Journey to the East - Jade Regent (Inactive)

Game Master Severed Ronin

When a decades-old secret is exposed, an unassuming local tavern-owner and a close friend of the PCs discovers her birthright is to rule one of the ancient Dragon Empires of Tian Xia—the empire of Minkai. Yet the current ruler of this empire, the mysterious and increasingly cruel Jade Regent, has no intention of giving up his hold over the throne. In order to save Minkai from a would-be tyrant, the PCs must not only escort their friend from Varisia to Tian Xia, braving the frozen horrors of the Crown of the World, but must aid her in gaining the trust and support of a nation on the edge of anarchy.


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Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

"No time to waste then, lets get moving".

Jean will start to move out ahead in order to scout.

Stealth 1d20 + 9 ⇒ (18) + 9 = 27
Perception 1d20 + 11 ⇒ (19) + 11 = 30


"No, well... I don't really know," Koya replies, obviously frustrated and confounded. "Desna laughs at me. I have seen things similar to this before - possession by a foreign spirit, but this is different in many ways. She doesn't appear to be under duress or in pain. It could be some influence from Brinewall, but this whole journey is one of mystery... none of us know what's there."

In response to the decision that has to be made, Sandru looks around the nearby area and shakes his head. "No need to march back halfway up the hillside. Right here is as good a place as any. We have a good view of the approaches, from the river and along the road." He points along each path, in turn. "Shalelu and I can stay here with the drivers to guard the wagons; we'll circle them up and post watch. Koya will keep an eye on Ameiko. The rest of you can scout and see what's ahead. Brinewall can't be more than a mile or two further up the road."

After helping carry Ameiko's body into Koya's wagon, you gather your equipment and press into the tangled wood. Although the rain has stopped, the air under the trees is thick with cool moisture, making you shiver despite your fervor. With the afternoon sun obscured by clouds and the thick forest canopy, it seems like walking into nighttime. Luckily, the overgrown path is relatively easy to follow, only requiring to cut through or traverse a fallen tree in a few spots. You sense the trees are filled with an oppressive spirit, and the wood is eerily silent.

After about an hour, you hack through a particularly thick mass of undergrowth and emerge along a clearer section of graveled road. Across from you, a steep-walled inlet affords a view of the village and small harbor. To your right, the road cuts through more thick woods before reaching a small lighthouse. The road also continues left, presumably down the ridge to the village. Opposite the village, on a higher hill overlooking the river, is a large, squat castle of gray stone. The only thing moving are the thick clouds overhead.

Map

Map Legend:

M. Waterfront: A naturally deep harbor has formed where the waters of the Steam River flow into Bunyip Bay to the west. Two ruined piers extend into the only relatively shallow portion of the harbor here, and appear to have once served all of Brinewall as moorings for visiting ships. While both piers are now mostly collapsed, the westernmost one has what appears to be a relatively recent visitor: a longship is tied to the pier. The longship seems relatively new, but the vessel is partially destroyed and half-sunken. A search of the ship reveals significant damage to the ship in the form of tremendous claw marks and what appear to be scorch marks from a powerful electrical attack.

N. Ruined Buildings: Among the ruined buildings that once composed Brinewall Village, you find barracks, a smithy, several homes, a glassworks (with several architectural designs similar to those of the larger glassworks in Sandpoint owned by Ameiko Kaijitsu), a trading post, and a stable. The two largest ruins are located in the eastern part of town, and consist of a town hall to the north and an almost completely collapsed temple of Desna to the south, near the entrance to the cemetery.

O. Lagoon: This algae-choked lagoon is only 10 feet deep at its deepest point. On the lagoon's northwestern shore, the rotting carcass of a sea drake lies half submerged in the water. Larger than a horse, this bright green aquatic reptile has finned, winglike arms and a draconic visage—no Heal check is necessary to determine it was slain by several violent strikes with an edged weapon. A trio of reefclaws feed upon the drake's carcass and glance up at you threateningly if you approach, ready to defend their meal.

P. Cemetery Gates: A rickety wooden fence surrounds the clearing beyond, but the gates here are made of iron and f lanked on either side by statues of a beautiful woman with butterf ly wings. With Gyorgy as one of her faithful, no check is needed to identify the statue as depicting the goddess Desna.

