GM Aerondor
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Venture-Captain Drandle Drenge, a stout and hardy Taldan with thin, graying hair and a thick, bushy mustache, unfurls a map on his butcher-block table and places a meaty finger on the parchment.
“The abandoned district of Beldrin’s Bluff was once the gem of Absalom’s Precipice District—now it is but a weathered crag of broken rock at the edge of the roiling sea. When the great quake hit ten years ago, entire blocks of the Bluff sheared from the mainland. Cliffside tearooms and exclusive estates fell into the waves and carried hundreds of nobles to a watery grave. An elite academy, called the Tri-Towers Yard, remained on the mainland, but sank wholesale into the earth. Children unfortunate enough to survive the quake lay pinned under debris as sewer water slowly rose from the ground and drowned them. Nearly every student perished."
“Today, crumbled stone walls and weed-filled lots sprawl where gentlemen’s clubs once filled with pipe smoke and hobnobbing lords. The Drownyard—er, that’s what the ill mannered call the school these days—lies behind a fence of black iron pikes, constructed by the families of the dead to discourage morbid trespassers."
“Even respected archaeological groups have been denied official access. Our own Society has itched to explore the site ever since the quake—that is, ever since we discovered that the school fell through the roof of a lost necropolis. Unfortunately, the emotional trauma attached to the school has remained fresh. But finally, after ten years of mourning, the politically-connected families of dead students have sanctioned our delve request.”
With a toothy smile and a clap, Drenge says, “I’m pleased to announce that I’ve selected your team for the delve. I want you to find a way into the necropolis, document your findings with professional detail, and recover artifacts of historical significance. The Society is interested in one artifact in particular—a two-finger ring topped with a ruby salamander.”
Searlas Savy
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A scrawny half-elf sits and listens intently to the odd venture-captain. He wears little other than what simple clothes are needed to wander the world. At his side is a small rucksack, containing the rest of his worldly belongings. A hole-filled pewter mug hangs from a small loop on his belt. While it is quite obviously empty, a small bird seems to be feasting from it happily.
"Such tragedy... Is there anything we can do to help the parents of those students who perished so tragically?"
Alexus Cousbro
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A pale elf before you is tall and graceful.He wields a scimitar in his right hand and wears a studded leather armor and has a pouch around his belt seeming to store various instruments. A well-made backpack at his back stores other gear for travelling and adventure.
"What is currenrly known of the yard? Where was this ring last located?"
GM Aerondor
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Drandle Drenge pulls an iron key from his waistcoat. “I leave you with the key to the Drownyard gate. Remember, the Drownyard is a deeply personal site for many powerful Inner Sea families. You will tread upon the graves of their children. Be sure to give the site the respect it deserves.”
You may want to try a gather information or know(local) check for more information about the drownyards
Searlas Savy
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"Certainly. I'm sure such a tragic event leaves lingering memories for many in Absalom."
I'll take 10 on Diplomacy (Gather Information) with guidance for a 23. If anyone would like to aid, that would be appreciated.
Jian-Wei Ai
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Diplomacy (aid): 1d20 + 10 ⇒ (11) + 10 = 21
Ai grins at the crowds in the streets of Absalom as the party searches for information. "Hi, I'm Ai. Jian-Wei Ai. Does anyone have time to hear the glorious word of Picoperi? No? You're sure? okay, well maybe you could answer a few questions from my friend here. That would be almost as good."
GM Aerondor
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Searlas well knows the tragic story of the Drownyards.
Beldrin’s Bluff was once an affluent cliff side neighborhood of Absalom, overlooking the Inner Sea’s glittering surface. Nobles and wizards alike erected estates and towers there, and merchants and artists flocked to the cliffs to entertain them. Then came the great quake 10 years ago—half of Beldrin’s Bluff tore from the land and fell into the sea, taking most of its citizens with it. The rest of the area was laid to ruin by the trembling earth and the surging sea. Some of Absalom’s oldest families were utterly erased. Terror and hatred filled the hearts of the survivors and restless spirits of the dead rose from their watery graves and prowled the night.
