
Mukluk Muletender |

Mukluk scowls and wracks his brain for the details of the Priest.
"Thin. Balding. His vestments might have been rather dirty and his fingernails might be black and crusted with dirt. His teeth might be crooked. Unusually so."

DM Panic |

"Ah... ah... I think I might have something."
Altamaic almost sounded like he was going to sneeze for a moment.
He then looks sheepishly to the ground before looking at you again.
"I... was robbed several weeks ago. My old robes were taken. By a thin, balding man who looked like he hadn't bathed in some time."
His eyes narrow as he works to recall some additional details.
"He wore around his neck a cairn stone - of a hand clenching a tear or a drop of blood. I can draw it..."
The acolyte moves to the desk, opens a drawer and withdraws some paper and a quill while crudely sketching a symbol.
"There... that's what was around his neck."
That's all Altamaic can provide. It's DC15 History check for insight into his drawing beyond it being a "cairn stone".

Aralynn Huntinghawk |

I think the temple of Boccob is our next step.
That's where we are.
"Looks like we're headed back to the library to find out more about this stone if that would help. Also, we can share what we've learned to see if it jogs anyone's memory. If we don't learn anything then it'll be time to hit the taverns and streets. Actually, either way I'll be ready for a drink."

Aralynn Huntinghawk |

"Thank you for your honesty Altamaic, you will be rewarded appropriately. Since we're here in the temple, let's search their libraries for information on this cairn."
Or we could check here first. Oops. Missed that it was an option.

DM Panic |

I think the temple of Boccob is our next step.
Would be better if he said this out loud :)
Altamaic nods. "Yes, cairn stones are usually tied to one of the tombs in the Cairn Hills. This room has mostly books about boring topics, let me show you to the section that would discuss cairns..."
The acolyte leads you into a larger room. Several other priests are quietly mulling about this room which is packed full of ancient dusty tomes. This room is two stories and very quiet.
Leading you up a circular iron stair to the second floor, he takes you to a section and whispers, "Here.."
Knowledge History checks... you'll spend a couple hours here to make it.

Mukluk Muletender |

"Books. I like books. Just not now when I have things to do. Cairn hills, eh? Not that far from the the Pits of Azak Zil. It would be good to research more into the area. Good thought, Altamaic."
1d20 + 7 ⇒ (11) + 7 = 18 History
1d20 + 7 ⇒ (7) + 7 = 14 History
1d20 + 7 ⇒ (4) + 7 = 11 History
1d20 + 7 ⇒ (2) + 7 = 9 History
"Strong tea. I could use some strong tea. Do we have any tea or coffee?" Mukluk continues to research.
1d20 + 7 ⇒ (10) + 7 = 17 History
1d20 + 7 ⇒ (8) + 7 = 15 History
1d20 + 7 ⇒ (6) + 7 = 13 History
1d20 + 7 ⇒ (10) + 7 = 17 History

Petrel |

"Strong tea. I could use some strong tea. Do we have any tea or coffee?" Mukluk continues to research.
"I'll check it out Mukluk. Our guards can watch your back as you get to reading."
Petrel will sneak around the building looking for a kitchen or a hot cup of tea on some inattentive person's desk. If he finds the kitchen he sneak in and stock up on snack in case there is a long study montage going on when he gets back.

DM Panic |

Petrel quickly finds some dried salmon and a basket of fresh blueberries in his "rummaging" for tea for Mukluk. He does find a small tin of loose leaf tea and some sort of magical water-heating device with which to seep cups for those who want it.
Mukluk's research is productive, as he finds a couple worthy looking tomes and begins to flip through details on various local cairns.
Altamaic's sketch matches almost exactly a drawing in a book that refers to a Tomb of Blood Everflowing, which according to the guide was a shrine dedicated to Wee Jas over a century ago. Unfortunately this book does not say where the tomb is, being more of a compendium of cairn symbols.
Altamatic checks on your progress, and confirms the picture is what he saw "Veltargo" carrying on his person when his robes were stolen.
The day passes in this research. You'll need to consult a bigger library tomorrow to identify where this cairn is located, which will be a Knowledge (Geography) check. It's DC20 using a large library such as The Great Library.
Unfortunately, nobody in the party has 1 rank in this skill to attempt rolls, which means you'll need to hire a sage. The cost for hiring a sage to research and prepare a map is a whopping 50 gold orbs, non-negotiable.

