Disjunction

Game Master Diamondust

A lost city found. A group of scientists lost.


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Male Human Expert 7

Jasper takes the paper from Father McKinley, reads it and looks back at him with an expression of pity. Gesturing for the priest’s pen, he writes a brief summary of the meeting thus far:

The elders want to make sure we won’t damage their way of life. Dr. Alexander and Dr. MacCray calmed them down. They’ve offered us a scout to lead us to the Citadel, and Qualin says that he knows a witch that can cure your hearing.

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Male Human INACTIVE

Desmond reads Jasper’s concise summation nodding his head, ”Good! The Citadel is where we need to go!” he shouts matter of factly. He then jots something else down for Jasper to read.

We should look for the man from your dreams.


Male Human Expert 7

Jasper cringes at Father McKinley’s volume but nods his head in agreement. Reading his note, Jasper writes another reply.

For better or worse, I suppose so.


male Human Expert 7 Roll20 | perception +9

Cooil longs to get Desmond's story but senses there is more to get from the elders.

"We've heard of people who live near the water. Qualin mentions a witch with powers at his village. Whenever people talk of the citadel, they qualify the help they could provide with other concerns. Would you think it wise that we first visit people outside the citadel searching for those with wisdom who might be able to help us. And if we go to the citadel, is there any reason to think they will retaliate toward you for helping us?"


It was Elder Trecai(rhymes with guy) that said there was a witch in her village. You are in Qualin's village already.

"This is pleasing." Trecai says in response to accepting their help but her face and every elder's face changes when considering the Citadel. "There is very little contact between the Citadel and outside. Since the war generations ago we all keep to ourselves. I cannot tell you precisely what you will find. They have always been the most zealous and religious, believing that without the proper oversight we would all become like the Forsaken and turn from the Angel. When they ended the war they let us oversee our own paths but closed off contact. Yes, the sea people, mountain people and we tree people keep to ourselves too, only occasionally meeting or trading. The old alliances don't mean much anymore but none are enemies. The mountain people are stubborn as the rock they build on. The sea people may be difficult to reach on their islands without a way to cross the water."


Male Human Expert 7
Diamondust wrote:
It was Elder Trecai(rhymes with guy) that said there was a witch in her village. You are in Qualin's village already.

...Woops.


male Human Expert 7 Roll20 | perception +9

Cooil glances at the others. "What can you tell us about the war and who are the Forsaken? For myself, I wonder if we might not be better off avoiding the Citadel and dealing with people who are known to be decent and trustworthy. If we must enter the Citadel, it seems it would be better if we could blend in and learn to speak your tongue so as not to give ourselves away as aliens to this world. We've had religious zealots build kingdoms and even empires in our world and they are never a pleasant bunch to deal with, especially if they view you as an outsider."

This would also give us time to learn to use our new abilities and to learn to speak the common language of the world.


Female Human Inactive

Janice continues listening, waiting for everyone's questions to be answered. At Cooil's remark however, she says We will never be able to pass as natives, and although some seem to have given up on getting back to our own world, I would prefer to travel to the citadel now, and get answers if they are to be had. Even if the worst is true, and it ends up that we can't get back home, I am not ready to settle on this world out of all the worlds available to us as my new home. If you insist on staying, I will go without you.


Male Human Male Expert 7 | HP 70/70 | AC 11 T 11 FF 10 | CMD 18 CMB 7 | Fort +4 Ref +3 Will +5 | Initiative +5 | Perception +10

I too will go to the citadel, but like the idea of a detour to visit this witch and see what might be learned there. We know so little of this world and it seems we have met a very small subset of it people.


Female Human Inactive

I am fine with a detour. I just don't want to wait long enough to learn the language. I also didn't mean to interrupt. I would like to hear the answer to the rest of Cooil's question. I just wanted to be clear that I don't agree with delaying, or with avoiding the Citadel. We've delayed long enough already.


