with Mordred, saying that his teifling friend has some information they might find useful... and I think it may be worthwhile to feed them false information about Zora at that point, because A) it may throw the Crown Cult off course a bit and B) it would allow our foot in the door for further conversation about the cult. Perhaps once we've given them the false info, we could lead in with a 'so who are you guys anyway? why is this girl so important to you?' or something. We just need to think through what we're going to tell them so we don't give ourselves away as soon as we start talking to them.


Edit: Also just a heads up, I've got a lot of work this weekend and I don't know how much I'll be able to get on
Last edited January 14, 2016 11:03 pm
Jan 14, 2016 11:32 pm
The second floor of the inn is at least 4-5 combat rounds away from the house.
Jan 15, 2016 6:16 am
...do the windows open? If so, could we jump out of it to the ground below if necessary? And also, are we talking 4-5 combat rounds with the dash action or just at normal speed?
Jan 15, 2016 6:55 am
That's full running speed, and jumping from the second floor would not be without risk.
Jan 15, 2016 7:24 am
Don't know if you want me to roleplay it out as it seems we're discussing a generic plan, but Zangua would suggest that since we're pretty obvious in this small town, we ask what significance that mark has on that house compared to the others. Sort of like curious tourists, he'd inquire with the innkeeper if that was the house of the mayor or something. Get people to talk about it, if they're inclined, and maybe reveal a little more details we could use.

I suspect, of course, that these villagers may be afraid of the mark, possibly knowing what it means when strangers start asking about it. I wouldn't know if they're feeling threatened by it or by the organization it represents, but given the "feel" of this place, it's not too far removed from my imagination.
Last edited January 15, 2016 7:27 am
Jan 15, 2016 1:15 pm
Felor's thinking about buying a fishing rod, so he could go and sit at the edge of the pond opposite the octo-hut. Seems a couple of rounds closer than being on the top floor of the inn, and is a plausible reason to hang out in the open.
edit: wait, I misremembered, it's not the octo-hut that has the crown is it? How far away is the edge of the pond to the crown-hut?
edit 2: Can you even see the crown-hut from the pond?
Last edited January 15, 2016 2:49 pm
Jan 15, 2016 2:09 pm
I like the idea of asking around the town.
Jan 15, 2016 3:23 pm
Felor could find a spot by the pond from which he could see the crown house, maybe 3-4 rounds away.

Who wants to inquire about the crown?
Jan 15, 2016 3:31 pm
Under the pretense of a curious tourist and passerby, Zangua will ask the innkeeper about the house with the unique mark.

He will also buy a drink, and slip the innkeeper a few extra for her answers.
Jan 15, 2016 4:56 pm
The innkeeper pours Zangua a drink with one hand while handing her baby off to one of the older children, back from their skiff expedition on the pond. "That's the Tuell house," she says. "Carpenters. Jeb and Little Jeb rebuilt most of this place after the last fifty-year flood." She raps her knuckles on the bar. "But Little Jeb died of a fall two summers ago, it's just Jeb and his widow daughter now. The symbol? That's his builder's mark, isn't it? That's what I always took it for." She shrugs. "What's your interest, anyway?"
Jan 15, 2016 5:20 pm
"Just seemed like it was special, given that no one else seems to have one," answers Zangua. He tries to remember if the inn had a similar mark on its door. "Honestly, I had never heard of a carpenter making a mark like that. I'd have thought it'd have more... I don't know, hammer and a saw, maybe."

Zangua takes a swig of the drink, and continues, "I have need of a carpenter's services, actually. We had a wagon break a wheel several miles back on the road, which is why we've come here on foot at such an hour. Is Jeb open for business?"
Jan 15, 2016 5:30 pm
Somebody pipes up behind you. "Gort Law was fixing his cart wheel outside the holy house this afternoon. You should ask him! Jeb Tuell's got the shakes now, he's not much good for real work these days." Zangua turns to see the speaker, a lanky man with shaggy blond hair and a nose that looks like it's been broken a few times.

The innkeeper tilts her head back and forth, as if to signal that the question of whether Gort Law or Jeb Tuell is a better choice for wagon wheel repair is not a matter on which she is going to render an opinion. "This isn't the Hazard tradesmans' district, fella. There's no 'open for business.' You can knock on Jeb's door, and he'll decide if he feels like dealing with you or not." She chuckles, and so do a few of the other patrons who've been listening in on your conversation.

The inn did not have any obvious symbolic markings on its door.
Jan 15, 2016 5:35 pm
Zangua smiles, a display of embarrassment. "Sorry, I am new to these parts." He lifts his drink in salute to the room to acknowledge his ignorance. "I will think about asking, then. Thanks."
Jan 15, 2016 5:37 pm
You have about an hour til dusk at this point.
Jan 15, 2016 8:56 pm
The plan so far: Zangua and Mordred approach the house, Felor is nearby fishing in the pond, Shamush, Vad, and Leth are stationed at an undetermined location nearby, or possibly at the inn.

We need to determine if anyone wants to make alterations to that plan, and if not, clarify where Shamush/Vad/Leth will be positioned. Also, does Zangua or anyone else have any other questions for the innkeeper or other villagers?
Jan 15, 2016 9:09 pm
"You've obviously got the pulse on the village," Zangua says to the innkeeper. "How are things here? I am... and pardon me for saying, but I am sensing a rather... morose vibe. Do you have trouble?"
Jan 15, 2016 9:11 pm
Felor relishes the local ale after their long trek, and when he's finished heads next door to purchase a fishing rod and line. He then heads outside to find a suitable fishing spot next to the pond with a clear sight-line to the marked hut. Making himself comfortable, he raises his hood to hide his face.
Jan 15, 2016 9:16 pm
The innkeeper gives Zangua a bemused look. "No more trouble than the sort that always find common folk, stranger. Things are fine here. If you don't like how we are, you're welcome to drag your wagon down to Headlee."

Felor, that's 5 silver for just the rod or 1 gold if you want bait, hooks, extra line, etc. You can fake-fish with just the rod but if you're going Method here, give me a Survival roll to see if you catch anything.
Jan 15, 2016 9:20 pm
I'll take the whole package then for 1G.

Rolls

Survivial skill check - (1d20+4)

(13) + 4 = 17

Jan 15, 2016 9:26 pm
After about twenty minutes of fishing Felor feels a tug on his line and pulls in a seven-inch bullhead.
Jan 15, 2016 10:23 pm
Vad will stick at the inn for now. He does have the ability to disguise himself if that might come in handy at some point.
Jan 15, 2016 10:51 pm
Let's have Shamush join Mordred and Zangua, and the others can wait with Felor to "see if he's caught anything". The three of us can hold out for a few rounds if need be.
Jan 15, 2016 11:25 pm
The old "anything biting?" routine, eh? Love it! Let's do it.
Jan 15, 2016 11:27 pm
Are you knocking on the door immediately, or just waiting by the house?
Jan 16, 2016 1:54 am
Shamush buys more beer and carts a few tankards out to Felor, to share among themselves. He says, "This stuff isn't half bad! Not sure as I'd name a town after it, but it goes down smooth enough." Seeing the fish the cleric caught he says, "Bet we could get the cook at the inn to fry that fellow up for us."

Acting caaaaaasual.
Jan 16, 2016 5:36 pm
When the others are ready, Zangua approaches the house, with the intent to wait. He keeps an eye out for anything out of the ordinary, anything unexpected.

Rolls

Perception - (1d20+5)

(13) + 5 = 18

Jan 16, 2016 6:45 pm
As the evening light fades, the door to the house swings open. A man of about sixty, balding, with dark bags under his eyes stands in the entrance.

"Come inside," he says.
Jan 17, 2016 8:37 pm
Do we just go in, or gather the others by the pond first?
Jan 18, 2016 1:25 pm
I think we're just supposed to hang out looking like random guys unconnected to Zangua and Mordred (although the house's occupant may well have seen us all arrive together), while keeping an eye out in case things Go Bad. Also Leth, Vad, and Felor might be recognised.
Jan 18, 2016 5:04 pm
Zangua is slightly off-put by the man's invitation, but he supposes that word travels fast in a small village, or their approach was just that obvious. He strides forward and asks, quietly, "You the woodworker, Jeb?"
Jan 18, 2016 6:22 pm
I'm worried about going inside without the whole group together.
Last edited January 18, 2016 6:23 pm
Jan 18, 2016 8:01 pm
At Zangua's question, the old man looks back, into the house, before answering. "Yes. Won't you please come in. My nephew...he's expecting you."
Jan 19, 2016 12:33 am
notinventedhere says:
I think we're just supposed to hang out looking like random guys unconnected to Zangua and Mordred (although the house's occupant may well have seen us all arrive together), while keeping an eye out in case things Go Bad. Also Leth, Vad, and Felor might be recognized.
Agreed.
Jan 19, 2016 12:45 am
"Can we just handle this here? My friend and I must be on our way."
Jan 19, 2016 2:54 am
Jeb gives you an anguished look and glances back in the house. "I don't...if you would just come inside, please."
Jan 19, 2016 3:20 am
"He's obviously in trouble," says Zangua, sotto voce to those standing next to him. In a louder tone, "Very well, Jeb. Thanks for your hospitality."
Last edited January 19, 2016 3:20 am
Jan 19, 2016 12:53 pm
Did Shamush come to the door with Zangua and Mordred?

Unsure about his safety once he is separated from the rest of the party, Mordred begrudgingly enters.
Jan 19, 2016 5:17 pm
Shamush is with Felor. They can see the door from here, but are too far away to hear the conversation.

Jeb steps back to make way for Zangua and Mordred.

The house is modestly furnished and dimly lit by the glow of a small fire in the hearth in the center of the main room. In the far corner of the room, beside the door to the bedchambers, stands a woman of about thirty, her hair tied back in a long braid, a thick pink burn scar covering half her face. She does not look up as Zangua and Mordred enter. Her eyes are fixed on the man seated on the bench beside the hearth.

His hair is silvery-gray, but his face is soft-featured and youthful. He wears a black woolen coat, finely tailored. He smiles placidly but does not rise to greet you.

"Good evening," the man says. "I am Adan Tuell. I understand you are in a hurry, so I will not detain you long, nor inconvenience my dear uncle and sweet cousin any more than is necessary. I will see you depart handsomely rewarded for your answers to these simple questions: where and when did you see the girl, and who or what travels with her?"
Jan 19, 2016 6:13 pm
"Excellent. I am Jek Porkins, of the Sthombo Thieves' Guild, and this is my bodyguard, Luke. I knew this girl, Zara, as she had some... contact with the Sthombo underworld, let's say. She told me she needed to get out of town unseen, but in a hurry, and was willing to pay for a guide through the sewers, so I helped her. Before I give you the information you seek, I think we need to talk about the terms of this reward. I'm looking for 50 gold pieces."

Adjust the amount of gold as necessary - I'm asking for a large sum of money, but not astronomical. Say US$10,000 today. Enough that if he jumps to promise it, I'm going to be suspicious that he doesn't intend to give us anything, but just attempt to kill us once he has the info.
Last edited January 19, 2016 6:15 pm

Rolls

Insight - (1d20+2)

(14) + 2 = 16

Deception (in case I need it) - (1d20+4)

(13) + 4 = 17

Jan 19, 2016 6:18 pm
Refresh my memory on the timeline of our adventure, Octo. How long ago did I help Zora out of Sthombo, when was Edvers executed, and how long ago did the party leave Sthombo? Also when was the Sphere stolen, or at least reported stolen?
Last edited January 19, 2016 6:19 pm
Jan 19, 2016 7:57 pm
7 days before execution: the Sphere goes missing
6 days before execution: Mordred helps Zora escape from Sthombo
Day of execution: party buries Edvers, stays overnight in longhouse
1 day after execution: party stays in Sthombo
2 days after execution: party leaves Sthombo, meets Zangua and Shamush
3 days after execution: party stays with Old Welg the fisherperson
4 days after execution: party arrives in Beerpool

Using standard lazy DM exchange rates, $10,000 would be about 500 GP.


"I will pay you one hundred gold for what you tell me here this evening. You may return here in a month's time, and if the information you give me bears fruit, you will find five hundred waiting for you in my uncle's care."
Jan 19, 2016 8:44 pm
"That would be agreeable. Let's see. I last saw Zara approximately a week ago, a few days before her father lost his head in Old Temple Square. She asked me to get her out of town to the south, the Orsen Coast Road in particular. She said she had a rich uncle or something in Orsen, but she asked me several questions about what I knew of... Gurmar, was it, Luke? I think Gurmar. In any case, she traveled alone, and with nothing of note - a small pack, a bedroll I think. Not an Iron Sphere, if that's what you are thinking."

EDIT: OK, I really hope the last Deception check applies.
Last edited January 19, 2016 8:45 pm

Rolls

Deception (hopefully the one from my previous post still applies, but if not) - (1d20+4)

(1) + 4 = 5

Jan 19, 2016 9:10 pm
Adan nods along with Mordred's tale, his expression fixed in a state of bland amiability. "I see. Very interesting. You know exactly whom it is I seek, and I believe you have an understanding of why I seek her. Pray, can you recall the questions she asked you about Gurmar? I have reason to suspect her mention of Orsen was a ruse -- perhaps she did not trust you to know her true destination. And rightly so, for here you are!" He laughs. "If she intends to reach Gurmar unseen, she may intend to make her way through the Callow Hills -- a dangerous plan for a young girl traveling alone. There are dog-men who dwell there, and they are known to prey upon the weak without mercy."

He looks Zangua square in the eyes as he says that last sentence.
Jan 19, 2016 10:04 pm
"She said nothing to me of the nasty business surrounding her father, but a thief puts two and two together. I offered to accompany her to her destination, for an extra fee, of course, but she demurred. As you say, I'm not sure it was where she was really headed. She asked if I was familiar with Gurmar, or if I knew anyone in Gurmar. That sort of thing. In a roundabout way she wanted to know if it was an easy city to disappear into. Frankly, it was so obvious that I'm not sure if the questions were not a second ruse, and she was headed somewhere else entirely. She seemed too smart to let the truth slip that easily, don't you think, Luke?"
Jan 19, 2016 11:22 pm
"Luke" says nothing. His arms are folded in front of his chest in a classic bodyguard pose. It would read that his employer often references him by name, but in a rhetorical way.
Jan 19, 2016 11:32 pm
Back at the pond, Felor throws the bullhead back in the pond.
"Eh, not worth cooking that one. Back in the mountains, you could get a bullhead as long as yer arm if you knew the right place to fish".
Jan 19, 2016 11:58 pm
"I confess, I am a little disappointed. I had hoped you had seen her within the past few days, since she departed Sthombo, for I already knew she had left that city and gone south. As you say, her questions may have had little to do with her true intentions. So what have I learned?" He holds out his empty hands. "Nevertheless, a deal is a deal. Cousin? Fetch the red coin purse, the one I showed you earlier, and give it to these men."

The woman immediately darts into the bedchamber and emerges with a small drawstring sack made of faded red cloth. She hands it to Mordred, who feels the shape and weight of coin inside it. The woman slinks back to her corner without a word.

"One hundred gold, as promised. You may count it before you leave, if you wish. I will only ask one more thing of you. If you should happen to see her on your travels, send word to my uncle, and more gold will await you when you pass through this village again. The last person who laid eyes on her saw her near the Mivil Bridge -- hardly the place one would expect to see her were she headed to Gurmar or Orsen, but perhaps she has chosen a nonsense route to confuse those who seek her? I only hope she can be found soon, and the unfortunate misunderstanding she has been thrust into may be sorted out. She endangers herself, and for no good reason. If the Implacable should find her before we do..." He makes a sorrowful moue with his face and shakes his head. "This could become an ugly situation, and I would be willing to pay any price I can to prevent that from happening. I will hope for the best. Safe journeys to you."
Jan 20, 2016 12:16 am
Zangua catches mention of "the Implacable" and tries to recall if he has heard anything about this group.

Rolls

History - (1d20)

(5) = 5

Jan 20, 2016 2:31 am
Adan holds up a hand. "Ah, forgive me. My frustration has me speaking far too loosely and giving voice to strange rumors."
Jan 20, 2016 2:50 am
Mordred searches his memories as well.

Rolls

History - (1d20)

(8) = 8

Jan 20, 2016 2:53 am
Back to the room? We have a lead, if this guy was on the level. I want to make sure we are not followed leaving town, and once back in the room, I'll empty the red bag and count the coin, and then burn the purse.
Jan 20, 2016 3:21 am
rocksteady says:
Mordred searches his memories as well.
Nothing you've heard of either.
Jan 20, 2016 1:42 pm
Shamush adopts a sad expression as Felor's fish slips back into the water and out of sight. He pats his stomach absently and murmurs, "A smallish fish beats a biggish rat, I tell you what." He sighs and glances towards the house Zangua and Mordred entered. With nervous energy, he unhooks a throwing axe from his belt and tosses it up, spinning in the air, catches it, repeats.
Jan 20, 2016 5:34 pm
Leth tries to appear casual as Felor fishes, but his thoughts are focused entirely on the house. They hadn't anticipated Mordred and Zangua to have to go inside the house - though looking back now, it seemed like a pretty logical assumption to make - and he was uneasy. They had no idea what was going on in there.

The best we can do is try to listen for sounds of a struggle, and hope we get there in time... Of course, this is assuming the worst. Maybe - hopefully - everything goes according to plan, and we'll get out of here with no unexpected inconveniences...
Jan 20, 2016 5:45 pm
If Mordred and Zangua are in agreement, they can leave the house, regroup with the others, and return to their rooms to confer with a reasonable expectation of privacy.
Jan 20, 2016 5:46 pm
Let me just try one more thing.

"Well, I shouldn't want anything terrible to happen to the girl. She seemed a good sort and didn't deserve the troubles heaped upon her by her father. My compatriots and I are headed to Utwar to take positions on a ship bound for the continent, so we may not pass by here again for some time. Is there a message we can pass to the woman should we cross paths in Hazard or Utwar? Somewhere we can tell her to go to be safe from these forces that would do her harm?"

Based on my Insight check before, do I sense that this guy is telling the truth that he is looking out for Zora, or does it seem like the classic "she's scared of me, but there is someone much worse she doesn't even know about" maneuver?
Last edited January 20, 2016 5:46 pm
Jan 20, 2016 5:53 pm
Zangua remains quiet, listening to everything. His eyes flit between Jeb, Adan, and the unnamed woman, observing and gauging their demeanor for any Insight to their thoughts.

Rolls

Insight - (1d20+5)

(8) + 5 = 13

Insight, using Advantage from earlier - (1d20+5)

(17) + 5 = 22

Jan 20, 2016 6:35 pm
Zangua gets the clear impression that Adan doesn't believe much of anything Mordred has told him, and is toying with him by speculating out loud about Zora's plans, her last known whereabouts, and mysterious pursuers.

Jeb Tuell and his daughter are scared to death of Adan. That is fairly obvious.

Mordred, too, doesn't feel like Adan is buying his story, and wonders if he played his hand too much by revealing knowledge of the Iron Sphere. Neither does Adan seem particularly convincing (or even trying to be convincing, really) in his concern for Zora's safety.

In response to Mordred's last question, Adan looks up thoughtfully for a moment before answering. "If you see her in Hazard, entreat her to seek refuge at the Shrine of Culsu. If you should see her elsewhere...beg her to stay where she is, to hide in place, and send word to my uncle, as I said. Remain with her as long as you can. You may find that seeing her brought back to my care is a far more profitable undertaking than any continental ventures."
Jan 20, 2016 6:42 pm
Oh and Zangua, based on that Insight roll, you definitely picked up on the significance of Adan locking eyes with you when he was talking about dog-men in the hills.
Jan 20, 2016 6:55 pm
Quote:
Adan doesn't believe much of anything Mordred has told him, and is toying with him by speculating out loud about Zora's plans, her last known whereabouts, and mysterious pursuers
So we think the Mivil Bridge thing is bullshit, or he's telling the truth because he thinks it doesn't matter how much we know?
BullOctorok says:
Mordred, too, doesn't feel like Adan is buying his story, and wonders if he played his hand too much by revealing knowledge of the Iron Sphere.
I gotta quit flapping my gums. Surely everyone in Sthombo knows about it and assumes Zora is involved with its disappearance, no? Anyway, let's bid adieu to Adan and get back to the inn.
Last edited January 20, 2016 7:03 pm
Jan 20, 2016 6:58 pm
Yeah it wasn't an impossible inference for you to make, but since the rider Zangua met was two days' travel from Sthombo and only asked about a girl matching her description, he knew you were more clued-in than the average random informant.
Jan 20, 2016 7:05 pm
Sorry, I edited in another question there after you answered. Do we think Mivil Bridge is a solid lead, or disinformation?
Jan 20, 2016 7:08 pm
He clearly tossed you that bone for a reason, but you can't be sure if it was a misdirect or not.
Jan 20, 2016 7:18 pm
Gotcha.

Back at the Inn, I'll relay everything that happened in the house, including splitting the 25 GP we received with the rest of the party. I'll suggest we head for Mivil Bridge and then search the river south from there. In case it was missed up thread, I burn the pouch the gold came in, in case it has magical tracking properties or something.

Just kidding about the 25 GP. I'm inclined to keep the 100 in a "Party Treasure" fund for now, unless others feel strongly about splitting it immediately.
Jan 20, 2016 7:19 pm
Zangua follows Mordred wordlessly. Once out of earshot, he mutters dryly, "Good talk."
Jan 20, 2016 7:29 pm
Where is Mivil Bridge? I think Adan may have mentioned it to see whether or not we'll go there and look for Zora. It may very well be a trap.
Jan 20, 2016 7:33 pm
The Mivil Bridge is a very old stone bridge that spans the Ophid about three miles northeast of Hazard.

Anybody got a History roll for me?
Jan 20, 2016 8:43 pm
Zangua offers his insight. "He's much more knowledgeable about things than he's letting on. His mention of dog-men was clear in their association with me, and probably Shamush. Ordinarily I'd say his mention of the bridge is another way of tracking us and determine our intentions, and he's probably going to have us followed for when we find... whatshername. But, none of you have any other idea as to where to look, so I suppose it's as good a start as any."