Perhaps the most terrifying loss was the drowning of the Tri-Towers Yard, an elite academy for the youth of the noblest families of Beldrin’s Bluff. The quake struck at noonday. The children were buried in rubble, and as the sea frothed up from below, it carried unnatural things, tormented dead long ago interred in a hidden necropolis beneath the academy. No one survived. Now the Tri- Towers Yard is known as the Drownyard, a desolate ruin filled with strange black ichors and salty brine. Within lie the secrets of an ancient necropolis, but there too dwell the spirits of its inhabitants and the angry dead of the Tri-Towers students and teachers.
As you do your preparation for the expedition, a well dressed man turns up to Searlas with a sealed letter.
Missive appears in the handouts above
Searlas Savy
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"My my... we are certainly going to have to exercise much care. Rumors are that there are many tormented spirits under the Tri-Towers Yard..."
As the man approaches, notes the clothing and probes the depths of his mind for recognition.
Knowledge (Nobility): 1d20 + 5 ⇒ (17) + 5 = 22
His eyes light up and he nods towards the man. "You are of the esteemed house of Dacilane, am I correct? Searlas Savy, pleased to meet your acquaintance."
He then takes the letter and carefully opens it, reading it aloud to the party.
"Oh my. Of course, it would be shameful for us to embark on such an expedition without meeting with your house. Our job is of course archaeological, but we are all living breathing beings with people we care about. It would be an honor to attend the banquet and see what we can do to honor the memory of Junia."
Once he leaves, Searlas will see about purchasing a Courtier's outfit.
Muunokhoi Korchinovog
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A short Tien woman with a look of the nomads of the steppes has been quiet throughout Dreng's explanation. "We may want to get some holy water and other items for the restless dead," she says with a clipped, accented voice. "I could choose to draw down the spirits of life today, but perhaps it would be best to speak to the spirits of battle." She draws back her glossy black hair from her bright garments.
GM Aerondor
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Hero of the Society,
It has come to my attention that you and your cohorts were chosen by the noble Pathfinders to enter and explore what became of the Tri-Towers Yard. As my daughter, Junia, was lost there during the great quake, it seems only proper that you attend the banquet I am holding tomorrow in memory of her. You and your friends should wear your finest and arrive at the Dacilane Estate in the Ivy District at sundown. As you are probably not accustomed to the traditions of nobles, not attending this dinner would be a serious slight upon the memory of my daughter.
Sincerely,
Lady Miranda Dacilane
Jian-Wei Ai
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Ai frowns as she reads the note, then crestfallenly meanders down the street. "Picoperi would never approve of a memorial being somber. He just wouldn't. He'd want laughter and jokes and..." She pauses. "Picoperi says 'Did you hear about the new graveyard in the Petal District? All the pride of the city are dying to get there!'"
When she's pulled herself back together, she also goes off in search of suitable clothing.
I'll buy a set of Courtier's Clothes (30 GP) and the jewelry to go with it (50 GP).
Alexus Cousbro
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While fitting on the Courtier's outfit at the shop Alexus unerstands how heavy it is for his poor physique. Futhermore merchant insists on buying jewelry not to look like an out-of-place commoner, which is too expensive for Alexus. Thus he doesn't buy anything there.
"I hope that nobles won't be too insulted with my appearance and understand that we are to go for mission right after the banquet...
Searlas Savy
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Listening to Alexus, he considers for a moment.
"The 'invitation' only said to wear your best. They know well what we are and how we operate. Expecting us to look like anything less than what we are would be... dishonest. And while I am certainly willing to twist words and sew falsehoods for the sake of expedience, I do tend to find nobility a bit... out of touch more often than not. For that matter, perhaps I shall follow the instructions to the letter rather than the intent..." Searlas chuckles a little.
"Besides, this beaten up tunic is a relic of my life as a wanderer. Perhaps it is time to spruce up a bit."
With a sheepish grin, he heads out to buy some much nicer adventurer clothing, and returns to the party with a nice new Explorer's outfit (10gp) and Wayfinder (250gp) "Should prove that we are not the type to hide behind false pretenses no?"
GM Aerondor
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You arrive at lady Dacilane's estate and find it a sprawling affair surrounded by a tall, wrought-iron fence and overly decorated in statuary, fountains, and a carefully landscaped garden.