"Yes there were 2 wars. The first we all fought against the forsaken and ended when they forever retreated underground. They mined and worked metal better than any of us. But the darkness of their mines turned them away from the Angel. To what we don't know and don't want to know. Even the Mountain people keep their quarries on the surface and never go where the Angel can't be seen. The Sea people also are wary of the deep waters. It was a long time ago and details are mostly lost. The Citadel may have more accurate records. It was some time after the first war when, to avoid a second 'turning away', the Citadel tried to oversee us all. When we all fought against that is when the second war started. When they realised they didn't have the might to control us all they ended the war. If you wish to see the witch you can travel back with me to my village and I shall see to it that she does her best to help your unfortunate friend. Elder Gunderi's scout shall be called from his village and meet you at the edge of the Garden. I will have one from my village escort you to the edge of the Garden once the witch has seen to you."


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Male Human Male Expert 7 | HP 70/70 | AC 11 T 11 FF 10 | CMD 18 CMB 7 | Fort +4 Ref +3 Will +5 | Initiative +5 | Perception +10

This is a good plan. I think you for your wisdom, elder. Gondon concurs.

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Male Human INACTIVE

Desmond stands silent, bathed in silence. He sees mouths moving, and assumes many words are being exchanged, but knows not what they are. He can only trust in what is best for them all. Noting Gordon’s short reply and gratious stance to the elder after her long spiel, he bows his head towards the elders, assuming some helpful arrangement has been made.


male Human Expert 7 Roll20 | perception +9

Cooil will make a mental inquiry to Splash about whether he thinks he could help Cooil learn the local language more quickly than might normally be the case.

I assume that after learning the basics of the language grammar and syntax, Splash could help Cooil speak the language sort of like a translator. Cooil thinks about what he wants to say, Splash communicates how that would be said in the local language, and Cooil then repeats that. It would still take some time to learn, but I would hope its possible to do it without a lot of game time.

To the group, Cooil says, "Our people have many legends and myths about what dwells in the depths of the earth and the sea. Getting the help of the witch will be much appreciated. We can learn a bit more about the locals before going to the Citadel. It seems all roads lead there, so I'm willing to go when we all think it best to do so."

Giving a glance at Desmond, Cooil adds, "I imagine the Father might quote Moses here. 'I am a stranger in a strange land.' We thank you all for your help."

Cooil will get out his tablet and begin to write some of what has just been said for Desmond to read.


Female Human Inactive

After waiting for Cooil to translate for Desmond, Janice says

So, the witch, then the Citadel, right? Are we waiting for something else? If not, let's get going.

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Male Human INACTIVE

Desmond reads Cooil's written summation and redundantly repeats after Janice, "Let's get going!"


Cooil you could try that. I will make you make linguistics checks to see how well you copy Splash.

It seems the council is at an end, the Elders satisfied that their way of life will remain and a little eager to send you on your way too. Qualin steps off his platform and is back to waist height as he comes close to you. "Apologies for the setting, but elders can be a bit formal and stiff sometimes and I must defer to them. We fear change because we don't know what it will bring. The elders will stay for a few more days and discuss other matters but if you wish to go tomorrow, a scout will show you the way to Gunderi's village."

It's kinda lateish. You could ask them to leave now or sleep and leave in the morning? Either way you don't need to do any more talking with the elders.


Female Human Inactive

I vote leave now, but don't feel strongly about it... other votes?

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Male Human INACTIVE

Desmond is eager to get going.


Male Human Male Expert 7 | HP 70/70 | AC 11 T 11 FF 10 | CMD 18 CMB 7 | Fort +4 Ref +3 Will +5 | Initiative +5 | Perception +10

Gordon certainly willing to leave now.


male Human Expert 7 Roll20 | perception +9

Cooil will confer mentally with Splash to see if he has any suggestions, but is prepared to go when everyone else is.

Going forward, Cooil begins to make a concerted effort to learn the local language. If Splash can help, he will think of something to say in English and then hopes Splash can give him a mental 'sound' of the words in the local tongue. Then Cooil will speak the words as he hears them and practice them a few times.

If Splash can't do this, then scratch the idea, but Cooil will look for ways he can pick up local words and expressions, perhaps deferring the magic of the tongues we've been using so he can learn more quickly.


Male Human Expert 7

Jasper looks around and shrugs his shoulders. Helping restore Father McKinley's hearing is top priority. Beyond that, I'll follow the lot of you.

I have nothing else to say to the elders.


Splash will be able to help a little. He will give you a +2 bonus to your linguistics checks when dealing with the language as if using the 'aid another' action.