Q. Cemetery: This clearing consists of a low hill containing nearly two dozen graves. A stone crypt sits atop the hill to the east. The entire graveyard is unusually well tended—the grass appears to be weeded and the gravestones are quite clean. The crypt contains only one body, that of Admiral Mercatio Kiameleu, Brinewall's founder. What appears to be a gravestone set apart from the rest of the graves near the northern edge of the cemetery is in fact a small, well-tended shrine to Desna that consists of a marble statue of the deity holding aloft a small copper bowl filled to the brim with the recent rainwater.

R. Lighthouse: This stone lighthouse is now little more than an empty shell after its roof caved in many years ago.

S. Hidden Entrances: While scouting, Jean discovered two secret entrances to the tunnels under Brinewall Castle that lie hidden outside the castle.

T. Brinewall Castle: Brinewall Castle is a large and intimidating structure. Although only two stories tall (with the exception of one three-story tower), the squat castle looks all the larger for its position atop the bluff west of the village, looming over the surrounding region with a commanding presence. The castle is built of gray stone, though close inspection reveals numerous different types of stone were used in its construction (as parts of the castle were rebuilt several times).

After Jean returns from scouting, he reveals to you the discovery of the rusty key in the Lighthouse, two secret entrances that he assumes lead into the castle, and the discovery of a tiny creature known as Spivey living within the cemetery. See Jean's report below.

Jean's Report:

While searching the rubble around the lighthouse you locate a partially crushed strongbox containing 120 gp and a single rusty key. You estimate that due to its condition, the key will likely break after opening only a few locked doors. There's no immediate indication as to what the key may unlock. Not only do your keen eyes discover the secrets contained within the lighthouse and the secret entrances, but your peripherals spot something tiny with butterfly wings flitting through the air as you scouted the Cemetery. With your sharp ears, you can vaguely make out the creature talking to herself though not about anything in particular. You do note that she calls herself, "Spivey." You don't think she's seen you though it doesn't appear as if she's all that dangerous. As you watch her, she flits about the cemetery cleaning up where she can.

The 'Butterfly'

In addition to the listed information, Jean's report grants you several checks as listed below.

Waterfront (Knowledge: Geography DC 17):

You identify the longship within the harbor as one belonging to the Linnorm Kingdoms.

Cemetery (Knowledge: Religion DC 17):

You identify the water in the bowl as holy water and you estimate a full bowl can hold up three flasks.

Spivey (Knowledge: Planes DC 17):

Spivey's description matches that of a Lyrakien.


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4

Knowledge (planes): 1d20 + 8 ⇒ (2) + 8 = 10

Corvus thinks over Jean's report but despite the tiny creature sounding familiar, she can't recall anything of use.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

1d20 + 8 ⇒ (1) + 8 = 9 Know (Geography)
1d20 + 7 ⇒ (8) + 7 = 15 Know (Religion)

Mukluk listens to Jean's report with a lot of head nodding and grunts of 'goodjob'.

"You done fine work, Jean. That's a good report...mind if I see that key? You say its fragile?" Mukluk asks. "I know a couple tricks to fix a broken wheel or snapped reign...lemmesee that."

1d10 ⇒ 6 Good times

Mukluk will handle the key carefully, hitting with a few Mending spells until it is whole. If those don't work (and they should, right?), he'll use actual magic with a Make Whole spell.

Jean, did you share the information about Spivey? What it looked like?

* * *
Mukluk looks down at Brinewall and gets his buckler and pick out, ready to use.

"Come along, men...and lady. We got areas to explore. What say we start to the right then sweep up to the castle? Since Jean has scouted it, we can move quickly, but a few more eyes looking might turn up some new information."

Mukluk 'leads' from behind Gavin to area Q, then P, then the N and N and M.


Royal Guardsman HP: 12/12 | Will:11 | Per:11 | FP: 10/10 | DR:24/8 | Dodge:9 | Parry:13 | Precog Danger Sense: 12 | Influence:+1 | Primary attk: Force Saber 18, Dmg: 7d(5) |

Is it suitable to bring my trusty mount with me?


Jean did share the information regarding Spivey. The Mending spell works fine and you estimate that you should have no worries about the key breaking. Those who have the appropriate skill may make a check regarding Spivey. The area is suitable for now to bring Sovereign.


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

"Also, if the key fails....i do have some skill and the tools to get into places that are otherwise locked." Jean will flash a confident smile to the group.