Mukluk Muletender |

Mukluk drinks the last of this tea.
"Thanks again for the tea, Petrel. You're very thoughtful and handy to have around."
Mukluk slams the final book shut and pushes it away nearly knocking down a large stack of history and geographical tomes.
"I can't do this anymore...I'm not finding anything useful." Mukluk grunts as he rubs his eyes.
"I can't find anything helpful in this place. I'm as useless as others in this endeavor." Mukluk avoids looking at anyone in particular as he says this.
They know who they are.
* * *
Resigned to failure, Mukluk begins to return his books to the right shelves.
"I think our only recourse is to hire a Sage at the Great Library to help us out. It'll cost us 10 gp each, but that's small potatoes compared to what we'll be getting when we get the key back."
"Let's get moving to the Great Library. Maybe there we'll find our answers."

DM Panic |

Mulkuk has no problem finding a sage knowledgeable of the Cairn Hills to hire - he finds a nice trustworthy looking man in his late fifties who takes immediately to the task. Day passes into night, and as you check with him the next day, he has good news for you all.
He hands over a detailed map he has drawn by hand from several sources and has plotted a three day journey into the Cairn Hills that leads you directly to the known location of the Tomb of Blood Everflowing.
The man is discrete, asks little questions, and thanks you for the not haggling over his fee.

Mukluk Muletender |

He hands over a detailed map he has drawn by hand from several sources and has plotted a three day journey into the Cairn Hills that leads you directly to the known location of the Tomb of Blood Everflowing.
Wow. Are you telling me that I can actually scribe some scrolls this day? Yay, free time!
Mukluk thanks the sage for his work and says to the party, "He says he'll need some time to do his research, let's meet back at my cousin's shop tomorrow at noon. We'll discuss next steps from what he tells us, yeah, know, make preparations."
With the rest of his night, Mukluk will head to the scroll supply store and purchase some proper inks and ingredients for scribing.
That night he will scribe 1 scroll of: Mage Armor, Mage Armor, Enlarge Person, & Enlarge Person (50gp).
* * *
The next day at noon, Mukluk will be at the shop.
"3 days! A 3 day trip there...and 3 days to return. We're going to have to pack and plan accordingly. Do any of all y'all have a mule that we can drag along...ya know, to carry food and supplies?"
Mukluk begins to make a list of what he needs.
"Let's try to get out of here at first light in the morning. I'd like to get more scribing work done so if you all don't mind picking me up some supplies while you're out, it would be appeciated."
Mukluk hands someone a list of goods he needs plus the coins to pay for it.
"We meet here at sun up tomorrow. Everyone clear on that?"
* * *
I've made a few assumptions above. But if I have another day of scribing...
Mukluk will scribe a second scroll of: Protection from Evil, Protection from Evil, Mage Armor, Enlarge Person (50gp)

Doruk |

The next day at noon, Mukluk will be at the shop.
"3 days! A 3 day trip there...and 3 days to return. We're going to have to pack and plan accordingly. Do any of all y'all have a mule that we can drag along...ya know, to carry food and supplies?"
Mukluk begins to make a list of what he needs.
"Let's try to get out of here at first light in the morning. I'd like to get more scribing work done so if you all don't mind picking me up some supplies while you're out, it would be appeciated."
Mukluk hands someone a list of goods he needs plus the coins to pay for it.
"We meet here at sun up tomorrow. Everyone clear on that?"
"Clear. I'll gather the needed supplies and be ready here at sunup."
Doruk spends the rest of the day trying to get decent prices on all the gear required. If there isn't a mule or draft horse on the list, he'll buy one from his own funds.
Should we all just get our own gear as needed for the trip? Or is there an actual list?

Aralynn Huntinghawk |

Not sure how much GM_Panic wants to track. If yes, I'd say:
5 people x 6 days there and back x 1.5 for safety = 45 trail rations (22.5 gp)
Mule - 8 gp
Aralynn has a +9 survival if need be.
Our employer owes a gp per person per day. For six days that's 30 gp and almost even with the gear.
Araylnn will use some of her few remaining coins and head to the tavern. She'll enjoy a few ales, a few games of darts or the equivalent thereof, and see what she can learn of the Cairn Hills and the Tomb of Blood Everflowing. She will not reveal that she is headed there, just curious and talking about the crazy stories she's heard about the place.
1d20 + 5 ⇒ (1) + 5 = 6 - Diplomacy Guess I should stop beating people so bad at darts and telling them their chances of sleeping with me are as poor as their chance of hitting a bullseye.

