| Lareg |
Frantic steps can be heard quickly approaching from behind. As the sound comes closer the shifting light of a lantern can be seen. Soon a human figure, moving quickly with a lantern in hand appears. As the figure slows to approach the group it is clear that it is a young man. As he tries to catch his breath in order to speak, he frantically waves a bit of folded parchment at the group.
"An intrepid group indeed. If I'd ever thought you'd so quickly pursue the wretched door I might have had the sense to hold onto the key longer. Though you must open the door. I must also warn you that what lies behind the door may be beyond even a group such as yours, at least for now. I would hate to lose such capable individuals to whatever flame that lies beyond the darkness. I wish I knew more of what lies ahead. Perhaps you might find clues in the surrounding wilderness." - Almah
| Aldebert Piddlespot |
Aldebert steps up and takes the parchment from the breathless young man.
"Go easy son, you're out of breath."
"It's from Almah." He reads the parchment out loud. "So I guess our orders are to clear the surrounding hills huh? Look for clues as to what happened here in the region."
He shrugs, wishing Abadar had seen fit to provide him a mount sooner than later. Sigh. Just as well. I need a saddle for whatever He sends anyway and who knows where I'll find such a thing here until we get trade established.
He leans on his Guisarme, "So we investigate the surround. Shall we start across the river? We already checked out that underground bit, but there might be something else in that area and we should be able to walk it clear pretty quickly today I should think."
"Before it gets too hot anyway..."
He looks to his brother, hoping for more protection against the heat now that they won't be going into the cool darkness of the underground.
| Amiamble Piddlespot |
Ami seems surprised at the sudden change of plans, but has no problems following his brother.
Ami walks over to Yeenoghu and tries to bound into the saddle...
1d20 + 8 ⇒ (19) + 8 = 27 Ride vs. DC 15 (quick mount)
...and succeeds, looking around to make sure everyone saw it.
The pats Yeen on the neck, ready to go racing around the area per his brother's orders.
| Yeenoghu the Sunrunner |
Yeen approaches on silent feet sniffing the new comer. He gives a quick sneeze, then trots back to The One. His legs give as he catches The One's rambunctious weight, making sure he doesn't land in the sand, then looks to make sure everyone saw it. With a sniff and a twitch of his tail, Yeenoghu the Sunrunner is ready to run.
| Kul Tiryaki |
Kul's eyes go wide at the change in plans. He sighs and mutters, "Soldier of the Sun ask not...." and shrugs his wide shoulders.
Squatting down, Kul brushes aside the debris at his feet with his scarred left hand. He grabs a stick and begins to draw a rough sketch of the town and Almah's camp.
"I'm uncertain what you may have explored before my rescue. Let's figure out what remains and do a quick perimeter sweep."
| Pent Arotha |
Pent strolls up to the boy, looks down at the ground where the boy seems to be angling, and starts to deep breath, in-and-out, in pace with the younger lungs. Eventually, Pent has a nice, dizzy feel about his head. He turns about quickly, and takes in the change of direction.
"So, no door yet. Got it." Pent turns to the door. "Stay."
The gnome scrambles over to the stick and dirt ministrations of the fighter, and wiggles his fingers where he pictures other useful landmarks should be. "What is that, a rhino there? Oh, that's a path around the side of the hill, ok." Pent gives Yaki a concerned look, before producing a bolt, and proceeding to deepen the grooves with more panache.
| Aldebert Piddlespot |
Squatting down, Kul brushes aside the debris at his feet with his scarred left hand. He grabs a stick and begins to draw a rough sketch of the town and Almah's camp.
"I'm uncertain what you may have explored before my rescue. Let's figure out what remains and do a quick perimeter sweep."
Aldebert takes a stick and dots a few locations. "We pretty much came directly here from our camp - taking these two routes, direct and across the river through the ruins. We didn't really explore much, though we did find a small catacomb in the ruins that held some things of interest."
"I suggest we start with the ruins and search them more thoroughly. Then we circle here... and here. That should allow us to check the space on that side of the river today, hopefully. Then tomorrow we can start the curve around the city's outlying areas starting along the river."