"I think perhaps we should visit this Spivy creature first, since it talks it may be friendly and able to provide some more information. Perhaps we should all go to the gate but let Corvus and Treygan approach to talk....we dont want to frighten it... as Jean glances at Sir Gavin, and then rubs at his own ears with his eyes downcast.


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4

Corvus goes with the flow. She nods when Jean suggests she handle anything that might involve diplomacy but says nothing.

'Let's just hurry this up. We need to resolve whatever is affecting Ameiko.'


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk's eyes gleam from the description of the creature. "You say she was carrying little starknives, huh?"

Mukluk jumps up and down.

"I want to go too...them 'knives are just like Desna's weapons. Sure, they are mostly useless in combat and more prone to prick yourself than your foe...that her weapons, it is! I'm going to looksee on this myself. I'm sure it will be grand."

Mukluk readies to join the redshirt away team to go meet Spivey.


Royal Guardsman HP: 12/12 | Will:11 | Per:11 | FP: 10/10 | DR:24/8 | Dodge:9 | Parry:13 | Precog Danger Sense: 12 | Influence:+1 | Primary attk: Force Saber 18, Dmg: 7d(5) |

Gavin carefully listens to Jean's suggestion, then slowly nods in agreement.
"That is... a good plan. Very well, I'll stay back with Sovereign."
He looks over at Mukluk.
"Are you sure you don't want to ride with me? You can see farther on horseback." He keeps his face perfectly straight.


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

"From the sound of the town, it's deserted. So yea, this Spivey is probably our best chance to find help for Ameiko. And I've got to say Mukluk, I like your enthusiasm. But remember we're here for a reason now. Let's see if we can find some help first, then we can all explore together." Treygan keeps his sword strapped to his back, wanting to make sure to put a good impression forward.

Knowledge (Religion): 1d20 + 4 ⇒ (7) + 4 = 11


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11
Sir Gavin D'Monteforte wrote:
"Are you sure you don't want to ride with me? You can see farther on horseback." He keeps his face perfectly straight.

Mukluk, so giddy to meet the starknife wielding fairy, seriously considers taking up Gavin on the offer before running off towards the graveyard, hardly waiting for others to catch up.

Mukluk will move forward until he can see it as well.


The reefclaws feasting on the reptilian body eye you warily from the other side of the lagoon, issuing guttural threats to intimidate you from nearing their territory. They cease when you pass by nearing the church of Desna on your way to the cemetery. From here, you can see the appearance of solidity in the structure to be an illusion (not an actual illusion). What appeared to be perhaps slate shingles are in fact wooden planks heavily rotted and black with mold.

At the front door, you get a closer look at the cemetary to the south. Unlike the rest of the village, the iron gates are sturdy and in good repair. Statues of a beautiful woman with butterfly wings flank the gates. More intriguing is that the cemetery grounds beyond are unusually well tended - the grass appears to be weeded and cropped, and the gravestones are quite clean. The cemetary holds just over two dozen graves and a single, stone crypt atop a small hillock.

As you enter the cemetary grounds, the foreboding that surrounds the ruined town is lifted, replaced by a sense of calm. All of the headstones are in good order (and you do not see any misplaced bodies). The crypt at the center has carved words, reading "Admiral Mercatio Kiameleu, Founder".

Near the northern edge of the clearing, what appears at first to be another gravestone is in fact a small shrine to Desna. It consists of a marble statue of the deity holding aloft a small copper bowl, now filled with rainwater. The statue is clean, and the bowl recently polished.

There does not appear to be any sign of Jean's proposed fairy.

GM Rolls:

1d20 + 22 ⇒ (11) + 22 = 33

Perception DC 33:

Out of the corner of your eye, you spot something tiny flit out of sight, watching you as you peruse is cemetery. It appears to have butterfly-esque wings. Perhaps this is the creature known as Spivey.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk steps closer to examine the temple to Desna.

"Ah miracles! Just a miracle, I tell you. Oh, Koya would love this. A Shrine to The Great Dreamer!" Mukluk says, taking off the holy symbol from around his neck. His eyes shimmer with happiness. "Do you know why Desna delights in travel on Golarion? Well, do you?!"

Mukluk looks from face to face to excitedly explain.