Qualin nods and says to meet him at the north edge of the village shortly once you have gathered all your things. Then he walks away to find the scout that will take you to Trecai's village.

-----

Once you have everything you make your way to the meeting point. Qualin is there with another of his people. "This is Hessin. My cousin and one of our best scouts. He will take you to Trecai's village."

Hessin nods to you in greeting as Qualin hands you the pyramid that he used to give you knowledge of their language. "Perhaps I can help you this last time. Speak the activation phrase and press it equally on all 5 sides. After everyone has touched it press each side together again to deactivate it." He then says the activation phrase several times for you to memorise. He wishes you fortune before you leave.

-----

Hessin seemed neutral before but as soon as you are away from the village he sighs. "Qualin is lucky I owe him. Bad enough he drags me out of bed, but to escort outsiders. Don't you sleep!?"


Female Human Inactive

Janice chuckles.

Don't worry. You'll like us soon. We're a joy to be around.

She starts singing the theme to Mr. Rogers Neighborhood. She wonders, but don't really care all that much, whether it will make him laugh or cringe.

".... please won't you be my neighbor..."

Hmm. Maybe I *am* sleep deprived. she thinks.


male Human Expert 7 Roll20 | perception +9

"Hessin, we thank you for helping us out. Let us know if we can do anything in return," Cooil says warmly. Eventually, he asks, "So, Hessin, if you're a scout, you must have some sense of adventure. If you could pass through the door into the hall of doors, would you? Or would you prefer to remain here to deal with the world you know?"

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Male Human INACTIVE

Meanwhile, Desmond is not letting his deafness trouble him. Although he's mostly out of the loop in conversation, there's a sort of peaceful solitude in that. And besides, he knows that he already knows exactly what he is supposed to know. For now he is just following along, trusting that they are on the right path.


Male Human Male Expert 7 | HP 70/70 | AC 11 T 11 FF 10 | CMD 18 CMB 7 | Fort +4 Ref +3 Will +5 | Initiative +5 | Perception +10

Gordon's thoughts are on the more mundane. Hessin, what threats are mostly likely on the road as we travel? Do you expect trouble. He grips his spear like its the only thing holding him to this reality.


Hessin replies to Cooil, "There's nothing you can do for me. The sooner this is over, the sooner I can get home to my family. I don't want to go through the door. I don't want to take you to Trecai's village. Just because I grew up there..." Hessin doesn't seem like the type of scout that you would be familiar with or expect. Why would Qualin get this man to escort you just because he is a cousin?

"There's nothing to fear. You're in the Spirit's Garden. Nothing that could hurt you enters the Garden." As he says, nothing of any excitement happens on the day long journey. The Garden seem like a paradise in a way. Food aplenty, no predators, constant temperate climate.

Cooil:
You occasionally feel eyes on the back of your head but never see any of the Spirits animal forms when you turn to look. 'Do not concern yourself. Some curious ones may follow. Word of you is spreading.

If you want to roleplay and ask more questions of Hessin you can, otherwise I'll skip to entering Trecai's village.


Male Human Male Expert 7 | HP 70/70 | AC 11 T 11 FF 10 | CMD 18 CMB 7 | Fort +4 Ref +3 Will +5 | Initiative +5 | Perception +10

Gordon slowly relaxes. He wants to like this fellow but is having a hard time of it. Understanding that Hessin sees this task only as an obligation and wants to be done with it Gordon helps the only way he can, he walks faster.

Ready to skip to the village.

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Male Human INACTIVE

press X to skip


Female Human Inactive

I'm okay with skipping, but also interested in why the guy seems uncomfortable, so I am going to ask one question, but definitely not interested in drawing this out.

Why did Qualin ask you to escort us if you are so uncomfortable with this?


male Human Expert 7 Roll20 | perception +9

Cooil contents himself to enjoying the walk. He converses with Splash or his companions to pass the time pleasantly.


"That's between him and me alright. Family matter." He isn't inclined to discuss that particular and leads the rest of the way in silence, with the occasional grumble.