He looks up at the group.
"Sound OK?"
Basically I'm proposing we check the eastern quarter fairly thoroughly (if I remember the map right) today, and then do a quick close walk about of the other three quarters tomorrow. That should give us something to start with I think.
| Lareg |
The boy seems greatly pleased at everyone's willingness to do as Almah has suggested. In his relief he seems to take in his surroundings for the first time. It is clear as he turns to make his way back up the stairs that he's suddenly very uncomfortable in the church.
After making his way up the stairs it becomes clear exactly how skittish the bones scattered about the church make him. Apparently he was in too much of a hurry to take in the aftermath of whatever evil touched this place as he hurriedly rushed to deliver the parchment. Startled by the light of his lantern exposing nearby remains, he walks right into a dust covered ribcage.
Apologies as I adjust to 3.5 skills. I'll list 3.75 skills to help clarify what I'm going for. I'm much more familiar with Pathfinder than really any other DnD system. Just be glad I'm not falling back to my Shadowrun skills. I doubt you all want to see piles of d6.
| Mahdi al-Jabira |
on phone so short post, sorry. Friendly suggestion from my own pbp gming, Lareg, sometimes rolling initiative for players can be easier on your end. One of the quirks of forum play. But however you want to do it is fine, of course!
Mahdi initiative: 1d20 + 10 ⇒ (12) + 10 = 22
| Lareg |
Thanks for clearing that up Ami. I was trying to figure out who Yeen was associated with. Template for Init set. Rolling now for those left.
Pent 1d20 ⇒ 5
Kul 1d20 + 4 ⇒ (20) + 4 = 24
Rat swarm 1d20 + 6 ⇒ (6) + 6 = 12
Round one: All PCs accept Pent now acting.
Not sure how you all ran Init before. I tend to do a block for PCs that beat NPC roll(s), then NPCs, and then anyone that remains.
| Aldebert Piddlespot |
Round: 1, Initiative: 15
Weapon Equipped = Guisarme
Conditions = None
Smite Evil = 2/2 (+2 attack, +4 damage, +2 AC)
Lay on Hands = 4/4 (2d6 healing +1d6 if not fatigued)
Spells (caster level 1, concentration +3)
1) Hero's Defiance
Aldebert sees the rats streaming forth and grabs his Alchemy Flask from his pack as he yells at the boy, "Get away from there, quickly!"
Alchemy Fire: 1d20 + 5 ⇒ (17) + 5 = 22 damage: 1d6 ⇒ 1
| Amiamble Piddlespot |
Round 1, Init 19, Part 1
Ami stares at the swarm of rats, wondering what to do.
1d20 + 5 ⇒ (3) + 5 = 8 Know (Nature) - rat swarms
Meh.
Ami spurs Yeen to move into a place where he can shoot his slingstaff and not hit Kul and avoid the swarm.
1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13 to hit;
1d6 + 1 ⇒ (1) + 1 = 2 damage.
| Pent Arotha |
"RATS!!! Disgusting little thieves!! They ruin the foodstores, they poop where they please, they disease where they go!!! GAH!!! Get rid of 'em before they vanish into the walls!!!"
| Lareg |
The young man needs little encouragement to move as he dashes toward the door. Alchemic fire singes the swarm. For all the stench that is generated the swarm seems unimpeded. As the small feet scurry closer to the sudden source of disturbance, they manage to barely avoid the slung projectile, which dashes the remains of the ribcage to bits.
| Mahdi al-Jabira |
Mahdi, round 1, Init 22
"Let us avoid panic," Mahdi sighs. "It's rats."
He strides forward, only half his attention on the rats, really, the rest mulling over Almah's instructions and their new orders. Well, he wouldn't mind getting the chance to go back the ruins of the Nethys-temple... study those spells on the pillars...
Hopefully, Mahdi can move to a position where he can cast burning hands on the rats without singing any of his colleagues. If so:
A few quick hissed words in Ignan, Mahdi's fingers flying, and a wave of desert flame bursts from his spread fingers, washing over the rats.