Rolls

History - (1d20)

(3) = 3

Jan 20, 2016 8:47 pm
Well, Zangua knows bupkis about the Mivil Bridge. Anyone else want to try?
Jan 20, 2016 9:16 pm
Just like this meeting might have been a trap, the bridge might be as well, but we've got to start somewhere.

Rolls

Famous Bridges of Bload - (1d20)

(18) = 18

Jan 20, 2016 9:39 pm
The Mivil Bridge is almost as old as Hazard itself and serves both as a chokepoint for boats to Hazard from upstream and as the only nearby crossing for foot and wagon traffic that doesn't pass through Hazard itself. As such, it is tremendously strategically important and is heavily guarded with fortified watchtowers at either end. The Bridge Authority collects tolls and taxes from all who pass over or beneath it, and functions as an autonomous entity tolerated by the government of Hazard for unclear reasons generally assumed to be an inscrutable tangle of centuries-old pacts, familial ties, secret kickbacks, and unbreakable oaths.

If you want to go to the Mivil Bridge (and don't feel like you're being railroaded into going there! There are certainly other options you could pursue) it will take about three days' travel on foot, but you're only a few hours away from places where you could catch a boat down the Ophid, which could potentially get you there in less than a day.
Jan 20, 2016 10:13 pm
As we discuss things in the Inn, I'd like to keep an eye on Jeb's house, to see when Adan comes out and where he goes.

Other options than Milvil Bridge that I can see:
1. Follow Adan
2. See what we can learn about Adan from Jeb once Adan leaves
3. Head for the Shrine of Culsu that Adan mentioned in Hazard
4. Scour the riverbank all the way down to Hazard
5. Follow up on the "The Implacables" clue
6. Others? What does everyone think?

I'm inclined to head for the bridge by boat, as it seems like the most likely location for something to happen, trap or no.
Jan 21, 2016 12:15 am
Zangua shrugs as options are laid out. "We could also capture Adan, beat some information out of him."
Jan 21, 2016 9:07 am
As Mordred relays the conversation to the rest of the party, Felor ponders over the entity referred to as "The Implacable".

History and Religion skill check on "The Implacable" (not sure whether it's a god/cult/other organisation).
Seconding heading to the bridge by boat. If we leave in the morning we can scout the riverbanks as we travel downriver.

Rolls

History skill check - (1d20+3)

(15) + 3 = 18

Religion skill check - (1d20+3)

(2) + 3 = 5

Jan 21, 2016 11:24 am
Felor also tries to recall if he's heard of "Culsu".
edit: I am the worst cleric.
Last edited January 21, 2016 11:25 am

Rolls

Religion skill check - (1d20+3)

(6) + 3 = 9

Jan 21, 2016 1:37 pm
Shamush's eyes light up at the suggestion of some good old down home thuggery. He says with a modicum of pride, "I beat a lot of information out of people in my short years upon this world. Happy to help!"

I'll try a religion roll, too.

Rolls

Religion check for Culsu - (1d20+3)

(13) + 3 = 16

Jan 21, 2016 1:50 pm
Felor frowns at the suggestion to beat information out of Adan.
"And what would we do once, if, he had told us anything? We can't leave him here to escape and warn his compatriots. Take him with us, to slow us down and slit our throats in our sleep? Murder him in cold blood?" Felor shakes his head. "No, I would have no part in that."
Last edited January 22, 2016 10:04 am
Jan 21, 2016 8:06 pm
Culsu is not known in Jerma, but Shamush has heard of her: a minor goddess of the underworld, associated with passages and doors both literal and metaphorical.

Felor doesn't know anything about "the Implacable," either.

We have two votes for going downriver by boat and two votes for interrogating Adan Jack Bauer-style, with one strong objection to the latter option.
Jan 21, 2016 8:15 pm
"So noted," says Zangua at the objection. "You have my arm, so long as none of you try to shiv me in the night. I'll follow you wherever you finally decide to go."
Jan 21, 2016 8:30 pm
Shamush looks at Felor, his eyebrows raised, and says offhandedly, "Just offering to rough him up some, you know? It's how things are done where I'm from. Just, er, business, you know?" He then claps Zangua on the shoulder and grins crookedly, looking at the others and saying, "But I'm with my pal here, and I'm curious to see where all this leads, so I'm with yas, too."
Jan 21, 2016 9:05 pm
rocksteady says:
As we discuss things in the Inn, I'd like to keep an eye on Jeb's house, to see when Adan comes out and where he goes.
You've been discussing things for some time (over an hour, say) and nobody has left the house, as far as you've seen.
Jan 21, 2016 9:09 pm
Could there be some kind of secret exit? Maybe we should come up with some pretext for checking in on Jeb.
Jan 21, 2016 10:31 pm
Listening to some of the options that have been thrown about in the discussion, Vad leans forward a bit and speaks, "I think once this Adan fellow leaves a revisit to Jeb would be useful. You did say he appeared frightened, yes?"

Vad wouldn't take part in a beat-down, thinking it would be more counter productive than anything else. Course he wouldn't do much to stop it either.
Last edited January 21, 2016 10:32 pm
Jan 21, 2016 10:36 pm
About two hours after your return to the inn, you see Jeb leave the house, holding a pot. He walks around the side of the house, out of view, and goes back in a moment later.
Jan 21, 2016 11:29 pm
By the way, was it determined which deity was catered to in the octogonal hut?
Last edited January 21, 2016 11:30 pm
Jan 21, 2016 11:38 pm
It was not determined. Most such buildings contain shrines to more than one locally-venerated deity.
Jan 22, 2016 7:08 pm
Do you all want to continue observing the house and/or check on Jeb, or move on and find a boat to take you downriver?
Jan 22, 2016 7:50 pm
Let's say around 9pm, not that clocks are a thing. A few hours after dusk.
Jan 22, 2016 10:46 pm
"Doesn't look like Adan is going to leave anytime soon. Didn't happen to drop anything of yours while you were in there, did ya Mordred?" Vad says, hinting that maybe Mordred could stop by the place and check on things.
OOC:
Vad is good with heading downriver as opposed to waiting for Adan to show himself.
Jan 23, 2016 5:44 pm
Leth thinks they should continue looking for Zora, and since the bridge is on the river, that's as good a place to start as any. He is wary of being followed or led into a trap, though, and thinks they should take every precaution to be sure they are not being tracked on their way to the bridge - perhaps someone could detect or dispel magic, just in case someone has unknowingly cast some kind of magical tracking or scrying spell? I don't know if such a thing exists, but it wouldn't hurt to try haha

Upside of taking the boat: Fastest way to get to the Bridge.
Downside of taking the boat: We won't really be able to search the banks along the way, and there will be other people on the boat; perhaps people who could be watching us.
Jan 23, 2016 5:48 pm
Zangua listens as the group goes over their options. He really has nothing else to add, so he just mumbles, "Decide what the plan is, and wake me when we're ready to go." He goes to the second of the group's rooms to lay out his bedroll and catch some sleep.
Jan 23, 2016 6:08 pm
Sounds like the compromise plan would be to have somebody check on Jeb, then head down to catch a boat?
Jan 23, 2016 9:54 pm
OK, cover me.

Seeing all eyes turn towards him, Mordred sighs, gathers his cloak and heads out to Jeb's hut and knocks on the door.
Jan 24, 2016 9:02 am
After Mordred knocks, a long minute passes, then Jeb cracks the door. "He's not here anymore. Leave us alone, please."

His demeanor is short and crabby, a contrast to his fearful behavior of earlier.
Jan 24, 2016 12:31 pm
"If you can tell me about Adan, who he is, on whose behalf he is working, you will never see me or my friends again. Any information will help."
Jan 24, 2016 5:17 pm
"I don't talk about my nephew. Good night." He starts to close the door.
Jan 24, 2016 9:59 pm
"What about the symbol on your door? What does it mean? Who is the Six-Pointed Crown?"
Jan 25, 2016 4:01 am
"GO," Jeb shouts, slamming the door shut.
Jan 25, 2016 1:06 pm
Welp, sounds like we are not going to get anything out of Jeb. Let's rest up at the Inn and charter a boat in the morning. Let's station a watch in the hallway outside our rooms, just in case Adan wants his gold back. We can take shifts.
Jan 25, 2016 2:34 pm
Agreed. I think getting a boat in the morning is better since we can watch the riverbanks for any sign of Zora.
Felor will take first watch.
Jan 25, 2016 3:27 pm
After a couple hours, just as Felor is getting ready to wake somebody up to take second watch, he hears the stairs creaking softly as somebody approaches.

A figure, slight of build and covered in a heavy shawl and head-scarf, steps into the hallway. It sees Felor and hesitates, then says in a whisper: "Is the devil-kin in these rooms? I would speak with him."
Jan 26, 2016 9:53 am
"Devil-kin? Ah, you mean Mordred, I presume."
OOC:
Can I see any more detail about the person? Do they seem genuine or an assassin about to spring a trap?

Rolls

Perception check - (1d20+2)

(8) + 2 = 10

Jan 26, 2016 3:14 pm
Their body language is more "normal person" than "hired killer." You're pretty sure they're a woman, too.

"He called himself Jek," she says.
Jan 26, 2016 3:56 pm
Yeah, thanks for blowing my cover there, Felor.
Jan 26, 2016 4:00 pm
Zangua smiles in his sleep, though of course he does not hear the conversation in the hallway.
Jan 26, 2016 8:59 pm
In the interests of moving things along: Mordred, if you want to be sleeping lightly and poke your head out to see who's murmuring in the hallway outside your room, feel free.
Jan 26, 2016 10:29 pm
Hearing both his names mentioned in the hallway, Mordred slips a dagger into the back of his belt and steps into the hallway. "What is this? Who are you?"
Jan 26, 2016 11:06 pm
The shawled figure looks up as Mordred opens his door, and even in the near-darkness Mordred can see the outline of the thick plaque of scar tissue covering half her face.

She draws a sharp breath at the sight of Mordred's face, but exhales slowly as if steeling herself. She takes a step forward.

"I am Patlen Stone, daughter of Jeb Tuell. I will tell you everything. About my cousin. The crown. Everything."
Jan 27, 2016 1:16 am
"I'm sorry if my appearance frightens you, but I promise I will do you no harm. Come inside. Did anyone see you come up here?" Mordred leads her into the room and gestures to Felor to gather the sleeping party members from the other room.

"The Crown. Who are they and what do they want? They have attempted to kill my compatriots here because of a man we knew in Sthombo, but we don't know anything else about them."
Jan 27, 2016 1:23 am
Vad wakens as Patlen and MordJek enter the room and sits up to listen to the women's story.
Jan 27, 2016 4:02 am
Leth is pretty soundly asleep, but will quickly get up and join the others if woken...

I'm excited to start getting some answers!!!
Last edited January 27, 2016 4:02 am
Jan 27, 2016 6:25 am
Patlen follows Mordred and the others into their room. "No-one saw me come in," she assures you. "Let me start from the beginning. I will tell you all that I know. I have kept these secrets so long...they poison me from inside. I no longer care what he does to punish me, what he takes from me. I want to be free of him.

"Adan came to live with us when he was very small, after the wet fever took his parents. He was very intelligent. He knew letters and maths and all of that. The Vicar of Aitas in Bearshir took a notice of him and paid for him to enroll at the College of Scribes in Hazard. He did well there, for a time. But he fell in with people who studied and taught...unnatural things. Sorcery, like they teach in Banwod, but...darker. He neglected his studies and eventually he quit the College."

She looks down at the floor.

"My brother was the first to speak out against this. When he learned what Adan was doing he traveled all the way to Hazard to confront him. They had a terrible argument. Adan wouldn't listen. A month later, my brother was at work on the watchtower in Headlee, and the scaffolding collapsed. He fell to his death. And then...when Adan returned to Beerpool...my husband, he...he didn't want him to stay here...that he no longer trusted him, and...that night...our home..."

She starts to reach up to touch her face, but stops herself, curls her fingers into a fist. She shakes her head.

"Before he left again, he put that mark on my father's door. He said it was the sign of his masters, and that it represented a crown with six prongs, and that it was the crown of the one who would rule all of Bload one day, and after Bload, the very whole of the Werld. He told us he would conduct his business in my father's home at times, and we were to keep his secrets, and do whatever he asked of us, from now until the end of our days, and he showed us...evidence of his power. But I don't care anymore! I don't care what he does to me. I won't live in fear like my father." She looks up, her eyes cold and bright. "You oppose him, don't you? He didn't trust you. You're enemies of his? He said he knew you were deceiving him. I hope you find him. I hope you find him and I hope you kill him. He was never here, you know. What you saw in my father's house was an apparition. Still dangerous, but...only an image. The stronghold of his masters is somewhere to the north, I believe. The last time he passed through here in the flesh, it was about a year ago. He was headed north in the company of someone in a black pointed hood who he called his teacher, and a boisterous mercenary man."

Patlen is nearly breathless at the end of her speech, full of excitement and hope for vengeance. She looks at each of you in turn.
Jan 27, 2016 9:51 am
rocksteady says:
Yeah, thanks for blowing my cover there, Felor.
"Oh yes, uh, Jek," Felor mumbles as he rubs his eyes. It had been a long day.

After Patlen has finished her speech, Felor takes a deep breath. This was no backwoods witch-cult, then. Projecting your image over such a distance took power and training. Ruling Bload? The Werld? There was far more to this than he had bargained for.
And what of the Iron Sphere? What part did that play in their dark schemes?
She spoke of the north... not much up there - mountains, Dule - and it was the opposite direction to where they were heading. But perhaps when they reached Hazard they could ask the Scribes about Adan. If anyone knew something about the dark magics at play here, they would be the ones.

Felor looks Patlen in the eye. "My dear, you are correct that we oppose those of the Six-pointed Crown. They have wronged us all, and we seek justice. We hope to get to the bottom of these dark schemes and, by Fjorgyn's guidance, we shall end them."
Last edited January 27, 2016 10:05 am
Jan 27, 2016 1:09 pm
"He is seeking a woman, as you heard, and yes, I was attempting to deceive him. The truth is that we know little of her whereabouts. By helping her we hope to oppose Adan and thwart whatever his plans are. Did he say anything else about her once we were gone? Did he mention anything about an Iron Sphere?"

Despite discovering where Adan might be located, Mordred will still want to find Zora as his first priority, and barring any further info from Patlen, he still wants to charter a boat and head towards the bridge.
Jan 27, 2016 2:56 pm
Quote:
Despite discovering where Adan might be located, Mordred will still want to find Zora as his first priority, and barring any further info from Patlen, he still wants to charter a boat and head towards the bridge.
Same here.
Last edited January 27, 2016 2:57 pm
Jan 27, 2016 6:24 pm
Patlen smiles. "I know where the girl is! I've known for two days, and I didn't tell him. He never asked me, so I didn't have to tell him! A man came to our door in the late morning, saying he knew the whereabouts of the girl we were looking for, and had come for his reward. I had no idea what he meant. I only suspected it was my cousin's business. I was alone -- my father had gone to the mill. I told him to come back at dusk, and he said he couldn't wait that long, he had to get back on the road. He said to me, 'this girl, is she very dear to your family?' and I, I didn't know what to say, I said 'yes she is, sir,' and he said 'very well. You seem to have suffered enough in this life already. I was at Grine's Knot two nights ago, and I heard there a strange story. They said a girl had been there the day before, a youth of about seventeen, and that she had tried to hire a ranger at the tavern to guide her into the Badgerways. She was overheard, and for her own safety the men of the town tried to detain her, but she slipped loose of them and disappeared into the night. They were still debating whether it was worth the risk to send a search party after her when I left.' And then he put his hand on my shoulder and said 'I fear it may be too late for her, but now you know.' And I said 'thank you sir, you've done us a kindness,' and he departed. I didn't tell my father. I knew he would only tell Adan straight away. And when I heard how Adan mistrusted you, and when you came back to our house to ask after him, I felt certain that my best chance to strike back at my cousin would be to tell you all that I knew."

She scans your faces again, as if searching for confirmation that she has made the right decision. When she look upon Mordred again, she starts. "Oh, the sphere? I don't know anything about that. He said nothing of it after you left."
Jan 27, 2016 7:54 pm
Fuck yeah!

Mordred is moved almost to tears at this news of his friend, and he drops to one knee and clasps Patlen's hand. "My dear, you will never know what this information means to me, but I thank you from the depths of my heart." Mordred shoots a look at his companions and reaches into his pack for the gold that Adan gave to them. He pours his share of the loot into her hand. "Use this to take care of yourself, and keep it from your father if you can. Maybe you can use it to get away from here and begin your own life, if you wish."

Now WTF is Grine's Knot and the Badgerways?
Jan 27, 2016 8:05 pm
Patlen recoils from the gold Mordred hands her. "Oh! No, I don't want it! You'll throw that gold in the pond if you're wise, and burn the bag it came in."

Grine's Knot is a town about 30 miles down the road from here. All party members, give me some History checks to see if any of you know WTF the Badgerways are.
Jan 27, 2016 8:10 pm
Assuming someone came and woke us up, as Mordred suggested...

Also, now I REALLY think someone needs to use Detect/Dispel Magic on all the gold we were given.


Leth could hardly believe their luck. He had been afraid that this visit may have done more harm than good, and that Adan was misleading them into a trap - but the information being given to them was more than he could have ever hoped for. He listened intently, not yet commenting or questioning her, only giving pause when she mentioned The Badgerways.
Last edited January 27, 2016 8:10 pm

Rolls

History Check - (1d20+2)

(9) + 2 = 11

Jan 27, 2016 8:13 pm
Leth doesn't know what the Badgerways are.
Jan 27, 2016 8:20 pm
Apparently you can't leave the message blank.

And yeah, I knew that money was going to be cursed. I already burned the bag, you'll note. Let's hang on to it for the moment in case we need to buy anything before we leave Beerpool.
Last edited January 27, 2016 8:22 pm

Rolls

Bload A-Zed - (1d20)

(19) = 19

Jan 27, 2016 8:30 pm
As Leth quickly tried to keep up with Patlen's story, he shelved a few thoughts to share with the others later.

So... We know for sure the Crown Cult has a strong presence in Hazard... It would be good to avoid it for now, if we can. And when we feel confident enough to confront them, that would be a good place to start looking.

He begins to feel uneasy about all of this, however, as he reflects on her descriptions of Adan and his cult. They certainly seem quite powerful... We will have to decide how much we want to get involved in this. He's a bit curious to know what had happened in the bit of story she skipped over, after her husband had told Adan they didn't trust him, but it seemed like a sensitive matter and he's not sure if it would be worth pressing.

She doesn't know anything about the sphere. That's unfortunate, as the Sphere seems to be the key to unravelling the whole mystery. If they can figure out what was so special about the Sphere, why the Crown Cult wants it, where it is, and what Zora and Edvers have to do with it, they will have a much better idea of how to proceed. And their best chance at finding out that information is talking to Zora... who, according to Patlen's story, may be in grave danger.

"The Badgerways..." Leth says, glancing at his companions. "That name is not familiar to me. What is it?" He asks, hoping either one of his companions or Patlen would know.
Last edited January 27, 2016 8:32 pm
Jan 27, 2016 8:32 pm
Zangua (assuming someone did wake him and ask for his presence during this meeting), says nothing the entire time. His eyes flash with intensity upon mention of arcane magicks and he wards himself superstitiously.

"Toss the gold, fiend," spits Zangua, "lest he tracks us that way. For all we know it's worthless lead."

Rolls

History check on mentioned locales - (1d20)

(2) = 2

Jan 27, 2016 8:45 pm
"Forgive me, I thought stories of the Badgerways were commonly told," Patlen says. "They're the old caves and tunnels under the Elkfang Hills north of the Hazard Road, said to spread far and wide under the earth. We were always told they were very dangerous, because of the changelings and goblins who lived in them."

This more or less tracks with what Mordred has heard of them, although he suspects one is more likely to find bandits and smugglers rather than changelings and goblins. Still, there's a logic to it. If somebody wanted to pass through the densely populated areas around the river near Hazard undetected while under relentless pursuit, the Badgerways might be the best option.

N.B. you were all awakened and gathered to confer with Patlen.
Jan 27, 2016 9:02 pm
Some old-school dungeon-delving ahead of us! What are we looking at in terms of travel times/methods to get to the Badgerways? A boat down the Ophid still the best way? As long as we have enough scratch to charter the boat, I'm fine with tossing Adan's gold.
Jan 27, 2016 9:09 pm
You'd probably have to go about 50 miles down the river or road (so yes, a boat would still work fine for that leg of the journey), then maybe another 5-10 to the north into the hills to find an entrance to the Badgerways. Of which there are many, and not all of which would take you anywhere useful, which is probably why Zora was trying to hire a guide. Can I get an Insight roll from you, Mordred?
Jan 27, 2016 9:12 pm
"I see... Tell me, do you know of any other people involved with Adan? Perhaps some informants we should avoid, or be looking out for in case we are followed or spied upon?" Leth asks. He fears that if the Crown Cult can make apparitions of themselves appear in this way, information can be spread among them at an alarmingly fast rate. Anyone could be an informant. Anywhere they go could likely have a way-point for the cult to meet with its spies. It was almost certain to him that the Cult was now keenly aware of "Jek" and his companions, and may soon be offering rewards for information on wherever they went...
Jan 27, 2016 9:14 pm
If we hire a boat, Adan is almost certainly going to hear about it through the Beerpool grapevine. Is there an alternate destination we can give our pilot that doesn't sacrifice too much time, or expose us to too many prying eyes? Maybe we could buy a boat in Beerpool for 100GP and then sail downriver ourselves while getting rid of the tainted gold at the same time?
Last edited January 27, 2016 9:20 pm

Rolls

Insight - (1d20+2)

(12) + 2 = 14

Jan 27, 2016 9:19 pm
Patlen shakes her head. "The only people I ever saw him with after he joined them were his 'teacher' in the pointed hood and the mercenary they brought along when they passed through here on their way north. He has only sent his apparition into our house on a few occasions before this, and the first times it happened, I hid in my room. Once he spoke to a trio of thieves in our house to hire them to rob a particular merchant wagon. Another time, he spoke to a woodsman who reported to him on the movements of a band of orcs that had come south from the Lesser Dulehans. That's all I can remember."
Jan 27, 2016 9:23 pm
"Oh, one last thing, Patlen. Does 'JT SL 33 S' mean anything to you?"