"Desna was one of the first deities, but while her peers were creating Golarion she spent her time building the heavens. As such, she doesn't know what her god brothers and sisters have done here! So Desna and her followers delight in exploring the world," Mukluk explains, taking a knee at the shrine.

Following Desnan tradition, Mukluk dips his fingers on the water and flicks it over his face and head.

"This represents rain during travel, so that the lands might be moist with dew and growth."

Mukluk looks around for a small bell, but if finding none, will gently ping his pick against his buckler seven times.

"Those seven bells represent the Seven Bell Towers of Desna. Ooh...I hope someday to see one," Mukluk explains happily to those that would listen.

Mukluk will spend a few minutes in prayer before joining the rest in exploration.


György chuckles at Mukluk's enthusiasm, "I share your joy my friend. Would you like me to lead us all in prayer or would you prefer to pay your respects in private." György joins Mukluk to kneel by the shrine, putting a hand to his tattooed symbol of Desna. Perhaps Jean's friend will show itself now.

György will spend enough time in prayer to prepare spells:
0 - detect magic, light, read magic, stabilize
1 - bless, protection from evil plus domain spell of longstrider leaving one slot open
2 - bull's strength plus domain spell of locate object leaving one slot open


Royal Guardsman HP: 12/12 | Will:11 | Per:11 | FP: 10/10 | DR:24/8 | Dodge:9 | Parry:13 | Precog Danger Sense: 12 | Influence:+1 | Primary attk: Force Saber 18, Dmg: 7d(5) |

Gavin waits outside the gate along with the rest, looking around just in case there was an ambush.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11
György Badžo wrote:
"I share your joy my friend. Would you like me to lead us all in prayer or would you prefer to pay your respects in private."

Mukluk seems surprised to see Gyorgy around.

"Sometimes I forget you're a priest too," Mukluk says, schootching over to make room. "Why don't you lead? I always get a good laugh when you omit Desna's Second Miracle from the list. You Eastern PolyOrthodox Redactivist Desnans seem to forget that one."


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

"Mukluk, we may not share goddesses, but I'm still joyed to see you so fervent in your worship friend. A welcome sight indeed. Enjoy your prayers."

Treygan turns and takes a look around the cemetery while the others pray.


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

Jean will skulk around outside, keeping watch to ensure no one comes up on us.

Stealth 1d20 + 9 ⇒ (12) + 9 = 21
Perception 1d20 + 11 ⇒ (8) + 11 = 19


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

When Mukluk finished praying, he explores the graveyard carefully.

Hey PartyPeeps, don't be afraid to do more push posts. Help us keep things moving.


Royal Guardsman HP: 12/12 | Will:11 | Per:11 | FP: 10/10 | DR:24/8 | Dodge:9 | Parry:13 | Precog Danger Sense: 12 | Influence:+1 | Primary attk: Force Saber 18, Dmg: 7d(5) |

Sir Gavin doffed his helm and ran his fingers through his hair. Looking back at the graveyard, he wondered what was taking so long.
Did Jean even see what he claimed? That boy wasn't quite right in the head after all...


Corvus watches Mukluk and György pray, wondering what it must be like to have faith. She didn't dismiss any deity but neither did she follow any one - or even think about religion very often.

She casts her eyes around the group, aware of the physical distance between them. 'What a strange group we are. When faced with danger we tend to work well but otherwise we seem to just co-habit the same space. Perhaps that's what adventurers do? I should ask Ameiko...'

Remembering her friend's situation, tears formed in her eyes.

"Shall we move on," she said to no-one in particular. "Which way next?"


GM Rolls:

1d20 + 5 ⇒ (4) + 5 = 9

Taking the prayer as a sign of trust a small green butterfly-like creature matching Jean's description of Spivey appears from behind a nearby gravestone. "Who are you and why have you come? I recognize everyone around here and you I don't recognize." Are you truly Desna's faithful?" She directs the question towards Mukluk and Gyorgy.


György makes a small bow to the creature. "Blessed is the long road little friend. The Song of the Sphere is my light and guide. But she didn't guide me to your home until today. It is good to make your acquaintance."


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk nods along with Gyorgy's words, his eyes traveling to and fro the strange creature.

"Sure be to the Great Dreamer we are travelers on the road to Desna's salvation: exploration. This here is Gyorgy, and I'm Mukluk. Mukluk Muletender. Who are you? And how do you carry them dang starknives without cutting yourself silly? I tried once and couldn't even hold them without one edge or another stabbing me someplace."