Damage, Reflex save DC 16 for the swarm for half: 4d4 ⇒ (3, 3, 1, 3) = 10
(If failed save, rat swarm takes 15 damage (10 + 5 for swarm vulnerability. If success on save, 7 damage (5 + 2 swarm vuln).
| Lareg |
Reflex: 1d20 + 5 ⇒ (7) + 5 = 12
Sounds of squealing and scampering feet are only a moment quicker than the stench. The collected smell of the swarm of rats burning to death fills the church. There is no escaping the smell.
Combat is over.
From outside the church you can hear the young man yelling between gaging coughs.
"What is.. that smell? Are you.. all ok?"
| Amiamble Piddlespot |
Ami giggles and holds on tight to his saddle as Yeen plays, paws, and eats the burnt and smoldering mice.
Ami smiles at Mahdi, rejoicing in the power of fire to do Sarenrae's work.
"Where to next, brother?"
| Pent Arotha |
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Pent looks over the map, hears Aldi describe a thorough search, and pats his sides in approval. "You'll be easy enough to follow, Aldi. Your stride is mine when my pants are around my ankles. Let's be off. Won't do to tarry too long, as long as we have those doors un-unlocked. If we find information that makes those doors less intimidating, then let's."
The whole while, Pent spends his time talking by kicking the fried rats out the door, what, those that aren't getting themselves batted around the church all blasphemously-like.
| Mahdi al-Jabira |
"Burnt rat," Mahdi calls back in a bored tone to the boy's worried tone. "No need to worry. All is under control."
He brushes off his hands of a lingering bit of ash. "I fear I didn't study protection from the day's heat today, as I assumed we were going past the trade seal. Still, once we make down into the ruins and back to the temple of Nethys, I imagine the heat will no longer be an issue."
Mahdi re-emerges into the sun. "You may convey our regards to Lady Almah," he informs the youth, "and our continued dedication to her instruction. So, my friends: back to the ruined vaults? And that illusory ship-- or the mist that made people see such, anyway?"
I think we had actually cleared out the temple to Nethys, more or less, but if we wind up on that side of the area when it comes time to rest at the end of this day, Mahdi still wants to go scribe spells. Or try. :P
| Aldebert Piddlespot |
"I too could use some protection from the sun. I don't propose we cover old ground, but rather investigate the areas to the east we have not yet encountered."
He turns to his brother, "Brother, I think you have a wand of endure elements. Now might be the time to use it as we're seemingly all prepared to go underground and not into the blazing heat."
| Lareg |
The young man seems satisfied with the update. You can hear his voice moving away from the church as he speaks.
"I'll be on my way then. Be assured, the Lady will recieve word of your intentions."
Mahdi 1d20 + 3 ⇒ (3) + 3 = 6 (normal)
Aldebert 1d20 + 8 ⇒ (8) + 8 = 16
Pent 1d20 + 7 ⇒ (16) + 7 = 23 (low-light)
Amiamble 1d20 + 10 ⇒ (3) + 10 = 13 (normal)
Yeenoghu 1d20 + 6 ⇒ (13) + 6 = 19 (low-light)
Kul 1d20 + 1 ⇒ (15) + 1 = 16 (normal)
Happy to put up a cut scene for travel. I'll put up a regional map also this afternoon. You all should be able to move tokens / write on the maps so as to note route / stops.
| Kul Tiryaki |
Kul looks relieved that he didn't have to deal with the mass of rats. He strides outside, stretches, turns his face to the sun and then back to his friends.
"Thank you Mahdi for so handily dealing with those pests. I hate when they crawl all over me."
He patiently waits for his companions to resolve how to cope with the heat before starting to walk in the direction they indicate should be explored first.
| Amiamble Piddlespot |
"No, brother, I do not have the wand. I have the gifts of the Sun, of Sarenrae, who bless us on our holy tasks. I will share that blessing with you, brother." Ami answers, casting Endure Elements on his brother, himself, & Yeen. 3/7 lvl 1 spells.
"Sarenrae wants the heat to affect the gnolls and not us so that we might slay them brother and leave their bones for the birds, brother. It is holy and just to defeat their evil."
Ami is ready to follow his brother (or Yaki) on the route.
| Pent Arotha |
Pent keeps his eyes on the corner, while reaching over to Mahdi blindly.