After endless and various trees and bushes and flowers always blooming, a creek where you stopped for water, everything vibrant and alive, you come to a eerily similar sight. You feel almost as if you have been led in a huge circle as the village is built, or rather 'grown', almost exactly the same as Qualin's village. As you notice the people you realise that you have not, in fact, been fooled since you recognise no one. This is Trecai's village. A similar reaction to your first encounter several days ago happens now, except that instead of interrupting their dinner, they haven't finished preparing for it yet and there is no singing. "Well here you are. I'll be off then." Hessin says and turns around to make his way home.

"Hessin!" A female voice stops him in his tracks. He sighs and turns to face the voice. A female in a nearby tree house above shouts down, "Who are these beings that accompany you dear?" Hessin seems visibly uncomfortable. "These are the creatures that say they have come through the Spirit Door. They seek aid from the Witch. Trecai has sent them. Then they will go on to the Citadel in search of knowledge. Trecai has promised your best scout to guide them to the Citadel safely. I must be getting back now." He replies a tad quickly. "Nonsense, it's almost dark. Stay tonight and join us for food and the blessing."

"That's quite enough Terli. Hessin is free to stay or go. And he is always welcome here." A new voice comes from one on the ground who has walked up to you instead of moving away as everyone else is doing. He seems to possess some authority in his voice. "Can they understand us?" he asks Hessin.


Male Human Male Expert 7 | HP 70/70 | AC 11 T 11 FF 10 | CMD 18 CMB 7 | Fort +4 Ref +3 Will +5 | Initiative +5 | Perception +10

We understand. Gordon responds. We were given a gift of your language by Qualin. he explains. And we thank you for your hospitality and understand that some of your group here will be frightened of us. We are something new. Just as you are, this entire world is, new to us.


Female Human Inactive

Janice says nothing, waiting for the uncomfortable scene to be over. She isn't sure why Hessin seems to dislike them so much, but she doesn't want to make it worse.


male Human Expert 7 Roll20 | perception +9

During the trip, Cooil helps lead Father McKinley through the landscape, making conversation to pass the time. Splash bounds along beside him for a while until he tires and rides instead in Cooil's pack, poking his head out and chattering about what catches his curiosity. From time to time, just for practice, Cooil tries is directional sense to keep track of the general direction of the trip.

When not talking to Desmond, Cooil practices a greeting in the local language.

Once in the new village, Cooil tries out his greeting. "Greetings and blessings on you all."

Then he reverts to relying on the magic to translate his words, "My name is Cooil. This is Janice, Gordon, Desmond, and Jasper."

Splash scampers down to the ground and capers about at Cooil's feet as he talks.

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Male Human INACTIVE

I think maybe you are confused about Desmond's status. He's currently deaf, not blind. He can probably follow along just fine in the forest, but make a poor conversationalist.

Desmond stands idly by, wondering if this newcomer is the witch who can restore his hearing.


male Human Expert 7 Roll20 | perception +9

That's the problem when we get lags in the posting. Sorry, I got the disability wrong. Cooil will write down anything important that needs to be communicated to Desmond as the need arises.


"Ah, my good friend Qualin. So it's true. Strange that you are so tall. Your accents are strange and all different." He takes a minute looking you all over. "Strange that you ask for help from us. Some think the Chosen would be immortal celestial creatures of the Angel sent at the right time." He looks over his shoulder back into the village. "The Witch will help you if she can. Come this way." He beckons you to follow him. He takes you to the other side of the village still on the ground and a few hundred feet away from the village clearing is a small hut not in the trees like the villages but on the ground. He points the way but does not go any closer and returns to the village. "If you are to stay I will have food and sleeping arrangements ready for you when you return."

It is only a short walk up to the hut. Unlike all the other tree people's buildings this one does not seem grown and is on the ground. It is a crude hut, decorated with icons and strange trinkets and charms. As you get closer to the entrance you hear a croaky voice, "Ah, Chosen. Why do you disturb little old Grendel?"

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Male Human INACTIVE

Following the cues of the others, Desmond approaches the hut. Sure looks like a witches hut, straight out of the storybooks and fairytales. Of course he doesn’t hear the voice, and ducks through the entrance unannounced. He stands a moment as he takes in the interior of the hut before addressing its resident with a bow. ”Hello, I am Father McKinley, you can call me Desmond. I am told you can restore my hearing,” he booms.


Female Human Inactive

Janice follows Desmond inside, saying Yes, we came to help Desmond, but we would also like to learn more about this world, if you have things to teach.