Spivey snorts at Mukluk's starknife comment. "Well, I suppose my kind are not seen often by mere mortals. I am Spivey and, in the simplist terms, I am an azata from Desna's court in the benevolent paradise of Elysium. Unfortunately, I have been... stranded, here on the Material Plane. I came to the Material Plane a long time ago, with my mistress, but by terrible fate she was, um... eaten, by a hungry plant. Quite ironic given she was vegetarian, but still a blight on my heart." Spivey explains, her face sad. "After that, I wandered across your world, aimless and lost, until I found this place. She gestures to the graveyard. "Finding an untended sanctuary of Desna after my long wanderings, I knew it for a sign from the goddess. I tended the field and cleaned up the grave markers, kept out the worse of the vermin. Tried to repair the temple, but that brought too much attention from the birdmen in the castle, so I kept to the graveyard here. And so here we are," she finishes.


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4

Corvus' ears prick up at the mention of 'birdmen' but as Spivey was talking to Mukluk and György, she keeps her tongue.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Waiting for Gyorgy to post...but meh...tired of waiting.

Mukluk snorts, wanting to hear more about the starknives.

"I'm sorry to hear about you and mistress...if there is anything we can do to get you back, please let us know. Not promising anything, but we can try to help if you know of a way," Mukluk quips.

"We're not just here traveling for no reason. We're looking for something that might have been left here long ago. How long did you say you've been here? Might you know of what we seek?"


"Mukluk is right. We may find a way in the course of our journey's Spivey. Perhaps our arrival is a sign sent by Desna that it is time for you to travel once more. It would be good to know what you know of this place...especially these...birdmen?"


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

After ensuring no one is around or approaching the party, Jean will saddle up near Corvus and whisper..."I know we are concerned about 'birdmen' because of Ameiko...but is anyone else concerned over the grounded boat or the dead sea monster? I mean generally one would take a trophy from something like that but it is left to rot...the boat is sunk and broken...so I doubt who ever had been aboard are very far gone..." glancing over at Treygan and Sir Gavin "I'd be wanting to see if she knows what happened or where 'they' went too."

Jean will skulk back off to take a closer look at the ship while the others talk to 'Spivy', no company will be asked for nor will it be refused...

Stealth 1d20 + 9 ⇒ (16) + 9 = 25
Perception 1d20 + 11 ⇒ (16) + 11 = 27

Examining the boat
Profession (sailor) 1d20 + 6 ⇒ (11) + 6 = 17
(If he needs to get wet) Swim 1d20 + 5 ⇒ (7) + 5 = 12

Acrobatics to move about more easily on the boat
Acrobatics 1d20 + 13 ⇒ (7) + 13 = 20


Royal Guardsman HP: 12/12 | Will:11 | Per:11 | FP: 10/10 | DR:24/8 | Dodge:9 | Parry:13 | Precog Danger Sense: 12 | Influence:+1 | Primary attk: Force Saber 18, Dmg: 7d(5) |

Since the others seemed to have things covered in the graveyard, Sir Gavin follows Jean at a cautious distance (say 50 yards or so), keeping a lookout for threats.
Perception:Sir Gavin: 1d20 - 1 ⇒ (15) - 1 = 14
Perception:Sovereign: 1d20 + 5 ⇒ (15) + 5 = 20


Oh no! Splitting the party! ;-)


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4

Corvus is aware that the party is drifting into two groups and wonders about her earlier musings about strength together and wonders if it will prove prophetic.

Drawn between the two groups, she decides to remain near Mukluk and György.


"Yes, birdmen. They inhabit the castle. Quite unpleasant. Could take care of them myself, you see, but they outnumbered me. Got themselves a few other unpleasant allies as well. Big brutish sort. Ogre, I think. But mostly just the birdmen. They swooped in - not literally, well, actually, no, some quite literally - and took the castle. Wasn't anyone left here really when I got here save the birdmen, but I figure this isn't exactly their castle, so them swooping in seems like the sort of thing they'd do." Spivey says.