1d6 ⇒ 6
Pent finds purchase on the fire mage's shirt tail, on which he proceeds to tug, until Mahdi is made aware of Pent's awareness of made rats in the corner of the building. "There's more... over there... more of their kind... if you'd kindly roast their route..." Only then does Pent look up at Mahdi, expectantly.
| Lareg |
As the last of the swarm of rats squeaks it's way out of the cracks in the temple wall Yeenoghu calms, though does seem a bit disappointed. Likewise, Pent seems a little less frenetic. The heat outside the temple is buffered by a slight breeze and several clouds. From the looks of the sky any travel in the immediate area should be relatively free of extreme heat. However, it seems just beyond the river the clouds clear, leaving the sun free to bake the parched land.
Not sure what you all are thinking location wise, but basically anyplace in the populated area is easy travel. Once outside of town we'll be looking at some heat, which two of the party (and Yeen) are protected from.
| Aldebert Piddlespot |
I think we are headed east out of town and across the river (that's my plan anyway). We'll search that area today, in the heat, as best we can. If it gets too hot, we'll take shelter for a few hours, and pick it up in the evening - camping out of town if necessary.
| Amiamble Piddlespot |
Ami readies to follow his brother as he is sure they will do Sarenrae's will in the desert.
Ami leans down to whisper in Yeen's ear.
"Yeen, we walk toward the rising sun. We shall return her lighted kisses with our smiles. And we shall spill the blood of all gnolls we see."
| Mahdi al-Jabira |
Mahdi yanks his robe free from Pent's grubby grasp and gives the growing clumps of rats a dark glower promising burning death when he returns, before he heads out into the sunlight.
Pretty sure our original map of the region is stuck in Sloth's Roll20 game, but I found this with a quick online search:
In case anyone wanted a refresher
Areas that we have explored to the best of my knowledge:
The Monastery-- should be very thoroughly cleared by this point
The Old Shrine-- I believe we got moooost of the shrine itself, if not all of it. Mahdi found spells on pillars that he has yet to have a chance to copy to his spellbook. Though, if there is anything in the surrounding region around the shrine, I don't think we got to it-- we pretty much hit the shrine and went straight in.
Kelmarene itself-- we haven't done a building-by-building search of the entire town or anything, obviously, but we've been through once or twice now
If we reach that side and have cleared everything worth clearing in the shrine/environs, I'd suggest cutting north to the falls?
"Yes, let's go back that way," Mahdi says with definite approval. That hall with its pillars...
| Pent Arotha |
"Ooooo. Yes, please. That smoke that don't choke. We can inhale, then sail! We can breathe, then breeze!" Pent rubs his wrist, while looking upwards at the imaginary smoke that might come to fill his lungs once more, and bring sights unseen to seenable.
"A little Sarah's Light won't hurt us! Let's remember Her power, before we face what the darkness hides below the church." Pent adjusts his waistband, and pats his crossbow proudly.
He pauses for a second, trying to formulate plans. "Hey, do you think we should talk to Kardswann another time, see if he has anything rattling between his ears that might cue where our clues might come from when we're exploring the outskirts?"
| Aldebert Piddlespot |
"Excellent plan Mahdi, east then north to the falls. Maybe we can cross there and circle around a bit to the ruined fort and see what's there."
Aldebert is less thrilled with talking to Kardswann again, but he'll tag along if the party is following Pent's advice.
| Lareg |
I posted that same regional map in the new roll20 site, but thank you for posting it here also. Let me know if it isn't showing in Roll20. The notes on where you all have been are especially helpful.
Beyond the work to restore various buildings around Kelmarene, it seems many of the recent occupants are indoors, unaware that clouds have blown in cooling an otherwise hot day. A quick check on Kardswann reveals little more than half spoken curses, as he fades in and out of consciousness. Whatever influences the creature seems to still hold sway. Those keeping watch over him explain, "We've had to keep him subdued. He lashes out periodically if given a chance to come too." Further travel east is uneventful until the river comes into view. Near the Wharfmaster Manor there appears to be a pair of individuals in a heated argument. They stand near a large wagon, which in addition to blocking the bridge seems to be in need of repairs.
| Pent Arotha |
Pent watches the pair at a distance, attempting as best he can to read lips, and sort out the argument before he's even heard it.