DM Panic |

Aralynn doesn't learn anything about the Tomb of Blood Everflowing - it's obscure enough that nobody frequenting a bar hears mention of it.
However, the Cairn Hills are well known to most of the folk who frequent the Urnst Trail traveling to Urnst and Nyrond beyond.
A well-traveled halfling eagerly accepts Aralynn's invitation to converse, and shares what he knows.
"The Cairn Hills? Ye've never been?" The halfling almost chuckles at the thought.
"And ye looked like a worldly lass when I first seen ya!"
"Why the Cairn Hills are a range o' hills that form the boundary between Greyhawk's holdings and Urnst. Named for the many burial site they hold, they are."
He drinks a little more.
"Some o' these cairns existed before even the Flan or elves were in these parts. They's said to be older that Lendor they is."
He drinks again, tossing a dart and trying to beat Aralynn at a friendly game, with the only wager being a drink.
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 5 ⇒ (11) + 5 = 16
1d20 + 5 ⇒ (19) + 5 = 24
TOTAL: 40 points with 3 throws.
"Be careful if yer headin' out east, lots o' bandits prey the Urnst Trail and still try'n loot the cairns they do."

Petrel |

Petrel will use one of his platinum coins to enjoy some good food, good drink and a night with his favorite girl.
He'll roll up to the store around 10 with a bag of brunch goods that dwarves like, such as Dwarvish Danishes or something, for his pal Mukluk and the boss.
By now he would also have bought the wrist sheathes I hope.

Mukluk Muletender |

On your journey, you'll have the option to try to avoid bandits and brigands or not avoid bandits. Which would you prefer? :)
Not. Sometimes bandits have loot and we need loot. If there is a re-spawn point on the way there, we'd also like to slay 10000 rats, one at a time, too.

DM Panic |

11 Planting, CY579 (Godsday)
The streets are busy as early as sunrise on this Godsday, as the common folk flock to church and morning prayer. Martigan attends an abbreviated service where High Matriarch Sarana gives a particularly sobering sermon on the need to bring the Light to the Old City where the poor go hungry and community service in Pelor's name would be rewarded. As a new-comer to Greyhawk's rather large clergy, his departure goes without much fanfare.
Everyone gathers outside Theldrat's shop, which in this early hour is sealed shut. Mukluk, having procured a key from his cousin, let's everyone in for a last check ensuring everyone brought the supplies they were supposed to.
Doruk had purchased a mule the prior day, the vendor told him it was a calm one, but it seemed to have such a particularly insatiable appetite that he wondered if the mule might eat itself if it was left untended too long. Despite this, it seemed to be able to haul more than any mule Mukluk had ever seen in his life before and he recognized it was well-bred.
Last call on supplies!

Mukluk Muletender |

Mukluk munches on one of Petrel's Dwarvish danishes while he inspects the mule and the packing.
"Yar. She be a fine beast. She'll haul lots and not say much. Must be an Atol-ian breed. Some of the finest asses around, them Atols." Mukluk spits.
"I think I've packed all that I need. Let's get a move on. I hear there is an inn about a day's walk from here."

Doruk |

Doruk grins at the thought of the adventure ahead and checks his gear one more time. He pays special attention to his weapons of course as well as his new armor.
Once he's satisfied he's ready to go....
"I'm sure we've forgotten something vital, but as long as we have food, water and weapons (of various sorts for each of us of course!) we'll muddle through. Lead on Mukluk!"
I too think we should take on any bandits. It would be a nice thing to help clear the road a bit since we are capable.

