Seven.teen |
Seventeen whispers back to Omo, "My memory-banks hold records of creatures that can assume the form of another. Such creatures are terrible foes, it will go badly for us if your fear is correct. There is one other thing." She frowns, a most unusual occurrence and whispers, "I don't know why but I have a record from several years ago that states that Ayggler's Astronomy has headband of intellect for sale. It's expensive so there's a good chance it's still there, we should purchase this for you. I... I don't know how I know this."
I'm just assuming it's Ayggler's Astronomy, that sounds the most likely place.
Jarreck Lightfoot |
Jarreck was replying to Heddrick's "Why the hell would anybody want to go there" question. Was thinking the camp was next to the lumberyard. If so Jarreck would walk around a bit visiting with the gypsies, enjoying a moment of speaking his native language.
GM Niles Iron Gods |
witch Gervic Ayggler (N old male human witch 6) spotted
a half-buried stone monument left by the town's previous
Kellid inhabitants. Ayggler translated the monument's
archaic runic writing as "Watch Ye Warily the Skies," and
began stargazing from atop the monument. Discovering a
deep love of astronomy, he built a house and observatory
using the monument as a foundation. Ayggler has been
warning townsfolk recently of shifting lights in the night
sky, but few members of the community care about the stars
other than to mark the passage of seasons.
Yes, Ayggler would have that sort of thing for sale.
@Jarreck Yes the camp site is near the Lumberyard.
Ok, is anyone going with Jarreck to speak with the Gypsies? If you are, go ahead and make a RP post as well as a Diplomacy roll.
Jarreck Lightfoot |
Jarreck wanders through the camp calling out greetings in traditional Varisian, giving honor to the family elders. Having been gone for quite a while, seeking information about Varisia in particular.
"yes, I've been gone from Riddleport many years now on a travel of my own; but what brings you to this area? ... we have heard many strange tales coming from the bad water here and mean to hopefully confirm and resolve some of them....have you run into any nightmares that walk? ... Go with god in your travels and ever be safe." He calls out as he is leaving the group.
diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
Seven.teen |
Seventeen accompanies Jarreck. She doesn't say anything to anyone there, knowing that strangers tend to react poorly to her. Still while Jarreck is talking, she is free to watch.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Jarreck Lightfoot |
3 diplomacy rolls in 24 hrs not a single d20 over 3, +9/10 modifiers, seriously?
Guaire |
Guaire likewise goes with Jarreck. Though not speaking any Varisian, he lets Jarreck translate for those not speaking common.
"We are on the road ourselves as well and still have many places we wish to see and visit. We heard mention of something being near the waters, could you tell us of it?"
Diplomacy: 1d20 + 2 ⇒ (18) + 2 = 20
Flexes eyebrows.
Jarreck Lightfoot |
nice roll :)
Jarreck gladly translates for Guaire.
GM Niles Iron Gods |
There are five Varisians, 2 females and three males, in a small tidy but brightly colored campsite not 200 yards from the Lumberyard.
When the heroes approach, a male stands, his bushy eyebrows and beard mark him as perhaps the leader of this troupe.
Hail friends, you must have gotten turned at the crossroads he calls out. Jarreck recognizes this phrase as a Varisian saying that a visitor is not welcome and should leave
However, Jarreck and Guaire manage to ease the palpable tension and the Varisians respond
We've been here in Iadenveigh for a fortnight, the man Heddrick has been most kind and we serve as an intermediary between the town and the traveling merchants who roam Numeria. It has been most profitable. in regards to the Badwater the Varisians say No one we know goes there, only the Bardleigh's to find stone for their Quarry
Jarreck Lightfoot |
Thanking the troupe leader and then taking their leave, Jarreck walks with the others back towards the market place? Omo and Seven said something about shopping.
"Seems the Bardlieghs might the most knowledgeable about the springs as they go near for the stone."
Seven.teen |
I guess we should get the shopping out of the way before we stumble into a big fight. I've marked the loan down on the loot tracker. Unless there are some useful spells for sale (doesn't sound like there are) then it was just the one item right?
Omo Nijj |
"I'm sorry, Jarreck. Sometimes, I stick my foot in my mouth too."
Turning to his sister, "Thanks for helping me get this headband. I hope we find another one for you."
Omo buys the headband before the group goes to talk to the Bardlieghs.
GM Niles Iron Gods |
There is spellcasting up to 6th level here, there are arcane spellcasters in town. (The Witch Ayggler is the highest level iirc) so if there are spells you want to copy let me know and we can roll for em. But overall this is a much smaller town than Hajoth and so there is much less available.
Seven.teen |
Gentle Breeze
lvl 2
Brow Gasher -- Should be a nice buff for Jarreck's Dagger.
