| Tsura Vhiski |
"I say we approach with a banner of truce. I think that explaining we are helping their kin should keep us safe enough. At the very least, we should let them know we are passing through to avoid any hostile patrols."
| Elxurian |
Since I'm NOT there I just would like to recall that, although we are technically helping their kin, in their point of view we're helping an enemy tribe, and the less they know about us, the better.
| GM Captain Trips |
The thread is in your all's hands at this point. Waiting for some more feedback from the others.
Elxurian does have a good point however, you are working for the tribe that opposes this one. Another thing to keep in mind, centaurs aren't typically overly concerned with manners. While an explanation is probably the right thing to do, it could land you in the stewpot. :)
| Ausk the Heathenbane |
I'm not really certain what we should be doing...sorry.
| Penka "Prebleached" Bashment |
I say we should introduce ourselves as friends of nature, and Penka can help out with that by summoning a leshy perhaps. Then we tell them about the bodies we found and that it may behoove them (HAHAHA GET IT???) to go check that area out?
| Elxurian |
Austin would be proud Penka!!
Well guys, if you feel like you should approach them, please go ahead and do it! I was just pointing out that in my opinion that could be avoided without penalty. But it's your call, just don't forget I said we would be going after you if you took too long, and we're not that subtle.
| Ausk the Heathenbane |
Ausk approaches the encampment with his sword sheathed and his hands upraised
Greetings Friends in the name of Iomedae, she who fights against Injustice. I am Ausk, we have just recently fought and slain a vile necromancer in the area. Have you had problems with corpses being defiled?
Someones gotta post some actions...
| Penka "Prebleached" Bashment |
Fair enough. I was waiting to see what the others thought...
Having somehow not noticed Ausk sneaking up from another direction and ruining all the planning, Penka rushes into the grove as well.
"Oh, hi everyone! Don't mind that guy, he doesn't understand the natural order of things, but he's relatively harmless. I'm Penka! We're here to root out some unnatural evils, including that necromancer he mentioned!"
Diplom: 1d20 + 10 ⇒ (19) + 10 = 29
| GM Captain Trips |
As the half-orc crosses the clearing leading to the encampment, there is a sudden upswing in movement as several of the large centaurs move quickly to intercept the man's path towards the camp. Others move inside the perimeter of the defenses and a few can be seen mounting the elevated platforms inside the walls, quickly drawing bows and aiming down at the approaching paladin. As the gnome suddenly springs from hiding to intercept and explain Ausk's actions, several quivering arrow shafts suddenly appear at her feet, deeply embedded into the soil.
Galloping to meet the two is a massive looking specimen, even by the standards of the large race, his skin covered in a chaotic array of tattoos and scars. At first glance it would seem that the tattoos were placed to hide the scarring on his skin, but to the keen eye it is obvious that they are artistically arranged to actually accentuate and bring forth the scarred tissue.
In rough yet understandable common the centaurs speaks, "Go no further two-legs! Your kind are not welcome in these lands! Leave at once, or pay the blood price for your trespassing! He highlights this statement by bringing to bear a rather wicked looking halberd, complete with several human skulls affixed to the weapon's well-worn half. Behind him, from inside the compound, several more centaurs are seen moving forward with measured steps.
| Elxurian |
Negative Houston! Negative! Paladin is NOT approaching! I repeat, the paladin is a couple miles away and is definitely NOT approaching since she doesn't want to be killed! ^_^ Gosh you're screwed guys!
| Tsura Vhiski |
"FINE! WE'LL BACKTRACK AND GO AROUND!" Tsura has cupped her hands to her mouth and is shouting as politely as possible. "WE JUST WANTED TO LET YOU KNOW WE'RE NOT SNEAKING AROUND. JUST PASSING THROUGH. HAVE A NICE DAY." She waves quickly back to the group. "Come on, let's am-scray!"
| Jonas Crow |
Unlike his louder and more boisterous companions, Jonas remains hidden for the time being and the only move he makes is to bring his hands closer to his bow without drawing it yet though. And the only sound he makes? A soft sigh.
'I do so hope we have not just gotten ourselves killed,' he ponders . Despite the severity of the situation, a smile betraying amusement graces his lips.
| Ausk the Heathenbane |
Ausk shrugs at the centaurs On your head the dishonor be... and he crisply executes an about face and follows the others.
| Penka "Prebleached" Bashment |
"Sorry guys, guess you aren't in the mood to talk, then! We won't bother you any more!" and Penka also heads away from the centaurs as quickly as her little legs can carry her.
| GM Captain Trips |
Besides the obvious, what are you all doing at this point? We are really out of my narrative at the moment so you all need to feed me a little more with what your actions are. You don't want me making too many assumptions, or it will end up like "The party quickly retreats, looking for the closest dragon's lair to quickly explore and loot before making camp." :)
| Penka "Prebleached" Bashment |
I think for now we should head back to town and deliver the item to our employer. We can then figure out when the next sale is happening and prepare a counter-ambush incase another ambush happens. Penka would also like to use a few days' downtime to research the spell she's working on. Is that amenable to everyone?