I saw that carved into the posts supporting the Inn earlier.
Jan 27, 2016 9:25 pm
"And do you have any leads on where we could find entrance to the Badgerways, or someone trustworthy we could ask who could show us?" Leth asks, tagging his question on to Mordreds.
Jan 27, 2016 9:36 pm
Wow, I accidentally hit "edit" instead of "quote" and it let me edit rocksteady's post. Sorry about that! Should be reverted now.
rocksteady says:
If we hire a boat, Adan is almost certainly going to hear about it through the Beerpool grapevine. Is there an alternate destination we can give our pilot that doesn't sacrifice too much time, or expose us to too many prying eyes? Maybe we could buy a boat in Beerpool for 100GP and then sail downriver ourselves while getting rid of the tainted gold at the same time?
Since you're still in the marshy headwaters that feed the Ophid, going by boat from here would be very slow going until you hit the river proper. Further, the only vessels you've seen here are little skiffs and rowboats made for pond fishing. As far as alternate destinations, there's any number of localities along the Ophid you could name, but none of them would really cover your tracks.

(Insight = success)
It occurs to Mordred that if Zora thought of traveling via the Badgerways, Adan probably did too.

A small, sad smile twists the unscarred side of Patlen's face. "Jeb Tuell, Sunny Larch, the thirty-third day of summer. My brother carved that into any sneaky place he could in the days after Sunny agreed to marry him. As for finding an entrance to the Badgerways, I'm sorry. I have not traveled far outside Beerpool, I know no adventurers, and I would be at a loss to tell you how best to get there."
Jan 27, 2016 9:56 pm
Can I (or maybe someone else in the party) estimate travel time on foot vs boat? I'm thinking we are already 2 days behind Zora, maybe it's better to just hoof it as fast as we can. Maybe even leave now.
Jan 27, 2016 10:06 pm
You're about 15 miles or half a day's travel (five hours walking) from the river proper and a place where you could easily hire and launch a boat. You can cover 30 miles a day on foot as long as you stay on flat ground near the road/river. A good boat will go downriver at at least five miles per hour.

Patlen's story gives you a timeline: the day before Edvers was executed, Zora was in Grine's Knot, trying to hire a ranger. The next night, she was camped by the Ophid per the Oak's Wife, and hadn't yet made it to the Badgerways. Four days have passed since then.
Jan 27, 2016 10:37 pm
How far is it to Grine's Knot? Maybe we should hire a ranger.
Jan 27, 2016 10:40 pm
Grine's Knot is about 30 miles down the road.
Jan 28, 2016 12:14 am
Posted a map in the About Bload thread.
Jan 28, 2016 12:42 am
Based on the map, it looks like we have a choice between:
1) Go to Grine's Knot (1 day walking) to investigate/find a ranger guide for the Badgerways?
2) Head to river (1/2 day walk) and get a boat downstream, heading towards Badgerways.

2 lets us catch up with Zora a lot faster - we could be in the rough area of the Badgerways ~2 days (covering 50-odd miles by boat in a day).
We're quite a few days behind Zora at the moment.
I imagine word would get to Adan of our heading wherever we went.
Last edited January 28, 2016 12:42 am
Jan 28, 2016 2:06 am
Thanks for the map!

I vote for option 1. We might get more info about Zora and I feel like we are going to need a guide to find our way through the Badgerways.
Jan 28, 2016 2:22 am
Vad's interest lies in finding Zora. Whichever option he thinks will lead him to her the quickest is the one he'd choose.
Jan 28, 2016 11:59 am
Felor would go with whichever option helps catch up with Zora fastest.
I think we've got a pretty good view of her route/heading now but are still a few (4?) days behind her so need to gain ground. We might be less in need of a guide given we're a band of seasoned adventurers rather than a young woman travelling alone. If we meet people along the way we can always ask for advice about the Badgerways.
Last edited January 28, 2016 11:59 am
Jan 28, 2016 1:23 pm
Octo, does Mordred's knowledge of the Badgerways include some sense of how essential a guide would be? I'm OK with Option 2, but I worry that if we end up in a different tunnel/cavern complex than Zora is in, we could be wasting our time for several days.
Jan 28, 2016 3:12 pm
Are we anticipating finding a guide who knows how to get to the Badgerways and navigate the passages? They don't sound like something any non-weirdo would be familiar with, apart from their location alone.

Also, do our characters know what changelings are?
Jan 28, 2016 4:34 pm
You could probably find your way into the Badgerways on your own. The trick will be figuring out where Zora was trying to go and what path she would have taken.

You all would know "changelings" as a catch-all term for shapeshifters, lycanthropes, faerie folk, etc.
Jan 28, 2016 5:09 pm
We've done well so far by seeking out people who may have knowledge of Zora, rather than going directly for her location, and that's why I still think we head to Grine's Knot to see who she was trying to hire and why. If I'm outvoted, so be it, and we can head right for the Badgerways.

Either way let's leave ASAP, so we can either get to the river in the morning to hire a boat first thing or get to Grine's Knot before nightfall tomorrow. No one needs a long rest to memorize spells or heal, do they?
Last edited January 28, 2016 5:09 pm
Jan 28, 2016 6:44 pm
On that note, how about a quick vote on 1) walk to Grine's Knot vs 2) take a boat directly to the Badgerways? Nobody needs rest for spells/healing.
Jan 28, 2016 7:03 pm
Zangua does not add his vote, seeing nothing wrong with either option. He will accompany the party in whatever direction it chooses to go.
Jan 29, 2016 1:14 am
I'm fine with stopping over in Grine's Knot.
Jan 29, 2016 6:07 am
I feel like we could get some more info if we go to grine's knot... but taking the boat would go with our cover story we told Adan. If he finds out we didn't take the boat, it would give him more of a reason to try and find out where we're going and what we're doing... but at this point that may already be moot. So I guess I'm voting for Grine's Knot.
Jan 29, 2016 4:59 pm
If Grine's Knot is the plan, would the party leave immediately or first thing in the morning? Does anybody have any other questions for Patlen?
Jan 29, 2016 10:34 pm
Would we suffer any negative effects for leaving right now? We only got one hour of sleep, right?
Last edited January 29, 2016 10:34 pm
Jan 30, 2016 12:04 am
Yeah, and Felor got 0 sleep. You might be penalized for fatigue if you get into a combat situation before you have a chance to properly rest, but you'll have to weight that against other concerns of course...
Jan 30, 2016 12:34 am
Does Patlen have any bright ideas about a quick way to get to Grine's Knot? Maybe a brewer with a large wagon we can hire to drive us there through the night while we sleep in the back?

I'd rather get to Grine's Knot as soon as possible and then rest once we are there, in case someone there has info that is time-sensitive.
Jan 30, 2016 12:36 am
Happy to go to Grine's Knot if that's the consensus.
Jan 30, 2016 12:46 am
Patlen doesn't know about that wagon idea but offers that the village horses are stabled at Knuckle Merklin's house at the west end of the village. There's also Headlee, six miles down the road, which is a larger village and might have more vehicle-for-hire options.
Jan 30, 2016 1:00 pm
Just as an idea: if we waiting until morning (and that counted as a long rest), I could use Detect Magic on the gold pieces from Adan. I don't have Dispel Magic though.
I think heading to Headlee to see if we can hire a cart to Grine's Knot might be a good idea but it may be better to wait until morning for that (everyone at the village will be asleep).
Jan 30, 2016 5:16 pm
Vad is in pretty good shape, rest wise, so can leave whenever everyone else is ready to go, although it does sounds like Felor (at least) needs proper rest to ensure he's in fighting shape. Vad's main objective remains in locating Zora as soon as possible.
Jan 30, 2016 9:34 pm
Headlee is on the way to Grine's Knot, so you wouldn't lose any time by passing through it. Barring any objections, I'm gonna assume you guys are going to rest until dawn, cast Detect Magic on the gold, and head out on the road. Sound good?
Jan 31, 2016 1:26 am
OK by me.
Last edited January 31, 2016 1:26 am
Jan 31, 2016 2:53 am
With an apparent plan and timeline in place, Zangua returns to his room to tuck himself into a corner and sleep.
Feb 1, 2016 12:34 am
*thumbs up emoji*

But cast spell now, then re-learn it before morning, no?
Last edited February 1, 2016 12:36 am
Feb 1, 2016 2:31 am
Satisfied that she has successfully sold out her cousin to his enemies, Patlen returns home. Felor casts a spell of magic detection on the gold coins, but despite her warnings, the coins appear to be mundane, bearing no enchantments.

The party sleeps until first light, then leaves Beerpool by the north trail to the Hazard Road.

After walking a few hours, the Headlee watchtower -- the one the younger Jeb Tuell fell to his death from, presumably -- can be seen in the distance. While still more of a village than a proper town, Headlee is about three times as large as Beerpool, with a bigger, less decrepit octagonal holy house, a new-looking windmill, and a three-story inn.

The merchant wagons you saw on the road ahead of you pass by Headlee without stopping, but the ass-drawn peddler's cart stops to tie up in front of the inn. Three young women wash clothes in the stream that runs through the village under the shade of an oak tree, talking and laughing loudly.
Feb 1, 2016 2:57 am
We cast detect magic *before* leaving Beerpool, right? And I would assume if the gold is cursed or what have you, we would have found a way to dispose of it/use it in Beerpool before leaving

"So... a wagon ride to Grine's Knot. That's what we're here for, yeah?" Leth asks the group as they approach the village limits.
Feb 1, 2016 3:13 am
Yes, Detect Magic was cast in the Beerpool inn.
Feb 1, 2016 3:32 am
"And hopefully info about Zora and exactly where she was headed. Let's see if there is anyone in the common room that spoke to her."

Mordred heads into the Inn, hood concealing his identity as much as possible. First thing, he looks for any rangers, or anyone who might arrange guides.
Last edited February 1, 2016 3:33 am

Rolls

Perception - (1d20)

(19) = 19

Feb 1, 2016 4:14 am
Just a reminder, Zora was seen in Grine's Knot, but not in Headlee as far as any of you know.

The tavern at the inn (a sign depicting crossed streams suggests the name of the establishment) is fairly quiet at this midmorning hour. You follow the peddler in to see the barkeeper sweeping the floor while a pair of patrolmen share a breakfast at a corner table. The peddler seats himself and asks the barkeeper for a slice of pudding and a cup of milk, which the barkeeper acknowledges with a grunt. He makes a point of sweeping for a moment longer, then heads behind the bar.
Feb 1, 2016 7:22 am
Zangua follows along, letting the others lead the way. He eyes the counter where the barkeep has gone.
Feb 1, 2016 9:36 am
Quote:
But cast spell now, then re-learn it before morning, no?
As a Cleric I can prepare a limited selection of spells after a long rest, then cast spells (the same one more than once if I want) as many times as I have spell slots. Since I hadn't prepared Detect Magic before we reached Beerpool I needed the rest to be able to prepare it. But now I've done that I have it available even after using it on the money.

So, ask around about Zora or just make haste to find a ride to Grine's Knot?
PBO - are there any stores of any kind in Headlee?
Last edited February 1, 2016 9:50 am
Feb 1, 2016 1:27 pm
BullOctorok says:
Just a reminder, Zora was seen in Grine's Knot, but not in Headlee as far as any of you know.
Oh, yeah. Oops.
notinventedhere says:
As a Cleric I can prepare a limited selection of spells after a long rest, then cast spells (the same one more than once if I want) as many times as I have spell slots.
Oh yeah. My brain still thinks in 2e sometimes. Heck, I still call them Magic-Users.

I wouldn't mind asking around, but I worry that the patrolmen might be on alert for travellers matching our description. I'd suggest heading to Grine's Knot as soon as possible. Maybe someone else can ask the barkeeper about hiring a wagon?
Last edited February 1, 2016 1:40 pm
Feb 1, 2016 5:10 pm
There are stores in Headlee: there's a grain and feed store, a general store, a smith, and the peddler's cart.

Were someone (Mordred or otherwise) to inquire with the barkeep, he would suggest that any of what wagons as pass through Headlee would probably be willing to give a ride to travelers, were a reasonable offer of compensation made.
Feb 1, 2016 6:11 pm
Mordred sidles up to the peddler's cart, looking for dungeoneering supplies in general and extra lantern oil in particular. If the peddler seems friendly, and not too put off by Mordred's appearance, he will start up a generic conversation. "How is business in these parts?" or similar. He keeps an eye on the road for any wagons large enough to hold the party heading in the direction of Grine's Knot.

EDIT: He will also look for a supply of chalk and some torches or candles.

Anything else I'm forgetting?
Last edited February 1, 2016 6:16 pm
Feb 1, 2016 6:19 pm
So... did Detect Magic reveal any enchantment on the coins? lol

Leth will inquire with the barkeep for the info previously provided and also get some breakfast. (Still morning? And how much would that cost him?)
Feb 1, 2016 6:58 pm
The peddler, a short, bug-eyed fellow with slicked-back hair, looks somewhat alarmed by Mordred's appearance but makes an effort to converse normally. "Business? Business is good. Never a lack for custom on the Hazard Road, heh. I deal in seeds, medicines, waybreads, and votives. Happy to show you my stock, if you're interested."

Chalk, torches, and candles can be found at the general store for PHB prices.

Detect Magic did not detect any magic on the coins.

It's still morning. Breakfast will run you between 1 copper and 2 silver pieces, depending on how much food you get. The specialty of the house, breakfastwise, seems to be a savory bread pudding served cold.
Feb 1, 2016 10:36 pm
Vad will peruse the general store, not really looking for anything in particular, just to pass the time until everyone is ready to leave.
Feb 1, 2016 10:49 pm
"Show me what you have for medicines, please. My companions and I may be heading into some danger and I suspect we may be hurting when we come out of it. I'll also take 3 days worth of waybread, if you tell me what you know of Grine's Knot and the Badgerways."
Feb 1, 2016 11:07 pm
While walking to the general store, Vad sees a large ox-wagon rolling westward down the road.

The peddler stuffs the rest of his pudding in his mouth and beckons Mordred to follow him outside. "The waybread is the true elven-made sort, not the cheap imitations those unscrupulous city bakers try to sell you! It comes from Engol over the sea, each slice individually wrapped in wax-cloth and enough to sustain you for a full day of labor or travels." He unlocks the cart and starts pulling out the drawers and swing-out racks laden with his goods. "As for medicine, what ails you? Sour stomach? Damp lungs? Headaches? Enervated masculinity? Whatever it is, I'm sure I have something for it..."
Feb 1, 2016 11:56 pm
Stopping when he sees the wagon Vad turns on the spot. With a large smile on his face and hands in his pockets he'll approach the wagon and call out to the driver. "Fine morning to you!"
OOC:
Just trying to see if he can start up a conversation with the driver/leader of the oxen.

Rolls

Perception (approachable?) - (1d20)

(13) = 13

Feb 2, 2016 12:01 am
The two men driving the wagon give Vad the side-eye as he approaches. One of them nods to acknowledge the greeting.
Feb 2, 2016 12:12 am
"A few friends and I are looking for some transport. Wouldn't be interested in earning a few coins and some extra protection during your trip, would ya?"

Vad will take a quick peek around to see if he can draw the attention of any of the other members of the group.
Feb 2, 2016 2:41 am
How many people are active?

Vad will be honest in his answer about the number of people.

"We can take shifts walking and riding on board if your wagon can't handle that many. As I said, extra coin, and some added protection for your trip!"
OOC:
If Vad fails miserably at his attempts he will excuse himself and run off to find the nearest member of the party for some support.
Last edited February 2, 2016 2:42 am

Rolls

Adding the Charm (Persuasion) - (1d20+3)

(3) + 3 = 6

Feb 2, 2016 6:17 am
Zangua looks to try that cold bread pudding, and pays the bartender for a small plate.
Feb 2, 2016 7:53 am
"Six of you?" the driver snorts. "We'll take a pass on that, friend."
Feb 2, 2016 12:54 pm
Who would be able to ID this mystery potion that I've been carrying around? Would it have to be a wizard/scholar type? Or would Johnny Merchant in a general store be able to recognise it (because they might sell that type of stuff)?
Feb 2, 2016 1:15 pm
BullOctorok says:
"As for medicine, what ails you? Sour stomach? Damp lungs? Headaches? Enervated masculinity? Whatever it is, I'm sure I have something for it..."
"As I say, we head for the Badgerways, so we might be in some pain if we have to tangle with some brigands or goblins." Mordred laughs a bit to emphasize that he doesn't really believe in goblins. "Do you have anything for healing wounds and restoring vitality? Also, any information you may have about the area would be appreciated." He jingles his coin purse meaningfully.
Feb 2, 2016 3:53 pm
While the others inspect the peddler's wares or investigate the inn, Felor wanders over to the octagonal holy building.

What gods do they worship around here and what do I know about them?

Rolls

Religion skill check - (1d20+3)

(4) + 3 = 7

Feb 2, 2016 6:03 pm
The peddler raises an eyebrow at Mordred. "The Badgerways? What in the Werld draws you there? I know little about them, but there's worse things than goblins in those tunnels, I promise you that." Shaking his head, he points out some pain relieving tinctures, salves for wound rot, and teas that provide wakefulness and vitality.

Johnny Merchant would probably not be able to identify any strange substances he wasn't immediately familiar with, but a big city alchemist might be able to run diagnostics on whatever you have in your mystery vial. Hard to say until you open it and see what's in there.

Felor tries to remember what gods might be worshipped in the villages along the Hazard Road. Semla, probably? The river god, Achlus? Calu the Hunter?

The door to the octagonal holy house is ajar, and a pleasant odor of incense wafts outside.
Feb 2, 2016 6:38 pm
"Well, duty calls and we must follow. How much for three days of waybread and some of that wakeful tea?"
Feb 2, 2016 6:44 pm
"Each slice of waybread is seven silver, but I'll let you have three slices for two gold. The tea is seven copper per pouch."
Feb 2, 2016 7:05 pm
"I'll take six slices and six bags of the tea. Thank you kindly, and wish us luck against the goblins." Mordred hands the peddler 4gp and 1 sp and heads out to the road to check on Vad. On the way by the general store he picks up 12 candles, 8 pieces of chalk, 10 torches and 10 flasks of oil.

"Any luck finding a ride, Vad?"
Feb 2, 2016 10:06 pm
Semla, Achlus, Calu... not many adherents to Fjorgyn around these parts I suspect, muses Felor as he approaches the hut. Still, a goddess of the wilderness and a god of the hunt have some common ground, I'd say, and what is our quest but a hunt for a missing girl?

Felor enters the hut, intending to offer a small prayer to Calu and Fjorgyn.

Perception check, just looking around.

Rolls

Perception skill check - (1d20+2)

(4) + 2 = 6

Feb 2, 2016 10:19 pm
Adding the Charm (Persuasion) - (1d20+3)
( 3 ) + 3 = 6
Religion skill check - (1d20+3)
( 4 ) + 3 = 7
Perception skill check - (1d20+2)
( 4 ) + 2 = 6


Dang. We need some new dice.
Feb 2, 2016 10:33 pm
Vad simply shakes his head in response to Mordred's query and motions towards the wagon. "Apparently six people is too many for them. Even offered to escort them along the way..."
Feb 2, 2016 11:35 pm
If the wagon is still around, Mord will try a Persuasion check.

Rolls

Persuasion - (1d20+4)

(6) + 4 = 10

Feb 2, 2016 11:46 pm
Clarification: the holy house is a legit building and fairly large, maybe fifty feet wide.

Inside the holy house, Felor finds stools and benches arranged around a speaker's dais in the middle. Shrines and altars are set against the walls all around, some of them quite elaborate: a painted wooden Semla in her gown of leaves smiling down on an offering table laden with wildflowers and beeswax candles, a plaster "cave" sheltering a grim idol of Aitas with a stone bowl to collect the iron coins offered to him, a post carved with the many faces of Calu with pelts and feather charms and broken arrows piled at its base. There are smaller, rustic shrines as well, for ancestors or minor deities, some with only a few offerings, some bare and forgotten. A man in a brown robe and a cylindrical cap, certainly the village priest, sits on one of the benches, counting coins into a sorting-box.

Meanwhile, Mordred attempts to chase down the ox-wagon, but the drivers do not slow or acknowledge him.
Feb 2, 2016 11:52 pm
Felor approaches the priest, and coughs to get his attention.
"Brother, may I take a moment in your humble church to pray?"
Feb 3, 2016 12:08 am
The priest glances up and hunches somewhat protectively over the coins. "You may do as you wish, traveler."
Feb 3, 2016 12:54 am
"They have a point, six people may be too much... as loathe as I am to suggest it, perhaps we should split up? Go in two carts, in groups of three. We'd be less conspicuous that way, anyhow..." Leth muses to Vad.
Feb 3, 2016 12:58 am
NB: Wagon travel is not appreciably faster than walking.
Feb 3, 2016 1:00 am
You know, I was wondering about that...

"...Or perhaps just forego the wagon all together." He also suggests. "The fewer people that interact with us, the less of a chance we have of being remembered when people come asking about us."

