Adeah Silversong |
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"I could barely see the end of my musket... I wheeled and unloaded my gun in its direction. I must have only clipped it... I could barely see the end of my musket..." Adeah pauses mid-meal, her fork halfway to her mouth. She puts it back down onto her plate. Without another word, she stands up and leaves the room.
Out on the deck of the ship, she unclasps the straps around her chest. Her scarlet wings, no longer tied down, unfurl with a soft whoosh and stretch out to either side, her wingtips farther from each other than her head from her feet. After stretching them, she lets them droop freely. She can almost feel the bullet-hole her right wing had once sustained.
In a panic, the hunter raised his strange metal tube-weapon. The bear he'd accidentally disturbed was charging him. Young Adeah had seen this particular bear often and gotten rather fond of her, so she watched from a tree not far away to see what would happen to the foolish human. What he was doing out here alone, she couldn't guess. She knew human eyes were notoriously poor in the moonless night, but with the rain coming down like it was, she doubted he could see his own hands in front of his face. The torch he'd been carrying had fallen into a puddle and gone out with a sizzle. Despite his obvious inability to see, he aimed the weapon in the bear's general direction.
Several things happened very fast. Adeah heard a loud thunderclap, as though a nearby tree had suddenly been struck by lightning. At the same time, blinding pain seared through her right wing, as though someone had jammed a spear through it with all their might. She cried out, thinking at first she'd been struck by lightning. No, that can't be right, her muddled brain somehow realized. There's no fire, no crackle in the air. Nearly falling out of the tree, she darted back home to her father, her vision blurry with tears.
"A coward's weapon," her father told her later that evening, dabbing at the wound with a cloth soaked in healing potion. "Any fool can pick one up and be suddenly dangerous. A bow requires precision to use properly; a gun does not."
Adeah looks out at the waves lapping against the boat. Perhaps it was that early lesson that was the reason she liked the musket so much; she knew first-hand how dangerous it can be. Her father was right, of course-- any fool can hit things with one. It takes skill to hit the right things.
GM Lamplighter |
After your dinner ends, you each head back to your cabin or whatever area of the ship you prefer. The weather is fair, although for those who have never been aboard ship, the constant pitching of a three-masted schooner under full sail is a new experience.
Several days' travel pass relatively uneventfully. You manage to keep yourselves entertained, and detect nothing untoward about the crew or your gracious hosts. The passage of Stonespire Island is tense, but you are not accosted by the yellow-sailed Okeno Pirates for which the area is known.
You arrive on the island of Jalmeray in the evening, putting in at the capital city and main port of Niswan. Niswan is a many-tiered city of pagodas rising above the harbor, each building carved or adorned in some way. The climate is not as tropical as you were led to believe, with cold ocean breezes lifting the silk banners and flags hanging from every building.
The harbor is bustling with traffic, flying the flags of many nations. Katepeshi ships are common, but there are also vessels from Tien Xia and Vudra, as well as the more familiar nations of the Inner Sea.The aroma of spice competes with the smell of the sea for prominence, an intoxicating blend of exoticism and familiarity.
As you disembark, the predominant tongue you hear is Vudrani, known for its lyrical nature and extremely long words. The people around you are a strange mix, even for those familiar with cosmopolitan Absalom. The population is predominantly Vudran, and besides the commoners, sialors and merchants you see small groups of bald-pated monks winding their way peacefully through the chaos of the crowd. There is a sprinkling of Tien and other human ethnicities, and a large proportion of the lowest jobs are held by humans with some mixture of infernal blood - largely rakshasa tieflings.
Count Falroun Matsanda |
"We have accommodations all set for the night - I've made all the arrangements. Tomorrow we sail for the Segang, but the baron always used to stop here before a hunt." says the Count, nearly yelling to be heard over the bustling crowds. He leads you to a multi-floored inn that would look at home in distant Tien Xia, with a train of porters behind you bringing your baggage. The Baron, at first dour, seems to relax as he returns to his element, and is soon chatting with locals, pushing tiefling beggars out of the way with his walking stick, and otherwise behaving as the privileged great hunter he once was.