| GM Captain Trips |
So are we just going to OOC these decisions? If you all want to speed up play that way, and avoid the roleplaying aspect of the trip back, I'm ok with that, your call. It just seems like there has been far more OOC discussion over the past few weeks and nothing really in the way of interaction with each other.
| Penka "Prebleached" Bashment |
Yeah I think that would be fine, if you're okay with it. Discussions like this in character can get a bit tedious.
| Ausk the Heathenbane |
I'm with Penka. I loathe the travelogue aspect of campaigns...(I'm the guy that likes fast travel on video games)
| Tsura Vhiski |
Sorry for the wait. I've been adulting.
Reading everyone's facial expressions, Tsura nods in conclusion. "Right then. We will finish this centaur job, make Ausk swear the oaths and perform the sacrifices to join the party, then we make our way back to the city and get back to investigating those monsters who attacked us." She turns to the half-orc. "Ausk, you are going to need three doves, a silver knife, a cowbell, and the beard of a dwarf."
| Ausk the Heathenbane |
Ausk grumbles I think you might be joking, but its hard to tell since there is so little blood involved...
| Penka "Prebleached" Bashment |
"Oh Ausk, she's just joshing you! You're welcome to join our group!" Penka beams at the half-orc. "Let's go finish this thing!"
Just to make sure, when you say "finish the centaur job" you just mean go back and turn in our "quest", right? If so, let's get going!
| Jonas Crow |
"Too bad," Jonas quips as he joins them. "I would have been very curious to see how he would have gone about convincing a dwarf to give up his beard. I imagine it would involve a fair amount of quaffing."
To any strange looks the others may give him he simply answers, "It is like drinking, but you spill more."
| GM Captain Trips |
The party quickly makes their way out of sight of the centaur encampment, but no one can shake the feeling that they are being watched. Occasionally during the trek back to the original camp they catch glimpses of movement along the tree lines and the scrubby brush of the mountain range. Mindful of being watched, the group decides to bypass Nashota's encampment at first, heading back into the open lands of the island and leaving the tailing centaurs behind them. After camping near the spot where they made their first camp, the group turns back to the west and into the lands claimed by Nashota and her tribe.
Nashota is saddened by the report of the dead centaur found in the cavernous hole, but does not seem surprised. She thanks the party for their efforts in attempting to discover the whereabouts of the second missing centaur, and does not fault them for failing to discover what happened to him. She does listen intently at the description given of the man who seemed to be behind the disappearances, and states that her tribe will be on the lookout for any more strangers in the area who might be in league with the man. For their aid she passes over a pouch to the group, stating that the "two-legs" had once again proven themselves deserving of her trust and it would not be forgotten. Inside the pouch are a number of uncut gems of various sizes and colors. She also states that the party may keep the medallion as a symbol of friendship, and that the Bloodhoof tribe counts them as friends.
After a wet but uneventful trip back, you find yourselves once more in Absalom, and each are pleased to see and hear the familiar sights and sounds of the city. Aromas of baking bread and roasting meet fill your nostrils and are a welcome change from trail rations and dried meat. Checking in with Clovis, you deliver the parcel, which he is extremely excited to see. He quickly departs for a moment, returning with a jingling purse of coins which he passes over. He then quickly excuses himself, eager to spend time with his newly obtained treasure, leaving the group standing in the lobby of his auction house.
| Tsura Vhiski |
"Yay for money! I will meet you all back here later. I need to go check in at home."
Tsura makes her way to the temple of Sarenrae, reporting in to Father Tanrid and checking her sister to share of her adventure.
Updating to level 3 shortly.
| Ausk the Heathenbane |
Ausk will return to the Temple of Iomedae and continue his work there.
Your personal site is blocked at work Trips =( If we are using these downtime rules Ausk will be earning Influence.
Day 1 Kn:Religion: 1d20 + 6 ⇒ (6) + 6 = 12 1 Influence cost 15GP
Day 2 Kn:Religion: 1d20 + 6 ⇒ (6) + 6 = 12 1 Influence cost 15GP
Day 3 Kn:Religion: 1d20 + 6 ⇒ (17) + 6 = 23 2 Influence cost 30GP
Ausk earns 4 Influence at a cost of 60GP. This represents Ausk's work as a Priest of Iomedae and his work with the people of Absalom.
| Jonas Crow |
Once back in town, Jonas finds himself with a couple of task to pursue.
One of them certainly involves the Pathfinder Society. Not only is he to report on what has transpired so far, but perhaps they will have something to offer in the way of information regarding the strange creatures at the auction. 'The Society's scholars are supposed to be looking into it, after all,' he thinks to himself, bringing to mind the conversation he had with Venture Captain Hestram.
