Okay, at this time, these people are considered inactive - James Martin, AJCarrington, MrkMllr, spamhammer, Winterwalker.
My apologies, but I assumed the game was dead! And unfortunately I went and started a PbP that will preclude me from returning. Thanks for the chance and good luck with the Wave experiment, I'm curious to see how it turns out.
That's cool - good luck with your game! I'll make notes for other GMs curious to use Wave. :D
*coughs from all the dust on the thread*
Okay, I have updated/created a new wave with a lot more information on it. I have quite a few slots taken, but I would like to see a character to "confirm" your seat (I only have 3 of 13). If you don't have the Wave in your inbox (and you think you should), lemme know!
I don't know, I tried to access it, put it said it has limited availability, please try though!
EDIT: I think I mistook the idea that Ireland was at fault, I've signed up, and I'll hopefully get the email to get access. Hopefully. This is run live I assume, any idea at what time?
Given its nature, it will probably end up running more like a PbP game.
Wealth and decadence are your birthright, and you have never known a time when life was difficult. Your days were filled with indolent pasttimes, lazy frolicking, and indulgences that lesser folk only dream of.
Until the Darkness came. All consuming, it blotted out the sun, swallowing it utterly and every day is an ash and dust-choking struggle. Life is harder than you thought possible, but despite the gloom and shadow that blankets everything, there is a glimmer of hope.
Scoffed by many, the Cenotaph of the Verdant Path is said to lead to a fabulous world of wonders, far away from the death and disease that suffuses the surface of Golarion. Real or not, you and and a few others have decided to seek out the Cenotaph, escaping with as many survivors as possible once it's found. Away, and maybe to someday return when the world heals.
Using experimental techniques derived from the Sea Masters, you and your fellow travelers have been altered to arm you with the skills necessary to survive in this apocalyptic land, turned savage in the struggle to survive in this Age of Darkness.
This campaign will take place in Golarion's Age of Darkness, circa one year after Earthfall. If you're interested, Wave me at the address listed in my main profile.
Well done guys! Thanks for getting this game out of the doldrums. Fantastic roleplaying, I really enjoyed the interaction between your characters. Remember: I do award additional XP for journal entries, so write 'em up!
Spoiler:
Alabaster: 600 xp
Asagi: 600 xp
Setsuna: 1200 xp
Tozawa: 1200 xp
Well done today guys! Here's the XP reward for Session #3:
Tozawa = 1500
Alabaster, Setsuna = 1400
Junzen = 1200
The village of Hokai has scraped together what they could as a thank you for defeating the hebikawa, the river serpent. As a reward, they have given you enough traveling supplies to last you two weeks of travel (hope you enjoy fish). Jin also presents you with a healer's kit as well as a sealed scroll.
Another day dawned on the Uttara Temple, hideout of the reforming Kaze clan. Eager to see if any of the urgent summons Hyorokou sent the previous night to the remaining elders of the clan had received a reply, only three messages by pigeons and a single origami crane had yet arrived. Botaru, a skilled shugenja who crafted a way to deliver spells through a simple piece of paper, sent word that he could not travel to Otosan Uchi, as he was being watched and could not reveal his position. Thankfully, Kakashi, his guardian and surrogate parent, sent word that he was coming immediately, as well as Nobura and Hiruma Rokuri, Omikari's and Matsumo's guardians respectively. Mountain passes and late spring snows delayed Nobura, while Crane diplomatic maneuverings hindered the Crab samurai Hiruma Rokuri.
Despite the setbacks, Hyorokou knew that information would be their strongest weapon in the capital city, and he as well as Omikari and Matusmo set out to see what rumors they could seek out and discover that might aid the Kaze clan. Knowing that the Great Clans kept holdings within the city by imperial decree, Matsumo, fresh from the defense of the Kaiu Wall and on his musha shugyu, his sword pilgrimage, stopped at the Crab compound to see what he could find out.
Matsumo lucked out – the daimyo of the entire Crab clan, Hida Kuroda, had arrived with his retinue and was in the process of inspecting the guards there. Quietly adding himself to the inspection line, Matsumo could not help but feel rage at the lack of preparedness by the guards there, and it appeared that Lord Hida felt the same. Finally getting to one who religiously cleaned his armor and swords every morning, Lord Hida was pleased with this young man from the Wall, and insisted that Matsumo lead the palace guards on an afternoon of calisthenics. After doing as his lord commanded, Matsumo had a private conversation with Lord Hida, in which he was ordered to accompany to a court gathering. Like many Crab, Hida had little use for such banalities, but the fresh observations of Matsumo, one unused to the court intrigues, could prove valuable.