GM Lamplighter |
The next morning, you sail again, heading across a wide bay to the southern side of the island of Jalmeray. Interestingly, the temperature changes very abruptly to a hot, wet tropical heat, in the space of only a efw hours. The crew tell you that Jalmeray is part of the "Impossible Kingdoms", and such things are common in the area. Most chalk it up to the magical powers of the various gods and goddesses worshipped here and nowhere else, but the Baron confides that it is to do with the number of elemental beings who helped build the kingdom and who are still present in the area.
The ship anchors just offshore from a small fishing village, and your party is rowed ashore in small boats. The villagers here also recall the Baron from his previous hunts, and several hours are spent in pleasant discussion with the locals.
Knowledge (local) - Adeah: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge (local) - Grigori: 1d20 + 6 ⇒ (15) + 6 = 21
Knowledge (local) - Lymwin: 1d20 + 4 ⇒ (14) + 4 = 18
Knowledge (local) - Rapunzel: 1d20 + 10 ⇒ (10) + 10 = 20
Diplomacy - Adeah: 1d20 + 0 ⇒ (10) + 0 = 10
Diplomacy - Grigori: 1d20 + 10 ⇒ (17) + 10 = 27
Diplomacy - Lymwin: 1d20 + 0 ⇒ (10) + 0 = 10
Diplomacy - Nick: 1d20 + 0 ⇒ (20) + 0 = 20
Diplomacy - Rapunzel: 1d20 + 0 ⇒ (10) + 0 = 10
Diplomacy - Roland: 1d20 + 10 ⇒ (12) + 10 = 22
As you prepare for the travel inland, some issues come up, and it turns out that some of the gear and mounts that the Count had arranged are no longer available; it seems that several recent expeditions have not returned, and some well-paying folks just recently snatched up some of the material by paying more. The only mount available for your expedition is a rather old elephant with a howda which carries two (plus the driver). In addition, the Baron hires a dozen porters.
For those of you who do not have an appropriate hunting weapon, the baron offers to rent you a light or heavy crossbow. The Count apologizes for the fact that you will now be walking instead of riding in style - but he doesn't feel bad enough to offer up his seat in the howda.
Rapunzel |
Rapunzel will try to fish out whatever information she can get on the well paying folks in terms of number, dialect and appearnce etc.
Rapunzel is ready for the hunt with her composite longbow and cold iron/silver arrows.
Grigori Yefimovich |
During the sea voyage, Fr. Yefimovich remains cordial and enjoys sharing stories about adventure and love. He continues to here and there make complimentary and suggestive comments to both Rapunzel and Adeah alike. Unless they indicate they are unwelcome comments, in which case he will try to behave (for now).
The foppish priest uses the opportunity at Jalmeray to enjoy the company of an exotic lady or two.
Now at the hot fishing village, Grigori appears in white, lighter attire more appropriate to the climate, though with the same jewelry. He smiles to the Count, "Do not vworry, good Count. The exercise vwill do us good." He keeps his trusty bejeweled crossbow handily loaded by his side.
When the Pathfinders have a moment with at least semi-privacy, Grigori reveals what he knows to them. "Be on the alert, comrades. There is something more dangerous than even a great tiger at vwork here. And vwe should make haste to the temple, once vwe are finished here," he mutters under his breath so only his fellow Pathfinders can hear.
Grigori reveals the spoiler addressed to Grigori, Rapunzel, and Roland to Adeah and Lymwin.
GM Lamplighter |
Rapunzel finds that the well-paying folks were Osiriani hunters, well-known in the area, and they went out more than a week ago and have not returned. There have also been other people trying to organize expeditions, although they weren't hunters; seems that there is some secret site out in the jungle that is drawing treasure hunters. One group left on foot about a week ago as well.
After final preparations and a good night's rest, you depart the lodge in the morning and head into the jungle. The air is hot and sticky, with a morning fog hanging in low areas. You move along a hunting trail wide enough for the elephant (15' wide trail in general). On either side or the trail, thick underbrush crwods the trail (difficult terrain, provides cover).
