Haemish the Unlucky |
Haemish smiles at Herman. "Ooh, you are a devious one, aren't you?" He then stops and thinks about it for a moment longer, scratching Lady behind the ear absent-mindedly. "But which one of us is going to lie to Torch? I bet that man learned to tell truth from falsehood when he was still at his mother's teat."
Kiyomi Foxsoul |
"I am almost assuredly going to give myself away if I try to lie to the man, so I will stay quiet if that ends up being our plan."
Herman Halfshanks |
"I can tell stories. That's often what Bards do you know. I have a thought about what to tell him, just want to make sure you are all okay with it first. While I may be eminently believable, I will take whatever aid or assistance you can give me magical or mundane."
Herman is ready for audience with GMT when you are.
Kiyomi Foxsoul |
"I have no qualms with telling Torch less than the truth, but I will not speak up. I'll stay in my natural form for the encounter so that he has no chance of reading my facial expressions either."
With that, Kiyomi changes into fox form.
Ober |
Ober listens intently to his companions, thinking of his own jab at Torch he took in the foul temple in Eto's sewers.
"I'm wary of this. Up until this time, we have followed the letter of our agreement with Torch, if not exactly the spirit. However, lying to him about this could lead to the failure of our mission and my disdain for this traitor does not surpass my duty to the Society. For all we know, Madam Zelekhati was a test. An agent already working for Torch, to determine if we were dealing evenly with him. From what I know of this man, we have no reason to expect he didn't already have her in his employ. Still, I will yield to my companions wishes, I am no Paladin and while my Goddess frowns on dishonesty, sometimes in a battle, a feint is more useful than a thrust."
Haemish the Unlucky |
Haemish shakes his head again. "I think it's not a very good idea, this whole lying thing. As I've already said, he's the king of liars. After all, he lied to all of us and the entire Decemvirate for years, and we were none the wiser. I'm sure he can tell truth from falsehood, and might even have magical methods of truth detection at his disposal."
Cressyk Shadowscar |
Cressyk weighs in as well. "I agree - we should do as we were instructed. While I understand peoples' frustration with the man, we were instructed to do as he asked, and should report to him truthfully."
GM Baerlie |
You make your way back to Grand Master Torch without further incidents. After a few minutes of waiting in the House of the White Uraeus one of Torch's Half-Orc bodybuards guides you into his bathing room.
"Welcome back! Tell me, what did you find? Were you able to complete my list?" Torch asks.
Kiyomi Foxsoul |
Kiyomi, in fox form, sniffs in Torch's direction and waits for the others to explain what we've accomplished.
Herman Halfshanks |
Taking his teammates words as they returned to the inn to heart, Herman steps forward. "Aye sir, we completed all your tasks as ordered. You will find that the book was easily placed in the possession of a certain explorer. Also, we found your lost items which my teammates will turn over now. Thirdly, we got a message of utmost importance from the Hundredfingers gang -- something you will find very valuable personally, I should think. And last we visited the Dancing Dunes, and after a tete-a-tete with the Madame there, she is agreeable to a further relationship and we found the secret to her surveillance of her guests."
Herman clears his throat and continues "Now I believe you were going to turn over some information to us about the Jeweled Sages. Do you have yoru side of the bargain sir? May we see the information please? After we have seen your items, I will share the rest of the story."
GM Baerlie |
Torch snips his fingers and a half-orc guard leaves the room, after a minute he returns with several sheets of paper. They look old. "Here are the maps I promised you. Now tell me, what's the message the Hundredfingers have for me? And what about Madame Zelekhati? How does she get all the information? Please put everything you found in the well on the table over there. DId you find the rod?" Torch says.
Cressyk Shadowscar |
After brief consideration, Cressyk heads over to the table and places the rod, the clay statues, and the mask there. He turns to Torch and reports, "Madame Zelekhati's secret is this: she has a ring of elemental command, which allows her to control a sandman. It burrows underneath her guests' tables and relays information to her afterwards."
Herman Halfshanks |
"And with that, I believe we have fulfilled our obligations. The information about the Jeweled Sages, if you please." says Herman holding out his hand, and still half-expecting a trick or double-cross from the Grandmaster.
GM Baerlie |
Torch, a bit pale, looks at you. "Well, that's some important information."
Torch points at the papers on the table. One is a map of Osirion, clearly marking Eto and an unnamed site to the north. The second map has a much smaller scale and marks the route between Eto and the mystery location. The last sheet has a charcoal drawing that depicts two large rock outcroppings connected by a smooth wall with a single gate. It is entitled “Seeker’s Folly” and signed "V.L." "Those will take you where you want to go. Deviate from the path only if you know what you’re doing. Otherwise, stick to the landmarks." He pauses to consider another thought. "Normally this is where I would say ‘pleasure doing business with you.’ However," he adds with a grisly grin, "I’m going to throw you something extra for free — just because I’m such a caring individual. You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste."