Gust of Wind
lvl 3
Wind Wall
Jarreck Lightfoot |
While Seven and Omo are shopping, Jarreck stops in at the tavern to get something to drink and listen to the local gossip as it were.
perception: 1d20 + 12 ⇒ (3) + 12 = 15
sense motive: 1d20 + 6 ⇒ (19) + 6 = 25
nice spell Seven and it synergzes well with his dibilitating injury for SA as well
GM Niles |
Lvl 1
Gentle Breeze ACG25%: 1d100 ⇒ 79 No
lvl 2
Brow Gasher UC40%: 1d100 ⇒ 38 Yes
Gust of Wind CRB75%: 1d100 ⇒ 53 Yes
lvl 3
Wind Wall CRB75%: 1d100 ⇒ 46 Yes
The local rumors mostly involve the end of one Jevik at the hands of a "mutant monster" and rumors that the "Choking Tower" is belching smoke again.
Seven.teen |
Earlier
I think that costs 190g to copy 2x lvl 2 and 1x lvl 3 spells.
Seventeen thanks Ayggler for graciously allowing her to copy a few spells and then informs Omo, "I believe I can provide temporary respite from any noxious vapors we might encounter although you should consider your original plan as a backup. I believe our business is completed here, we should find the others."
Seventeen will use her Consume Spells 1/day to sacrifice a lvl 2 spell slot to gain back 2 arcane reservoir points. She will then swap in Brow Gasher and Gust of Wind.
Unless Omo wants to something else first, Seventeen will make her way to the tavern. Lets pretend we were organised enough to have specified a rendezvous point. Of course the tavern is the default meeting place in any D&D inspired game!
Jarreck Lightfoot |
But of course!
"Your shopping went well I hope? Outside of the demise of poor Jevic, the talk has been about the 'chocking tower' is belching smoke again."
kn:local: 1d20 + 8 ⇒ (14) + 8 = 22 Does Jarreck have an idea of where/what the choking tower is?
Seven.teen |
Seventeen replies, "It went well Jarreck. That tower sounds distinctly unhealthy. If we choose to go there I now am able to summon the wind, to blow the smoke away, although it doesn't last long."
Mortimer 'Mort' Burrwaddle |
Sorry for the absence guys, had a week's off with my girl. Limited internet because of that.
"Seven? You need some extra help with harnessing the power of the wind? I am also quite handy with the other powers of nature in addition to my usual tropes."
Will definitely switch plague carrier prepared with another Explosion of Rot, might shift some more if we need more wind spells.
Omo Nijj |
"Tropes?"
Druids must be really into narrative construction. Maybe there is some hidden connection between them and bards.
"My thought is there are more technological things in this town than most would care to admit. I think we should check out the springs and then this tower."
Jarreck Lightfoot |
"To the springs it is, do we need anything else before leaving? And are we stopping at the quarry along the way to speak to the Bardleighs?"
Seven.teen |
"Help dealing with noxious gasses would be appreciated, what can you do Mort?"
Seventeen seems interested in the reply and gets out her notepad.
When the topic changes to whete they should go next, Seventeen seems to agree that talking to the Bardleighs might prove fruitful, saying "That would be a logical use of our time."
Mortimer 'Mort' Burrwaddle |
"I can alter winds slightly, just as you seem to have picked up, but I can also create more powerful gusts of wind, storm power or even a short burst of hurricane power gales. As to my tropes Omo, I thought you'd be more comfortable with me saying that instead of my preference of using natural poison and disease to fight off enemies. I know not many people are comfortable with people who harness that power."
GM Niles Iron Gods |
I'm pretty sure he meant your use IC of the word "tropes" to describe what it is Mort does. It's like IC saying "Boy, I really love having fourth level spells now" instead of "Boy, I really like having more powerful spells
driven to perfection that any work takes twice as long as expected. The matriarch of the Bardleigh clan, Emmina Bardleigh learned the business from her father, and vigilantly deflects rumors that Badwater stone is tainted like its water.
The heroes head to Bardleigh Chippers, the shopfront owned by the Bardleigh family. An old woman, Emmina Bardleigh, is in the storefront today and says Yes, May I help you? You look like outlanders. Are you sure you aren't lost.
Jarreck Lightfoot |
kn:Local: 1d20 + 8 ⇒ (6) + 8 = 14
diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26
"No Ma'am we're not lost, we're investigating the death of one of the towns residents. Master Jevic, a farmer I'm sure you probably know within this small community was killed by a mutated creature, possibly from the bad water spring. While trying to get a little information about the area most people state they avoid the area out of habit, but it was mentioned your family has been there before and could possibly advise of things we might run into there and the lay of the land."