The Baron and Count ride in the howda on top of the elephant, along with their mahout (driver), with space for one more person. The porters head up the trail, half in front and half behind the elephant, carry huge packs which include the tents and supplies.
(Please let me know who, if anyone, will ride with the Baron and Count in the elephant.)
The first day, game is scarce. The Baron explains that this is normal, as the animals tend to stay deeper in the jungle.
Everyone please give me a sense of your "standard operating procedure" for the hunt. There is a map up here which should help. If yu'd liek to move one of the porters and take their spot, just move them over a bit - they are shown ni a general formation but wander a bit as they march.
Lymwin Shinebug |
Lymwin would stay somewhere in the middle, in front of the elefant or between it's legs?. She can shoot with her crossbow and would try to hide in the underbush when attacked. She will always trie to listen to what's moving around them.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Adeah Silversong |
Adeah takes up a position in front of the elephant, on the right side of the path. Though there's room for one more on top of the creature, she turns it down (if anyone offers it to her) in favor of the greater mobility of being on foot. "Look alive up there, Quiet-Type," she tells Roland. "Don't wanna miss the thing, and you'll see it before we will." Probably not true, Adeah thinks to herself, with those human eyes of his. But if it makes him more likely to contribute, well, it can't hurt.
Grigori Yefimovich |
Grigori will move around a bit as the party moves, spending most of his time chatting with Adeah and Rapunzel. He enjoys regaling them with tales, such as the one about a cursed museum he once investigated where the exhibits quite remarkably came to life.
He also offers everyone a fresh refill of drinking water periodically. To those whom are agreeable, they feel their waterskins and canteens gain weight while the priest speaks a brief prayer and performs a one-handed flourish.
Entertainment value of the priest's stories:
Perform (oratory): 1d20 + 6 ⇒ (13) + 6 = 19
Rapunzel |
Rapunzel, with a fair perception, will take the seat on the howda if nobody else claims it. She is comfortable making small talk with the Count and the Baron both while keeping her eyes sharp, and bow at the ready. She is dressed in her hot weather gear and makes flirty banter with Grigori where (in)appropriate.
GM Lamplighter |
Sorry for the delay - wound up going to a conference last minute. Work-related, not gaming... :(
You spend the day traversing the game trails, looking for animals. Very little crosses your path, but the Baron assures you that this is normal, since the animals tend to stay deeper in the jungle. As the day wears on, he Baron calls a halt in a small clearing, and the porters begin unpacking and assembling the tents and cooking gear. The evening passes enjoyably, with the porters often singing and dancing around their own campfires while the Baron and Count clean their weapons and pore over a map to plan the next day's hunt. You can set watches if you wish, although the porters always have at least two of them awake and on guard at all times.
---
The next morning, you awake and being to roll out of your sleeping bags when there is a crash from the direction of the Count's tent. Those who respond immediately by rushing to the scene find the Conut, sitting on his bed holding his bare foot. An upset water bowl and shaving implements lie scattered on the ground, and a single boot lies on the ground next to the mangled remains of a large spider.
Lymwin Shinebug |
Did the Count smash the spider in the boot? If there are spider remains she tries to find out if it's poisonous...
"Let me check the spider."
Kn. nature: 1d20 + 7 ⇒ (13) + 7 = 20
Craft alchemy: 1d20 + 9 ⇒ (2) + 9 = 11 maybe she can mix an antitoxine with things from the jungle, well maybe not...
Rapunzel |
Rapunzel stands ready to offer her own antitoxin to the Count, watching Lymwin examine the spider's remains. Rapunzel examines the wound for evidence of poisoning.
Heal: 1d20 ⇒ 9
"Calm yourself, my lord. I have the antitoxin here should it be required. Please, have a seat while we examine things." Rapunzel shoots the Baron a pained look and rolls her eyes. Is this the kind of child we will be stuck with? she wonders to herself
Adeah Silversong |
At the sound of the crash, Adeah grabs her musket and is on her feet in a flash. She relaxes, however, when she realizes the source. She slings the weapon over her shoulder and finds a spot to sit down nearby, watching the proceedings. When Grigori arrives at the scene, she puts a hand out to stop him from going in. "No, no," she says with a smirk. "Let's see how this plays out."