DM Panic |

As you ride out of the city's main gates, you a see a long line of merchants and travelers snaking up the trail, waiting for their chance to enter Greyhawk.
The first day goes relatively easy, as the roads near the Free City are well-maintained and populated with a number of travelers. You ride past farms and manors and finally the hills begin rolling out to the horizon.
The Atolian mule is a solid pack animal, carrying the load with no complaints and eating whatever it can during any break. Several of you are thankful you are not traveling into the Mistmarsh much, lest giant silver clawed monstrosities leap out and attack your favorite mule.
After a long day of traveling, you finally real the point on the road where it forks and a smaller trail runs east toward Blackstone. Down a rolling hill between branches of the fork, you see a handful of wooden buildings, the largest among them is a small two-story inn. Perhaps it is the glare from the setting sun or the shadow of the hill you are on, but "last chance" may refer to the inn's chances of standing upright through the night.
As you draw closer, a scholarly looking man and a gnome enter the structure, which appears more sound up close, but still looks risky. The gray wooden door smells vaguely of dry rot as you open it to look in on an unremarkable common room.
There are five medium sized round tables surrounded by chairs, a large fireplace with meat cooking on a spit, a low bar with a bench, a short staircase leading up, a door into a back room, and even a few patrons.
"Hail travelers," the gnome behind the bar calls as you enter.

DM Panic |

The gnome introduces himself as Krink the inn-keeper and leads the five of you to a small table a good distance from the fire (it is spring after all).
"Ah I have just the thing, good sir!"
With that he is away for scarce moments, before he returns with tankards of ale and trays of meat and boiled green vegetables.
As you all have a moment to relax and look around, you notice the inn's other patrons this evening.
A moderately sized dwarf (not Mukluk) stands near the fire, rubbing dark oil into the wood of a drum nearly as tll as he is. A heavily cloaked figure tips his chair in the far corner near an open window. His cowl makes it impossible to make out his facial features, but his hands never seem to stray far from the sword hilts at his hips. (It's Aragorn!)
A pair of gnomish youths are throwing dice on the hearth near the dwarf.

Mukluk Muletender |

Mukluk, being a Muletender and an expert muletender, will see to the Atol before making his way into the inn proper.
Damn this beast eats a lot. Seems to be more stomach than back, but it does bear a heavy load with little complaint.
Mukluk will make his way in and join his companions at the bar/table, trying to see where he can spy upon the scholar and the gnome that recently entered.
Might be nice to have a chance to speak to some educated folk.

Aralynn Huntinghawk |

Aralynn takes a good look around before entering the tavern. (Taking 20 on perception for a 34). She'll then follow Doruk into the bar and take a quick look around before approaching the bar.
1d20 + 14 ⇒ (20) + 14 = 34 - I should save that one.
"I'll take a pint of your best local brew." She then takes a seat at a table with the party, trying to keep everyone in the bar in view and any doors. If not possible, she'll worry more about the people then the doors.

DM Panic |

@Mukluk: The gnome in question is the inn-keeper himself. You catch a glimpse of the scholar retreating upstairs for the night.
Krink, sensing your curiosity about the scholar, talks freely about the man.
"Him? Scholar out of somewhere, studying the gnome dialects about Blackstone. Carrying a whole bunch of notes with him, he is. Says he's headed back to Greyhawk on the morrow to write them all in a book."
Krink smiles.
"Do any of you speak Gnome? A cleverly useful language it is!"

DM Panic |

@Aralynn:
Your elvish vision quickly adjusts to the shadows at play in the inn's common room, and you sneak a glance at the cowled man.
Aralynn can tell he is male, human and growing a patchy beard. He is armed with a longsword and shortsword.
Krink, ever vigilant, whispers some advice.
"That's Astin - best leave 'im alone. Not the friendly sort, but handy to have in a fight."
One of the gnomish youths from the hearth scrambles over to your table and clears his throat.
"Excuse me sirs. If any of you would be interested in a game of dice, my cousin and I would be happy to have ya!"
You see Krink face-palm at his son's boldness.
"Now, now Klink. Best you go play with Klank and don't trouble these folk."
Krink eyes your weapons and armor warily. You can tell he's trying his best to tend to you all.

Mukluk Muletender |

"Would that I could, barkeep, but I only speak the languages of scholars and the earthen. Not sure what I'd use gnome for...talking to squirrels?" Mukluk scratches his head and tries to figure out a reason to know gnomish.
"Well..well met. I'm Mukluk." Mukluk extends a hand to the barkeep.
"So that scholar is heading to Greyhawk, eh? Blackstone, eh?
1d20 + 7 ⇒ (4) + 7 = 11 Know (History) on Blackstone
"Maybe I'll try to catch him at breakfast on the morrow. By the by, I heard a bit about bandits near here. Any truth to that rumor?"