"As for what you seek, I couldn't say. I know the castle like the back of my hand though. I'm like a fly on the wall to them. Though eyes easy to swat. Ability to heal myself doesn't hurt my chances either. Anyways, if you clear the place out, I could help you look. Not going in there again by myself. Was almost like a fly on the wall last time. By that I mean they swatted at me. Wasn't in the stars for me. Maybe y'all can sort things out, Desna willing. Lost my holy symbol in there that day. Haven't seen it since. Oh and while you're at it, can you keep an eye out for it? I'll be glad to help however I can if you find it."

Diplomacy DC 20:

"Oh and before I forget if you're actually going to get the notion in your brain to head in there, you might want to use the fountain here. Desna's blessed the bowl you see. All that water is holy water. Bowl turns all water into holy water. Like I said, our Lady's blessing. As for the rest of the area, you got the broke down boat. That drake killed everyone on board save for one. Don't know her name but she fled to the castle to stay safe. Doubt she's alive but with Desna's grace her luck might've held out. There's a couple hidden entrances to the castle too I recommend if you're going in. Oh and the reefclaws... Yeah, steer clear of the lagoon unless you're just absolutely itching for a fight. They're territorial. Everything else is straightforward. Castle has your standard outer buildings - stables, posts, towers - and then the throne room, east and west barracks, kennel (that's where the one they call Muthildah stays - the ogre). I mean there's a few others about as well but mostly just those. The donjon though, keep your wits about you. The place isn't quite right. Scary things in there. Don't let your mind wander. Oh and the inner courtyard. Don't drink the water. Actually don't go near the water. The birdmen keep some kinda pet in it. Keep feeding it with creatures they get from the woods. Giant toe-biter if you ask me. Oh and Buttersnips... Do not mess with Buttersnips. Short stocky elf thing. Not quite an elf. But definitely fast. And insane. Or maniacal I guess you could say. Not even the birds cross Buttersnips. You're gonna remember all this right? Y'know what, if you do, I'd be happy to take a look at your friend and heal you lot anytime you need providing I can safely leave the temple here for other Desnan followers."

Meanwhile

Jean's investigation of the ship reveals significant damage to the hull from scorch marks and claws. Likely the dead drake across the way. There's nothing else of interest in the surrounding areas. You've discovered everything your first time through.


György listens sympathetically. "Birdmen and ogres, eh? Can't say I blame you for wanting to be careful. We'd love to have another of Desna's servants accompany us, but maybe its better if we go in first."
Diplomacy 1d20 + 5 ⇒ (12) + 5 = 17

"What do you say Corvus and Mukluk? Should we catch up with Jean and Sir Gavin before they get into too much trouble?"


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

Trusting in Sir Gavin to keep him and Jean out of trouble, Treygan stayed behind to listen to Spivey with the others. "While on the subject of these birdmen, have you heard of them being able to, I dunno, curse anyone or enter dreams? Anything like that? And um, just to make certain, can these birdmen fly?"

diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

Mukluk genuine thanks the azata for her help, nodding along with Gyorgy's words.

1d20 - 1 ⇒ (8) - 1 = 7 Diplomacy to aid

Mukluk looks around.

"So...where do you suppose the things we're looking for is? According to the note, we need to go under the Castle to the third vault, whatever that means."

Mukluk thanks the creature for its time. So close to the diplomacy...one more aid.

"Let's go the castle. Hey Jean! Didn't you mention a secret entrance or two? Let's go there."

S2, peeps?


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

After drying off, Jean will lead everyone to S2.

Checking the lock/opening the lock.
Reminder, Jean does not have Trapfinding or Trap Sense, but he is trained in Disable Device
Disable Device 1d20 + 11 ⇒ (5) + 11 = 16


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4

Corvus follows along, outwardly slightly withdrawn. Inwardly she's now unsure of her abilities and actions.


"I kept them at bay out here because I convinced them I was a ghost of some sort. Not sure I'd do too great if they knew I was around. I'll just wait out here. I can help you with healings if you come back here, but I don't feel it's in the stars for me to come with you." She apologizes. "Don't forget about the water over there though. The fountain is blessed by Desna. Any water that goes in comes out holy." this last part Spivey offers up for free. Then she bids you adieu. "May Desna grant her luck to you."

Level up to L4.

Jean's keen eyesight finds the entrance to S2 with little trouble along the cliff face of the castle and with a little work (and help from the others) manages to roll a boulder to the side, revealing the mouth of a cave tunnel. It is as you enter this tunnel that your mind is assaulted with visions of Ameiko, speaking in her comatose state. Around her Koya and the others gather. She speaks in Common this time around.