Meanwhile, Hyorokou, in his guise as a monk of Shinsei, traveled the city giving blessings to the commoners, but discovered a few very important details. All of the major clans, save the Unicorn, had arrived in the capital city, as ordered by the Emperor. Curious about this omission, Hyorokou too went to the ring of the city where the Clans had their palaces to hear what he could. Called upon by a bushi of the Scorpion, Hyorokou was asked to give a blessing to the lady of the house. A middle-aged woman, dressed in scarlet, purple and gold with the decorated mask that marked her as a member of the Scorpion clan, welcomed the monk, giving him tea as he prayed for her and the Emperor – a prayer asked for by the woman. He knew that she had a respiratory illness, a severe one, but he could only hope that the Fortunes heard his prayers. This woman seemed to hold a position of importance, and Hyorokou's upbringing in the lands of the Scorpion taught him the history and reasons for the Scorpion's behavior. He could not help but feel a kindred spirit in this woman.
The wu-jen Omikari, a ronin shugenja in the Clan's eyes, did much as Hyorokou did, but traveled to the many temples and shrines in the city, gathering the rumors that she could. The presence of so many samurai from differing clans in the city garnered a lot of tension from the common folk – very little good had ever come of it, in their eyes, and the rumors of so many troop movements only added to the atmosphere. She also found out that a black market for weapons existed in the city, a place where the sale of weapons was heavily restricted and licensed by the Emerald Magistrates, the imperial order that enforced the laws of the land. Keying to the name Soraga, an oil merchant who sold the blank weapon merchant licenses acquired from a magistrate, Omikari observed from a nearby restaurant the activities of Soraga's warehouse and store. Two of the guards, seemingly passing the time by playing shogi, did not seem as inattentive as they ought to be, and Omikari suspected that they might be shinobi.
After the three returned to Uttara Temple, they compared their findings in the secret chamber hidden in the upper reaches of the temple. Two more messages had been received from the scattered Kaze, Sezaru and Qi Long. Sezaru, ensconced in the Phoenix lands as a maho-hunting shugenja for the Jade Magistrates, sent word that he would be travelling soon, while Qi Long, a tattooed monk, an ise zumi from the lands of the Dragon, sent his notice as well. Delighted at the opportunity that Matsumo seized in speaking with Lord Hida Kuroda, Hyorokou told Matsumo to proceed as directed, while himself and Omikari would find out more about the maneuverings of the Clans. Court gatherings mean couriers and private conversations between high-ranking members of society – all things a skilled shinobi could overhear and learn from. Itagi, the only elder Hyorokou had access to for advice, approved of the plan. Going their separate ways, Matsumo joined Lord Hida's party that rode to the gathering at the Imperial Palace, while Omikari and Hyorokou donned their night garb to follow.
Doing as Hida Kuroda ordered, Matsumo observed the attendees, noting that the Crane, Phoenix and Mantis were cordial and the Scorpion representative, an middle-aged woman with gray hair at her temples, was friendly. Only the Lion samurai-ko was hostile, though in the environment of the court that hostility was kept in check. The only other person to garner Matsumo's attention, and only by his plainness, was a man Lord Hida identified as Kasuga Tayo. The announcement of the imperial heir, Toturi Momoto, caused all to drop to their knees in reverence, and Matsumo was surprised to see only a short, skinny child command the attention of the entire room.