A half-orc hands you the maps and the drawing.
Herman Halfshanks |
Herman looks at the maps, trying to apply his knowledge of geography to the maps in case there is something there to learn.
Otherwise, he turns to his companions, and says: "Looks like we need to prepare for a walk in the desert. This unnamed site, perhaps Seeker's Folly, in north of Eto. Do we have all the gear we need for a trek? Sounds like we need to get ready quickly."
Know Geography: 1d20 + 6 ⇒ (7) + 6 = 13
Kiyomi Foxsoul |
Kiyomi nods at the others in fox form, indicating that she will follow.
No leveling for Kiyomi, I might buy something but I'll have to figure that out later.
Haemish the Unlucky |
GM Baerlie, I don't know how I never saw it, but I didn't realize you are the VC for Vienna. I was born and grew up in Linz and was last in Austria (including Vienna) in 2011.
GM Baerlie |
A new day dawns in the Osirian trade city of Eto only hours following the meeting with Grandmaster Torch. In exchange for a handful of services, he delivered several maps and sketches of landmarks that collectively point the way to the last known resting place of one or more sage jewels—enchanted gems capable of storing memories of Osirion’s past and reviving the Sapphire Sage Amenopheus’s order. “Those will take you where you want to go,” Torch declared while handing over the maps. “Deviate from the path if you know what you’re doing.” As an afterthought, he added, “You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”
A short summary:
You have several items left over from your adventure in Eto, including half of a weathered geode, a magical sending stone they can use to contact Amenopheus. When he gave it to you, he informed them that it can transmit a message of several dozen words, to which he can then respond, but the stones will only work once; he requested that you only use it when they have found one of the sage jewels.
Grandmaster Torch also gave you two maps of Osirion and a charcoal drawing. The first map clearly marks Eto and an unnamed site to the north. The second map has a much smaller scale and illustrates a winding route marked with many landmarks between Eto and the mystery location, though it’s clear that traveling in a straight line would be a faster, if more difficult, trip. An oasis is marked on this map near the final destination, and notes describe a marker stone nearby whose shadow at sunset points toward the ruins. The charcoal drawing depicts two large rock outcroppings connected by a smooth wall with a single gate. The drawing is entitled “Seeker’s Folly” and signed “V.L.”
Cressyk Shadowscar |
Went ahead and purchased an adamantine falchion for 3075gp. Sold his old masterwork falchion for 187gp 5sp
Cressyk sits waiting for the others, admiring his new purchase - an adamantine falchion of superb quality - and occasionally checking the position of the sun.
"We should leave quickly, if we can. I do, however, have a question: do we stick to the path, or no? I can probably lead us there more quickly, but only if I have agreement from the rest of you."
Cressyk has a +8 Survival check, +2 if he uses his wayfinder as a compass (for a total of +10)
Herman Halfshanks |
Herman beings humming an orcish military marching song, something suitable for the inquisitor of Gorum.
Meanwhile he nods his agreement, with Cressyk's plan to deviate from the path, trusting in his big ally's ability to navigate them through the desert safely.
"I have a bit of knowledge about the local geography, having done some studying in the lodge's library yesterday." says Herman if Cressyk needs any more aid.
Use a round of bardic performance to Inspire Competence on Cressyk's check granting a +2 to his Survival skill checks with the map.
Haemish the Unlucky |
Haemish sidles over next to Wit Stills, leaning in to whisper something in Halfling from the back of Lady. "He's steered us before? Why don't I remember this? Was I drunk at the time? This is very embarassing."
Kiyomi Foxsoul |
Kiyomi also looks quizzically at Wit's statement, but being in fox form she says nothing. For all intents and purposes, she still looks like an ordinary fox, but you get the feeling that she can pack a surprising punch with her dainty little paws now.
Haemish the Unlucky |
Haemish nods at Wit's comments. "As I've always said, it's the little things in life that matter," he notes, casually indicating the halflings and foxes in the group.
GM Baerlie |
Just in case you want to ask around.
If you want to get enough food and water, it's fine to do that before you leave Eto.
The direct route takes you through the Osirian Desert and into the region known as the Sahure Wastes. Although you begin the trip with sufficient food and water to travel to and from the ruins your principle challenge is time, for their rivals have a significant head start. Good map reading skills can save some time.
Three DC 15 survival checks are necessary to find the direct route. One was successful already, I added +1 for the information above.