Also I'll say Leth had the pricier breakfast, assuming we kept the gold we got from Adan... did we keep the gold? And how did we split it up? Or did we split it up?
Last edited February 3, 2016 1:02 am
Feb 3, 2016 1:15 am
"Well, we're certainly not having any luck finding transport so far. May as well start walking...."
Feb 3, 2016 1:56 am
Shamush falls back as the others enter the village. He spits in his hand and draws it through the dark lock of greasy hair and then whips it back, so it stands erect, like a cock's comb. He saunters over to ladies doing their laundry in the river. He walks with a loose-limbed swagger, shoulders slung back, thumbs tucked into this belt. He grins and says, "You must be the Revered Beauties of Headlee I heard so much about in the general surroundins."
Feb 3, 2016 11:20 am
We still have the gold from Adan. I thought we could keep it in "Party Treasure" for now, in case we have people drop out or join, but we can share it out now if you need some spending money.
Feb 3, 2016 11:37 am
Happy to keep the 100GP as party funds (for transport or hiring the guide or whatever) unless Mordred wants to roleplay keeping it to himself! ;)

In the octagonal building, Felor kneels near (but pointedly not "at") the shrine dedicated to Calu. Laying his spear on the ground, he closes his eyes and intones:
"Hail, Fjorgyn!
My faith is as firm as the earth,
Your power as unbreakable as the mountains,
Lend me the strength to strike down evil in your name.
May I be as fierce as your lightning, as swift as your storms.
Lend me your wisdom to seek out the truth.
May I be as unyielding as the hills themselves.
I beseech you, help us find justice for the good man Kells,
And grant his daughter your protection."

With that, Felor makes traces the rune of Fjorgyn in the air with his hand, and stands. Turning to face Calu's shrine, he bows his head and says "May our aim be true, and may we swiftly find our quarry". Approaching the priest again, he says "Thank you, brother" and drops a silver pieces in the collection box, before leaving the building to rejoin the others.
Last edited February 3, 2016 12:48 pm
Feb 3, 2016 5:17 pm
One woman pales and stares intently at her wash, the second rolls her eyes, and the third looks back and says: "Indeed we are! And where do you hail from, highwayman?"

"Don't encourage him," the eye-roller mutters.

~meanwhile~

The priest looks up skeptically as Felor drops his coins in the box. "I've never heard of Fjorgyn," he says.
Feb 3, 2016 5:28 pm
Zangua pays for his own breakfast of bread pudding and milk. He is just thankful for a chance to sit, and meditates on the day ahead.
Feb 3, 2016 5:46 pm
While you are of course free to linger in Headlee as long as you like, those of you who expressed an interest in catching up with Zora as soon as possible will be noticing that the sun is climbing higher in the sky and you'll need to get back on the road soon if you want to reach Grine's Knot at a reasonable hour.
Feb 3, 2016 6:41 pm
Resisting the urge to evangelise about Fjorgyn to the priest, Felor rejoins the others to start the trip the Grine's Knot.
Feb 3, 2016 8:42 pm
With a sigh Shamush tosses aside the prepared onslaught of witty, urbane anecdotes when he looks to the side and sees his comrades getting ready to leave. "Sorry ladies, the song of the open road is calling to me and I need to get moving. Just remember me as the handsome stranger from Darcra who almost got to be charming!" He grins, winks and ambles over to the assembled party.
Feb 3, 2016 8:57 pm
The party gets back on the road and heads down toward Grine's Knot.

It's a bright, breezy day, the rains gone for the time being. Traffic on the road is light, but steady: mostly small-time traders and suppliers moving goods from village to village.

By the time you reach Grine's Knot you've been walking in darkness for a few hours; a patrolman from the town graciously slows his horse to allow your party and a carpetmaker from Bearshir to walk the rest of the way by the light of his torch.

Built just south of the road, on and around four low, lumpy hills dotted with huge leafless oak trees, Grine's Knot boasts a proper square with several shops and taverns, a large inn, and a cross-shaped holy house. A small stone temple stands upon one of the hills. Aside from a torch-carrying patrolman or three there's nobody out on the town at this hour, but there are lights and noise coming from the taverns.
Feb 3, 2016 9:09 pm
Can I tell what kinds of shops they are, and which gods the temple and holy house are dedicated to?
Feb 3, 2016 9:17 pm
There's a tailor, a butcher shop, a general store, a blacksmith, and a feed store. It's likely you'd find more vendors working out of carts and tables in the square during the daytime. There are two taverns: the Coiled Rope, on the ground floor of the inn, from which most of the noise (talking, laughter, music) seems to be coming from, and a quieter, darker place called the Toad and Skull on the other side of the square. The holy house likely contains a multitude of shrines, like the one in Headlee.

As for the temple, give me a Religion and a Perception check.
Feb 3, 2016 9:19 pm
Felor squints at the temple in the gloom of early evening.

Rolls

Perception skill check - (1d20+2)

(13) + 2 = 15

Religion skill check - (1d20+3)

(11) + 3 = 14

Feb 3, 2016 9:23 pm
Squinting, Felor can just barely make out the forked bolt of Ziu-Pater crowning the roof of the temple.
Feb 3, 2016 9:57 pm
Let's try the Toad and Skull first.

Mordred motions for one or two of his companions [whoever wants to come] to accompany him into the smaller tavern. "The rest wait outside for now. We don't want to look like an invading force. You'll hear me shout if we run into trouble." Inside the tavern, Mordred immediately looks over the room for anyone who might appear to be a ranger, hunter or other adventurer, especially someone Zora might have approached when she was here.

Rolls

Perception - (1d20)

(11) = 11

Insight (?) - (1d20+2)

(2) + 2 = 4

Feb 3, 2016 9:58 pm
Ziu-Pater

Whoa. Zeus Pater = Jupiter. I just got that.
Feb 3, 2016 10:09 pm
The Toad and Skull is dark, smoky, low-ceilinged, and not very crowded. Three cloaked figures share a table, smoking pipeflower and playing a slow card game by lamplight. Two gray old men sit at the bar, several stools apart, drinking from tall cups. At another table, a sallow man with a long black beard sits beside a young woman in men's traveling clothes, talking quietly to her while she stares off into the middle distance, nodding occasionally. Mordred does a double take when his gaze falls upon her, but it's not Zora.

The barkeeper, a thick-necked young man with a shaved head, eyes Mordred & co. as they enter, while absent-mindedly drying out a leather mug with a dirty rag.
Feb 3, 2016 10:23 pm
"Some ale for my friends and I please, barkeep. I also hope you might help us find someone who has gone missing, and recently passed through Grine's Knot. A young woman, said to be headed to the Badgerways. Do you know whom she might have spoken to in town about hiring a guide?"
Feb 3, 2016 10:42 pm
Vad will take a seat at the bar while nonchalantly keeping an eye on the three hooded figures. "Wonder what they're playing?" he ponders as he retrieves his own deck of cards. Holding them at his side he starts shuffling and flipping them around in his right hand.
OOC:
Burning off some energy while waiting for the barkeep to answer Mordred's question.
Feb 3, 2016 10:42 pm
The barkeeper sets down his mug. "Why's this your business, devilkin?"
Feb 3, 2016 10:50 pm
"I owe her my life, and I don't want to see her lose hers. My friends owe debts to her father, now passed, and wish to see her safe as well."

Mordred keeps an eye on the other tavern goers as he talks, to make sure no one is taking undue interest in him.
Feb 3, 2016 11:09 pm
The oldsters and the sallow man watch Mordred with some curiosity. The card players don't seem the least bit interested. The barkeeper pours ale into the mug he was drying, then pulls out another for Vad, before answering. "She was looking to hire Kligson, and Kligson went looking for her after she ran off. Haven't seen him back here yet."
Feb 3, 2016 11:29 pm
Zangua waits outside, eyeing the jovial tavern across the way.
Feb 3, 2016 11:40 pm
Vad gives a friendly nod to the barkeep as he shoves his cards in his pocket and lifts his ale. "Ran off, ya say?" he pauses and wipes his mouth with the back of his hand after a healthy swig of ale. "She look like she was in some sort of trouble?"
Feb 4, 2016 12:05 am
The old man seated to Vad's left lets out a wheezy cackle. "I should say so! Kligson thought the girl was touched in the head, y'see. Talking madness about witches following her. He told her he'd take her through the Badgerways to Hazard but he knew that'd be the end of them both. While she packed her things he rounded up Harmon Koal and his son, and Vicar Jon, and I forget who else, and when she came back they pressed her to go on to the Koal house to sit tight and have some sense talked into her, but when they were just at the house she slipped under Harmon's arm and kicked him in the generatives and took off running! Ha! I seen it all from my porch, then Vicar Jon explained what it was all about, because sure as shit I couldn't tell what was going on. Madness! If she made it to the Badgerways she's most like to be warming a goblin's belly right now, fellow." He lifts his cup. "I'll drink to her memory for you." He flashes Vad a gap-toothed grin, then chugs at whatever's in his cup.
Feb 4, 2016 2:33 am
"So the Koals and Vicar Jon would know where they were headed? The general route at least? Are they like to be awake at this hour? Perhaps we can catch up to my friend if we hurry."
Feb 4, 2016 2:43 am
"Eh? She'd be headed west, other side of the river, if she was going on to the Badgerways. That's where Kligson reckoned to look for her, anyways."

"The Koals are like to be at the Coiled Rope with the rest of the upstanding folk," the old man to Vad's right interjects. "Maybe the vicar too." He raps the bottom of his cup on the bar. "I think we've told you fellows well more than obligations required. How about you buy us a round?"
Feb 4, 2016 3:18 am
"Indeed. Drink up friends, and if anyone should ask about a party matching our description, perhaps a few rounds will be enough to make you forget we were ever here." He slides a gold piece to the barman before gathering Vad and heading out the door at speed.
Feb 4, 2016 4:19 pm
Should I assume you're headed to the Coiled Rope?
Feb 4, 2016 4:32 pm
Yeah, unless anyone else has other ideas.
Feb 4, 2016 5:50 pm
Zangua detaches from the wall he just leaned himself upon, taking a moment to determine whether or not the party is leaving in hot pursuit, or being pursued.
Feb 4, 2016 5:56 pm
Avanti!

Mordred crosses the square and steps inside the Coiled Rope. This tavern is larger, and brighter, with a crowd of about forty people eating and drinking and talking. Three barmaids circulate around the room, clearing messes, topping off drinks, stopping to chat. To the right, a flute and lyre combo stand by the wall, playing cheerful music.

Only a few people bother to look up as Mordred enters, but those who do hold their gaze.
Feb 4, 2016 5:59 pm
Zangua nudges Shamush and proceeds to the Coiled Rope. He could use a drink after all this.
Feb 4, 2016 6:14 pm
I probably should have said so at the time, but maybe we can retcon that I explained what we learned in the first tavern while we walked across the square to the Coiled Rope, just so we are all up to speed.

As a barmaid passes by, Mordred gestures her closer and speaks quietly. "Greetings and well met. My friends and I are late arriving to town, and we are to meet with either Harman Koal or the good Vicar Jon. Is there a chance either of these gentlemen are in the establishment tonight?" He tosses 5 silver pieces onto her tray. "Ale for each of my friends, and keep the change."
Feb 4, 2016 6:25 pm
Sure thing.

The barmaid blanches slightly as she takes in Mordred's appearance, and seems a bit conflicted about giving Koal away, but the glance she throws at a large table in the middle of the tavern more or less tells you what you need to know before she acquiesces to say, "That's Harmon Koal, in the middle there. Haven't seen the vicar tonight."

The man she indicates is a large fellow, blond and ruddy-faced, with receding hair and a neatly-trimmed beard. He holds court at a table of five other men and two women, gesturing with a turkey bone, a tall ceramic mug of ale at his left hand.
Feb 4, 2016 10:34 pm
(I don't know if it's just a slow day or if people are waiting for Mordred, but since you're all up to date on the latest info, any player should feel free to jump in and negotiate with Harmon if they want to)
Feb 5, 2016 2:55 am
Interlacing his fingers and giving his knuckles a good cracking Vad slowly approaches Koal's table. "Good evening to you all." he says with a large smile on his face. "My friends and I are looking for an acquaintance of ours that passed through these parts not long ago. Do any of you know of a Mr. Harman Koal?"
OOC:
Someone else should wander over with Vad and pick up on this as well (as I'll be away until tomorrow evening). He's trying to see if Koal will introduce himself or try to remain anonymous.
Feb 5, 2016 3:45 am
The big man puts his turkey bone down and rests his elbows on the table. "I'm Harmon Koal," he says.
Feb 5, 2016 3:46 am
Zangua looks for an empty table for himself and Shamush. He flags down a barmaid and appraises her looks before ordering.
Feb 5, 2016 3:58 am
The barmaid Zangua flags down is short and plump, with frizzy brown hair and a tired but determined look in her eyes.
Feb 5, 2016 4:00 am
Zangua smiles. "What do you have for food and drink?" he asks.
Feb 5, 2016 4:16 am
"Beerpool ale, honey wine, strongwine, mushroom tea, milk...for dinner we're serving the house stew, black bread, crisp bread, cheese, fishcakes, honey cakes, berry pies...I think there's turkey left...what sounds good?"
Feb 5, 2016 4:34 am
"Honey wine, house stew with black bread, please," says Zangua. "How much?"
Feb 5, 2016 6:25 am
"Um...three silvers, one copper. Be right back with it."
Feb 5, 2016 6:46 am
OOC:
I'm honestly unsure what to do. Should we try to talk to him in private? Do we speak with him there at the table, but try to be vague? Do we just straight up say we're here looking for the girl that was trying to go to the badgerways a few days ago? Or do we not associate ourselves with Zora at all and just say we need to get to the badgerways for our own reasons? At this point, I really don't trust a single NPC we've encountered lol but we definitely need someone to at least point us in the right direction. How much do we want to reveal?
Feb 5, 2016 10:56 pm
OOC:
I was just going to have Vad ask him straight out if he knew where the girl who knocked him in the privates was heading.
Feb 6, 2016 12:24 am
While Zangua waits for the rest of the party to do their investigative thing over at the Koals' table, the barmaid comes back from the kitchen with a bowl of stew, a tall cup of wine, and a thick slice of black bread, and collects payment.

The stew is pretty good: rabbit, mushrooms, onions, turnips, and field greens in a golden brown broth.
Feb 6, 2016 12:31 am
Felor joins Zangua and Shamush for stew and ale, while keeping an eye on Vad's conversation with Koals.
OOC:
We've already been pretty much busted by Adan, who likely knows which way we headed out of Beerpool. I agree with Vad asking straight out if he knows anything more about Zora than we heard from the other barkeep.
Last edited February 6, 2016 12:31 am
Feb 6, 2016 12:35 am
So we have Zangua, Shamush, and Felor having dinner at a table while Mordred, Vad, and Leth talk to Harmon Koal et al.
Feb 6, 2016 2:29 am
Zangua pays the barmaid three silver and five copper. "Thank you," he says, with a smile.
Feb 6, 2016 2:41 am
"Ah, Mr. Koal, very nice to meet you, Sir." Vad starts in as friendly a manner as possible.

"As I said, my friends and I are looking for an acquaintance of ours and I've been told you may have recently been in contact with her." He leans in a bit and speaks in a softer tone while pointing to his head, "She's not quite right, if you know what I mean, and we fear for her safety."
Feb 6, 2016 6:48 am
"Ah-ha. I see," Harmon says with a slow nod. He exchanges a look with a mop-haired, similarly built young man to his left. "You mean the girl who passed through here a few days ago, hmm?" He glares at Mordred, frowns, and shakes his head. Harmon Koal is not a subtle man. "And why should I suppose you aren't the very men she was trying to flee from?"
Feb 6, 2016 3:45 pm
"I doubt very much that she even knows that we're looking for her." Vad responds honestly.

"From what I understand you and your acquaintances were merely trying to help her and for that you have our thanks. Our intentions are the same; we're trying to help our friend."
Feb 6, 2016 5:23 pm
"Ah-ha. And how do you know her, then? Why's she on the run?"
Feb 6, 2016 8:17 pm
"Her father..." Vad states flatly. "Her father saved me from a tough situation many years ago on the simple condition that I teach the young women a few tricks of my trade."

Producing a deck of cards from his pocket he puts on a little display of his one handed card shuffling ability as he continues his story "An odd request from a man who had put his neck on the line to offer his help to a stranger, but one that I could in no way turn down." Motioning towards Leth and Mordred he adds, "Each of us, in our own way, owe this young woman's father a great deal. Ensuring the safety of his daughter is the least that we can do."

Placing his cards back in his pocket, Vad stands tall, arms crossed in front of him. "Why she is on the run is not clear, and in truth, of little concern to us. We simply need to return her to where she belongs. Any information you may have on her whereabouts and state of mind would be greatly appreciated."

Rolls

Persuasion - (1d20+3)

(12) + 3 = 15

Feb 6, 2016 9:09 pm
Edited the above post to include the roll (can delete this one if you'd like).
Feb 7, 2016 2:17 am
Harmon sighs. "I hope you're telling the truth. A good man went after her. He's been gone five days now, and I fear the worst." He turns to the mop-haired young man. "Rolley. Take them back to the house. I'll meet with you there shortly."

Rolley quickly drinks up the last of his ale, then gets up to lead you back to the Koal family home.

Who is going to follow him back to the house? At this point, the Koals don't know Zangua, Shamush, and Felor are with you.
Feb 8, 2016 2:26 am
Shamush enjoys the meal set before him. It's the best one he's had in quite some time and while he tries to keep an ear on the other conversation, the food wins the battle for his attention. He blurbles, "This is damned fine!" As he chews on a particularly tough piece of meat he sits up and surveys the room, his street rat instincts causing him to check his escape routes and see if anyone else is acting suspicious.

OOC: Just getting the feel of the room and the other customers with a Perception check.

Rolls

Perception - (1d20+3)

(18) + 3 = 21

Feb 8, 2016 4:34 am
Leth will definitely go with him, and also look around the room to see if it looks like anyone is watching them or being generally suspicious.

Edit: *sigh*....
Last edited February 8, 2016 4:34 am

Rolls

Perception - (1d20+4)

(1) + 4 = 5

Feb 8, 2016 8:01 am
Shamush surveys the room. The atmosphere and clientele of the Coiled Rope are fairly unremarkable; the place is warm and well-lit and the people have the look of townsfolk, middle-aged farmers and craftspeople, parents and older children and young couples. Nobody strikes him as suspicious or out-of-place. Aside from the doors the party came through, there's a side entrance and a door to another part of the inn, a door to the kitchen behind the bar, and stairs going up to the rooms for rent.

Leth doesn't notice anything troubling, either.

So I'm assuming Vad, Leth, and Mordred will be going to the house, and the rest of you might linger and/or follow behind at some distance? All of you privy to Harmon's statements can tell he's trusting you with some reluctance, and suddenly bringing in another three party members might cause him to reconsider.
Feb 8, 2016 9:41 am
Felor decides to stay at the inn with the other two, not wanting to spook Harmon by suddenly enlarging the group he was inviting to his home.
Feb 8, 2016 1:03 pm
We can make some excuse to go back to the Inn later.

Mordred makes a subtle "wait here" gesture to the three waiting behind.
Feb 8, 2016 3:57 pm
Zangua says, low into his food, "1 gold they get into a fight." He looks up at his tablemates to see who will take up his offer.
Feb 8, 2016 4:49 pm
Felor smirks into his stew, but shakes his head. "I'm not a gambling man, friend" he replies.
Feb 8, 2016 5:41 pm
Vad, Mordred, and Leth follow Rolley out of the inn to the Koal family home on the west side of town. The house is large and in good repair, with a well-tended garden surrounding it. Inside, Rolley pokes at the hearth fire and makes awkward small talk about their animals and the vegetables and herbs they're growing while two girls of about twelve -- twins, from the looks of it -- peer down at you from a sleeping loft above the main room. The furnishings in the house are finely made, and there are expensive decorative objects, woven rugs, painted pottery. Over the course of your idle talk with Rolley you gather that the Koals own the town's general store, and are quite well-off.

After a little while, Harmon and his wife arrive. He sits down beside the hearth and lights a pipe, taking a few deep drags and blowing long plumes of aromatic smoke before coming to the matter at hand.

"I don't know what you've heard already, but here's how it came to me. The ranger Kligson found me and Rolley at the store and told us he'd been talking to a girl at the Toad and Skull, a young thing no more than seventeen or eighteen, who wanted him to show her to a passage through the Badgerways to Hazard. She'd told him she was being followed by some sort of...witch-cult, and she feared they'd kill her if they found her, and she'd only be safe when she got to Hazard. He thought she was talking nonsense, but that she might be in some kind of real danger.

"He said she was armed, too, so we rounded up Vicar Jon and Dalt Mecrin who were in the store at the time, for backup, and we followed Kligson to where he was set to meet back up with her and, well, such as it is, we jumped her. Took away her sword and tried to march her back here to see what her story was and what we could do to help her. I've got daughters of my own, and I don't take to letting scared young girls wander about in danger without doing what I can for them. If whoever she thought was following her didn't kill her, the Badgerways surely would.

Harmon sighs. "Well, she was faster and stronger than I had her pegged for. She hit me -- hard -- in a, a, disabling spot." Rolley lets out a snort of amusement, which Harmon quickly silences with a glance. "Gave us the slip, ran like hell. Kligson and Dalt followed her all the way to the Almeri farm, but they lost her there." He shakes his head. "Kligson went after her. Said that as best as he could figure, she'd go to the King's Cradle, which is the entrance to the Badgerways most folks have heard of and does in fact link up to an old smuggler's tunnel that bypasses the Milvil Bridge. He planned to try to get there ahead of her and talk some sense into her, try to get her to someplace actually safe. King's Cradle is about thirty-five miles from here. It's been six nights and five days and he's still not back. I'll tell you boys, I have a bad feeling about this."

Harmon gets up and cracks his neck, sighs again. "That's all I can tell you because that's all I know. Except for this one other thing. She left her pack behind when she ran off. I looked through it, there wasn't much in it. Change of clothes, food, camping gear. But the girls were snooping through it this morning. They found something else. A hidden pocket." He walks over to the wall, pulls out a brown knapsack from under a chair, reaches in and produces a small, dark gray tile. He hands it to Vad. "This is what was in the pocket. I don't know what it means, but she took some pains to hide it."