While Matsumo was in the thick of the court, Omikari and Hyorokou spied the best courier to accost and read the messages they carried. Calling upon the kami to assist them, Omikari charmed the courier, who addressed her as a sister and wondered when their performance was going to be later. While Omikari distracted the courier, Hyorokou read the messages, stunned to find out they were from the Emperor, Toturi Tsado. The Emperor was keen to talk to three people, people that Hyorokou did not know, though he recognized some of the Clan family names: Kasuga Tayo, Hida Kuroda, Bayushi Akahita. The messages were all similar, and even Hyorokou recognized the nature of the messages: that of a dying man giving his last wishes. To Kasuga Tayo, a name Hyorokou did not know, the writ was singular and simple: Continue as you have before." To Bayushi Akahita, Scorpion by family name, "Continue as the first Hantei commanded the first Scorpion, and those specific duties I have assigned to you." To Hida Kuroda, daimyo of the Crab, whom Matsumo was attending even now, three messages, imploring him to speak to the Emperor immediately, each letter becoming more and more strident in his demands. Leaving the courier to return to her duties, Omikari and Hyorokou sped away to find the Emerald Champion, wondering if they knew about the dirty magistrates under their command. Spying both the Emerald and Jade Champions speaking together, they followed the Emerald Champion to her offices in the Imperial Palace. Speaking to her while safely hidden and Omikari standing guard, ready to summon the kami for a hasty exit, Hyorokou asked why she had done nothing about the magistrates selling imperial documents, a crime punishable by death. Startled, the Champion, a Crane by her white-dyed hair, insisted upon proof before acting upon such rumors. Smiling beneath his cowl, Hyorokou said he would return with such proof. Plying the rooftops of Otosan Uchi like a highway, the two shinobi sped to Soraga's warehouse. Along the way, moving as a man of twenty years, they met up with Itagi, who decided to stretch his old bones and help out with the night's mission.
Finally receiving the summons, Hida Kuroda takes Matsumo with him to the imperial chambers. Not knowing who they are meeting, Matsumo silently follows the lead of Hida, taking off his ancestral daisho as his lord did, crawling in on hands and knees. Suddenly realizing where he was, Matsumo sat behind Hida, doing his best to remain quiet and unassuming. The Emperor was in ill health – it did not take a healer to know that. The wheezing and coughing consumed the Emperor as he spoke to Hida of a great many things – how the Kaiu Wall held against their ancient enemies in the Shadowlands and if "our allies of the wind are yet found." Barely concealing his shock, Matsumo knew that he had to let Hyorokou know this as soon as possible. The old leader of the clan, Ryoujin Gendo, had apparently had a secret alliance that only a handful of people knew about, one of them being the Emperor, and this handful was succumbing to a terrible curse bestowed upon them by agents of the Shadowlands. Telling Kuroda to find their old allies, wherever they might be, and to get Akahita and Tayo's assistance, Hida Kuroda leaves with Matsumo to return to the court gathering for food.
While the long discussion with the Emperor continued, Omikari and Hyorokou infiltrated the warehouse, subduing the two guards and finding caches of weapons hidden away in fake oil barrels. Remembering that "Soraga" was one of the names given to them by Jigata as being another member of the Kumo clan, the two spared no mercy as they tied up Soraga, caught asleep. Searching the upper floors, they found the cache of blank weapon licenses, as well as the names of the magistrates that sold them to him, Renbarai and Norayama. More importantly, they pried out of Soraga a dreadful plot, one that planned to kill the Emperor and the heir at the end of the Cherry Blossom Festival. All the weapon smuggling was to further that goal. Angry, but despairing of the right course of action and needing the guidance of his clan elders, Hyorokou asked if there was anything Itagi could do. Giving Omikari his ofuda, his book of prayers to the kami, Itagi instructed her to perform a difficult appeal. Summoning the kami, Omikari struggled to maintain her concentration while she contacted the three elders that Hyorokou wished to speak to – Kakashi, Nobura and Hiruma Rokuri. As the Emerald Champion insisted upon proof, all of the Kaze there agreed upon a plan.
Assembled in the court, Lord Hida and Matsumo mingled with the other samurai, making small talk as best a Crab could do and learning the names of the attendees. Matsumo watched a conversation between Hida and the woman, Bayushi Akahita, as he learned, when the sound of a rope against wood caught his attention.
Dangling at the end of the rope like a spider from a thread, a barrel swung from side to side, then suddenly dropped to the floor, shattering. Weapons spilled out, a gagged figure with a parcel of documents stuffed in his belt and the word "traitor" written on his forehead. Approaching the figure, the Emerald Champion, Kakita Ichiro, and the Jade Champion, a man known only as Goza, smiled viciously as they looked at the gagged man. Everyone in the room heard a voice speak out from overhead, saying "The wind never forgets, and is never forgotten."
As much as I want to be able to continue the PbP, I am unable to do so at this time. I wish you all the best of luck finding another game to play in, but if you might be interested in playtesting something a couple Saturdays a month, please contact me.
Unable to get a grasp on any handhold, Dunzeltoff and Zarak crash through, falling down on your faces without a modicum of grace. The gnome's body hits the edge of the floor and bounces off, splashing into the water. Staring at you with a surprised look on his face, is a hunched over human with a dirty knapsack tied over his chest.