Perception v DC ??: 1d20 + 9 ⇒ (16) + 9 = 25
Any PC may learn to read lips with a rank in Linguistics as if they had learned a new language. When reading the lips of a speaking creature within 10 feet in normal lighting conditions, the reader need not make any skill checks. In situations of dim lighting, extreme distances, or to read the lips of someone trying to hide their words from the reader, the reader must make Perception checks (DC determined by the GM based on the situation). A lip reader may only understand spoken words in a language it knows.
| Lareg |
Perception rolls:
Mahdi 1d20 + 3 ⇒ (2) + 3 = 5 (normal)
Aldebert 1d20 + 8 ⇒ (4) + 8 = 12
Amiamble 1d20 + 10 ⇒ (11) + 10 = 21 (normal)
Kul 1d20 + 1 ⇒ (7) + 1 = 8 (normal)
Large handed man, "The wagon is nearly fixed. So I'd best see the coin." Tiny merchant, "..agreed to feed too." Large handed man, "It isn't my fault the stable hand is passed out.."
| Pent Arotha |
Pent lowers his voice, and commentates on the scuttle taking place. "Looks like the wagon's almost restored to function, and the little guy might want to be ready to pay for the service of such, such as it is, especially if the work sucks. Let's get a lot closer, so we can get across the bridge that much faster."
Without much thought for his own safety, fearing little of ambush or highway thievery, Pent moves in to get a closer look at the little merchant. "Hey!! Hey Hey Hey!! Good to see fellow travelers out and about!! Looks like trouble with the wagon being all broken and all... tsk, tsk... Anything we can do to help? We've just come from Kelmarane, so as you know that we're not roaming road thieves or nothing like that. In fact, this group here is quite proficient in calming conflict, you know, like the conflict you seem to be flicking between the two of you. Or am I wrong?"
| Lareg |
Two men look toward Pent - one, a large man who is has a bit of sand on his cloths and dirtied hands, and a second that is much more slightly built who wears a modest cloak, which fails to cover the gold chain around his neck. The larger of the two men looks relieved to have a distraction from the smaller man. The smaller man immediately starts speaking. As he does, the larger man looks increasingly angry - though he manages to keep his temper in check
"If I'd given thought to theft I wouldn't have agreed to this man's terms. So if you're really interesting in calming this conflict I suggest you subdue this man while I go seek out the local authorities."
Sense motive (Pent): 1d20 + 9 ⇒ (11) + 9 = 20
| Pent Arotha |
"Ooooo, glorious Sarah shine upon you, for you have found them, those local authorities you so seek. We are entrusted to make decisions out in the field, when travel would make justice hard to parse out over long distances. You have the distinct pleasure of the presence of councilhalfling Amiamble, councilhalfling Aldebert, councilman Mahdi, and councilman Kul, and of course, myself, councilgnome Pent." Pent doesn't wait for either man to extend their hands, only steps up to grasp and shake hands, willing or no.
"Now, you both appear to be quite ruffled. The cart before the horse, court is now in session. For the claim to be paid fair for the work done on the wagon, who speaks?"
| Aldebert Piddlespot |
We're the local authorities?
Aldebert scratches his head and looks back up the hill.
Well, we did take the town... and we are the agents of the only local authority worth anything just now. Hrm.
Aldebert looks at Pent and the others.
Sense Motive: 1d20 + 4 ⇒ (6) + 4 = 10
I don't know which is at fault here. I suppose we must... Aldebert swallows hard ...trust Pent and follow his lead.
He leans heavily on his Guisarme for support in this trying moment. But he remains silent and watches to see how this plays out.
| Amiamble Piddlespot |
Amiamble nods when he is introduced, only somewhat annoyed that catcouncil Yeen was not included, but too shy to speak up in defense of his mount.
Yeen has better sense than the lot of us...
Ami listens to the give and take for a while, then meanders over to check out the wagon.