She pulls up detect magic.


Male Human Male Expert 7 | HP 70/70 | AC 11 T 11 FF 10 | CMD 18 CMB 7 | Fort +4 Ref +3 Will +5 | Initiative +5 | Perception +10

Gordon colors slightly at the witch's name. Grendel, did you say? How strange. That is name from the ancient tales of our world.And one I fear does not inspire trust. I do not mean to be rude and only wonder about past connections between our worlds. I am Gordon and I thank you for seeing us.


She chuckles as she watches Janice look around. "I would be more careful with that if I were you. The wrong person might take offense or wish to hide something." She hobbles around and walks up to Desmond, waiting silently until he kneels down. Then she pokes his ears with her fingers causing some discomfort. "Your disparagement of my name causes me sadness. Perhaps your Grendel was the one betrayed." After a few minutes spent examining Desmond with a spell which causes him goosebumps all over she sighs. "Your friend's ears are not permanently damaged. They will heal in time. I can heal him if you wish, but you must do something for me."


Male Human Expert 7

Jasper remains silent for most of the trip, now deep in thought about the Citadel. This world still confuses him, and his mind races at the thought of both sights and dangers that might arise.

He lets out a quiet Evening. at his introduction accompanied with a small bow. He is mostly observant and continues to look around for anything of interest without slowing down the group.

He too reacts when he learns that the witch's name is Grendel. He looks at Dr. Alexander, the expression on his face a grimace as he contemplates telling the story.

And finally, when hearing that witch's aid has a price, he finally speaks aloud to the others.

What kind of "something"? he asks with a small look of concern. With all due respect, I doubt many of us have any abilities that you might find useful


Female Human Inactive

So, did I see anything with detect magic?

I apologize if I offended you. I am new to this "magic" idea, and I am trying to learn all I can. I was hoping that you would be willing to teach me something.


Unfortunately the brightness of the aura from whatever touched Desmond is the only thing you are able to see. Everything else is drowned out.

"Oh I am not offended dear. Unless you intended to find something of magical power here to steal from me." She looks you over and decides you couldn't be so brave a thief. "An apprentice of magic? No. I sense your power comes instinctively. You must stop trying to learn and just let it happen or you will stunt your own magical growth."

When Jasper wonders what she could want from them she replies, "What I want is not what you have with you. I used to reside in the Citadel you see. But when I left they wouldn't let me take anything with me, not even the clothes on my back. All my work and knowledge they took for themselves. There is but one item I wish returned for me that only the Chosen could gain access to. If you promise to return it to me then I will heal your friend."


Female Human Inactive

Steal? No, I... instinctively? Well, kind of. I had to learn how to control the magic sight thing though, and it was hard at first; I was getting headaches. Are you saying I can't actually learn magic... I just have to do it? How do I even know what is possible?

When Grendel asks them to return "an item" she says

Without knowing what it is, I don't see how we can make that promise. If we find that it is dangerous and evil, we wouldn't really want anyone to have it.

Then one phrase hits her a little late.

... Wait... not even your clothes? ... They didn't honestly kick you out naked, did they?


Male Human Male Expert 7 | HP 70/70 | AC 11 T 11 FF 10 | CMD 18 CMB 7 | Fort +4 Ref +3 Will +5 | Initiative +5 | Perception +10

Well, if the item was already her property its hardly stealing if we return it to its rightful owner. Gordon answers.


male Human Expert 7 Roll20 | perception +9

Cooil hangs back and observes what he can through the door, with Splash on his shoulder so as to have an extra set of eyes on the hut. "Let me know if you see anything I should know about," he thinks to Splash.

Cooil: Perception: 1d20 + 9 ⇒ (17) + 9 = 26


Grendel nods when Janice explains her magical teething problems. "Only you can discover what strengths lie within you." She chuckles when you question her motives. "It is the last thing left to me of my first love. It could not be more harmless but they really are most intolerant. It's why none leave. Life there is better than outside and they are scared to lose everything. Yes, everything. I wandered naked and almost dying until this village gave me food. I've been holed up in this little paradise ever since."

Cooil doesn't find anything hidden or strange, everything in the hut seems common place and mundane except for the many charms and trinkets everywhere.

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