A butler waits at the door with a tray of drinks and a slightly pained expression when the less well dressed of you turn up. He checks the invitation and then ushers you into a a house that screams opulence to you. Gilded furniture, painted ceilings, gold-spun wall paper are just the start of it. Your (hopefully scrubbed and not muddy) boots walk over rugs and carpets worth hundreds of gold pieces each.
Lady Dalcilane herself stands at the top of receiving line, welcoming nobles, gentry, the well-to-do... and a mostly motley team of pathfinders...
Searlas Savy
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Given the fancy occasion, Searlas will prepare Enhanced Diplomacy today.
Searlas arrives, boots scrubbed, explorer's attire washed and pressed, wayfinder polished to a shine (think poor excuse for military officer formal). He waits patiently through the receiving line, ignoring any odd glances, and then addresses Lady Dacilane.
Diplomacy+Enhanced Diplomacy: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
"Lady Dacilane, it is an honor to be invited to attend this gathering. We may be a bit out of place here as we are, but I do hope our honesty and candor can help to put you at ease that our care, professionalism, and expertise will ensure that our work will be conducted with nothing but the utmost respect."
GM Aerondor
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She gives a polite nod to Searlas, impressed with his words if not quite so impressed with his attire.
"Sit, join the table. There will be time for talking later."
You are each provided a seat, scattered among various nobles and those close to Lady Dacilane.
The first course is served, a selection of fine cheeses (a number of them blue with mold!)
Searlas Savy
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Sense Motive: 1d20 ⇒ 4 Not so great on getting the read...
Searlas, with his upbringing far far from nobility, looks rather confused about the whole affair, but on the whole comfortable. He never seems to worry about making a fool of himself and just takes everything as it comes. Especially anything with alcohol in it.
"Pour a beer for thirsty men, a drink that they have earned. And pour a beer for those who fell, for those who did not return. I think that was in Cayden's writings somewhere..."
Searlas takes a brief look at the cheese to makes sure he isn't at risk for any illnesses...
Knowledge (Nature): 1d20 + 5 ⇒ (14) + 5 = 19
If it looks good, he'll eat away. If not, he'll make sure he has some alcohol to wash it down with.
GM Aerondor
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There is not beer or ale, however fine wines are provided. A light one to go with the cheese.
The next course is a soup, after a careful sniff you suspect it is lamb and mint.
Searlas Savy
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Searlas will chat with some of the nearby nobles, seeing if he can fish for a specific reason that we were invited, other than the ostensible one.
Sense motive is at +0
Diplomacy at +12, an additional 2 if I get a chance to use enhanced diplomacy, an additional 2 if Hania aids
Bluff is at +6
Feel free to roll whichever is necessary on my behalf.
GM Aerondor
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The meal continues.. onwards..
For those who like such events, it is a triumph. For those who are not sure about which fork to use it is a long, boring and potentially torturous trial. Ten courses! While each by itself is not large, after so many even the hungriest pathfinder fells pleasantly full.
With the meal finished the socialising starts. Lady Dacilane herself approaches you. She points up at the large painting.
“My daughter Junia was one of so many children lost. Hundreds of them pinned under the rubble in that sinkhole. The black water rising—the kids screaming.” She quiets for a moment. “None of us could get to them.”
Searlas Savy
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Searlas withdraws a small prism from his pocket and eyes the light reflecting out of it as watches lady Dacilane move about throughout the meal.
Perception (Read Aura): 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 no effect
Read Aura (Read Emotion Aura)
Your psychic sensitivity allows you to read the psychic and magical auras of creatures and objects.
Check: Once per day, you can examine the natural aura of a creature or object to discern the subject's alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading. Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn't have, but you get no results. The DC varies depending on the aura, as shown on the table.
Read Emotion Aura: The colors within the target's aura reveal its emotional state. If successful, you learn the target's disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check's DC, you gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.
DC is 20 + target's HD, which obviously failed rather horribly.
Sense Motive: 1d20 ⇒ 19
Searlas nods and centers himself before responding. Enhanced diplomacy for +2 on his next diplomacy roll.