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GM Lamplighter |
Lymwin: The spider's remains are there - the Count seems to have smashed it with his shaving bowl a few dozen times after it bit him. It is a venomous variety, but the venom is about as potent as a bee sting. Other than some discomfort, the Count is in no danger.
Rapunzel: The Baron shakes his head angrily at your glance, clearly quite disappointed in his son-in-law.
The Count sits down and allows someone to examine his foot. The bite mark is plainly visible, slightly red and swollen, but is no real danger. "Are you sure it's not better to be safe than sorry?" he tries, one more time.
Lymwin Shinebug |
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Lymwin tells the count what she knows about the spider. To make sure he calms down she gets some unpoisonous grass and leaves from the jungle, puts it into a rag and wraps it around the count's foot. Although the plants will not do anything she says "Calm down, it's just as dangerous as a bee sting. The leaves will draw the poison out of your skin."
Bluff: 1d20 + 0 ⇒ (20) + 0 = 20
Rapunzel |
"What are you hunting with again my good Count? Perhaps, if you wish to impress the Baron we could work out an...arrangement."
Count Falroun Matsanda |
"Oh yes, I'm sure that will impress my father-in-law!" the Count replies to Roland, looking down his nose. "Do you remember why you are here, Pathfinder?" he asks pointedly.
At Rapunzel's offer, his eyes thaw and a smile returns to his lips. "Well, my musket is the latest model, and I'm a pretty good shot - it's the "sneaking up" and "finding game" part I'm not so good with," he admits.
Rapunzel |
Rapunzel calls Adeah over for a private conversation.
"I had a scheme in mind to help the Count here, but I am uncertain about these gunpowder weapons. Were I to switch quivers with the Count, kill a beast and switch quivers back...it would appear that his arrows felled the beast. I am not certain the same ... slight of hand ... would be possible with those weapons?"
Adeah Silversong |
Suppose it's worth a shot, though. Adeah strolls over to the baron. "Well the thing about muskets is, you also gotta have good lead. Mind if I see one o' your bullets?"
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Grigori Yefimovich |
The priest does his own entertaining the previous evening. The next day, when the lovely sharpshooter advises him not to go into the tent, he smiles back. But on overhearing the conversation, he decides to enter and have a look, telling Adeah, "Ah, my dear, but my services may be put to good use, as I am also a vwell trained physician..." Seeing the gnomish lady with matters in hand, however, the priest relaxes.
Fr. Yefimovich, knowing about battle, but relatively little about hunting or muskets, allows the cunning ladies to advise the young Count, adding at an appropriate time, "My good Count, rest assured you are in good hands vwith us. For my prayers vwill make you a better huntsman, vwhen the time comes." His mannerisms imply that he's quite the powerful effector of divine aid. He adds, "Further, I am a vwell-trained physician and surgeon, not simply a capable minister of the faith, skilled archer, daring swordsman, faith healer, or creative vwordsmith as you vwell know. Among other... talents." Here he gives a wink to the ladies. "My point, good Count, is that should you be vwounded again, you may speak with bravery in front of the Baron, and save face vwith him... as myself or my colleague here see and tend to your medical needs." He waves an arm to the alchemist at mention of the word colleague.
After the conversation with the Count, Grigori chuckles and confesses to Lymwin, "You know, my little dear, I once traveled vwith a fellow of your kind vwho vwas quite the character. Having never seen a gnomish person before, I had thought by his childlike visage that he vwas a human child! I had vwondered at the vwisdom of sending a young one on a dangerous meeshion. And the little rascal never corrected me... heh heh heh." He pats her on the shoulder, as if she were a child. "Vwell done back there." He then returns his attention to the other two ladies once more.