Etched on the tile is a rough drawing of an old-fashioned stone doorframe. The lintel is cracked down the middle, and just above it is a sea-creature, a hippocampus.

http://i.imgur.com/uawnkf6.jpg
Feb 8, 2016 8:21 pm
"May I?" Mordred reaches for the pack and the tile and rummages through the pack, to see if anything in it is meaningful to a long-time friend of Zora. "I appreciate your honesty with us, and I truly appreciate your attempts to see that no harm comes to my friend, but I know how determined she can be, and I am not surprised she was able to get free of you and your men. We must go after her, and quickly. If you can give us directions to the King's Cradle, I think that is where we must go, in case she is holed up somewhere inside the [caverns?]. Perhaps also some token of your goodwill, in case we should meet up with Kligson along the way."

EDIT: I accidentally the whole pack.
Last edited February 8, 2016 8:23 pm

Rolls

Investigation? of the pack? - (1d20)

(1) = 1

Feb 8, 2016 8:52 pm
Mordred rummages through the knapsack, finding inside a bedroll, flint and steel, a lantern and two flasks (one full of oil, one empty), three days' worth of trail rations, a folded-up tarp, a whetstone, a waterskin, a short bow, nine arrows, and a spare set of underclothes and breeches. He also manages to drop the knapsack for no obvious reason and tear the stitching on the hidden pocket as he feels inside it to see if anything else is in there. Harmon also shows the party the short sword and dagger he took from her. There's nothing remarkable about any of it.

"Cross the river and head south-by-southwest," Harmon says. "When you reach the foothills, you'll find a settlement called Five Stones. Two miles due west, there's a hill and on top of that hill is the rock formation they call the King's Cradle." He walks over to the door and takes a blue cloak hanging from a peg on the wall. The hem of the cloak is embroidered with a fine, intricate vine pattern. "Kligson wears a cloak much like this. If you see him, show him this one. He'll recognize it as mine." He pauses a moment, half-smiles. "If he still doesn't trust you, ask if he remembers the baths at Eelnest Hot Springs."
Feb 8, 2016 9:07 pm
"If he still doesn't trust you, ask if he remembers the baths at Eelnest Hot Springs."

Nudge nudge, wink wink.

OK with Harmon if we take her stuff?

Mordred thanks Harmon again, and asks if he knows of any way of getting to King's Cradle faster than walking. Are there horses we could hire and leave in Five Stones?
Feb 8, 2016 9:16 pm
OOC:
Ah-ha! There's the chapter's namesake! I was wondering if or when we'd find it... I was picturing a brain (you know... the hippocampus is also a segment of the brain...) on a cracked Lentil bean... not the monster over a Lintel. It was a weird mental image hahaha
Hazard? Leth thinks to himself with some concern as Harmon tells his story. Isn't that where Adan fell in with the crown cult? What's in Hazard that would guarantee her safety? Seems like that would be one of the worst places to go... Ah well. At least now we have a good idea of where to find her and where she's heading. I just hope we find her soon, and in good health... His curiosity is piqued as Harmon pulls out the tile. He studies it curiously, trying to make sense of it, searching through his memories to see if anything about it looks familiar.
OOC:
Edit: Geeze. With rolls like that, who needs stats?
Last edited February 8, 2016 9:30 pm

Rolls

History, Insight, Arcana, or Religion check on the tile; they all the same modifier. - (1d20+2)

(4) + 2 = 6

Feb 8, 2016 9:17 pm
"The Loder farm about a mile south of here will sell you horses, but then you got to get them over the river. I'd look for mounts on the other side, if I were you."

Harmon is okay with you taking Zora's stuff.
Feb 8, 2016 9:23 pm
Leth, we'll say that was your History roll, and you can make two additional ones for Arcana and Religion.
Feb 8, 2016 9:30 pm
Leth thanks Harmon profusely, and adds, "This is such a huge help to us... I was beginning to lose hope of finding her. Now I just hope we can reach before it's too late..."
Last edited February 8, 2016 9:32 pm

Rolls

Arcana - (1d20+2)

(15) + 2 = 17

Religion - (1d20+2)

(8) + 2 = 10

Feb 8, 2016 9:33 pm
Leth tries to puzzle out the significance of the drawing on the tile. Nothing obvious jumps out at him, but it does seem noteworthy that the hippocampus is a creature associated with Nethuns, the principal god of Sthombo.

"One question before you go," Harmon says. "This 'witch-cult.' Do you know anything about it? Do you believe the girl was telling the truth?"
Feb 8, 2016 9:40 pm
"The Loder farm about a mile south of here will sell you horses, but then you got to get them over the river. I'd look for mounts on the other side, if I were you."

Oh, I assumed a bridge. Is there a ferry?
Feb 8, 2016 9:49 pm
Your bridge options are either proceed to the Milvil Bridge or backtrack quite a ways. Ferries are certainly an option, but you take Harmon's point that finding a ferry for six horses might be costly and/or time-consuming.
Feb 8, 2016 10:11 pm
Well, let's ferry ourselves over and look for mounts on the other side, as Harmon suggested.

"Oh yes, we know this cult."

Rolls

Insight (Is Harmon trustworthy?) - (1d20+2)

(13) + 2 = 15

Feb 8, 2016 10:16 pm
Harmon seems to be a well-to-do man with a good life who has chosen to trust you three and open his home to you out of a genuine concern for both his friend Kligson and for Zora. You feel confident that you can take him at his word.
Feb 8, 2016 10:17 pm
"Without a doubt." Leth says firmly. "They have even tried to hunt us down because of our connection to her - its how we came to know she was in danger in the first place. Unfortunately, we haven't yet been able to figure out exactly what they want or what they're capable of, but we do know that they are far more dangerous than we first assumed. They have killed four innocent people - that we know of, probably more - simply for their curiosity towards, or defiance of, the cult. They designate themselves with a sigil of a six-pronged crown; if you see this symbol, I would highly suggest you steer clear of it and not to trust anyone who is associated with it."
OOC:
I think it's safe to say that much. Warns him without giving away too much of what we know.
Last edited February 8, 2016 10:19 pm
Feb 8, 2016 10:24 pm
I was holding off on mentioning the Ix-Say Onged-Pray Own-Cray, but with my Insight check it's probably OK.
Last edited February 8, 2016 10:24 pm
Feb 8, 2016 10:26 pm
Harmon grimaces, and looks up toward the loft where his daughters are still not-so-subtly eavesdropping. "I see. In that case, it seems that we ought to prepare ourselves in case they find their way here."

I'll wait for Vad to weigh in here, but unless you have further questions for the Koals, you can regroup with the others and fill them in on what you've learned.
Feb 8, 2016 10:27 pm
"Is there someone in town who can take us across the river at this hour, and point us towards somewhere we might find horses on the far bank?"
Last edited February 8, 2016 10:27 pm
Feb 8, 2016 10:29 pm
OOC:
Hmm... forgot about the girls upstairs. But I think it's in our best interest to tell him so he knows who to avoid/look out for.

So... Zora went to the badgerways to bypass Mivil Bridge, and get to Hazard... but Adan told us she was last seen at Mivil Bridge. Would that have been before or after leaving Grine's Knot? Or maybe was he lying altogether?
Last edited February 8, 2016 10:29 pm
Feb 8, 2016 10:38 pm
OOC:
I think he was lying. I think he knows she was heading for Hazard, but doesn't know why she hasn't shown up yet.
Feb 8, 2016 10:40 pm
Rolley looks up. "Dad, I'll take them. We can cross with the Sabans' boat, and I'll show them to Beth Rut for horses."

Harmon shakes his head. "You heard what they said. These people are mixed up in some dangerous business, and we'll be lucky if it doesn't catch up with us here. You're staying here until we know this has blown over."

"Harmon. He'll be nineteen this winter. I think Rolley is more than capable of handling himself," Harmon's wife says, speaking up for the first time. She turns to her son. "Just as far as Beth Rut, and then you'll come back. Promise?"

Rolley nods eagerly. Harmon rolls his eyes. "Well, it's up to them," he says, indicating Vad, Mordred, and Leth.
Feb 8, 2016 10:47 pm
"Thank you Rolley. Come with us back to the Inn so we can get some rations, and then we'll be off. Mister Koal, I promise we will do everything we can to protect your son, but I do not expect further trouble until we are closer to our friend."
OOC:
Hope that boat seats seven...
Feb 8, 2016 10:56 pm
OOC:
Either way, whether he's been told she was there or if she is actively avoiding it, I think it's safe to say there's a Crown Cult presence at Mivil Bridge that we don't want to run into.

also... "to get some rations"? I don't know how much good it would do to lie to him at this point, especially since it's about to become very obvious that it was a lie...


Pater Ligbone's words of warning echo through Leth's head as Rolley offers to join them. He is about to decline the offer for help, but Mordred speaks first.
I don't know that's such a good idea... Leth thinks to himself. "Perhaps... how far of a journey is it to Beth Rut? And could we use the boat ourselves? I would hate to put your son in harm's way on our account, however unlikely it may be."
Last edited February 8, 2016 10:57 pm
Feb 8, 2016 11:09 pm
You discuss some of the logistics with the Koals. Beth Rut is a farming settlement about five miles northwest from the other side of the river. The advantage of having Rolley with you is that you'll get free use of the boat (the Sabans would be unlikely to loan it to a party of strangers, especially with no obvious means or timeframe for getting it back over to them) and Rolley can probably vouch for you at Beth Rut so you can temporarily hire the horses and a servant to bring them back to the farm, rather than buying them outright (which would be prohibitively expensive).

That said, to cover thirty-five miles horse travel isn't going to be significantly faster than travel on foot, since you can't really push the horses at galloping speed for very long, and you could probably get your own ferry across the river without too much difficulty if you let your gold pieces do the talking.
Feb 8, 2016 11:24 pm
OOC:
Another question to consider: When are we planning on leaving? Immediately, at the risk of exhaustion? Or do we want to get some rest and head out in the morning? If we wait til morning, we also might be able to do some poking around the shops - though we're not exactly swimming in spending money, we might be able to pick up some health potions? And if we're about to do some dungeon delving, those could be invaluable. Also, if we make this trip during the day, I feel a little better about Rolley's chances of Not Getting Killed.
Feb 9, 2016 12:21 am
Meanwhile, at the Coiled Rope, the band has played their final song and most of the diners have started settling their bills and going home for the night.
Feb 9, 2016 12:32 pm
OOC:
Agree with dandyman - wait until the morning.
Feb 9, 2016 12:47 pm
OOC:
I'm not opposed to waiting until morning, but we've got to start making up time somehow if we are going to catch up to Zora.
Feb 9, 2016 12:58 pm
OOC:
True. Maybe we should try and stay one step ahead of Adan/witch-cult spies and leave under the cover of darkness. I don't want the Koals to get in trouble if we're seen leaving their house.
Feb 9, 2016 1:22 pm
OOC:
I'm inclined to push through to King's Cradle through the night, and once we have made it there, camp for a couple/few hours to stave off exhaustion before entering the caves/tunnels. Rolley can ferry us across the river and point us in the right direction, but we can bypass the expense and possible complication of hiring horses if they are not going to be much faster.

That said, I am not opposed to resting here in town and seeing if we can do some useful shopping in the morning, but either way, let's head to the Inn and gather the party immediately.
Feb 9, 2016 2:33 pm
OOC:
Quote:
I'm inclined to push through to King's Cradle through the night, and once we have made it there, camp for a couple/few hours to stave off exhaustion before entering the caves/tunnels. Rolley can ferry us across the river and point us in the right direction, but we can bypass the expense and possible complication of hiring horses if they are not going to be much faster.
Agree with this.
Feb 9, 2016 4:43 pm
OOC:
Octo, to clarify Zora's potential motivations: We now know from Harmon Koal that she was headed for (what she thought, at least would be) safety in Hazard, yet she was going by way of the Badgerways because... it's a secret(ish) way into Hazard? Like the way I helped her out of Sthombo via the sewers? Or does it suggest she was trying to bypass Hazard for a more distant destination?
Last edited February 9, 2016 4:44 pm
Feb 9, 2016 5:08 pm
How about an Insight roll for figuring out Zora's possible reasons for taking the Badgerways?

Sounds like the mood is tending towards crossing the river tonight and getting as close to King's Cradle as you can before stopping to rest, any objections to that?
Feb 9, 2016 5:10 pm
OOC:
Added a few more snippets to the clue compilation in the other thread.
Feb 9, 2016 6:09 pm
How about an Insight roll for figuring out Zora's possible reasons for taking the Badgerways?

You got it, boss.

Rolls

Thinkin' 'bout Zora - (1d20+2)

(6) + 2 = 8

Feb 9, 2016 6:17 pm
As far as Mordred knows, the Badgerways wouldn't get Zora anywhere past Hazard, but it would make sense as a way to get close to Hazard and avoid detection in the suburbs around the city and the checkpoints around the Milvil Bridge.
Feb 9, 2016 8:10 pm
OOC:
So, unless anyone else has other ideas, let's get the band back together and have Rolley get us across the river as soon as possible.
Feb 9, 2016 10:38 pm
OOC:
Vad will go along with the idea of crossing the river and then resting.

Sorry for the late response, everyone, house full of flu...
Feb 9, 2016 10:56 pm
Get better, szemely!

Rolley gathers his things, puts on a warm red tunic and black coat, and promises his mother one more time that he'll be back. The party returns to the inn to gather the rest of their companions. Rolley seems a bit surprised to find that three more people will be joining them -- especially the rather intimidating pairing of Zangua and Shamush -- but takes it in stride.

He leads the party out of Grine's Knot, to a house near the riverbank, and wakes up the Sabans, who seem rather nonplussed with his explanations of why he needs to borrow their boat, but agree to it anyway. It's a small rowboat, and getting seven people inside it is a tight fit, but it can be done, and with strong rowers the boat quickly crosses the Ophid.

So you're skipping Beth Rut and proceeding on foot to King's Cradle, correct?
Feb 10, 2016 12:31 am
Yes, I think so. The horses aren't going to save us much time, so not worth the expense and additional breadcrumbs for Adan or others to follow.
Feb 10, 2016 12:43 am
Agreed. On to King's Cradle!
Feb 10, 2016 12:53 am
As you begin to thank Rolley for his help and say your farewells, he takes a deep breath and says: "Let me go with you. Please? I can help! I'm good with a quarterstaff, and I know where Five Stones is." He looks at each of you in turn, expectantly. "Dad won't be happy about it. But that doesn't matter. I'm a grown man! I can do this. Let me help you find the girl."
Feb 10, 2016 1:43 am
"None of us doubt that your skills with your staff would be a useful addition to our group." Vad says with a smile. "However, those skills would be better used in defense of your family should those that pursue us start asking questions around your village."
OOC:
Everyone's recovering nicely, BullOctorok. Thanks!
Last edited February 10, 2016 1:47 am

Rolls

Persuasion - (1d20+3)

(15) + 3 = 18

Feb 10, 2016 4:06 am
Rolley wilts at Vad's gentle rejection, but looks appealingly to the other party members.
Feb 10, 2016 6:52 am
Zangua settles his pack and says nothing. His face is impassive; whether the lad accompanies them or not is none of his concern, and he'll go with what the party decides.
Feb 10, 2016 9:52 am
Felor puts his hand on Rolley's shoulder. "Son, we need all the help we can get, and your help tonight has been invaluable. But my friend is right - your family need you more. These are dangerous times and a young lad like you should be at home protecting your loved ones."

Rolls

Persuasion - (1d20)

(9) = 9

Feb 10, 2016 12:52 pm
"Thank you again for your help with the boat, and I didn't want to worry your father, but I will tell you there is a good chance the witch-men are but a few hours behind us, so you must go home in case they are able to track us there."

Rolls

Deception - (1d20+4)

(6) + 4 = 10

Feb 10, 2016 6:06 pm
Dejected, Rolley rows the boat back to the other side of the Ophid. It seems tonight was not the night to begin a life of adventure for him.

The party begins walking southwest. The ground is uneven here, covered in brown grass still soggy from the rains. A few oak trees reach up with their bare, clawlike branches here and there, but there is little cover to be found.

With little to see on this dark and arduous trek, the party's thoughts turn toward their quest and the mysteries underlying it.

Everybody: make one skill check of your choice to try and remember or puzzle out information on any of the matters at hand. The political structure of Hazard, possible symbolic relevance of the hippocampus tile, rumors about the Badgerways, stuff Zora said as a kid back in Greenbower, whatever.
Feb 10, 2016 6:13 pm
Mordred thinks back to his last interactions with Zora in the Sthombo sewers, going over every snippet of conversation in his mind. What was being left unsaid? What seemed innocuous at the time, but now might take on added meaning?

Rolls

Insight - (1d20+2)

(8) + 2 = 10

Feb 10, 2016 6:31 pm
Zangua helps keep the party's stomachs fed and bodies dry as they travel, so that they can contemplate the next course of action for their friend.

Idly, he begins to fantasize what Zora might look like, and his first thought envisions a younger version of the barmaid he last saw.

Rolls

Survival - (1d20+5)

(1) + 5 = 6

Feb 10, 2016 6:42 pm
Mordred thinks back. She found you at a guild safehouse, which must have taken some doing, since you'd only just dropped in for a bite and to fence some cheap jewelry. She said she had to make a long trip down south, and asked if she could stay in the safehouse for a few days while she got ready, and if you could help get her out of the city unseen. You already knew the Iron Sphere was missing and there were rumors that Edvers Kells was involved, but she didn't mention any of that, so you didn't ask. You called in a favor, found her a closet to sleep in, and left to go about your daily business and give her some space. But soon the word on the street was that Edvers had been arrested, and when you stopped by later that evening, she said she was ready to leave. Now.

On your way through the sewers, you couldn't help but asking her what was going on, if there was anything else you could do to help. She was uncharacteristically quiet, didn't say much. If you had to read the look on her face, it told of dread and determination, not acute fear. "Dad's innocent," she said a few times, but it felt more like an affirmation for herself than an attempt to convey information to you. You knew better than to ask anything about where she was going.

When you made it to a sewer outlet outside the city walls, she hugged you and said: "Turn back now, Mordred. You can't go with me any further. I don't know when I'll be back, but I'll see you repaid for helping me today, I promise." She hesitated a moment, as if debating something in her head, then picked up a rock and scratched something onto the stone wall: a crescent with six points extending from the convex side. "That symbol? If you ever see it, you're in danger. If you see anyone wearing it...avoid them. At all costs."

Then she squeezed your shoulder, took a deep breath, said goodbye, and started walking away, never looking back.
Feb 10, 2016 6:48 pm
Zangua has seen the scallop-shell portrait of a younger Zora: brown-haired and dark-eyed, with a serious expression and a somewhat prominent nose.

Despite his best attempts, Zangua isn't able to do much for either food or dryness. The wet grass soaks into the party's boots before they've covered their first mile, and it's nearly impossible to find game in this darkness. There are owls at hunt above you, and even they don't seem to be having much success tonight.
Feb 10, 2016 10:33 pm
Deep in his thoughts as he muddles over the soft ground Vad instinctively draws his dagger and starts to twirl it in his fingers. Thinking back to the time that he and Tzipporah had spent with Zora, Vad tries to recall any reason that the young women would have should a strange tile with her. "And why go through all of the trouble to hide it away?"
OOC:
Go with an Arcana check, seeing his time with Zora was spent teaching her a few simple cantrips.

Rolls

Arcana - (1d20+3)

(17) + 3 = 20

Feb 10, 2016 11:59 pm
As they walked, Leth's thoughts turn to Hazard. It certainly seems to be a place of some importance. He racks his memory, wondering what might be there that Zora would want to get to so badly, and feel confident in her safety once she reaches it. And what of the Crown Cult? Was there anything there that they might have particular interest in? Overall, what was Hazard like? Leth was not ignorant of the fact that they were now likely wanted men in Sthombo, and was slightly concerned that might spread to other cities as well. Would they be safe there?

Rolls

History Check - (1d20+2)

(15) + 2 = 17

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.
Feb 12, 2016 12:55 am
Zangua's motion stirs the creature to action. It starts lumbering toward the party, picking up speed very quickly. Without hesitation, Leth looses the arrow he had readied and it flies swiftly to its mark.

With a nerve-rending, screeching roar of pain, the creature stands up on its hind legs. The thing is the size -- and general shape -- of a cave bear, covered in bristly black fur except for its head, which is wreathed in a mane of feathers. Wide, round yellow eyes reflect the dawn's light as it snaps a cruel beak already drenched in blood.

https://c1.staticflickr.com/9/8443/7805670608_2ff0473632_b.jpg

Yeah, it's an owlbear. Roll for initiative, everybody!
Feb 12, 2016 12:57 am
Zangua's heart sinks, even as his nerve steels. Why did it have to be owlbears?

Rolls

Initiative - (1d20+2)

(18) + 2 = 20

Feb 12, 2016 2:06 am
As the Owlbear lunges towards them and Leth released his arrow, he is suddenly very mindful of the necklace of owlbear claws that hangs around his neck. Several years ago, an Owlbear had attacked his home village, going after a neighboring farmer's livestock. It had taken almost the whole village to bring it down... and now here they are, six men strong, facing down another one. Sweat begins to form on Leth's forehead as he draws another arrow and begins to back up even more.
But we are not simple farmers and hunters... no, we are warriors. And this beast shall not best us! He thinks to himself, steeling his nerves as he prepares for the fight.

Rolls

Initiative - (1d20+3)

(16) + 3 = 19

Feb 12, 2016 2:32 am
Vad quickly drops to one knee and extends his right arm towards the beast. "You're a big one, aren't ya!"

Rolls

Initiative - (1d20+2)

(4) + 2 = 6

Feb 12, 2016 3:36 am
Shamush gawps at the creature and just remembers to stumble to the side and unlimber his shield and take up his nasty club. He's impressed with this thing. He murmurs to himself, "I guess these things are real?"

Rolls

Initiative - (1d20+2)

(20) + 2 = 22

Feb 12, 2016 4:17 am
Mordred will attempt to sneak around behind the owlbear.

