Camlo Zenovia |
"Something about needing to know your destination, the better you know it, the more chance you'll end up where you want to, and not.... elsewhere..."
Camlo looks to Elisile to see if he got that bit right. "Could we make the destination a bit vague and a little outside the city, then walk the last day or so in?"
Aubrey the Demented/Malformed |
While I don't put this forward as the only suggestion at all, the PCs travelled as far as Turtleback Ferry, where they stayed for a while and would therefore know intimately, or even Fort Rannick. So you can teleport there with reasonable certainty. From there you need to get on to the Storval Plateau, but the dam at Skull Crossing effectively gets you up on to there. That said, you are still about 150 miles from Skull Crossing to Kaer Maga, but with horses it shouldn't be too bad, and all you need to do is keep the cliff to your right and keep riding. Assuming noting attacks you, of course...
That said, in a metropolis like Magnimar you should be able to get a scroll of Greater Teleport, although it will not be cheap (2,275gp).
Sefayll Valerian |
Asher blinks, a bit wide-eyed. "Attempt?"
Nodding, "Master Zenovia has a grasp of part of the issue. The two of us are able to deliver a number of willing allies, but neither has the magical acumen to carry everyone even before we include you. So in addition to the relatively small chance that we arrive in the wrong location, there's a similar change that we do not arrive in the same location. And we would have no certain idea of where our allies were."
She shrugs, "And so going to an unfamiliar place in separate parties is not ideal. Thus the reference as an 'attempt'; not because I feel there is a great deal of danger to the participants, but because I prefer guarantees when I can get them. We can reduce the chances for an error with more powerful magic or more mundane methods. I would not subject you to magic I won't subject myself to unless you prove yourself to be a threat to my friends." This last is delivered just as seriously as the rest, so it's hard to tell if she's joking or not.
Sefayll Valerian |
Holding her helm with her left arm, she motions palm-up with the other. "It is one option. Not perhaps our best. As a unit, we need to consider our strengths and resources. For example, you may have resources or knowledge that would better inform our decision-making."
She continues after a brief pause to consider the young man. "Making the trip via mounts is another option with its own challenges, but we currently have no horses. Combining the two by using magic to travel to a familiar location along the way and taking horses from there might be the best choice if we have access to mounts when we get there." Looking at the others in the party, she adds, "I was in Turtleback Ferry during the reconnaissance of your activities, but I paid little attention to the town itself. Do you feel your activities there would enable you to obtain mounts for purchase?"
Elisile Starbrow |
Elisile has a somewhat distant look in her eye and a thoughtful expression, as if she is mentally performing teleport calculations.
“It is not ideal to attempt to teleport straight there,” she says at last, seemingly unaware that the conversation has moved on. “If we find some very accurate pictures, or are able to scry the city, I calculate that we would have perhaps slightly better than a 7 in 10 chance of arriving on target. But as you say Sefayll, there is no likelihood that we would arrive in the same place should one or both of us be off target.”
She looks about and seems to process the end of the conversation. “So … yes. We have a very good chance of successfully teleporting to Turtleback Ferry, and unless the local situation has changed we should have little trouble procuring horses from there – no doubt they still recall and celebrate our defeat of Black Magga, though it was Hudak who took most of the glory.”
Sefayll Valerian |
With a ghost of a smile, Sefayll offers, "It does appear that he has a knack for that. The man is larger than life itself, is he not?"
Looking around at the others, she continues, "So. If the good people of Turtleback Ferry will treat with us, horses and related gear should not be a concern. Other items we might wish to have available on an overland trip through potentially hostile territory, we need to take with us. Fortunately, we find ourselves in a good location to find almost anything we could wish for." As she continues, she straightens up fingers one by one. "Provisions? Barter goods? Ammunition? Spell components? What will you need for a week or two in unfamiliar territory?"
Knowledge (Geography): 1d20 + 14 ⇒ (1) + 14 = 15 Doesn't that just figure.
Aubrey offered that the distance is roughly 150 miles. Light or heavy horses carrying a light load are rated at 40 miles/day. Thus the rough estimate of a week to get there and back - if we choose to return on horseback and not abandon them to teleport back home.
Aubrey the Demented/Malformed |
Even with her rubbish roll, Sef knows that most of that journey will be across the Cinderlands, which is a desolate desert area prone to wild fires and inhabited by Shoanti tribesmen of varying levels of friendliness.
So it sounds like we have a plan. Anything else you need to do before you go (good DM that I am, I have no idea if you have any loot to dispose of and items to buy)?
Tikrok |
I don't think there was any loot to be had in the tunnels under Sandpoint so I'm good. For travel days I'd more than likely be wildshaped as a hawk or eagle to get a birds eye view (pun totally intended) of the surroundings. One use of wildshape lasts 11 hours so I should be good.
"The Cinderlands is a harsh place. Some hot weather gear may come in handy. Or, for the more magically inclined, a simple spell to shield you from the heat."
Sefayll Valerian |
"Yes, a good idea. A wand with that particular spell should not be terribly expensive." Endure Elements cast as a first-level spell protects for 24 hours, so that seems a reasonable investment. It could be used on the mounts to protect them, also.