The other is a little simpler. It involves the uncut gems. Surely he must know someone who can at least point him in the right direction. After all, this is hardly the first time he has loot he needs to take care of.
| GM Captain Trips |
Arriving at the Grand Lodge you make your way to the common areas and are quick to find out that Hestram left earlier that same morning for business to the south. He did however leave a message for you that the society had discovered a link between the information you presented them with a series of attacks in the vicinity of Bloodcove. He has dispatched a team to the area and hopes to gain a better understanding of the nature of these attacks within a few weeks time. Until then, keep your ear to the ground and report back with any findings that you feel might be linked to the attacks.
Strolling through the Eastgate district you reach out to one of your newly found local contacts and are directed to a jeweler who can perform the work needed on the gems the party discovered. For 20% of their final value he can cut, polish, and sell the stones on your behalf. Their final value would be 2100 gold, leaving you 1680gp for the lot of them.
| Elxurian |
Forgot to post, yay!
"Well done, everyone. Once again you proved valuable! A pity we departed with the others, but at least we've got a new member." She gathers her belongings. "Please help us by investigating everything you can, either from the Starstone attack or that dark cave we found. We will regroup in a few days. If you need anything from me just send me word at the Inn."
K.Religion 1: 1d20 + 7 + 8 ⇒ (14) + 7 + 8 = 29
K.Religion 2: 1d20 + 7 + 8 ⇒ (4) + 7 + 8 = 19
K.Religion 3: 1d20 + 7 + 8 ⇒ (16) + 7 + 8 = 31
K.History 1: 1d20 + 2 ⇒ (17) + 2 = 19
K.History 2: 1d20 + 2 ⇒ (6) + 2 = 8
K.History 3: 1d20 + 2 ⇒ (11) + 2 = 13
| Penka "Prebleached" Bashment |
Penka's all leveled and ready to go. FYI, I'm going to be at a work conference starting tomorrow through Friday, so my posting will be spotty (I'll do my very best to update all my games every night after I get back to my hotel, but I can't guarantee it). Feel free to bot me to move things along.
| GM Captain Trips |
It takes some considerable digging to find the answers you are seeking, and several of the priests and clerics lend their aid after hearing your tale about the encounter with the "necromancer". After two days of research you have your answer. The symbol is that of the ancient god known as Ydersius.
Ydersius and the serpentfolk were driven underground during the war with the Azlanti and forced to hide in the Darklands realm of Sekamina. In one of the final battles of the war, Ydersius was decapitated by the mighty Azlanti champion Savith and became known as the Headless King. Still believed to be living in two pieces, his mindless body is said to thrash in the lightless depths below, while his head has wasted away to a still-conscious skull. It is rumored that his head is buried somewhere in the Mwangi Expanse, luring the serpentfolk to that region. Whatever the exact truth may be, his clerics still receive his divine power, a sure sign that he has not followed Aroden into true death. A deity of unquenched passion and anger, the generally more cerebral serpentfolk used him as an example of all that was potent and primal in their psyche. They believe that should his body and head be reunited, Ydersius would return to full power and lead his people on an attack against the surface world.
According to the ancient legends of the Mwangi, the Zenj folk hero Old-Mage Jatembe learned secrets from the severed head of Ydersius before sewing its lips shut.
Looking into the history of the area and the centaur tribes, you do find some information that would lead you to believe that it is entirely possible that the door you found could lead to Nar-Voth, the uppermost region of the Darklands. Several times in the distant past there have been sizable raids on the surrounding lands by races indigenous to the Darklands themselves.
| Elxurian |
When they gather again the paladin has a lot to tell, she has been doing some digging. "That necromancer worshiped a necromancer called Ydersius."
"According to the legend, Ydersius and the serpentfolk were driven underground during the war with the Azlanti and forced to hide in the Darklands realm of Sekamina. In one of the final battles of the war, Ydersius was decapitated by the mighty Azlanti champion Savith and became known as the Headless King. Still believed to be living in two pieces, his mindless body is said to thrash in the lightless depths below, while his head has wasted away to a still-conscious skull. It is rumored that his head is buried somewhere in the Mwangi Expanse, luring the serpentfolk to that region. Whatever the exact truth may be, his clerics still receive his divine power, a sure sign that he has not followed Aroden into true death. A deity of unquenched passion and anger, the generally more cerebral serpentfolk used him as an example of all that was potent and primal in their psyche. They believe that should his body and head be reunited, Ydersius would return to full power and lead his people on an attack against the surface world."
"According to the ancient legends of the Mwangi, the Zenj folk hero Old-Mage Jatembe learned secrets from the severed head of Ydersius before sewing its lips shut."
"So, putting this information together it's entirely possible that the door we found could lead to Nar-Voth, the uppermost region of the Darklands. I could use a hand investigating it better after we've dealt with the next starstone sale. We cannot evil fester so close to the city. This appearance of a necromancer must mean something bad is to come. Why else would he be so close to the surface?"
| Penka "Prebleached" Bashment |
Whoa, we've been over a month with this one! I know Trips is going to be out of town this coming week, but hopefully we can get it started back up after that?