Dunzeltoff:
Spoiler:
You immediately recognize him as Gaedren Lamm.
Zarak:
Spoiler:
Held in Gaedren's hand is a unloaded hand crossbow.
On the other side of Lamm, both of you notice two things: the enormous crocodile, and the mostly naked human he's attacking. The human's wrists are bound with manacles, and he has a profusely bleeding wound on his leg.
Toff, Zarak, you're both lying prone on the ground. Order is thus:
Manacled human
Toff
Zarak
Old man
Crocodile
Top level map, current level.
To the Empire, those that walk in shadow, the shinobi, do not exist. They are tales concocted by superstitious peasants and samurai making excuses to cover up their failures.
There are those that know better.
Six years ago, on the last night of summer, deep within the mountains near Beiden Pass, the Kaze Clan met its end. Man, woman, child - it did not matter to those that attacked that night. It was the attackers' intent to wipe out this shinobi clan, to take out those that stood a chance of defeating them. Seeing the massacre before him, Ryoujin Gendo, head of the Kaze Clan, ordered his lieutenants to save as many of the children as they could, through whatever means they could. Many Kaze died that night, protecting those that would be guardians of the next generation. A mere handful got away.
Six years later - today. Now the cherry trees begin to bud in anticipation of spring, but time begins to run short. The emperor, aging and feared dying, has only a young heir for the throne. The Great Clans begin to set their plans in motion. Rumors of troop movements are whispered along the highways of the Empire.
Three guardians of the Kaze, quietly hiding themselves among the populace and teaching their wards their heritage, Kakashi, Nobura and Hiruma Rokuri received a message from Nikimi, priest of the Uttara Temple in Otosan Uchi, the capital city of the Empire. The urgency was apparent in his note, and his message was simple, "Send your best."
In the mountains of the Dragon Clan, the inkyo monk Kakashi sent Hyorouko.
From the icy plains of the Unicorn, the hermit wu-jen Nobura sent Omikari.
The samurai Hiruma Rokuri sent his student Matsumo from the devastated lands of the Crab.
The three journeyed long, hurrying to Otosan Uchi to be there before the Cherry Blossom Festival began. Arriving the day before, the three cautiously approached the temple, Hyorouko watching the temple entrace from a ramen shop. Omikari, dressed in a hermit's garb and wearing many charms, arrived next. Finally, the Crab samurai Hiruma Matsumo made his appearance, appearing out of place with his scarred battle armor and ever-present swords. With their suspicions confirmed, the three meet at the temple only to discover the temple has its own secrets.
The high priest invited his guests to join him for dinner, but Hyorokou's suspicions were aroused when he saw a protective mark cleverly hidden in the roof beams. Delaying his arrival for dinner, Hyorokou watched the acolytes closely, and his observations were rewarded. The acolytes' steps were too precise, their mannerisms at odds with the holy life they supposedly led. Giving the sign taught to him by Kakashi, Hyorokou discovered that the acolyte was one of the Kaze Clan. Inquiring further, Hyorokou learns a few things about the acolytes and the high priest, but more questions come up. Why did they not know the ways of the Kaze? Why did the high priest abandon his duty as a guardian?
Joining the other two travelers, Hyorokou confronts the high priest, revealed to be the man they were sent to meet, Nikimi. He reveals that on that terrible summer night six years ago, he had just returned to one of the Kaze enclaves, and gathered as many of the children as he could, five in all, while his clansmen stood against their enemy. Itagi, as Nikimi was truly known, appealed to the protective spirits of the clan, the kami that pervade through the soil, rocks and trees of the Empire, to help him and his five charges. The kami extracted a heavy price for such an emergency - six years for six lives. Itagi's life drained from him as he was whisked away by the kami to the Kaze hideout at Uttaru Temple. Vitality drained from him, and Itagi aged forty years in the time it took to draw a handful of breaths.
Now Itagi reveals to them the reason for his urgency - at summer's end, the kami's reprieve would end, and Itagi's life would as well. The five children he had taken under his wing, the oldest only sixteen, and the youngest at ten, had barely begun their training. Itagi's body had failed him, and he was unable to show them the martial and physical training, not even the simplest of prayers to the kami, for he had agreed not to speak even an incantation to them for that single act so many years ago. Instead, Itagi broke tradition and spent endless nights writing down every technique that he knew; every secret, every skill that the Kaze clan had taught to him so that the best of the Kaze's wayward children could continue on the clan's legacy.
