| GM Tektite |
Lady Gloriana smiles in gratitude as the cleric offers his assistance.
Dearest Pathfinders,
As you know, the people of Taldor share a proud history that traces their blood to the ancient Azlanti who founded our great nation. I have a letter that I ask you to deliver to the gillman embassy in Escadar, so my request requires no additional effort on your part other than carrying a simple envelope and delivering it when you reach your final destination. I have no hesitation in telling you the letter asks the gillmen to consider an alliance with the nation of Taldor—if the letter finds its way into an influential gillman’s hands, it would please me greatly.
A new dawn will rise over Taldor,
Lady Gloriana Morilla
Faldoc Tisbane
|
I agree with Dreng. The time has come to move on. Faldoc is ready to get moving, having already replenshed arrows and such.
Tomoe Gozen
|
I´m quite sure there will be questions later, they only didn´t show themselves yet. Those gillmen speak common right? We have time to do some shopping? Or are you willing to give us some supplies perhaps? What do we know about Gillmen and this harbour?
Let me think what i know about Gillmen and this harbour....
Knowledge Local: 1d20 + 4 ⇒ (20) + 4 = 24
Someone aid another perhaps? Is it ok for you guys if i don´t buy a wand of CLW, but something else? Like Wand of Chor of shards?
Faldoc Tisbane
|
Knowledge Local, aid another: 1d20 + 6 ⇒ (16) + 6 = 22
Faldoc assists Tomoe as she tries to recall information by filling in the gaps with any facts or rumors he might have heard.
| GM Tektite |
The town of Escadar (located on the Isle of Kortos and within the domain of Absalom) is the only terrestrial city with an embassy of the Low Azlanti. It can be found in the House of the Cresting Wave, locally known as Wet-House. The gillmen offer information on the sea, meet with officials from Absalom's Low Council, and train the hippocampi instructor for the city's Sea Cavalry. The gillmen are often seen worshipping at the Azlanti ruins at the town's center, or partaking in Escadar's many warrens of vice.
The gillmen of the Inner Sea region most closely resemble the now vanished inhabitants of ancient Azlant. They have their forebears' pronounced and haughty facial features, and exotic, purple eyes. Their hair is generally dark and they have pale skin from years of living far from the sun's rays. Three piscine gills on both sides of their neck, just above their shoulders, give them the ability to breathe underwater, even though they can also breathe air. Gillmen can not survive long away from sea or freshwater, however. They quickly develop organ failure if they remain unsubmerged in either fresh or salt water for more 24 hours.
Anis Aniland
|
"Shouldn't we wait on this map from Torch before we pick up supplies?"
If we're going to be crossing deserts or glaciers, Aniland will pick up a wand of Endure Elements and rely on Channels to cover his lack of a wand of CLW.
Ygdnur Copperhand
|
Sorry, the weekend was a blur and today things changed at work so this is the only chance I'll have to post until the evening with the possibility for a lunchtime post. Sorry guys.
"Well, I'm ready. A dwarf has all he needs at any time!" He pats his axe, puffs himself up, then downs his tankard of ale. Turning to the party, "I'm ready when you are!"
Malik Van'Hilth
|
Malik nods "I am ready as well, let us go see about this map. By the way, since I have not had the opportunity to work with you before, I am Malik Van'Hilth holy disciple of Abadar."
Once they are out of range of Dreng Malik will relay the message Lady Gloriana gave him to the others.
| GM Tektite |
Moving on then?
The party takes their leave from Dreng and Gloriana. Making their way through Absalom, they eventually enter the Puddles District. Winding through the half-flooded streets they finally find the sewer access that leads to the Siphons, where they find a gruff looking half-orc guarding the door to Torch's residence. He nods and motions you in, as if you were expected. The party enters a large stone audience chamber, magically sealed from the flood waters and moisture so prevalent everywhere else.
Torch, a dark-haired, burn-covered man in his late-middle years sits in a large bathtub, and two attendants continually pour cool water over his
cursed, festering wounds. His half-orc bodyguards eye the party warily as the Grandmaster rises, fully nude, to greet them and speaks. “Well met, Pathfinders. I see you have survived as the Decemvirate’s pawns thus far, and for that I commend you. This next task they have for you is more dangerous than the venture-captain may have told you, so let me give you a word of warning. The man picks absently at a scab on his arm. I have made it my life’s work to ensure Pathfinder agents are given all the tools they need to return home from their myriad adventures, and this map is the tool I give you. He points to a table with a map laying on it. Follow the directions on my map as strictly as you can. Deviate from this path and you may encounter challenges far beyond your abilities. Many would paint me and those who believe like I do as betrayers of the Society, but it is the corps of the organization that I am completely loyal to. Each and every one of you. “If you believe you have been mistreated by the Ten or their representatives, don’t hesitate to let me know upon your return from Escadar. My network of agents and spies if vast, and I am a powerful ally to have on your side. ”Now be off. You have a long journey ahead of you. And remember, don’t deviate from this map—it’s designed to get you there and back safely!”