Rolls

Initiative - (1d20+3)

(1) + 3 = 4

Feb 12, 2016 9:39 am
Felor readies his spear as the creature advances. Noticing the beast has blood on its beak, it occurs to him the party may have disturbed it as it was eating a fresh kill.

edit: ha! More comedy pratfalls from Felor as he trips over another mushroom
Last edited February 12, 2016 9:40 am

Rolls

Initiative - (1d20+1)

(1) + 1 = 2

Feb 12, 2016 2:43 pm
I may be away from the computer a bit this afternoon and tomorrow, so just in case I'll leave my first action in here for whenever I come up in the order. This assumes that we have definitely entered combat - Mordred wouldn't be the first to strike. If it's still a standoff at his turn, Mord will just Ready the following action in case the owlbear attacks the party instead of performing it.

As stealthily as he can, Mordred attempts to Sneak Attack the owlbear from behind (I'm assuming there will be another party member within 5 feet of the owlbear by the time he attacks, disregard bonus damage if not). Following the attack, he slips away from the creature, using Disengage as his Cunning Action.

EDIT: Boom goes the dynamite!
Last edited February 12, 2016 2:44 pm

Rolls

Sneak Attack (rapier) - (1d20+5)

(17) + 5 = 22

Damage (if needed) - (1d8+3)

(7) + 3 = 10

Sneak Attack Bonus Damage - (1d6)

(5) = 5

Feb 12, 2016 4:01 pm
The owlbear drops to all fours and continues charging toward Leth.

Rolls

Owlbear Initiative - (1d20+1)

(12) + 1 = 13

Feb 12, 2016 4:13 pm
Can you remind me how you're running initiative in this game? Do we have a averaged party initiative vs the monster?
Feb 12, 2016 4:33 pm
We're doing a kind of tier grouping thing: everybody who rolled higher than the enemy goes first, in whatever order, then everybody who rolled lower goes after the enemy. Which means...

Shamush, Zangua, and Leth are up first!
Feb 12, 2016 7:00 pm
Shamush crouches forward and gets an odd, flat look in his eye, his breathing gets ragged and he charges toward the owlbear with a silent shout, lifting his spiked club up and bringing it down with a wild, hard swing.

Note that I'm new to 5e and while I've read the books, I may make 3e/4e assumptions that don't apply to the new ruleset. Lemme know if I'm doing anything wrong.

Shamush is activating his Barbarian Rage (+2 dmg) and using Reckless Attack (I get advantage for my attack but if anyone attacks me this round, they get advantage). He's using his club (morningstar).

Rolls

Attack Roll #1 - (1d20+4)

(18) + 4 = 22

Attack Roll #2 - (1d20+4)

(12) + 4 = 16

Hypothetical Damage - (1d8+4)

(1) + 4 = 5

Feb 12, 2016 8:16 pm
Zangua takes aim with his hand crossbow, firing a shot at the charging owlbear. He then drops the weapon and draws his club and hand axe, stepping forward to support Shamush and distract the monster's attention.

Rolls

Hand Crossbow vs Owlbear, Damage - (1d20+4, 1d6+2)

1d20+4 : (5) + 4 = 9

1d6+2 : (3) + 2 = 5

Feb 13, 2016 3:01 am
Shamush rushes up to the owlbear on its right side, slamming his club down on the unnatural creature's head before it can close the distance to Leth. At the same time, Zangua fires a crossbow bolt, which misses the owlbear by several feet and vanishes into the wet grass.

The owlbear shakes itself and swivels its head toward Shamush, staring into him with furious yellow eyes, and begins to rear back to attack...

Waiting for an action from Leth!
Feb 13, 2016 4:07 am
Seeing the Owlbear turn towards Shamush, Leth once again pulls an arrow back on his bowstring and aims at the creature. "Hey ugly! Over here!" He calls out, knowing full well that the creature won't understand him, but hoping the loud noise might draw it's attention - and releases the bowstring, letting his projectile fly towards the owlbear even as he begins to step backwards again away from the fight, hoping to lure the creature away.

Gonna use a combat maneuver that I get by being a spell-less ranger! Oh yeah, and then back up 30 feet.
Quote:
Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
So I'm gonna go ahead and roll the superiority die, but if I'm understanding this correctly, I only actually expend the die as long as the attack hits. If the attack misses, the die is not spent and I can still try to use it again... correct me if I'm wrong?
Last edited February 13, 2016 4:07 am

Rolls

Attack Roll - (1d20+7)

(13) + 7 = 20

Damage Roll (Piercing) - (1d8+3)

(6) + 3 = 9

Superiority Die - (1d8)

(6) = 6

Feb 13, 2016 5:23 am
You hit, so...we don't have to worry about figuring out that rule yet!

Leth fires off another arrow into the beast's flank. It screeches again and whips its head back and forth before deciding to go ahead with its attack on Shamush...

Edit to add: The owlbear swipes with both claws and snaps down hard with its beak, but Shamush, still in his barbarian trance, backsteps and leans just out or range, cool as ice.

Vad, Mordred, and Felor can attack next, and whoever goes first gets Advantage from Leth's Distracting Strike.

Rolls

Claw attack vs Shamush - (1d20+7)

(7) + 7 = 14

Beak attack vs Shamush - (1d20+7)

(4) + 7 = 11

Claw damage (if applicable) - (2d8+5)

(62) + 5 = 13

Beak damage (if applicable) - (1d10+5)

(7) + 5 = 12

Feb 13, 2016 10:37 am
Seeing the great creature being injured pained Felor. The party had disturbed the feeding owlbear, and it was only acting on instinct to protect its kill. Calling on Fjorgyn, Felor holds up his shield baring the god's holy symbol and intones "Mighty Fjorgyn! Placate this fearsome beast!"

Cast Animal Friendship
Not sure of the range to the owlbear but I can move before casting if that will get me into range?
OOC:
For reference:
Range: 30 feet
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends.
Last edited February 13, 2016 10:37 am
Feb 13, 2016 3:43 pm
Hearing Felor's call, Vad backs off on his planned attack, but will remain ready in case the beast continues its hostilities.
OOC:
Taking a ready action and if Felor's spell fails Vad will attack with a Ray of Frost cantrip:
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Ranged spell attack. 1d8 cold damage and target's speed is reduced by 10' until the start of its next turn.
Last edited February 13, 2016 3:43 pm

Rolls

Ray of Frost Attack and Damage - (1d20+5, 1d8)

1d20+5 : (3) + 5 = 8

1d8 : (5) = 5

Feb 13, 2016 3:48 pm
OOC:
Mordred will also hold his attack until he sees if friendship really is magic.
Feb 13, 2016 7:05 pm
Felor casts...

The owlbear looks quizzically at Felor, then back at Shamush. It seems confused.

Edited to add: Hmm, that should have been a secret roll. Oh well. You won't really be sure how the owlbear will react to this spell until it's his turn again. If Vad and Mordred decide to hold their actions, a new round starts and Shamush, Zangua, and Leth will have to take their turns (and can decline to attack, if they want to see what results the spell brings) before the owlbear has a chance to act.

Rolls

Owlbear saving throw vs friendship - (1d20+1)

(2) + 1 = 3

Feb 13, 2016 7:42 pm
OOC:
Mordred will wait, but well out of claw/beak range.
Feb 13, 2016 10:48 pm
OOC:
Vad will do the same, backing off a bit to see how this all plays out.
Feb 13, 2016 11:18 pm
Zangua stops, tense. This is certainly new and somewhat unexpected, so like the others he waits. The knuckles upon his weapons turn white and he waits on the balls of his feet, ready to spring into action on a word.
Feb 14, 2016 3:17 am
Shamush freezes and blinks in confusion at the owlbear's sudden shift in behaviour. He grips his club and wills himself to wait and see what happens next.
Feb 14, 2016 4:55 pm
Waiting to see what Leth does...
Feb 16, 2016 1:50 am
Busy couple days! Will pick up tomorrow.
Feb 16, 2016 7:51 pm
Sorry, was out of town all weekend!

Leth hears Felor's incantation and looks at the Owlbear. Seeing the creature hesitate, and his companions back off, Leth also steps back, but keeps an arrow ready to fly off the string if the Owlbear should turn on them again.

Readied action; if the Owlbear attacks the party again, Leth will shoot his arrow.

Rolls

Attack Roll (Readied) - (1d20+7)

(3) + 7 = 10

Damage Roll - (1d8+3)

(4) + 3 = 7

Feb 16, 2016 9:44 pm
The owlbear keeps looking back and forth at the men surrounding it, taking a few cautious steps backward...then he seems to remember that Shamush hit him, and pounces at him for another attack.

Edit: Shamush tumbles backwards out of the way, leaving the owlbear clawing at grass and biting dirt. Vad, Mordred, and Felor have the next actions.

Rolls

Claw attack vs Shamush - (1d20+7)

(5) + 7 = 12

Beak attack vs Shamush - (1d20+7)

(6) + 7 = 13

Claw damage (if applicable) - (2d8+5)

(36) + 5 = 14

Beak damage (if applicable) - (1d10+5)

(7) + 5 = 12

Feb 16, 2016 10:40 pm
Seeing the creature lash out at Shamush, Vad send a ray of frost in its direction.

Rolls

Ray of Frost, Damage - (1d20+5, 1d8)

1d20+5 : (14) + 5 = 19

1d8 : (8) = 8

Feb 16, 2016 10:47 pm
Vad's ray causes a crust of rime to form around the owlbear's neck. which it tries vigorously to shake off.

Mordred and Felor are up next.
Feb 17, 2016 1:17 am
OOC:
Bugger.
What was it old Marn used to say? 'Even the gods can't stop a pissed-off owlbear'? Never realised he meant it so literally.
Taking a deep breath, Felor takes a firm grip on his spear and shield and advances on the owlbear.

Move into range and attack (not sure of the distance, ignore attack if not in range)

Rolls

Attack - (1d20+4)

(8) + 4 = 12

Damage if applicable - (1d6+2)

(6) + 2 = 8

Feb 17, 2016 1:30 am
The spell worked, but couldn't quite override the fact that Shamush and Leth had clearly shown themselves to be a harmful threat.

Perhaps shaken by his inability to quell the beast's hostility, Felor misses his spear attack.

Mordred is up next.
Feb 17, 2016 1:15 pm
Taking advantage of the owlbear's focus on Shamush, Mordred slips behind the creature and slashes at it with his rapier.

Sneak Attack possible when another enemy of the target is within 5 feet and not incapacitated.

Rolls

Rapier attack - (1d20+5)

(12) + 5 = 17

Damage - (1d8+3)

(7) + 3 = 10

Sneak Attack Bonus Damage - (1d6)

(5) = 5

Feb 17, 2016 5:49 pm
While the beast fixates on Shamush, Mordred slips behind it and lances his rapier into its hindquarters. The owlbear screeches and tries to stand up on its hind legs again, but immediately crashes back down.

Total damage to owlbear so far: 46

New combat round. Shamush, Zangua, and Leth are up.
Feb 17, 2016 6:35 pm
Mordred's going to be doing a lot of buttstabs in this campaign, isn't he?
Feb 17, 2016 6:38 pm
Rumplancer! Buttstabber! Knicky knacky knocky knoo!
That's what they taught Mord in Thieves' Guilding School!
Feb 17, 2016 6:51 pm
Zangua charges in to support Shamush, trying to flank the owlbear and give it multiple targets. He strikes for a joint in the monster's leg with his club, then follows through with a swipe of his handaxe for a tendon.

Rolls

Club attack, damage - (1d20+6, 1d4+4)

1d20+6 : (8) + 6 = 14

1d4+4 : (3) + 4 = 7

Handaxe attack, damage - (1d20+6, 1d6+4)

1d20+6 : (8) + 6 = 14

1d6+4 : (3) + 4 = 7

Feb 17, 2016 7:03 pm
10 points to House Buttstabber, they always would say.
Feb 17, 2016 7:08 pm
Zangua knocks the monster's back leg out from under it with a hard swing of his club, then brings his axe down hard on the back of it.

The owlbear begins to bleed out rapidly. It pulls itself forward and snaps with its beak, but the fire is already dimming in its malevolent eyes. It stands still for a moment, then collapses with a violent shudder.

Owlbear delenda est. Each of you receives 117 XP. Nobody is hurt but Felor cast one spell. You have a few more hours of walking until you reach Five Stones.
Feb 17, 2016 7:49 pm
I never had an exact number for XP to this point. Should I just assume the minimum for level 2?

Let's get walking.
Feb 17, 2016 7:51 pm
rocksteady says:
I never had an exact number for XP to this point. Should I just assume the minimum for level 2?
Yeah, I mean, honestly, I'm just gonna level you guys up at the end of each chapter.
Feb 17, 2016 8:37 pm
Spoilers!

Felor sighs as he looks down at the sad sight of the slain beast. They'd surprised the poor thing as it was eating, is it any wonder it was upset? He closes his eyes and whispers a short prayer - "Fjorgyn, please forgive us for destroying this great creature. Accept its spirit, may it be reborn anew" - before continuing the journey.
Feb 17, 2016 8:46 pm
Felor comforts himself by recalling that owlbears were said to be the blasphemous creation of the archmage Mergwyn, court wizard of King Artorias the Pretender, who conquered Tar-Eng generations ago with the help of the magic sword Exculpigor that he freed from the stone it had been sealed in, and that owlbears are generally not considered a part of Fjorgyn's plan for the Werld.
Feb 17, 2016 8:46 pm
Zangua tries to see if he can recover his fired bolt as they continue their march, but he does not spend too much searching before moving on.
Feb 17, 2016 8:48 pm
After a cursory search, Zangua accepts the loss of the crossbow bolt.
Feb 17, 2016 8:55 pm
As the creature goes down, Leth quickly moves to the owlbear to retrieve his arrows and glances remorsefully at the creature - but for different reasons than Felor. Who knows how much provision this creature could have provided to them if they had the time to take it... but they were in a hurry and skinning such a great beast would take far too long. He forces himself to forget the potential resources they are leaving behind and falls in line with the others, ready to keep moving.
OOC:
I don't think anyone used my Advantage hahaha
Also, correct me if I'm wrong, but I think you said back in chapter 1 that we can just assume we re-collect our spent ammo, right?
OOC:
Edit: Or... maybe not? :S
Last edited February 17, 2016 8:57 pm
Feb 17, 2016 8:59 pm
Ruling on the field is that a crossbow bolt in thick wet brown grass in pre-dawn light is not recoverable unless Zangua wants to make the party wait 20 minutes or more while he does a grid sweep...

Edited to add: ...but since Leth's arrows are still stuck in the owlbear's hide, he can retrieve them with no problem.


Ahead, the party comes across the half-eaten doe the owlbear was having for breakfast.

Any last business here before continuing to Five Stones?
Feb 17, 2016 9:03 pm
OOC:
No no, I fully expected to lose the bolt and was not going to waste any time.
Zangua half-checks if there are any serviceable and edible parts left of the doe. Waste not, want not.
Feb 17, 2016 9:07 pm
Depending on how strict you are on rations and whether or not owlbear is edible, I would be OK with spending a reasonable amount of time getting some owlbear steaks. Mord's got 5 days of rations and 6 slices of waybread (does 1 slice = 1 days rations?) so I should be OK, and I assume everyone else has at least 5 days worth from their initial equipment loadout, but if not, it might be worth the delay.

ETA: Or venison, I guess.
Last edited February 17, 2016 9:08 pm
Feb 17, 2016 9:50 pm
Yeah, I haven't been strict about rations because you guys have mostly been traveling between taverns up to this point, but food sources could become an issue in the future. Maybe. idk

Mordred and Zangua carve up the dead fauna for meat before continuing on their journey.

The sun is high in the sky when the party reaches Five Stones, and they are exhausted. Cattle and sheep graze on the low hills around the settlement. The main house, the cottages, the barns, and the mill are all made of weathered, golden wood, and in the middle of it all stand the five tall menhirs that give the place its name. To the west, you can see the hills where the King's Cradle will be found.

You can either stop at Five Stones or keep going the last two miles to King's Cradle.
Feb 17, 2016 9:56 pm
What do I know about the Five Stones?

Rolls

History skill check - (1d20+3)

(20) + 3 = 23

Feb 17, 2016 10:15 pm
Critical success! Unfortunately Five Stones is a small, obscure place you only just learned about from Harmon Koal.

Felor remembers with crystal clarity that time a day ago when he learned about the existence of Five Stones, and adeptly surmises that it is a settlement of cattle and sheep ranchers.
Feb 17, 2016 10:28 pm
Ha!

Let's find someone to ask if (A) Zora came through here and if so, when, and (2) if we can catch a nap in their hayloft or something.
Feb 17, 2016 10:53 pm
"While we're here we may as well ask around a bit." Vad says as he leans back stretching himself out a bit. "What do you all think, take a bit to peek around and maybe rest, and then head out?"

Vad will take a quick look around to see if any of the townspeople look approachable.

Rolls

Perception - (1d20)

(6) = 6

Feb 17, 2016 11:06 pm
rocksteady says:
Ha!

Let's find someone to ask if (A) Zora came through here and if so, when, and (2) if we can catch a nap in their hayloft or something.
OOC:
It's like midday. Do we need a nap? King's Cradle is 2 miles down the road.
Feb 17, 2016 11:50 pm
You do kind of need a nap. You've been pushing your travel rate as hard as you can and if you got into another combat situation you might be penalized.

The main house at Five Stones is a two-story villa enclosing a small courtyard. The front door, painted dark orange, is slightly ajar.

Vad doesn't see anybody outside.
Feb 18, 2016 12:11 am
Don't like that open door.

Mordred puts his hand on the hilt of his sword and checks for anything suspicious. He gestures to his companions to do the same.

Rolls

Perception - (1d20)

(4) = 4

Feb 18, 2016 12:19 am
Zangua sighs inwardly. His legs ache, but he wills his military training into his mind to block out the inconvenience. He pulls out a bolt an loads it into his hand crossbow before advancing on the opposite side of Mordred.
Feb 18, 2016 12:24 am
If you're just searching outside...

Neither of you see anything suspicious, save for the fact that there's apparently nobody out working or tending to the livestock.
Feb 18, 2016 12:24 am
"No one around at this time of day. Seems a little odd..." Vad says as he focuses on the orange door. "Think anyone's home?"
Feb 18, 2016 12:24 am
As close as they were to King's Cradle, Felor agreed that a rest would do them good. They'd been walking hard for hours, and the owlbear encounter had been an unwelcome additional effort.
Seeing Vad and Mordred investigating the settlement, Felor follows, a sharp eye out for trouble.

Rolls

Perception skill check - (1d20+2)

(13) + 2 = 15

Feb 18, 2016 12:32 am
Felor paces around the standing stones, keeping an eye out. There's not much to see. There doesn't seem to be anyone here but the animals.
Feb 18, 2016 2:34 am
"I wasn't paying much attention," admits Zangua, tiredly, "but does this place belong to someone we know, or want to talk to?"
Feb 18, 2016 2:53 am
It's just a landmark on your way to King's Cradle and the Badgerways.
Feb 18, 2016 3:24 am
Mordred quietly gestures to a couple of his companions and directs them to positions on either side of the door. Once they are in place, he attempts to sneak silently through the door.

Whoever wants to stack up outside the door, do so while Mordred goes in, and maybe ready an attack in case someone is in there.

Rolls

Stealth - (1d20+5)

(13) + 5 = 18

Check for traps on the door - Perception? - (1d20)

(8) = 8

Feb 18, 2016 3:31 am
Vad will follow Mordred as he approaches the house but will stop well before the doorway. Positioning himself off to the right, about ten feet from the house, he'll ready his crossbow and take a knee.

Ready action to fire his crossbow if something attacks Mordred.
OOC:
Rolled just in case something happens so as not to hold up things tomorrow during the day.

Rolls

Crossbow Attack / Damage - (1d20+4, 1d8+2)

1d20+4 : (13) + 4 = 17

1d8+2 : (5) + 2 = 7

Feb 18, 2016 3:47 am
Mordred slips cautiously inside the house.

The front door leads to a wide atrium. A dirty linen rug lies on the floor; pitchforks, shovels, and buckets stand against the far wall. Open doorways lead to the left and right, with a wooden door opposite and to the left of the entrance. Like the front door, this one stands slightly ajar.
Feb 18, 2016 4:00 am
Mordred sticks his head back out the front door and waves for the rest of the party to follow him. He waits in the atrium for the others to join him, if they want to.
Feb 18, 2016 4:02 am
Mordred takes note of the fact that the house is completely silent.
Feb 18, 2016 4:18 am
Zangua looks over at Shamush as they wait outside. "So... why are we going inside?" he asks of the barbarian, a bit rhetorically.
Feb 18, 2016 4:51 am
As Mordred and Vad step into the house, Leth looks quickly around the small village, looking for anything suspicious or out of the ordinary... aside from the obvious fact that it's midday and there is no one to be seen. Are there any signs of a struggle? Any indication that something bad happened here?
"If Miss Kells or her Ranger pursuer came through here, the townspeople might know about it... it's worth asking." Leth says casually to Zangua.
Then when Mordred sticks his head back outside, Leth draws his bow and grips it at his side as he moves into the house behind him.

Rolls

Perception/Investigation - (1d20+4)

(18) + 4 = 22

Feb 18, 2016 4:55 am
Something catches Leth's attention when he looks over at one of the barns. He can see stalls for horses, but there aren't any horses in them.
Feb 18, 2016 4:57 am
Leth passes that information along to the others.
Feb 18, 2016 5:11 am
Zangua nods at the explanation. "Sorry, just kinda tired," he says. "I'll check the barn." The fighter heads off in that direction.

Rolls

Perception - (1d20+5)

(13) + 5 = 18

Feb 18, 2016 5:31 am
Zangua doesn't find anything amiss in the barn, but walking around behind it, he notices something that been obscured from view from the vantage point of the party's approach: a burn pit about fifty yards away.
Feb 18, 2016 5:33 am
Zangua looks back at whoever's left outside and gestures that he is proceeding behind the barn. He turns and heads directly for the pit, hand crossbow held down.
Feb 18, 2016 5:37 am
The pit is about six feet wide, full of ash and charred material, gray and soupy from the rains that have soaked it over the past few days.
Feb 18, 2016 5:40 am
Zangua kneels at the edge of the pit, visually inspecting the material within to see if he can discern any clues as to their original forms. He continues his investigation by finding a long stick or other tool to poke around inside.