Itagi could not continue as the de facto leader of the Kaze Clan, and the three knew this. The three chose to follow the monk Hyorokou - no shinobi should serve more than one master. Wu-jen and shugenja are tied to the kami they pray to, and a samurai could go places no shinobi could, to the highest halls of power among the Clans and the Imperial families. Deciding to keep those ties intact, Omikari and Matsumo choose Hyorokou to lead the Clan, to restore their name, and learn from the mistakes of the past.
The first order of business on Hyorokou's list is to find out who had attacked the Clan - not for revenge, but for redemption. The way of the Clan is the way of the wind, and they would direct their enemies towards their own fate. The few inquiries that Itagi had been able to make as the priest Nikimi found the blustering Jigata, spending far too much money at a brothel and gambling house than was appropriate for his station. Taking the lessons that her guardian Nobura had taught her, those skills most appropriate to a female ninja, a kunoichi, Omikari posed as a geisha accompanying the samurai Matsumo. Engaging in a game of dice with the drunk Jigata, a shinobi who neglected his training, Matsumo "lost" several games, deceiving Jigata into taking the geisha as payment for his losses. Once Omikari lured him out of the gambling house, Hyorokou came up behind him, subduing him and taking him to the hidden room underneath Uttaru Temple. Questioning him, and making Jigata believe that they would accuse him of raping a child (in reality, one of the young female acolytes delivering a fine performance) and would either turn him over to the authorities, or letting him serve on the Kaiu Wall as penance.
Jigata decided to speak - he was a member of the Kumo Clan, the very same clan that had attacked the Kaze six years ago. He revealed to them the names of the other two Kumo dwelling in the city, and now the Three Children of the Wind could start on their quest to redeem the Kaze Clan.
Sweet sweet Oriental Adventures/Rokugan goodness. It's good to be back home.
Map was updated, forgot to repost linky...Wand dude is in a separate room, the single door on the right side of the room (to Dunzeltoff's left).
Dunzeltoff: You think your beard hairs are curling from the stench and rot. Your orisons reveal a glimmer of poisonous potential from the putresence, but the figure on the ground coughs as you enter in the room. Rolling slightly over, he reveals himself to be a gnome with long sideburns. He beckons you over, the floor creaking and groaning ominously as you do. With a wide grin and a insane glint in his eye, he gasps at you, "Watch yer step...."
With a loud screech, the rotting floorboards give way, wood splintering and flying everywhere.
Quietly moving down the walkway, you make it halfway to the room when the water starts churning up. The same crocodile you saw earlier half-jumps, half-climbs out, its claws leaving deep grooves in the old wood. With a rumbling snarl, it snaps at you, its teeth leaving jagged tears in your flesh. Attack 22, damage 3. Glancing blow.
Hearing the commotion, the old man comes out of the room, holding a hand crossbow. "I see ol' Gobblegut found you," he says with a smile. Leveling the crossbow, he takes aim, squeezes the trigger, and the bolt lands solidly in the center of the crocodile's head. Screaming with what could only be anger, the crocodile thrashes its tail, causing the nearby wall to splinter under its force.
Dunzeltoff & Zarak:
Understanding what you're trying to do, the children toss empty buckets at the other doorway, gleefully aiming for the slumped figure in the doorway. As soon as the two of you step through the doorway, Dunzeltoff narrowly avoids a slashing blade as he moves past. A child-sized figure darts out of the large trough next to you, moving to the center of the room. Dunzeltoff takes a swing at the figure with his glaive, landing a glancing blow. Readied with his crossbow, Zarak takes deadly aim, toppling the figure over.
The stench in this room is incredible. Smelling of fish and sweat, a large wooden trough holding a hideous mound of half-rancid fish, seaweed and brine lies against the wall. Narrow chutes lead out of it through the narrow openings to the large tub in the main workroom that you just came out of. Against the opposite wall is a desk an chair in the corner, while a tall cabinet sits in the other.
The crocodile snaps at you as you jump out of its way, its jaws missing your foot by mere inches. Thrashing its tail, its dives beneath the surface, out of view. You can hear the sounds from the room the old man went into - chests opening, the sliding of heavy furniture.
Dunzeltoff & Zarak:
"Awright, we'll hide here then..." the child replies, climbing back on top of the boxes and hiding themselves as best they can. Arming yourselves, you make your way up the staircase, the weathered wood creaking and groaning incessantly. Listening carefully at the top of the stairs, you hear nothing but the sounds of lapping water and a slight whistling of the breeze through the cracks in the walls.