GM Niles Iron Gods |
Huh, Badwater eh. Well, we haven't seen anything out there that could kill a man. Big mosquitos...maybe a strange lookin varmint or two. Now, Badwater's a big place, and my family doesn't range far into it. We go to the edge, our quarry is right along the edge of the poisoned land. Emmina explains
Seven.teen |
Kn:Local: 1d20 + 13 ⇒ (6) + 13 = 19
Seventeen looks at the boy's treasure for a moment before replying evenly, "How curious. Did you see anything else in there? I won't tell your Grandmother, but that is a dangerous place to go, she has your best interests at heart. We believe a monster nearly as big as the house came from there. The sort that eats little people and big people for breakfast."
'That is what you tell children is it not? The book was quite clear on the matter.'
Jarreck Lightfoot |
Omo's question being along the same lines as Jarreck's thoughts. He awaits the answer as it may come...
perception: 1d20 + 12 ⇒ (11) + 12 = 23 Smiling as he overhears Seven tell the child that a creature as big as a house might be out there. 'Hopefully the child sleeps well tonight, big difference between overgrown mosquitos and house sized monstrosities'
"Thank you for your time Mistress, and the information about the area into which we will venture soon. Is there anything we might need to look for while we search the area, that would be of interest to you and yours?"
GM Niles Iron Gods |
Seven knows that the "treasure" is a finger cymbal which is widely used by Varisian musicians.
The young boy squeaks in surprise and excitement!
Emmina replies to Jarreck Not for my House. We only care about the marble there. Good stone, not tainted at all.
Guaire |
"Marble huh. If we come across some, we'll keep it in mind."
Once the group's outside;
"They're really worried over this whole bad water thing.
Must be something of considerable influence."
Seven.teen |
Good to her word, when they are out of earshot, Seventeen tells the others, "The boy found some varisisn finger cymbals in the badwater. It might be worth talking to the varisians again."
Jarreck Lightfoot |
Last I checked/understood the quarry was closer to the bad water than the gypsies camp, I vote the bad water, ignore following dialog if incorrect in my assumption
"We've visited with them and at the moment I doubt the will say much more, passing off the child's find as happenstance. I say we continue on and do at least a formal investigation of the area, and make further plans afterwards.." Jarreck replies to Seven, falling on Omo's side in this instance to move forward.
Seven.teen |
Seventeen didn't really care where the party went. But yet again her prediction algorithms had proven inadequate. They had strongly suggested the others would have been full of opprobrium at the apparent deception. Their reactions suggested otherwise, understanding them would take longer than anticipated.
Without the slightest flicker of emotion, she replies, "Very well lets explore this badwater area."
Mortimer 'Mort' Burrwaddle |
"Seems we will find interesting forms of life there in the Badwater. Let's go there I'm interested to see if there's something I .... we could use."
Seven.teen |
As they started walking towards the badwater, Seventeen looked at Mortimer slyly, whatever did he mean?
Niles, mechanically do we need to make any rolls?
GM Niles Iron Gods |
The party heads to the area known as the "Badwater" 1d20 ⇒ 13 and arrive in an hour or so of walking. The source of the name is soon evident as the toxic smell of fouled water reaches their nostrils. It smells much like the Weeping Pond in Torch did and anyone attempting to go within 5' of the water much make a Fort save or be sickened. It is a rocky area with very little plant life and the Bardleigh's quarry can be seen right along the edge of the area, the Quarry is a massive escarpment of granite that juts jaggedly out of the ground. Of note is an abandoned farm along the Northern edge of the Badwater. It has been badly overgrown by grass and the barn looks ready to fall over.
To the Quarry or the Farm? Or deeper into the Badwater?
Jarreck Lightfoot |
"Let's scout out the farm 1st and work our way into the spring itself."
if we persues this course
stealth: 1d20 + 13 ⇒ (16) + 13 = 29
perception: 1d20 + 12 ⇒ (15) + 12 = 27
Guaire |
"No objection, let's go for it."
Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Spike continues sniffing the ground and the surrounding air, wary for any hostile creatures.
Perception Spike: 1d20 + 9 ⇒ (9) + 9 = 18
GM Niles Iron Gods |
I'd say yes that its poisonous in nature. It doesn't actually say in the book
Jarreck leads the group towards the remains of an overgrown farm. The farm itself is far enough from the Badwater that grasses grow. The Farm is overgrown and there is a barn and a well. The Well is capped with a giant stone. Jarreck doesn't notice anything untoward on the premises. However, Jarreck spots signs that someone or something has visited the area.
Jarreck Lightfoot |
survival: 1d20 + 1 ⇒ (16) + 1 = 17
Niles is the stone capping the well something that 'could' be moved by a single individual.
"it appears a human or human-like passed this way to the well and then left again. Gonna take a closer look at it."
Jarreck will move to the well and take his time inspecting it. taking 20 for 32 if possible