Elisile Starbrow |
Elisile needs some rations, a tent, and a sun-hat. A wand of endure elements is a good idea … but Elisile already has the spell in her spellbook, so could cast it a few times a day – she’d be willing to prepare 4 castings of this per day to protect 4 characters and/or mounts. If a few other casters can use it too, we may not need the wand?
If the Cinderlands are prone to wild fires, Elisile will try to purchase some scrolls of resist energy and/or protection from energy her in Magnimar and copy them into her spellbook.
Aubrey the Demented/Malformed |
OK, so the plan appears to be:
1. Elisile will share her spellbook with Sef so they can both prepare Endure Elements. With the two wizards and the druid preparing the spell, I suspect you won't need a wand.
2. Eli will go and by some scrolls.
3. Beyond that, there doesn't seem like much extra to do as mounts and rations and so on will be purchased at Turtleback Ferry.
On that basis, I will move the story on a bit.
Having agreed to purchase Grundar's component and discussed the arrangements, the adventurers set out in to the city to make the various magical preparations that are more practical in a large city than a small wilderness town. They then find some lodgings nearby to the workshop which are neither luxurious - this being a less salubrious district of Magnimar - but nonetheless comfortable.
Diplomacy, DC 20:
"There was someone hanging around outside while you were out, a vagabond Forlorn. I didn't like the look of him at all, I can tell you, so I sent him off with a flea in his ear. I hope you are not going to attract this sort of person to my establishment. This is a respectable house, I don't want any criminals and wastrels bothering the other guests."
The following morning comes and the adventurers assemble at the workshop ready to be whisked to Turtleback Ferry.
"Good luck, laddie," says Grundar to Asher quietly, before adding more loudly, "And to the rest of ye too, by the way."
Sefayll Valerian |
Diplomacy: 1d20 + 15 ⇒ (12) + 15 = 27
"Rest assured, Lady, we have no intention of attracting undesirables to your fine establishment. Can you tell me anything of this suspicious character so that I might recognize him should he turn up again?"
Tikrok |
I'll give it a shot...
diplomacy: 1d20 ⇒ 13
Tikrok's presence seems to be off putting to the patrons of the bar. He follows along with anyone that needs to acquire supplies before leaving in hopes that his large frame and unusual armor will scare off anyone that wants to start unnecessary trouble.
Sefayll Valerian |
Sorry, somehow missed that she responded to me.
"A scruffy villain you say - did you happen to catch any of what he said? Was he waiting in a particular spot before you sent him hence?"
Aubrey the Demented/Malformed |
The woman looks imperiously at Asher before turning to Sefayll. "A villain. A jackanapes. A person of no account and low moral fibre, loitering about some nefarious deed, no doubt. He was watching the front of the house, lurking in the shadows. I didn't catch what he said as I sent him on his way, beyond a mumbled - and doubtless insincere - apology. But what I did catch sounded very curious. I've had guest from all corners of Golarion, and I've never heard anyone speak like that."
Aubrey the Demented/Malformed |
I knew someone would ask that. Tricky in print. Here we go.
Lady Fry frowns. "Very hard sounds. Normally the elven peoples speak softly, not like that at all. It is how I knew he must be Forlorn, since he sounded so.... un-elvish."
Try a Knowledge (Local) check, DC 25. Then try a Linguistics check, DC 20 (this can done by different characters and others may assist). Is you succeed (as a party) at both:
Tikrok |
know local assist: 1d20 ⇒ 13
"I've heard of the Forlorn before. They, ah..."
Linguistics assist: 1d20 ⇒ 1
"Also, they use words to convey ideas"
Elisile Starbrow |
“Forlorn? An elf who has lost his people, who associates with humans … how odd,” Elisile says with no apparent irony.
Knowledge Local: 1d20 + 14 ⇒ (12) + 14 = 26
Linguistics: 1d20 + 14 ⇒ (1) + 14 = 15
Sefayll Valerian |
Linguistics: 1d20 + 17 ⇒ (1) + 17 = 18 Unfortunate, that. If that's not an automatic fail, your assist makes the DC.
Sefayll Valerian |
"Indeed. They've come some distance." Turning to the landlady, "Thank you, Lady Fry. It sounds like this unusual elf is far from his homeland and probably unfamiliar with the culture of our fair city. In fact, should you see him again, we would be happy to meet him." She holds up a hand, "Not, of course, that I expect you to trouble yourself to say as much - you are no mere messenger, after all - but I believe you need not fear his presence here. In fact, to those in the know, his presence might add a brief and exotic spice to your establishment were he to become comfortable here."
Diplomacy: 1d20 + 15 ⇒ (1) + 15 = 16 What's with the 1's on skill rolls lately?
Camlo Zenovia |
Camlo looks at Asher for a moment, then smiles "Afraid so. Although, you probably want to get a bit closer than just a hand hold. This one time, at mage camp, I saw someone try that, and they lost the whole arm! I'd go for a full bear hug." With that, Camlo starts to unfasten his jacket.
Sefayll Valerian |
Sefayll, helm completely obscuring her face, turns from the halfling to look at the new fellow. Pointing at the druid, she says, "There you go. You can hold whatever animal form he chooses. Usually softer than my armor. Usually. Rest assured, he mostly has complete control of himself when shapechanging." She pauses pensively, then looks at Tikrok, "You're not going to do the hunting dog thing again, right?"
She lets the import of the question linger...
OMG, Camlo! You had me laughing so hard at this!