Yeah, you'd be able to recognize Lamm immediately once you saw him. There is a ladder to get to the lower level (O7 on the map, you saw it on your arrival).
Raising the glaive, Dunzeltoff stabs the half-orc laying on the stinking offal-covered floor. A last wheezing burble and blood-flecked spittle dribbles out of the corner of his mouth and his head rolls to one side.
The eldest child looks at you suspiciously, then whispers back to his compatriots. They have a brief discussion amongst each other, then the leader turns to you. Diplomacy success! "You get rid of Hookshanks an' Lamm, 'kay? Then we come with you. Mosta what's upstairs is offices and cots, but not sure. We spend mosta our time down here in the fish," he says, pointing to to the large tub.
Another one of the children speaks up. "Giggles took somebody down to see Gobblegut. He looked pretty bad - looks like him n' Hookshanks did a number on 'im."
Zarak & Dunzeltoff:
Spoiler:
From beneath the floorboards, you hear the sound of something dropping into the water, followed shortly thereafter by a loud voice below.
Coyote:
Spoiler:
Twisting your hands and fingers around, you manage to loosen and free the rope attached to your shackles, though the shackles themselves remain fast. Looking around to see if you attracted attention, lurking in the water not ten feet from where you clutch at the pilings, you see the shape of the gator in the water, swimming rapidly towards you. Just then, the door swings open, and the old man you saw earlier strides around the walkway, right in front of where you're clinging.
"Had I known you'da brought friends, I'd have fed you to my pet FIRST!" he growls at you, kicking at you (and missing). Glacing down, he sees the gator in the water and he grins widely at you, revealing a row of broken and yellowed teeth. "Looks like I don't hafta wait after all." He hops back from the edge and moves in a jaunty step to the room he emerged out of earlier.
You have enough time to either hit the gator, or try and move 5 feet. Map for you.
With an uncontrollable chortle of laughter, the half-orc drops to the ground, his shield-arm not quite fast enough to raise up and block the glaive. Bloody phlegm bubbles up from his lips and his pierced side.
One of the children, the eldest by appearance, though it's hard to judge under the grimy sweat on his brow, looks up. "You ain't got Hookshanks yet - I know he's gotta be watching." At the mention of the name, a brief flash of fear crosses over him, and the trio starts to back away towards the open window.
Zarak:
Spoiler:
The figure has moved completely out of view from your current position, but you get the sense that he's not far.
Coyote:
Spoiler:
Swinging yourself back and forth, the pulley wrests loose from its screws, dropping you several feet. You manage to swing your aching body to the nearest pilings just as the pulley and ropes drop into the water, splashing the icy water onto you. You hear the splash of water behind you, but the gator is no longer where it was.
In the upper room with the narrow windows, you see a slight figure creeping around. You suspect foul intentions.
Zarak:
Spoiler:
Coming up over the same side where you and Dunzeltoff came up, you see a stooped figure step off the ladder and quietly move towards you. He appears unarmed from your viewpoint.
The distinctive odor of garbage and fish spills out from the crates and barrels that Dunzeltoff upends, layering the area with debris. The half-orc continues his cackling, swinging his flail at Dunzeltoff. Ready for his attack, Dunzeltoff swings at the half breed, landing a solid blow into his side. The half-orc's laughter is briefly interrupted by a grunt of pain, and the glaive's head is covered in fresh blood. A wide grin appears across the half-orc's face, wrinkling the shiny scars, as he swings the flail at you, but Shelyn's grace is with you. The flail harmlessly swings by you as the half-orc's foot twists on the slippery floor, causing him to misjudge his blow.
Zarak lands deftly into the room, managing to avoid the worst of the foulness that was in the crates, but steps right into the reach of the grinning half-orc. Once again, the flail swings harmlessly by as Zarak take aim at the wand-wielder on the walkway. Gurgling, the wand-wielder keels over back into the hallway, the bolt landing up to the feathers in the center of his chest.
The children watch the fight with fascination, a look of glee on their cherubic faces as they see the wand-wielder fall and the half-orc take the glaive blow.
Coyote:
Spoiler:
A thud from overhead catches your attention, and some sort of liquid starts to drip through some of the cracks in the ceiling, conveniently right onto the pins that hold your rope pulley in place.