GM Lamplighter |
After finishing preparations, the Baron and Count climb into the Howda with the driver (sorry, forgot about the driver's seat - there isn't room in the howda for anyone else). The Baron motions to the mahout, who speaks softly to the elephant and caresses her ears. The majestic animal slowly rises to her feet and begins to move along the trail. You all fall into your previous positions and begin the day's hunt.
Throughout the day, the group stops several times, with a few of the porters stooping to examine tracks and discuss which way to head. With such a large group, a stealthy approach is impossible, but the porters manage to help flush out game for you.
If you wish to participate in the hunt, you can make a single ranged attack per day, which abstractedly represents your chance to get the killing shot on an animal that day. If you choose to hunt yourself, you can't do other things like help the Count hunt. If you are going to help the Count, describe what you are doing and then roll the most appropriate skill (Bluff for switching bullets or passing off your kill as the Count's, Knowledge (nature) or Survival to give the count advice or help him out, etc.)
Adeah: 1d8 ⇒ 5
Grigori: 1d8 ⇒ 6
Lymwin: 1d8 ⇒ 4
Nick: 1d8 ⇒ 3
Rapunzel: 1d8 ⇒ 2
Roland: 1d8 ⇒ 3
Baron: 1d8 ⇒ 1
Count: 1d8 ⇒ 1
Lymwin Shinebug |
Lymwin tries to help the Count by building a simple snare trap in the middle of a clearing and putting some food next to the trap to attrackt an animal which then hopefully steps into the trap. When the animal is caught it should be easy for the Count to kill it.
Kn. engineering: 1d20 + 4 ⇒ (9) + 4 = 13 to build a trap
Pr. engineer: 1d20 + 9 ⇒ (18) + 9 = 27 to build a trap
Disable device: 1d20 + 12 ⇒ (9) + 12 = 21 if Lymwin can disable traps maybe she also knows how to create traps
Kn. nature: 1d20 + 7 ⇒ (11) + 7 = 18 to find food
Stealth: 1d20 + 8 ⇒ (4) + 8 = 12 to hide in the jungle and wait for an animal
GM Lamplighter |
Roland manages to bag the first kill of the day, a good-sized crocodile that charged out of the underbrush as the group passed a stream. There is much celebrating, and both the Baron and the Count congratulate Roland on his quick reaction.
Adeah: the Count is armed with paper cartridges as well. He happily accepts your advice on whether he should use his own or yours.
Adeah Silversong |
Adeah takes one of the baron's rounds and compares it to her own. "Not bad, not bad." She unrolls it carefully to inspect the lead shot and powder inside, before rolling it up again.
(If the lead inside is noticeably different from her own, she'll try to switch the two without him noticing. If not, she won't bother. )
Sleight of Hand: 1d20 + 7 ⇒ (4) + 7 = 11
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Rapunzel |
Rapunzel offers to take point with the porters to help them find and flush game towards the Count.
Perception: 1d20 + 12 ⇒ (4) + 12 = 16
Grigori Yefimovich |
With his own bow in hand, the priest accompanies the Count, and casts his divine favor on his firearm when he suspects game is about to be found. As they go, the priest is less talkative than usual to help the Count not get distracted. Just before the Count fires, the priest mutters a prayer to guide the Count's aim, disguising it as words of encouragement, as he taps his weapon for "good luck."
Notice game:
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Mask his spell casting as a jovial statement of support, if the Baron is present (want the Baron to think the Count did it without divine aid):
Bluff: 1d20 + 8 ⇒ (9) + 8 = 17
Cast magic weapon on Count's firearm. if he has time (e.g. if the game is heard but he has a few rounds before it's spotted for the Count to fire upon, he also casts guidance on the Count.
GM Lamplighter |
At the next stop, the Baron and some of the porters head in one direction, while the Count and you head in the other. With a group of excellent scouts helping him, the Count feels confident, and you are able to stalk a good-sized sloth bear for the Count to take aim at. He manages to bring it down as it is distracted by Lymwin's attempted trap and the aid of the rest of the group.
Rapunzel |
Rapunzel moves in close to the Count, smiling at him "My lord, there would hardly be a point to our assistance if were to turn around an let it slip to the Baron. Don't you think? "