Doruk |

"Interesting. Gnomish huh? I've been debating what to learn, Dwarvish or Gnomish. I cannot decide. Dwarvish seems so valuable as a trade tongue - and in my field there are more Dwarves than Gnomes. Still there must be some value in Gnomish... right?"
Doruk looks to the barkeep for advice.

Martigan the Sun-Touched |

Martigan takes a seat next to Aralynn and covers the areas she can't see.
"Gnomish? Suppose I should learn another language at some point. Do we have a common language as a group other than Common?"
Hopefully one of these Knomes will take my order soon. Probably his wife or daughter Klunk or Krunk or Klop or Krotch.

DM Panic |

@Martigan: Ah, Krink has set drinks and food on your table already.
@Mukluk: You know Blackstone is a mining town controlled by Greyhawk. Based on what you just heard, you'd guess there's a fair number of gnomes there.
"Of course there's value in learning Gnome!"
Krink eyes Doruk as a mother might a child.
"Why Gnome is the stepping stone to learning Fey! But aside from that, it is truly a beautiful language. You could learn dwarf, but it's so harsh on the tongue."
~~
As you all eat and drink, the dwarf near the hearth begins to pound out a solid rhythm on his drum.
Thump thumpa-thump. thumpa-thump. thumpa-thump-thump-thump.

DM Panic |

Krink nods to Martigan.
"Of course, a whiskey..." and heads off to open a bottle.
The dwarf, thumping on his drums begins to sing a dwarven ballad about the Cairn Hills.
"Who made the hills and the hills made who?
Who made the hills and the hills made who?
I've walked the hills and I'll tell you.
Three were the peoples who made the mounds,
From the times before the first man found,
His way into their empty grounds.
Once race who left no face behind,
But their mattle burals you can find,
Masked as animals they protected their kind.
Who made the hills and the hills made who?
Who made the hills and the hills made who?
I've walked the hills and I'll tell you.
And the builders of the empty graves,
Took from the Nyr Dyv and mirrors made,
Tombs were plundered but no corpses saved.
But the first were the makers of the moaning hills,
Warriors with weapons who had great skill,
Who can say by what demons they were killed.
Who made the hills and the hills made who?
Who made the hills..."

DM Panic |

The loud clattering of a chair against the wall and floor of the inn interrupt the dwarf's song.
The cloaked figure in the corner has leapt to his feet, his hood thrown back. With a wild-eyed look, the man gazes out the open window. He sniffs loudly once and turns to the room, asking "Can you hear that?!"
His eyes blaze with fury and in a single smooth motion he leaps through the window, drawing his sword and shrieking a battle cry. As you look on, he runs to attack a gang of red-eyed humanoids that are fleeing downhill from the barn with several chickens and a cow in tow.
Them's orcs!
You count ten orcs in total.
Two are leading the cow away from the barn.
Three have chickens under their arms and are running. These three appear female.
Five are drawing axes and are moving to surround the "ranger".
Initiative:
Aralynn: 1d20 + 4 ⇒ (13) + 4 = 17
Doruk: 1d20 + 1 ⇒ (13) + 1 = 14
Martigan: 1d20 ⇒ 11
Mukluk: 1d20 + 4 ⇒ (11) + 4 = 15
Petrel: 1d20 + 4 ⇒ (18) + 4 = 22
Humanoids: 1d20 + 2 ⇒ (1) + 2 = 3
"Ranger": 1d20 + 7 ⇒ (9) + 7 = 16
Round 1--
Petrel 22:
Aralynn 17:
Mukluk 15:
"Ranger" 16: Leaps through the window and runs up the hill
Doruk 14:
Martigan 11:
Humanoids 3:
No combat map on this one yet. Let's play it by ear and see if we can manage it with notes and intentions. (The map was slowing down my posting sooner)

DM Panic |

Petrel |

Round 1, init 22
Petrel will totally leap through the window and into the fight.
Daylight robbery.. brigandry like this gives roguecraft a bad reputation!
Acrobatics +9 1d20 + 9 ⇒ (2) + 9 = 11 So easy! He will move in a line to come adjacent to the mysterious stranger at K,18.
With a flick of the wrist a masterwork dagger appears in his hand and he will stab at Orc2!
Single knife no-sneak 1d20 + 7 ⇒ (14) + 7 = 211d4 ⇒ 2