All the doors are on the upper level, yes. There is a walkway to the door at E13 that starts at E10. There is another walkway that starts at K8 that wraps around that part of the room - the two doors are at i13 and at M13. With the adjustment to your attack because of the bless spell, the dog is most definitely dead.
With a pitiful whimper, the dog keels over and doesn't move.
Nimbly stepping aside from Dunzeltoff's glaive, the dog continues to bark loudly.
The children seem to be too terrified to speak to you, but one of them looks at you sullenly. "Naw, Lamm's down wit' his croc, but up is - "
The child is interrupted before he gets a chance to finish, jumping with a start as one of the doors on the upper floor flies open, revealing a one-eyed half-orc covered with pucker-shaped scars over his face and neck. He lets out a childish giggle, incongruous with his bulking frame, drawing out a flail and shield. He launches himself over the railing, landing solidly on his feet, continuing to cackle madly (i-11).
A solid twang from Zarak's crossbow and the meaty *chunk* silences the barking dog. The force of the bolt makes the dog slide several inches and stops right at the half-orc's feet. His one eye glares back at you from his scarred simian face. "Oh, the boss ain't gonna like that."
Zarak's Perception result: You definitely hear further footsteps coming from the same area that the half-orc came out of.
Another figure comes out of the same doorway, half-dressed in a fancy coat and leathers, he looks down at the body of the dog, yelling out, "Bloo!" With a snarl, he draws out a thin black stick set with green-painted runes, pointing at the wielder of the crossbow and utters a single word. A sticky green glob hisses out of the end of the stick, heading unerringly to Zarak (21 to hit, 3 points of acid damage). The children, shrieking, flee towards a side door, scrambling at its lock, tears pouring down their face as they are unable to exit.
Whimpering, the dog tries to stand, but can only crawl away from Zarak & Toff.
Map updated. Zarak and Toff, make Perception rolls for me. Toff, you're up again.
Toff, I've adjusted your position, sorry about that, map updated.
South of the round pool is an upper level, from which there are two narrow gaps. On said upper level is a large tub, which drains out through the narrow gaps into the round pool below. The upper room appears to be mostly empty, though you're not 100% sure because of the angle of your view.
The stairway on your right leads up to the upper room, while the wrap around walkway on the left side leads to the other two doors.
Toff, you're up in Initiative, followed by Coyote.
Dunzeltoff & Zarak:
Dunzeltoff slowly creeps over the sleeping figure and offers a tidbit to the mangy canine. With a snarl and a deep growl, the dog starks barking loudly. The three children by the window jolt awake and quickly move as far away from you and the dog as they can. As Zarak tries to hit the dog with his crossbow, but sails harmlessly over its back and into the walkway on the other side.
Coyote:
Spoiler:
The loud barking of a dog overhead alerts your attention, as well as the sounds of feet hitting wood. There must be a floor above you where this activity is taking place. Thankfully, you do not see any sign of the shark, but the room with the beaten wooden door shows signs of activity. The door flies open, and the gator turns his head to watch the occupant, a slightly stooped old human male. He doesn't seem to notice that you're conscious, and walks on the walkway around and behind you, fumbling with a latch and exiting through a doorway.
Maps updated, Zarak and Dunzeltoff, roll initiative.
Tarren Dei - Abodah, Shoanti cleric of Iomedae
Majuba - Ingot Irontoe, dwarf wizard
Nspicer - Rheed Sepris, human thug or dwarf cleric of Abadar or human cleric of Pharasma
Rookseye - Roupert, halfling urban ranger.
Ross Byers - Parlee Gwyn, elf diviner
As in the prior post, please update to Pathfinder Beta, make a post in the discussion thread and email me (see profile for contact information).
As you creep up the ladder and peer into the room, you see the curled up form of a sleeping child directly beneath the window. In the middle of the room, pacing around two large tubs of filthy, slime-filled water, is the mangiest cur of a dog you've ever seen.
Across from you is a walkway that wraps around the room with two doorways, and to your right is a stairway leading up to a closed doorway.
Zarak & Dunzeltoff:
Both of you now spot the lazily swimming shark underneath the walkway and surrounding areas. F9 to M13, for reference. All seems to be quiet, despite the startlingly loud footsteps from Dunzeltoff as he steps off the rowboat. At the end of the walkway (N8) is a ladder leading to the upper level, while at the opposite end is a doorway (M13). The flickering of the light coming from the windows has stopped.