Survival Cressyk: 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24
Survival Cressyk: 1d20 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12
Survival Cressyk: 1d20 + 8 + 2 + 1 ⇒ (17) + 8 + 2 + 1 = 28
Cressyk leads you through the desert, if you keep the pace you will reach the ruins ahead of schedule. After some hours of travelling you get to an oasis. The oasis shimmers like a sapphire in the midday heat. Life clings around its edges tenaciously, with only a few hardy plants nestled amid the rocks managing to survive in patches around the area. Finches bathe in the water, resting on an abandoned harness. Trash and castoffs from travelers litter the area, and a small brick hearth is the only permanent fixture.
This small oasis serves as a welcome respite for merchants, explorers, and pilgrims. The water ranges from only a foot deep at its edge to about 8 feet deep at its center. The rocks and plants provide enough cover and concealment respectively for creatures to hide, and the ground is firm enough that it doesn’t impede movement.
New map is up
Wit Stills the Risen |
Knowledge (local): 1d20 + 4 ⇒ (17) + 4 = 21
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Wit cracks a smile at Haemish's comment, his first since meeting the group.
As the approach the oasis, Wit scans the area. He shouts suddenly.
"Gnolls! Behind the rocks on the other side! And they might not be our only company!"
Ober |
Dipl to Gather: 1d20 + 9 ⇒ (13) + 9 = 22
Percp: 1d20 + 12 ⇒ (15) + 12 = 27
"Stay away from the water," Ober adds, pointing at the disturbed sand.
He draws his sword and calls upon his Goddess to invoke the Blessing of War.
This is a standard action, so if I can't do it, it will be my first action.
Cressyk Shadowscar |
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Cressyk nods at Ober's warning, and (when the party is ready to initiate combat) casts a spell to grant himself the favor of Gorum.
Cast divine favor (+3 luck bonus to hit/damage)
GM Baerlie |
Gnoll blue: 1d20 + 2 ⇒ (11) + 2 = 13
Gnoll red: 1d20 + 2 ⇒ (18) + 2 = 20
Gnoll green: 1d20 + 2 ⇒ (1) + 2 = 3
Ini Cressyk: 1d20 + 5 ⇒ (5) + 5 = 10
Ini Haemish: 1d20 + 3 ⇒ (5) + 3 = 8
Ini Herman: 1d20 + 3 ⇒ (10) + 3 = 13
Ini Kiyomi: 1d20 + 7 ⇒ (12) + 7 = 19
Ini Ober: 1d20 + 1 ⇒ (10) + 1 = 11
Ini Wit: 1d20 + 6 ⇒ (9) + 6 = 15
The gnolls see you drawing weapons and attack. The first gnoll red approaches.
Round 1
Gnoll red
Kiyomi
Wit
Herman
Gnoll blue
Ober
Cressyk
Haemish
Gnoll green
Kiyomi Foxsoul |
Kiyomi will try to sneak her tiny self around the rocks so as to get the drop on the gnolls as they approach the party.
Stealth: 1d20 + 16 ⇒ (10) + 16 = 26
Herman Halfshanks |
Round 1
Herman loads his crossbow, firing at the Red Gnoll. He 5' steps to the northwest to get a little better LOS and to help close the distance.
Herman Crossbow: 1d20 + 8 ⇒ (13) + 8 = 21
Dmg, if hit: 1d6 ⇒ 2
Haemish the Unlucky |
Haemish will change a foe using Ride-By Attack should one be available by the time his round comes around. If none is available, I will post a different action for him then.
cavalier's charge: 1d20 + 12 ⇒ (6) + 12 = 18,damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14
GM Baerlie |
Wit moves forward and takes a defensive position. Another gnoll rushes forward, crossing the disturbed sand area. Cressyk and Haemish also move into the fight, Hameish charges and hits the gnoll which just moved close to the pond. I think the blue one is the only one you can charge, red is blocked by Cressyk and green is too far away.
Suddenly you see sand spreading in all directions and a tremendous starfish-like creature emerges from the sand, its five long arms surrounding a circular toothy maw.
Round 1
Gnoll red -2HP
Kiyomi
Wit
Herman
Gnoll blue -14 HP
Ober
Cressyk
Haemish
Gnoll green
Dust Digger
Ober |
As a free action Ober activates the increase in speed from his war blessing. He then double moves and uses Fervor to cast Divine Favor as a swift Action.
Ober's Attacks are now +10 for power attack (+3 Luck, +1 Enhancement, +4 STR, +1 Weapon Focus, +3 BAB, -2 for Power Attack) and his damage is 1d8+16 (+1 Weapon Enhance, +6 STR, +3 Luck, +6 PA)