"Beware the birds who wish to fly but cannot... A key you seek lies in the grip of the ten-handed one --- his fear is your greatest ally."

The each of you stumble into the wall, fall to the ground for a moment, or brace yourselves against each other as your senses come back and you reel from the very real images shown to you in the vision. Continuing along you pass by several collapsed tunnels and continue to wind through a number of old tunnels and chambers some rife branches and pickings similar to that of nests. It is likely these once served as the birdmen's lair. As you reach the end, the tunnels open up into a large, eerie grotto. The walls drip with moisture and bear strange and disturbing cave paintings of towering four-winged humanoid shapes. Tiny motes of glowing light drift and bob in the air, giving the place an almost nauseating feeling, as if the cavern is being viewed through a dreamlike state.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11

"Holy water, you say? From the splashy bowl?" Mukluk thanks the azata and makes his way back to the bowl. "Anyone have any extra flasks?"

Mukluk stares at the holy water for a bit before drinking what is left of his waterskin and pouring the holy water within.

"This will do nicely. Might even make a nice soup later."

* * *
Beazy, you say we're lvl 4 now, eh? Do we need to rest? Or can we proceed as if we did? I'll get my leveling onto the OOC later tonight. Just want to know how to go now. Thankfully, we're not in an area that we need to rush on anything.

Mukluk drools as the visions assault his mind. He thought he was ready for just about anything, but the assault from Ameiko catches him off guard.

"...beware the birds...grip of the ten-handed..." Mukluk repeats drowsily. Mukluk stands quietly for a moment, looking around and trying to clear his head.

"Did the rest of you catch that? What was that?!"

Beazy, is the a magical explanation? What knowledge?

* * *
Mukluk stares out over the grotto and its dream motes.

"This place is getting pretty weird. Gyorgy! Doesn't this place remind you of the...blahblahblah...two he nymphs...blahblahblah...fishing with sprite wings...blahblahblah...until no more clothes...blahblahblah...and the gnome was sitting there being extracted...blahblahblah...not enough oil? It's like that, right?"

Mukluk straps on his buckler and draws his pick, ready to fight. He nods at Sir Gavin to lead on.


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

Jean will quickly shake the effects from his mind and focus on his task ahead, immediately searching around the grotto for signs of alternate exits and continued passages as well as for tracks in the area.

"Be prepared for anything, I'm concerned about how we're going to scare something with 10 hands..." he shudders a moment "that seems pretty scary in itself to me. Anyways this place gives me the creeps..."

He will move in advance of the party so long as he can maintain a greater field of vision, moving slowly to avoid attracting any undue attention.

Perception 1d20 + 12 ⇒ (2) + 12 = 14
Survival 1d20 + 6 ⇒ (9) + 6 = 15
or Survival 1d20 + 8 ⇒ (19) + 8 = 27
Stealth 1d20 + 10 ⇒ (16) + 10 = 26

While searching and traveling, Jean will be carrying a dagger in hand ready to react to danger.


No magical explanation. Y'all can rest before moving on if you so choose.


"Thank you Spivey. I'm afraid I don't have any flasks either Mukluk, but I'll do the same as you in case we run into something where we need Desna's blessing." György also pours out his water from his waterskin and fills it with holy water before joining everyone along the cliff face.

For a moment, he reels from the sudden assault. Sure that it is the dread deep darkness, coming for him from under the cliff. But the old terror is quickly replaced by the vision of Ameiko. He recovers to hear Muluk's questions. "I heard it, but I don't think I understand any better than the first time. But, I'm sure Ameiko needs our help and maybe it lies within."

And then the grotto, "Sure, like that but far weirder and creepier Muluk. Are those the birds? Anyone know what those are?"

Rest is probably a good idea. I have a couple more spell slots I can fill with rest and still leave some open.


Male Dwarf
Moose:
Appr+6,Arc +8, Heal +6, Geog +6, Local+9, Nat +8, Perc +11
György Badžo wrote:

And then the grotto, "Sure, like that but far weirder and creepier Muluk. Are those the birds? Anyone know what those are?"

Rest is probably a good idea. I have a couple more spell slots I can fill with rest and still leave some open.