Rolls

Investigation - (1d20)

(7) = 7

Feb 18, 2016 6:07 am
Zangua tries to fish out a bone, or at least maneuver it so he can get a better look and determine if they're from animals or humanoids.
OOC:
Don't know how often I can make Investigation rolls, so feel free to cut me off or modify to suit your needs.

Rolls

Investigation - (1d20)

(20) = 20

Feb 18, 2016 6:10 am
Zangua gets lucky, in a manner of speaking. The first bone he fishes out of the pit is unmistakably the jawbone of an adult human.
Feb 18, 2016 6:22 am
The fighter inspects the surrounding area. Zangua is not a true tracker, but the scout in him thinks to look for any signs of who or what may have been involved in this cremation.

Rolls

Survival - (1d20+5)

(6) + 5 = 11

Feb 18, 2016 6:33 am
There's still nobody but sheep and cows around. Given the wet state of the pit, it's safe to say that it's been a few days, at least, since anything was burned in there.
Feb 18, 2016 6:36 am
Zangua returns the bone to the pit, then stands and dusts his hands. He gives another glance around and returns to the house.
Feb 18, 2016 6:48 am
Can we assume you're telling the rest of the party what you found?
Feb 18, 2016 6:52 am
OOC:
Zangua will inform the party, when the opportunity is there. I am assuming that the others are busy clearing the house while he's out back to make sure it is safe, and being stealthy while doing it, so he won't disclose his findings until they're ready to receive the news.
Feb 18, 2016 6:58 am
Mordred et al, should I assume you're going to search the ground floor of the house, as long as it seems safe? Or do you want to leave it alone and regroup outside?
Feb 18, 2016 10:07 am
Felor hung around outside instead of going in the house.

Felor watches Zangua's discovery with a grim realisation that the former inhabitants of the house are likely in that pit. Staying at the pit as Zangua heads inside to inform the others, he uses his spear to poke through the remains, trying to spot any clues as to how the victims were killed.

Rolls

Medicine skill check - (1d20+4)

(2) + 4 = 6

Feb 18, 2016 11:12 am
Yeah, we will go room-to-room, backing each other up so we can't be surprised.

ETA: You could make that Perception check Investigation if that's more appropriate. Same modifier.
Last edited February 18, 2016 11:16 am

Rolls

Perception - (1d20)

(15) = 15

Stealth - (1d20+5)

(15) + 5 = 20

Feb 18, 2016 12:35 pm
Shamush, leaning against one of the menhirs, stops picking gristle off the owlbear claw he collected when Zangua delivers the grim news. He perks up slightly from a stupor and glances around the environs. He asks, "Was that house you lot peeked in ransacked? Were it bandits?" Then he gazes over towards the bone pit and frowns, "Real polite bandits if they took care of the bodies like that. Usually it'd just be a stab n' grab."

He squints towards the other buildings in the area, looking for any signs of interference.
Feb 18, 2016 5:59 pm
The bones have been burned so thoroughly that Felor can't derive much information from their condition.

Shamush looks around. It's an odd bandit raid that leaves healthy sheep and cattle untouched.

Meanwhile, Mordred leads a search of the house. Heading left from the entrance, he passes a sitting room with a loom and a few dressmaker's dummies, a rustic tapestry on the wall that looks as though it may have been made in this very room. There are stairs leading up to the second floor, but he bypasses them to proceed cautiously through the door to the next room.

That room looks to be servants' quarters, six unmade beds and a few boxes full of meager possessions. Beyond that is a corner room full of linens, tools, and firewood; past that is a dining room with one long rectangular table and a smaller round one. The remains of two half-eaten meals sit on the smaller table.

After the dining room is a large kitchen adjoining a large pantry, well-stocked with jars of wine and oil and grain, baskets of onions, sausages hanging from the ceiling. There is a hatch leading to the cellar in the corner of the pantry.

The pantry adjoins another sitting room with another staircase leading up to the second floor; this returns you to the atrium. The door left ajar here takes you to the living room, with a large stone hearth at one end and a tiled bathing pool on the other. Double doors left wide open lead to the courtyard, which contains three small fruit trees, one of which is bearing small brown pears, and a stone birdbath.

A narrow hallway runs from the living room around the courtyard, with several sliding doors exiting into it. A sizeable accumulation of junk, old tools, and boxes have been stowed away in this hallway.

The first floor of the house is, overall, somewhat messy and run-down, but there are no signs of violence and not a living soul to be found.

http://i.imgur.com/KO0aVdQ.jpg
Feb 18, 2016 6:24 pm
I'd like to check the cellar. If it's as empty as the rest of the first floor we can just assume I did it as we went past, but if there might be something there, let's go back. Otherwise, I'm ready to move on to the second floor, taking the stairs from the loom room, if it matters.

Rolls

Perception/Investigation, if needed - (1d20)

(19) = 19

Feb 18, 2016 6:54 pm
The hatch leads to a small root cellar. You find nothing remarkable inside.

The stairs from the loom room lead up to a large white room with several shuttered windows, a table bearing several potted plants, now wilted, and a large birdcage. Three songbirds lie dead on the floor of the cage. There are children's toys scattered on the floor: a few dolls, a leather ball, a stick-horse.

A door beside the stairs leads out to a balcony around the courtyard. To your left, two doors lead to large bedrooms, each with its own privy chamber. The first one you enter is well-furnished and decorated with tapestries and painted pots. The bed is unmade and a large trunk has been left open, with several articles of clothing strewn about the floor. The other bedroom is more modestly appointed, with fewer decorative touches.

On the other side of the house, the room from which the other set of stairs would have taken you, you find yet more boxes and trunks and excess furniture, as well as three small wooden shrines set against the wall: one dedicated to Ziu-Pater, another to his consort Erat, and a third shrine filled with a multitude of small clay idols, most likely the shrine to the family's ancestors.

On this third shrine, a single oil lamp is burning.

The door to the right of the stairs in this room leads to a long hallway with five doors on one side. The door at one end leads to a privy chamber. The next three doors are left open, and reveal small, simple bedrooms. The last door is shut.

http://i.imgur.com/Vr5ypL2.jpg
Feb 18, 2016 8:02 pm
Can Mordred tell how long the birds have been dead for?

Rolls

Nature? - (1d20)

(14) = 14

Feb 18, 2016 8:08 pm
A couple days, from the looks of it.
Feb 18, 2016 8:43 pm
Mordred quickly opens the closed door at the end of the hall, ready to slash at anyone behind it, if need be.
Feb 18, 2016 8:43 pm
Is it possible to tell how the birds died? Starvation, or something else?

Rolls

Investigation - (1d20+4)

(14) + 4 = 18

Feb 18, 2016 8:51 pm
They didn't die by violent means, their bodies are intact. But you can't definitively tell any more than that.

Mordred throws open the closed door.

A small person sitting on the bed, wedged up into the corner of the room, reflexively pulls her knees in closer to her chest and lets out a short, high-pitched gasp. But she stays in place, eyes wide, staring at Mordred, breathing with swiftly increasing rapidity. It's a girl in a dirty shift, with short blonde hair and tanned skin, who looks to be no more than four or five years old.
Feb 18, 2016 9:13 pm
Newt! She probably does not want to speak to a devil, so Leth, Vad, get in here.

Mordred puts his sword on the floor and shows his open hands to the girl. He turns on his blinding charm and slowly takes a slice of waybread out of his pack to offer to her as he speaks. "Hello, miss. I'm sure I must look scary, but I promise I am only a friend. We are just passing through and we would like to help you, if you'll let us. Don't be scared, and have some waybread. It probably tastes like owlbear poop, but it will fill you right up!" He laughs. "My other friends would like to meet you, and if you like, I'll bet one of them will do a magic trick for you. Would you like that?"
Last edited February 18, 2016 9:13 pm

Rolls

Persuasion - (1d20+4)

(8) + 4 = 12

Feb 18, 2016 9:16 pm
She doesn't say anything, or move. She just keeps staring at you.

Since we never determined exactly who else was searching the house with Mordred, anybody who would like to be in range to try and talk to her can go ahead and do so.
Feb 18, 2016 9:32 pm
OOC:
Well, there goes my theory...
Has Zangua told us what he found yet, or was he waiting til we finished searching the house?
Also, looks like we might have to split the party, or at least delay our rendezvous with Zora for a little longer...


Hearing Mordred speak, Leth curiously goes to the room he's standing in, and inhales sharply at the sight of the girl.
"Mordred... No offense, but perhaps it's best if you let Vad and me handle this." He says slowly and calmly, mindful of the frightened child. "Maybe go let the others know?" He finishes before turning his attention to the girl.

"Hello there... I'm sorry if we scared you, but we're only here to help. What's your name? Are you hurt, or hungry?" He asks her, also drawing some of his rations from his pack to offer her.
Feb 18, 2016 9:35 pm
Zangua told you about the bones before you started searching the house.

Leth, can I get a Persuasion roll from you too?
Feb 18, 2016 9:36 pm
Mordred drops the waybread on the bed, gathers his rapier and backs out of the doorway.
Last edited February 18, 2016 9:37 pm
Feb 18, 2016 10:15 pm
Shamush watches the others go explore the manor and nods to Zangua, "Want to check out the rest of this spooky little place?" He gestures to some of the other buildings and starts ambling their way. He picks at his teeth with the owlbear claw speculatively, and says, "If I were the settling down type, this would be quite the jackpot. All these nice houses, a herd of beasties and no one to say boo if you just went ahead and moved in."

Are the other houses/structures close enough to walk to without taking hours?
Feb 18, 2016 10:19 pm
Two barns, two cottages, and a windmill.
Feb 18, 2016 10:27 pm
OOC:
rolling for niceness

Rolls

Persuasion! - (1d20+1)

(10) + 1 = 11

Feb 18, 2016 10:56 pm
Smamush will make the circuit of the buildings, lightly poking around each.
Feb 18, 2016 11:00 pm
Zangua follows the barbarian, mindful of the noise or lack thereof. He tries to pay attention to any closed windows and if shadows can be seen from within.

Rolls

Perception - (1d20+5)

(4) + 5 = 9

Feb 18, 2016 11:22 pm
It sounds like Vad was helping with the search of house, so I'll assume that he is now in the room with the little girl and Leth.

Thinking the girl's reaction had very little to do with Mordred being a Tiefling, Vad will stand silently to Leth's side as he tries to get the girl to open up. "Something happened here. Something bad that this girl most likely had to witness" Vad thinks to himself as focuses in on the little girl, trying to see if she has any visible injuries, and trying to read her reactions to Leth.
Last edited February 18, 2016 11:22 pm

Rolls

Perception - (1d20)

(17) = 17

Feb 18, 2016 11:30 pm
Shamush and Zangua don't see anything interesting in their patrol of the other buildings. One of the cottages looks like it's being used for storage, not as a residence.

The girl's eyes flick briefly to the rations, but she doesn't answer Leth.
Feb 18, 2016 11:33 pm
Vad sees no sign of injuries to the girl. She looks dirty and perhaps a little dehydrated. Her expression is somewhat affectless, but her breathing suggested a strong immediate fear response. That seems to be slowing to a more normal rate, but she remains locked silently in her corner, knees drawn up, staring wide-eyed at the strangers who have found her.
Feb 19, 2016 3:36 am
Vad, with a large smile on his face, will very slowly approach the little girl, making sure to stop in place if she so much as flinches. "Is there anything my friends and I can do for you before we leave, Little One?"

Rolls

Persuasion - (1d20+3)

(11) + 3 = 14

Feb 19, 2016 4:41 am
For a long moment the girl doesn't say anything, then she answers, very quietly: "There's no more milk."
Feb 19, 2016 6:29 am
"Milk... are you thirsty?" Leth asks. He unslings his water canteen and slides it across the floor to her. "Here. It's not milk, but you can have it. And we could take you to a place with milk if you'll let us help you." He says. "But we need to know what happened here... you could start by telling us your name?" He suggests quietly with a small smile on his face.
Even as he continues trying to coax the child to tell them more, his mind begins racing, trying to figure out what they should do.
Confound it all... we can't leave the poor girl here. Now we'll have to go back and bring her at least to Grine's Knot... if only we had let Rolley come with us, then he could have taken the girl back.
OOC:
I know I rolled low on my persuasion roll... but Leth doesn't know that. He would just keep trying to talk to the child until she opens up. Obviously we can't leave her here.
Last edited February 19, 2016 6:30 am
Feb 19, 2016 10:45 am
OOC:
We could take her to King's Cradle? That's close and someone there is more likely to know her? Or at least we can pay for her to be taken from there to Grine's Knot (if she has family etc there).
Last edited February 19, 2016 1:52 pm
Feb 19, 2016 1:53 pm
We made a strategic mistake turning Rolley away, even though it was the ethically correct thing to do. Even without finding the girl, it would have been wise to have an NPC who is familiar with the area with us temporarily, at least. Dang it.

I think King's Cradle is just a location, not a settlement, like Pike's Peak or something. Maybe there is a neighboring farm she knows about? Did we pass any houses or other buildings on this side or the river? Honestly, I'm inclined to either bring her with us or leave her here with rations and as much water as we can draw out of their well rather than lose another 2 days (to Grine's Knot and back).


While the others talk to the girl, Mordred goes back to the front door and waves the rest of the party over, if he can see them. He then scours the house for any of the girl's toys or dolls to bring to her.
Last edited February 19, 2016 1:54 pm
Feb 19, 2016 2:50 pm
Yes, King's Cradle is just a rock formation. Based on your collective general knowledge of settlement patterns in this area, you can be fairly certain that there would be another farm or village at least within a five mile radius, most likely to the south, but none of you know specifically where or what those would be.

Mordred gathers up some of the toys from the white room upstairs.

The girl doesn't move for, or even look at, Leth's canteen. "I drank all the milk," she explains. "I don't want to go outside."
Feb 19, 2016 3:27 pm
Mordred gestures everyone out of the room with the girl. Standing just outside the door, and holding the toys in the doorway so the girl can see them, Mordred enacts a little puppet show using whatever dolls, carvings and knickknacks he gathered. It's about a little girl who at first is scared, but becomes brave enough to go on an journey with some adventurers. In the end, everyone gets milk.

ETA: I'm willing to actually do the puppet show in the thread if it gets me a bonus on the roll.
Last edited February 19, 2016 3:29 pm

Rolls

Performance - (1d20+2)

(14) + 2 = 16

Feb 19, 2016 3:43 pm
Shamush enters the manor, calling out, "Zangua and me scouted out the other buildings and there's no one home. Looks like they all got cooked in the..." He trails off as he pokes his head in the room and spies the girl. He blinks in surprise, and exclaims with a grin, "Hey, you found a live one!" Then, realising something, adds uncertainly "Uh, what do we do with her?"
Feb 19, 2016 4:04 pm
Zangua spits on the ground and mumbles darkly under his breath. He stares at the girl with a scowl, deep in thought, before he says, "We get her out of here. Take her back to the last place we had with real people."
Feb 19, 2016 4:16 pm
We saw no horses on the premises, eh?
Feb 19, 2016 4:17 pm
OOC:
Oh, my bad on King's Cradle, sorry. I should go back and read my own notes!
Couple of thoughts:
I can use Speak With Animals on the livestock but I'm guessing they couldn't remember far back enough.
How long does an oil lamp burn for? One of them was still going and the killing seems to have taken place 2+ days ago.
Felor decides not to hang around by the girl's room - it didn't make sense to crowd her. If they were going to gain her confidence, it would take a bit of time. Instead, he mills around outside, unsure of what to do. The others' investigations hadn't turned up any obvious clues. The house was empty, but not ransacked. The inhabitants, presumably, slaughtered and burnt. The livestock left but horses taken. Meals half-eaten - was whoever had done this known to the inhabitants? They must have left the building of their own accord before being killed.

As the barbarian had said - this was no mere bandit attack. Did the witch-cult do this? Were they looking for something? That didn't make sense given the untouched state of the house. Or for someone?

Felor's shivered thinking of what must have happened here. He hoped the girl had been safely hidden away and not witnessed it first-hand. For want of anything better to do, Felor returns to the fire pit and says a prayer over the bodies, wishing their souls peace in the afterlife, asking Fjorgyn to protect the girl, and vowing that he would find the killers if possible.

How long would it take to fill in the fire pit as a grave? Was it something dug just for the bodies or was it there already?
Last edited February 19, 2016 4:18 pm
Feb 19, 2016 4:29 pm
"Maybe the girl's been lighting the lamp, and eating the food," says Zangua from outside the room, looking down the hallway as though he would see someone else there. "Two plates, maybe someone else hiding in this big house."

Zangua begins to walk, muttering "Bloody hells," under his breath. "Gonna check on the cow," he says, flatly, and continues out without waiting or a response.

The fighter pauses right outside the door. He takes a few deep breaths and stares off into the sky. Then he shakes his head and returns to the barn to see if the cow has any milk.
Feb 19, 2016 4:49 pm
Mordred, I'm going to keep things moving, but I really want to see that puppet show. Post it to the "About Bload" thread when you have time, there might be Advantage or some other bonuses in it for you.

Correct, there are no horses on the premises. The stables were empty.

Felor, feel free to try casting Speak With Livestock! The lamp you saw wasn't big enough to burn more than a few hours...unless somebody was adding oil to it periodically. The pit looks like it was pre-existing, not freshly dug; it would be entirely expected for a ranch like this to have a waste pit for burning. It wouldn't take long to cover it with dirt if you wanted to, there's plenty of tools around here.

It doesn't take long for Zangua to find a cow that looks like it needs to be milked, and there's no shortage of buckets laying around. Can I get an Animal Handling roll if you're going to milk her?

Meanwhile, upstairs, Mordred rounds up some dolls and wooden soldiers and acts out a scene with a positive message about running away with strangers for the little girl. Though her face reveals little, she watches with what Mordred hopes is interest. At the end, she makes eye contact with him. "I don't want to go outside," she says. "The metal man is coming back."
Feb 19, 2016 4:52 pm
Zangua fetches a bucket and approaches the cow. He tries to remember how to do all this, warming his hands under his leather and furs. Then he sets to work.

Rolls

Animal Handling - (1d20+3)

(6) + 3 = 9

Feb 19, 2016 4:52 pm
Meanwhile, upstairs, Mordred rounds up some dolls and wooden soldiers and acts out a scene with a positive message about running away with strangers for the little girl.

Heh. Yeah, I realized Mordred is not exactly being a responsible parent substitute here, but what else are we gonna do?
Feb 19, 2016 4:54 pm
Zangua manages to get a little milk in the bucket before the cow gets annoyed with his inexpert handling and starts trying to get away.
Feb 19, 2016 6:39 pm
"Well done! I can't wait to see how the story ends." Vad says to Mordred with a smile as he slowly walks back into the room.

"Our friend is getting you some milk right now, Little One." he says as calmly as possible as he approaches the girl, crouching when he gets a short distance away (not close enough to grab her) so that he can look her directly in the eyes. "Is there anything else we can get you before we leave? We could take care of the metal man if you'd like."
OOC:
Vad doesn't really like the idea of leaving the girl here on her own, but won't even put the idea of us taking her away from her home until he knows more about what is going on.
Feb 19, 2016 6:52 pm
Her eyes widen. "Is he outside? Nonna said he'd come back. Cause Trent lied." She starts shaking. "She said he was gonna know Trent lied and he was gonna kill Dommo and then he'd come back and kill all the rest of us." Her eyes are getting wet and she starts breathing faster again.
Feb 19, 2016 7:01 pm
"Easy, easy, Little One. The metal man is not outside and even if he were my friends and I would protect you. I promise!"

Vad glances back at Mordred and mouths "Trent?".

Turning back to the little girl he asks, "Are there others here than need our help as well, Little One?"
Feb 19, 2016 7:08 pm
"They left," she says between gasps. "Without me. I ran away when they put Mama in the fire. Nonna said her blood was wrong and she got scared of that too. She said they had to put her in the fire. Her and Daddy and everybody else who got killed. I ran away and hid cause I didn't want to see them burn. They didn't find me. They left." By the end of this she is shaking and rocking back and forth, tears running down her face.
Feb 19, 2016 9:14 pm
"I'm sorry, Little One." Vad says as he stands up. "I won't ask anymore questions for now, but if you need anything, anything at all, you be sure to let me or one of my friends know. Ok?"

Walking out of the door he pauses by Mordred and asks quietly, "What in the hell happened here?"
Feb 19, 2016 10:44 pm
Zangua leaves the cow be, satisfied with the little milk he was able to acquire. He returns to the house to prepare it.
Feb 20, 2016 2:32 am
Leth listens to the girl's story with growing horror and rage.
Is she talking about the crown cult? She must be... We knew they were capable of terrible things, but this... He can't accurately describe his thoughts and feelings, even just within his own head.
"My friend is bringing you some milk, okay? Does that sound good?" Is all he can ask. He has more questions, but the poor child is clearly traumatized, and he doesn't want to push her. Better to wait til Zangua gets back with the milk; perhaps that would give her some comfort and make it easier for her to communicate to them.
Feb 20, 2016 2:38 am
The girl drinks the milk readily, and seems to calm down. "I was afraid to go out and get more," she says.
Feb 20, 2016 2:43 am
"Disease, or poison," mutters Zangua in contemplation. "Burnt the bodies to contain the infection, abandoned the house and fled with the horses in a hurry. Accidentally left her behind."