1d20 + 6 ⇒ (3) + 6 = 9 Perception
Is the brokenness of the wagon something that Mending might fix?
| Lareg |
The large man scratches his head for a moment. As the other grasps at words. Eventually turning to look toward the larger man.
"I.. ah.. Well.. I didn't realize. But you can't be.. At least hear the thief's story so you can relay it to the proper authorities when the time comes."
Surprised, the larger man does his best to suppress his smile. Even he can see that his fellow is losing grip of the situation.
"Well met Pent nodding in turn to each of those gathered and to your fellows. I thank you for your time. I'll be quick. The wagon needs but to have it's fixed wheel put back in place and it will be ready to go. Motioning to the other man. This kind merchant who I agreed to help seems unwilling to pay the agreed upon price as I haven't been able to rouse the stable master. You see, I agreed to fetch feed for these fine horses which pull the wagon. He gives a quick glance to Yeen, and then a knowing nod to Ami. I see no reason that I be denied payment for my work just because the stable master was up with drink last night."
Mending would be more than enough to put the wagon in order. It appears the situation is exactly as the man says.
| Mahdi al-Jabira |
Mahdi looks on in some disbelief when Pent starts getting involved in.... this.
I am a student of fire and my destiny is out in these hills! he thinks grumpily. My future is the heart of the burning storm and power such that they will speak of me for ages hence!
Or at least a nice statue. Something like that. But And then Mahdi the Lord of Fire settled a dispute between a wagoneer and a craftsman makes for a rotten story, and won't do anything for his reputation.
Mahdi sighs. Loudly. Exaggeratedly. He strides to the railing of the bridge and sits down, crossing his arms (did his robes swoosh dramatically enough? Hmmm) and coaxing Sa'amm out of his sleeve in order to perch on his hand. Mahdi makes a show of petting the venomous, red-and-black scorpion, and attempting to convey to anyone in a 50-foot radius that this is all very much beneath him but he'll tolerate it for now because he hasn't anything better to do.
He markedly does not care about who is in the right or in the wrong in a minor dispute between traders.
Mahdi does, coff, have mending memorized... but he might need some ethical nudging to volunteer his services.
| Aldebert Piddlespot |
Not knowing it's easier to tell the truth with the worker, Aldebert scrutinizes his story.
Sense Motive: 1d20 + 4 ⇒ (16) + 4 = 20
Seems clear enough now that their stories are plainly put. The smooth talker over here owes some coin to the poor laborer. I wonder what Pent will do?
| Pent Arotha |
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25
Pent nods to Tweedle Larger, then turns to Tweedle Large.
"Well, it seems pretty pertinent that your wheedle over the wheel is found to be ill-founded. The work is nearly at its completion, so it seems completely workable for the owner of the cart, that would be you, good man, to pay for the work of the repair, regardless of the feed, should you think a fee was incorporated regarding the both of them." Pent still his words, taking care to let them sink in, before continuing.
"If we need a couple of bags of feed to settle this, we can always go direct to the stable master, but fetching feed is hardly worth a craftsman's time." Pent turns to Tweedle Larger with a penetrating stare. "Is the stable locked to you? What prevented you exactly from fetching feed? Any how, get the wheel back on the wagon, as you will be paid now for finishing, and you will be bound to your word for getting these horses some food, either now or later, pending the stable master's permissions. That alright with the two of you?" Pent turns towards Tweedle Large, and pays attention to the man's rebuttal, should one be forthcoming. Meanwhile, he walks to the back of the wagon, and inspects its contents, without touching anything.
| Lareg |
The larger man nods while the merchant seems entirely distracted and terrified by the sight of Mahdi's scorpion. With the opportunity clear, the larger man expresses his agreement. He continues to speak more loudly as he goes on, but it seems entirely possible that the merchant has no idea what is being said.
"I agree. As drunk as the stable master is I couldn't just leave coin for the feed. He wouldn't remember it or he'd spend it on drink before he sobers up enough to realize I'd paid him for the feed I bought. I'm happy to finish the work given payment. I'm fine to subtract the cost of the feed from my payment or bring the feed once the stable master sobers up."