Mukluk shrugs.

"I don't know what those are...but I bet that Koya does. Let's go ask her, report in, and explore this castle in more depth tomorrow. We've done a lot today already," Mukluk suggests. Yeah, it's hard work watching Jean scout and report back in, I tells you!

Mukluk will lead the team back to the caravan, leaving others to report in to Shandru while Mukluk reports to Koya about the azata, weird lights and altar to Desna.

@Camp @Koya:

"Oh Koya, you should have seen her...she was an outsider denizen for sure! She carried the starknives of Desna herself, I'm sure. And the little shrine was a nice surprise too. A pleasant omen, I'd say. Maybe you want to come with tomorrow and see it for yourself?" Mukluk reports. He will answer any other questions she has about either thing.


Female Human Magus 4 - Init +2; Perception +2/+5*; AC 16, touch 12, flat-footed 14; hp 39; Fort +6, Ref +3, Will +4

Corvus first thoughts are of Ameiko. She's sad to see she's still comatose but glad that she doesn't appear to be any worse.

Corvus rests up and reflects on her learning on the road. She's unsure about going into the castle but for Ameiko, she'd lay down her own life. 'And perhaps that's what life is about? Doing what you believe is right and for the right reasons - rather than doing what others say is right, or worrying about what they might think.'

Corvus sits by Ameiko and talks to her. She recounts stories of old and lets her know what has happened in the graveyard. She has no idea if Ameiko can hear, but she finds talking a comfort.


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

"I see no reason to rest at this point, it's still early in the day...but if rest is needed I'd say to stay here in the grotto rather than going all the way out and risk discovery by the denizens of the castle...or the ogre..."


There's enough water for three flasks, but Spivey has made you aware that the fountain's effect is continuous. It is mid-afternoon at this point. Jean's initial scout of the exterior grounds and outlying village took place over quite an amount of time as did your meeting with Spivey and journey to the cave and back. I would dare to put the time somewhere close to supper.

Jean's scouting report of the cavern for today reveals to you the same layout of the cavern and the details covered within regarding the eerie lights.

Back at the caravan, Koya smiles as you regale her with tales of Spivey. "Oh she sounds wonderful. I would love to go, dear Mukluk, but I must attend to Ameiko. Ensure she's well taken care of in this state, you know. But once she's better, I'd certainly love to see this shrine to our Goddess and more importantly meet this wonderful Spivey." When asked about the lights, Koya takes a moment then nods. "Yes I've heard of small spores capable of producing such light, but I've always known them to be harmless. These lights should be of no worry to you and, indeed, may aid you to see."

Upon reporting to Shalelu and Sandru, the two exchange a look upon your mention of visions within the cave. "Are you quite sure on that? That event certainly transpired. It was no vision." They explain. Sandru produces a piece of parchment wherein they wrote the same phrase down that you heard within the caves. "This can't be coincidence."

After a scrumptious supper of wild fowl stuffed with potatoes acquired by Ramsay at your last stop, he produces a wonderful dessert of wild blackberry fruit tart. "Damn driver over there can't cook worth a damn, Corvus. I certainly cannot wait to have you back with me cooking. Honestly, man, the meat was still raw!"

Ramsay also prepares a strong broth for Ameiko as she sleeps. Corvus (since you're sitting with her) takes care to feed the broth to her as she speaks to her old friend. It's during this conversation, Corvus, that Ameiko again speaks. "Beware the cuckolded cuckoo... It is in his shattered silent love you should seek aid..."

She is quiet for the rest of the night before dawn breaks.


Male Half Elf (Elf) 3 Rogue (Swashbuckler)/ 1 Ranger

Since we are camping for the night back at the caravan,

"We really should head back before dawn, I'd rather we re-enter the passage under cover of darkness...before any 'birds' or 'birdmen' might wake and be alert, assuming they are not nocturnal. We don't make the most stealthy group, what with Sir Clanks-a-Lot and the other armored folks. I'd like to reduce the chances of us being noticed as much as possible."


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

"That's a good idea, Jean. From the sounds of things we may have our work cut out for us. I'd rather talk than fight given the choice, but ogres aren't exactly known for giving people a chance. Perhaps if we go along those ruined buildings, we can use those to block sight from the castle if there are sentries to make it to the passage (On the map, using N to get to S2)."

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