He holds out a cup with a little milk. Zangua takes back the cup after the girl has emptied it. "Best not to give her too much right away, given her condition. Overfeeding will cause her system to go into shock."
Last edited February 20, 2016 2:44 am
Feb 20, 2016 2:59 am
If it looks like she's calmed enough and ready to talk some more, Leth will ask:

"Where did the metal man come from? Did you say he was coming back?"
OOC:
I actually have more questions, but I don't want to ask them all at once and overwhelm her...
Feb 20, 2016 3:21 am
"Can I have more?" she asks after the cup. "The metal man was in the barn. He hit Daddy with the circle stick. Mama came running and he hit her too." She starts panting again. "Nonna said he's gonna come back cause Trent lied. He didn't say he saw the girl in the barn but he did. Nonna said he'd know Trent lied and he'd come back and kill everybody." She shudders violently. "I don't want him to come back. He killed Daddy and he killed Mama and he killed Nestro and he killed Big Jon and he made their blood wrong. I don't want him to come back. I don't want him to kill me. I want to go with Nonna." She starts sobbing loudly.
Feb 20, 2016 3:26 am
"I stand corrected," says Zangua, mumbling about his previous theory. He shakes his head at the girl and speaks in a softer voice, "In a bit, hon. Let's have that settle in your stomach for a bit."
Feb 20, 2016 3:35 am
If she'll let him, Leth will hug her.
"It's okay. We're here now, and we'll keep you safe. I promise." He says, trying to comfort her as best he can.

The girl in the barn has to have been Zora. The witch-men came looking for her, and when he couldn't find what he wanted, started killing people and threatened to come back later. I'm not sure I understand what she means about bad blood... but whatever that was, it spooked the remaining villagers, so they burned the dead bodies and fled... but where to?

"Do you know where Nonna went? Maybe we can help you find her."
Last edited February 20, 2016 3:42 am
Feb 20, 2016 3:45 am
She doesn't exactly return the hug, but she doesn't cringe away from it, either.

"I don't know where they went. I shouldn't have hid. I was stupid."
Feb 20, 2016 10:21 am
Felor will find a shovel, fill in the burn pit, and say another blessing over the grave.
OOC:
Bad blood: those who were killed came back as undead or something? Certainly sounds like they were killed with magic of some kind.
Metal man: guy in plate armour? That mercenary chap that Adan was with?
Was the girl adding oil to the lamp? It was the one for ancestors so would make sense I guess.
Feb 21, 2016 4:13 pm
The day grows long. At this point, the party should make some decisions about what to do with the girl and whether to question her further.
Feb 21, 2016 4:57 pm
"What's your name, dear? I can call you Abi, like the girl in the puppet show, if you don't want to tell us. Anyway, Abi, do you know if there is another farm nearby? Maybe you have gone to play with friends, or for a holiday feast? We will take you there, to get milk, but we have to go soon. Is that OK?"
Feb 21, 2016 5:07 pm
"I'm Aylie," she says. After a pause, she adds, "There's a goat farm. I went to a goat farm before."
Feb 21, 2016 10:12 pm
"I love goats!" Mordred says, pointing to his horns. "Can you show us the way to the goat farm, Aylie? Even if you just know which direction to go out of your ranch, we can take it from there. Gather up some clothes and anything else you want to bring, and we will go now, so we can get there before dinner."
OOC:
Mordred would probably be OK leaving her here with a week's worth of food and water, but he suspects that some of you will want to see her taken better care of than that, so dropping her off nearby sounds ideal. Assuming this is OK with everyone else, once we are underway, Mordred will try to ask some leading questions to get a timeline of just what happened here, and what the "metal man" the "circle stick" and the "bad blood" are.
Feb 21, 2016 10:23 pm
Aylie shifts her position, suggesting for the first time that she might be willing to move out of her corner. "What if the metal man comes back? He'll try to hit us with the circle stick. And we'll die."
Feb 21, 2016 10:23 pm
OOC:
Yeah, I think it's a good idea to get moving. We could ask her more questions as we go, if need be... And Leth would absolutely want to make sure she gets away from this vilage (especially with the possibility that the "metal man" is going to return) and is left in the company of another adult who could help her.
ETA: "That's why we want to help you leave - so the metal man can't find you. We want to get you someplace safe." Leth chimes in.
Last edited February 21, 2016 11:07 pm
Feb 22, 2016 12:11 am
OOC:
Vad is good with the idea of moving out as soon as possible, assuming it isn't dark already. Think a little girl who is already scared may not want to be traveling at night.
Feb 22, 2016 12:42 am
Is the circle stick a mace, do you think, or some kind of magic staff?

http://3.bp.blogspot.com/-MwXGl5ERzTQ/TwdkVxS9FyI/AAAAAAAAFuM/7a2a01kW7o4/s1600/raiders+of+the+lost+ark+staff+of+ra.jpg
Last edited February 22, 2016 12:47 am
Feb 22, 2016 12:54 am
It's still afternoon.

"Okay." Aylie says, sounding rather uncertain. She slides off the bed. "I don't want him to find me."

With a little direction and coaxing, she puts on a shawl and a pair of small, worn boots from a clothes pile on the other side of the room.

You've got her to the stairs when she stops and says, "Wait! If I leave, nobody's gonna keep the lamp lit for Mama and Daddy. They're ancestors now. They need a lamp always lit." She looks back toward the hallway, anguished.
Feb 22, 2016 2:52 am
Zangua detaches himself from the wall when it appears that the party is ready to move. At the girl's words, he thinks for a moment, before saying, "The lamp is in your heart, and in your head." As emphasis, he jabs a thumb into his chest, then points to his temple. "You keep those lit by remembering your ancestors.

"Get the idols. Carry them with you just as you carry the lamp within."
Feb 22, 2016 3:37 am
Zangua's expression is impassive, even as his words attempt to convey his meaning of Pack it up, we're moving.

Rolls

Persuasion - (1d20+1)

(9) + 1 = 10

Feb 22, 2016 4:27 am
Aylie does as Zangua says.

Aylie is cooperating with the party now. You can try to ask her for more info and/or try to find the goat farm.
Feb 22, 2016 11:40 am
Felor kneels down next to the girl after the party has left the house.
"Aylie, do you remember which way you would walk to the goat farm?" he asks.
Feb 22, 2016 1:20 pm
Once they begin to walk, Mordred tries to tease out some more details of the story. He tries to get her to tell the story chronologically, by asking her about what happened first, and then what happened after that, and then after that, and so on. He's also trying to find out exactly what the "metal man" is. Does he move/act/talk like a normal man? Does she know what a man in plate armor looks like as a contrast?

Rolls

Investigation? - (1d20)

(14) = 14

Feb 22, 2016 4:58 pm
There are two trails leading out of Five Stones, one going south and another going southeast. Aylie is pretty sure they took one of those to the goat farm, but she's not sure which.

The following is a condensed version of Aylie's best recollection of events, as they occurred, edited for clarity and presented in chronological order as best you can tell:

"Daddy was at the barn and we heard him holler and scream and everybody came running. Daddy was lying on the ground and he wasn't moving and the metal man was standing over him. The metal man was very tall and very thin and he had red eyes, a lot of red eyes, and he had a long stick with a circle on it. Mama tried to hit the metal man with a shovel but the metal man hit her with the circle stick and she fell down and died. Dommo told everybody to stay back. The metal man talked. He said there was a girl in the barn, where was the girl. Everybody said they didn't know about the girl in the barn. The metal man hit Nestro and Nestro died and he said tell me where the girl is. And we all said we don't know there wasn't a girl in the barn please don't kill us. Then the metal man hit Big Jon and Big Jon died and he asked us again and Dommo said wait, wait, I think I know where this girl would have went, I'll take you there. And the metal man said to ride a horse and Dommo got on one of the horses and he rode off and the metal man followed him and the metal man could run as fast as a horse.

"When Dommo and the metal man left, Trent started crying and said he'd lied, he saw the girl yesterday, and he didn't want to tell anyone cause he didn't want to get her in trouble, and when the metal man came and asked about her he got too scared to say anything, and Nonna got really upset and really mad and said the metal man was going to find out he was lying and come back and kill all of us and we all had to leave Five Stones. And then they started seeing that Daddy's blood was wrong and Mama's and Nestor's and Big Jon's too and Nonna got scared of that too and said they had to burn them. And I didn't want to see them burn so I ran away and hid in the place under the little house where the lamb got stuck.

"Then it got to be night and I was too scared to come out still and when it was morning I wanted to get out but everybody was gone. I went in the big house as fast as I could before the metal man could come back and kill me."

You can surmise from the context and the way Aylie talks about them that Dommo and Nonna were the owners of the farm, and that her parents worked for them.
Feb 22, 2016 5:37 pm
The metal man was very tall and very thin and he had red eyes, a lot of red eyes, and he had a long stick with a circle on it.

Yikes.

Can we tell from her story exactly when all this happened, so we can add it to our timeline? I understand that we might not be able to pin it down, given that we are working from the memories of a scared 5-year-old. Octo, you said earlier that we could guess that there might be another farm/settlement to the south, so assuming you meant that literally and not just "generally south of here" I say we take the south trail. If we don't find something in an hour or so we can double back and try the other way. King's Cradle is only a few miles from here, correct? Since we still haven't rested, I guess we should just power through and try to sleep once we get to the Cradle.
Feb 22, 2016 5:48 pm
Before the party leaves, Zangua releases the sheep and cattle from their pens and give them access to the pasture. No sense in letting them starve in the barn.

He lets the others converse with the girl and simply listens to her answers.
Feb 22, 2016 5:48 pm
Felor listens to the girl's story and feels a chill. What a horrific scene to witness. The image of a tall, thin metal man with many red eyes stuck with him... was it some sort of magical construct?

Arcana check?

Rolls

Arcana check - (1d20+1)

(4) + 1 = 5

Feb 22, 2016 6:11 pm
You gather this all happened several days ago, for whatever value of "several" makes sense to a kid Aylie's age.

Both trails head southward, so it's anybody's guess. But the fact that there's trails means you'll probably find a settlement down either of them, eventually.
Feb 22, 2016 6:13 pm
notinventedhere says:
Felor listens to the girl's story and feels a chill. What a horrific scene to witness. The image of a tall, thin metal man with many red eyes stuck with him... was it some sort of magical construct?

Arcana check?
Rolls
Arcana check - (1d20+1)

( 4 ) + 1 = 5
¯\_(ツ)_/¯
Feb 22, 2016 6:28 pm
Both trails head southward, so it's anybody's guess. But the fact that there's trails means you'll probably find a settlement down either of them, eventually.

Let's take whichever one heads closer to King's Cradle then, unless anyone else has thoughts/ideas.
Feb 22, 2016 6:59 pm
The south trail should keep you closer to King's Cradle than the southeast trail.
Feb 22, 2016 10:08 pm
Could I do some tracking skillery to try and see which path looks the most used?

Rolls

Tracking (Survival) - (1d20+4)

(9) + 4 = 13

Feb 22, 2016 10:16 pm
Looks like both trails get the same amount of use, but if you go down one of them a ways you might be able to do some horse poop analysis.
Feb 22, 2016 10:20 pm
OOC:
south trail gets my vote, then.
Feb 22, 2016 11:30 pm
A little ways down the south trail Leth spots horse droppings that look to have been there about five days, a good sign. After about two hours of walking -- going at Aylie's pace slows you -- you can see a habitation in the distance. She thinks it's the goat farm, but she doesn't sound completely certain.

Any other questions for Aylie before you continue on?
Feb 22, 2016 11:55 pm
"Looks like this may be the place. Perhaps a couple of us should scout ahead just to be sure...
Feb 23, 2016 12:52 am
"Here, you can ride on my shoulders, Aylie. Use the horns to steer. Did Trent say anything else about the girl in the barn?"
Feb 23, 2016 12:55 am
Aylie doesn't remember Trent saying anything else about her.
Feb 23, 2016 9:01 pm
Players, can I have a Perception roll?
Feb 23, 2016 9:08 pm
Zangua pads along, mindful of the surroundings and not paying any attention to the girl, leaving that to the talkative members of the group.

Rolls

Perception - (1d20+5)

(7) + 5 = 12

Feb 23, 2016 9:10 pm
Zangua is the first to spot goats in the distance. It looks like you've found the place.
Feb 23, 2016 9:19 pm
Ol' Mord will hang back while the humans drop Aylie off at daycare.

Rolls

Perception, if you still need one - (1d20)

(19) = 19

Feb 23, 2016 9:26 pm
The party, minus Mordred, proceeds toward the goat farm. One of the goatherds evidently sees the party coming, goes inside the house, and comes back out with three other people, who stand and watch your approach. One of them picks up a pitchfork; you can't clearly see if the others are armed.

"This is it. This is the goat farm," Aylie confidently assures you.

The goatherds talk among themselves as you get closer, then one of them takes a few steps forward and starts approaching to meet you halfway. When you're almost to shouting distance, he breaks into a jog and yells, "Aylie? Aylie?"

"That's Saad!" Aylie says. "I know him!"

Saad breaks into a full speed run to close the distance, but skids to a stop at about twenty yards. He looks incredulously from Aylie to the men accompanying her.

"Hi Saad!" Aylie says.

"Aylie! Where did you find her?" Saad asks you. "Did you come from Five Stones?"
Feb 23, 2016 9:33 pm
"We passed by Five Stones on our travels. Something seemed amiss so we had a look, and found this young one. Something... bad had happened to her parents, and the farm owners have disappeared. Are you able to look after the lass?"
Feb 23, 2016 9:40 pm
Saad gives Felor a look. "I was there. I know what happened." He gets down on his knees. "We looked for you, Aylie. Where were you hiding?"

"Under the little house," she says. "Where the lamb got stuck."

Saad shakes his head. "I didn't even know of such a place. What were you thinking, girl? Nonna would have taken you with her!"

"I'm sorry," Aylie says.

Saad stands up. "I don't know where the others are. Nonna and her family...they went on horse, maybe to Hazard. Who can say. We workers, we scattered. I thought it best to watch over my friends here and warn them of this...thing...that came to Five Stones." He closes his eyes and shudders as if trying to dislodge an unwelcome memory. He looks back at the farm and the people standing outside the house. "These are good people. They will look after Aylie."
Feb 23, 2016 9:49 pm
"You were there? We are a party whose business is to stop whatever evil thing did these foul deeds - anything you can tell us about the 'metal man' that Aylie described would be of help."
Feb 23, 2016 10:03 pm
Saad edges in close to you and speaks in a low voice. "I have never seen such a dreadful thing in all my life, man. This thing...it was seven feet tall, easily. Made of tarnished bronze and thin as a skeleton. Its eyes -- if they were eyes -- red like coals. And its voice! It spoke as if its voice came from the very bowels of the Nine Hells. And it moved with unnatural quickness, like the way a small bird moves -- quicker than the eye can see it. It was searching for someone, some girl who had slept in our barn the night before, only none of us knew it except for one who was afraid to tell until after this thing had left. The master of the farm, he convinced it that he knew where the girl was likely to have gone, and led it away from Five Stones. But Nonna was sure that when the thing came to realize it had been twice deceived, it would come back. That's why we left."
Feb 23, 2016 10:39 pm
"Aylie said that after the metal creature killed her parents, something was wrong with their blood?"
Feb 24, 2016 12:36 am
Shamush looks at Saad, his eyes widening at the description of the creature. He looks down at his spiked club, speculatively. He says to the group, "This young lady sure has got herself a lot of attention... Any of you ever heard of such a thing as this? This bronze... demon?"

I don't suppose a religion roll might give a clue as to what the hell the monster is?
Feb 24, 2016 1:05 am
It's always worth trying a roll, Shamush!

"Oh gods, the blood, yes," Saad says, and he makes a gesture to ward against evil over his chest. "It turned to thick jelly, and so dark it was almost black. Horrible." He glances down to make sure Aylie can't hear him as he whispers, "The thing had a catchpole, razor-sharp, and when it cut people down, we saw this black jelly ooze from their wounds after they died." He rolls his eyes skyward and gestures a second time. "Isis protect me from what I have seen!"
Feb 24, 2016 1:31 am
Vad listens carefully to Saad's description of the events that have taken place.
OOC:
Trying to piece together what it is they're chasing, I'll have Vad make a Arcana roll...

Rolls

Arcana Roll - (1d20+3)

(4) + 3 = 7

Feb 24, 2016 1:45 am
At this point I'm not sure Shamush WANTS to know more about this thing, but here goes!

Rolls

Religion - (1d20+3)

(15) + 3 = 18

Feb 24, 2016 3:25 am
Shamush is reminded of an old Horizonist fable about a brotherhood of mages who constructed a man out of clay and ensouled it with an animating spirit through prayers and spells. The clay man was called the Tireless One, and it built them a tower to dwell in, and walls to protect them, and milled their grain, and fought off their enemies. But a schism erupted in the brotherhood, and the Tireless One did not know who to obey.

So it killed all of them.

Perhaps this metal man is a similar sort of being.

Vad, meanwhile, draws a blank.
Feb 24, 2016 4:38 am
This whole campaign is just buzz marketing for Taylor Swift's 1989. "Bad Blood," "Out of the Woods," "How You Get the Girl," "I Know Places." I see what you are up to, Octo. Now I'm just waiting to get some kind of psychic message in my "Wildest Dreams" and be bit by something that won't let go so I have to "Shake It Off."
Feb 24, 2016 6:44 am
Zangua tries to recall if any campfire stories, tavern tales, or the whispers of wenches ever mentioned such a being.

Ah, wenches...
Last edited February 24, 2016 6:44 am

Rolls

Religion/History - (1d20)

(6) = 6

Feb 24, 2016 7:09 am
Well, you just blew the surprise for our next chapter, The Blank Space of Gurmar. I hope you're happy.

Zangua cannot recall any relevant wenchlore.
Feb 24, 2016 10:28 am
rocksteady says:
This whole campaign is just buzz marketing for Taylor Swift's 1989. "Bad Blood," "Out of the Woods," "How You Get the Girl," "I Know Places." I see what you are up to, Octo. Now I'm just waiting to get some kind of psychic message in my "Wildest Dreams" and be bit by something that won't let go so I have to "Shake It Off."
MIND BLOWN

Felor tries to think what could cause a person's blood to become a black jelly. Poison? Some sort of magical sickness?

Rolls

Medicine skill check - (1d20+4)

(15) + 4 = 19

Feb 24, 2016 4:46 pm
Either, or both. Some snake bites are known to thicken blood.
Feb 24, 2016 5:07 pm
Zangua nods. "Catchpole," he repeats. "Using a wire, or just a hoop with spikes?" To the others, he tips his head towards where the girl headed off to. "Circle stick."
Feb 24, 2016 5:53 pm
Saad describes a long pole with a flat C-shaped blade at the end, razor-sharp on the outside.
Feb 24, 2016 5:58 pm
Shamush shares what he recollects hearing from the priests of Selves. To Vad and Felor, he asks with interest and hope, "Can you wonder-working types do that? Create magical men out of mud or iron?"
Feb 24, 2016 7:56 pm
Felor frowns and shakes his head - "It is not the way of Fjorgyn to create such unnatural monstrosities. Sounds like the witchmen conjured up this... construct... and set it to locate the girl."
Last edited February 24, 2016 8:00 pm
Feb 25, 2016 12:17 am
It's getting late in the afternoon. You can still make it to King's Cradle in a few hours, but it will likely be dark when you get there.
Feb 25, 2016 12:25 pm
OOC:
Shall we see if we can stay/camp at the goat farm? Maybe they have a spare barn. Could offer them protection in case bronze death-bot reappears.
Feb 25, 2016 1:05 pm
OOC:
Does it make sense to go back to Aylie's ranch to sleep, or is that in the other direction from King's Cradle? Maybe a rough map, Octo?
Last edited February 25, 2016 1:05 pm
Feb 25, 2016 6:01 pm
OOC:
Yeah, unless people want to see if we can enlist some goat farmer NPCs, I say we go back to Five Stones for the night, and then plan to be at King's Cradle at first light.
Feb 25, 2016 6:04 pm
Were you to inquire, the goat farmers would be okay with you staying there for the night (it's rare a band of wanderers returns a lost child to safety without demanding some sort of ransom, so you've made a pretty good first impression) but none of them are interested in accompanying you to King's Cradle.
Feb 26, 2016 1:21 am
OOC:
Vad would be good sticking at the goat farm for the night. Get some rest, maybe put on a bit of a 'magic' show.
Feb 26, 2016 2:15 am
As it becomes apparent that the girl is going to be safe, and they can resume their quest, Leth relaxes a bit as the tension of the situation vanishes - which was a mistake. He suddenly becomes very acutely aware of just how tired and sore he is. As a hunter, Leth is used to late nights waiting for and stalking prey, but the past few days had been almost non-stop moving as they pushed to catch up with Zora - nevermind the fight with the Owlbear. Leth is truly exhausted, and suggests to the others that they stay the night here - besides, if the "Metal Man" might show back up at five stones, perhaps it was best to avoid it anyways.
OOC:
I vote for staying the night and getting an early start in the morning heading straight for King's Cradle.
Feb 26, 2016 9:38 am
Quote:
Leth is truly exhausted, and suggests to the others that they stay the night here.
"Aye," replies Felor, nodding wearily.
Feb 26, 2016 2:36 pm
OOC:
Mordred is still waiting out of sight of the party, so if we are staying here, someone might want to come get him and warn the goat farmers about his appearance.
Feb 26, 2016 4:07 pm
Zangua whistles for Mordred to join the party. He says nothing about the tiefling's appearance and asks the farmers if there is a hay loft or sheltered area they can camp for the night.
Feb 26, 2016 5:15 pm
Saad introduces the party to the Pulra family, owners of the goat farm. They are taken somewhat aback by Mordred at first, but Aylie's clear affection for the tiefling thaws their wariness. They remember the girl well, and promise to give her a home for as long as she needs one. She adds the small idols she took from Five Stones to the Pulras' ancestral shrine, and they give her a small clay lamp to keep lit for her mother and father.

To celebrate her survival and thank the adventurers who found her, a goat is slaughtered and roasted, served with herbed yogurt, baked apples, and nut bread. The party is given blankets for their night in the barn, and they all soon fall into a black, dreamless sleep, exhausted from the events of the past few days.

This concludes Chapter Two of The Secret History of Bload. All player characters should advance their characters to the next experience level.

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