Faldoc Tisbane
|
Sense Motive, because sometimes you just have to: 1d20 + 6 ⇒ (10) + 6 = 16
Faldoc makes it a point to avert his eyes as the burnt man stands up from his bath. What type of trouble might we might on the path you chose for us? Since you have never taken it I just wonder if you know what we can expect to find on the way.
Anis Aniland
|
Uh it seems we should buy cold weather gear then. I have to buy that.
You have an elephant Anis?
"Don't I wish I did, toots. Nothing like an elephant to make an impression on people. Does anyone here own a pack animal or will we have to buy one?"
"By the way, I know a guy who claims he's got a wand that'll let us dispense with the furs and such if it doesn't get too cold."
I'll snag a wand of endure elements with prestige before we leave town.
| Nivel Klist |
I will purchase the appropriate cold-weather gear as well as a winter blanket. If we have pack animals available, I'll also take a small tent.
Tomoe Gozen
|
Tomoe looks the Grandmaster up and down:
Do you always receive guests in this fashion? An interesting habit, reminds me of the spas of my homeland, only those are either very private or not mixed. I understand your scars need some treatment though.
Turning to Anis:
Something like that could prove really useful! I heard about an item called a heatstone though, that might be cheaper and hold us warm for a night too.
Then to Torch again:
How long will that journey approximately take? I guess we need some provisions too. A pack animal would surely come in handy there, but i´m afraid i can´t afford one right now.
| GM Tektite |
Torch continues to smile, unabashed by the image he presents. It's not a road, but a trail. I do not think carts or elephants would manage very well. Not to mention that you will be taking a boat across to Escadar at the end of your journey. He nods at Tomoe. I think it will probably take your party seven or eight days to cross to the island.
Tomoe Gozen
|
If we made it through half the country, finding a boat will surely not be the problem. I will talk to the people there and find us an able captain and boat, don´t worry. That is what i´m best at. Finding the right way and tracks as well as enough food and keeping us alice in those mountains, that i hope is the specialty of someone else here.
Badr al Din Ibn Badriyah
|
Very well - you take over the last leg of the journey. Anyone here good on wilderness navigation? If it were a desert I would be of great help, but with mountains and such? I will do what I can unless someone else has expertise.
Faldoc Tisbane
|
I prefer the streets of the city over the trails of the country but I might be of assistance to someone with the knowledge of the wild. I'm sure that our pooled resources will be more than enough to attain our final goal. If we have all we need here perhaps we should be on our way?
| GM Tektite |
The party takes their leave of Torch and wend through the city, purchasing any supplies needed. Upon returning to the Lodge, the group is approached a tall man of Garundi descent. Greetings, I am Nestor Rees. It seems we will be traveling together on the morrow. Do not worry yourselves, I can take care of myself. I will meet you here at the Grand Lodge gate at the first hours of dawn. Is that acceptable?
| GM Tektite |
The party assembles in the morning, meeting up with Nestor Rees. The group heads out of the northern gate and travels north on a road leading into the Cairnlands. The Cairnlands, a broken landscape of blood-salted earth and the ruins of countless failed assaults on Absalom’s walls, soon yields to open fields and fertile ground. Ahead, a vast forest covers the foothills of large range of snow-capped mountains. The well-trodden road soon ends at a tall wall of trees, signaling the end of civilization.
As the party approaches the woods, you all hear the distinct sound of hooves galloping through the woods. Suddenly a group of three creatures with the head and torso of men, but the lower halves of horses, break through the underbrush and hail the party. Ho travelers! What brings a small party as this into these parts? These woods are not safe to travel for a party such as yours. What is your business here?
Faldoc Tisbane
|
I will not speak but I will watch these creatures carefully. I'm not sure they are even real.
Tomoe Gozen
|
Tomoe steps forward, holding her empty hands stretched out in front of her in a calming gesture. As they seem to be creatues of the forest, she adresses them in
She also adds something to appiece and befriend them:
This is the first time i see horsemen. You are truly beautyyful creatures!
Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14
Anis Aniland
|
If they understand and respond favorably to Tomoe using Sylvan, the following is in that language as well, if not, in common.
"Surely you must be powerful creatures, if each of you is worth more than two of us. For how else can you claim it unsafe for us, when you walk it yourselves?"
Diplomacy to Aid Tomoe: 1d20 + 9 ⇒ (18) + 9 = 27
| GM Tektite |
The lead centaur smiles at Tomoe and Anis, answering in the same language. Cwrdd yn dda ffrindiau! Mae'n wir yr hyn yr wyf yn siarad am.
The centaur then switches to the common tongue. We are out patrolling the forest. It is not safe, there is a strange beast about. It seems to be some sort of dark cat, but none of our tribe has seen the beast up close. I am called Urdel Thunderhoof. This does not seem to be any normal beast, it seemed to watch us from the wood two days past. We felt as it were trying to herd us into a trap. Be wary! He brings forth a well made long spear and offers it to Tomoe. If you insist on going forward, take this as a gift. He motions to his party and an obviously female centaur canters forward to Anis. She smiles coyly at the gnome and offers him a small pouch. Take these as well. They may aid you on your journey. They are enchanted berries that nourish and heal. Urdel says. Safe journey be to you!
With that the centaur party turns and disappears back into the forest.
Faldoc Tisbane
|
A cat? We worry about a feline? Let's move on. I'm sure those creatures will be able to handle whatever it is they have seen better than we can.
Tomoe Gozen
|
My name is Tomoe Gozen of the fox folk. Thank you for your generous gifts, may we meet again one day in peace.
Tomoe thankfully takes the spear.
What kind of spear is this exactly? Well made = Masterwork?
Anis Aniland
|
Aniland takes the pouch from the centaur, and attempts in the same gesture to kiss her hand.
Diplomacy to flirt with female centaur: 1d20 + 9 ⇒ (1) + 9 = 10
Once the centaurs have left, he opens the bag and looks inside. Roughly how many berries are inside? He then casts detect magic on them. Spellcraft if they count as an item: 1d20 + 4 ⇒ (3) + 4 = 7
| GM Tektite |
The spear is a masterwork longspear. There are eight berries. They are Goodberries as per the spell, see spoiler above.
The female centaur smiles coyly at Anis as she turns and follow the other two centaurs into the forest.
The party continues on the journey and after a couple hours, the sound of running water echoes ahead, and several muted beams of light pierce the thick forest canopy. Soon the dense forest opens, revealing a river that blocks the way forward. A large felled tree trunk offers a way over the swift moving river. With the exception of the rushing sound of the water, an eerie silence pervades the area, as does the fresh smell of death.
As you approach the stream and log, you see the half-eaten carcass of a deer.
Faldoc Tisbane
|
Oh look, lunch. Faldoc takes a look around the area. Shall we cross by the log or does someone have a better option?
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Tomoe Gozen
|
Tomoe to Anis:If you meet that centaur girl again, please tell me. That will surely make for an interesting tale or song i could compose, a romance between a gnome and a centaur girl. Besides the looks... She smiles broadly.
At the sight of the carcass she sneers, not liking the smell of it.
I wish i could fly, but i don´t have the magic nor the wings. So i don´t have a better option. Perhaps we could secure ourselves with ropes, just in case someone slips and falls into that stream. Looks dangerous.
| GM Tektite |
B: 1d20 + 6 ⇒ (15) + 6 = 21
T: 1d20 - 1 ⇒ (14) - 1 = 13
M: 1d20 + 2 ⇒ (3) + 2 = 5
F: 1d20 + 10 ⇒ (4) + 10 = 14
Y: 1d20 + 7 ⇒ (18) + 7 = 25
A: 1d20 - 1 ⇒ (10) - 1 = 9
B: 1d20 + 2 ⇒ (20) + 2 = 22
T: 1d20 - 1 ⇒ (20) - 1 = 19
M: 1d20 + 4 ⇒ (3) + 4 = 7
F: 1d20 + 6 ⇒ (19) + 6 = 25
Y: 1d20 + 2 ⇒ (2) + 2 = 4
The sun's rays slowly begin to descend as the party contmplates the log and the carcass.
Faldoc Tisbane
|
Something isn't right here. We need to move. If we are going to cross the river over the log we should get to it.
Anis Aniland
|
If the river is narrow enough, Aniland will attempt to throw his grappling hook and catch a branch or something on the other side, ideally where it would make a good guide rope.
Attack to secure grapple: 1d20 + 2 ⇒ (14) + 2 = 16