"Such tragedy. I can see that you are not particularly thrilled to have commoners like us at an event such as this, and frankly, I'm none to thrilled myself to be in such an environment, but this is a matter of respect and courtesy. No parent deserves the pain you've been through. If we are to practice our trade as we explore the ruins, it must be done with the utmost of respect for those poor souls who perished in the disaster and their surviving relatives. If there is anything that we can do to help... anything belonging to your daughter that we could recover from the site, please let us know. Your support would certainly help to make this expedition more successful."
Diplomacy + Enhanced Diplomacy + Aid from Hania: 1d20 + 12 + 2 + 2 ⇒ (12) + 12 + 2 + 2 = 28
Muunokhoi Korchinovog
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Muusa, as she often goes by, has been enjoying the courses greatly, slurping noodles and the like in a decidedly non-Avistani manner. To her table neighbors, it is faintly horrifying and also amusing. Upon Searlas' speech she grows somber.
"We will help regardless of what you can provide, your Ladyship, of course," she says in accented Taldan.
GM Aerondor
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Lady Dacilane quickly recovers her composure.
"Trinkets are nothing compared to the loss of my daughter" she sighs. "Any news of her final resting place would be a comfort to me, of course."
She sees you all to the doorway and is just about to shut it when a thought crosses her mind. "Junia did once mention that some of the lesser children sometimes skipped class to tell ghost stories by candlelight in an abandoned corridor beneath the school. Do take care, who knows what terrors might have moved in over the years."
GM Aerondor
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And moving things along, if I'm pushing it too fast, tell me to slow down. Especially if anyone wants to do FJC type stuff in the social bits, we can retcon that.
Stuffed with food and with the picture of Lady Dacilane's daughter Junia in the back of your mind, the team retires for the night. You meet up the next day and head to Beldrin's Bluff.
Beldrin’s Bluff is a rotting ghost town at the edge of a hungry sea. Throughout the derelict landscape, seagulls perched on splintered timbers reflect your passage in their glassy black eyes. Overhead, dark clouds move ashore with the promise of a storm.
A fence of black iron pikes surrounds a block-wide yard. Dead tree branches reach out from the fence like the arms of emaciated prisoners desperate to escape. A man is on the inside, cutting the trees down. Some of the dismembered branches remain, stuck in place by knotty elbows swollen around the iron.
The man looks up from his work and watches you as you approach.
Searlas Savy
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Searlas will prepare Guidance again today, expecting a more wide list of challenges than a glib tongue can resolve.
"Hello sir. My name is Searlas Savy, representative of the Pathfinder Society, and these are my compatriots Alexus, Muunokhoi, Jian-Wei, and Hania. We've been granted permission to perform an expedition into the Precipice District. And you are...?"
GM Aerondor
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The man keeps watching you, not saying anything, but just resting his axe.
You are all still outside the fence at the moment.
Jian-Wei Ai
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Ai blinks at the man, then at Searlas. After another moment to give the man a chance at responding, she steps forward, looking for a gate. While she does, she looks at the party, grinning. "There's a faction of Picoperi-worshipers who like his...less polite teachings. Ahem...Picoperi says 'Why do seagulls have wings? To beat the Varisians to the rubbish pile.'"
If the man moves, Ai steps away from the gate.
GM Aerondor
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will: 1d20 ⇒ 15
The man starts to crack a grin and then puts his sombre face back on again, quietly watching the group of pathfinders on the other side of the fence.
There is a large locked gate. You were given the key yesterday.
Searlas Savy
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Well, its a new day... lets try this once more!
Searlas attempts to analyze the man's emotional aura before unlocking the gate, searching for clues of hostility.
Perception (Read Aura): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Rules for aura reading above although it takes half of the time for me using my crystal.
As long as he shows no hostility, Searlas will move forward and unlock the gate.
Searlas Savy
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I suspect most people are scared when approached by a shining warrior in full plate carrying a longsword, so scanning for evil is probably the least of our concerns.
GM Aerondor
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The man watches with interest as Searlas approaches the gate.
He smiles, drops his gloves and approaches Sarlas with an open hand.
His emotional aura is one of expectation. There is no evil in his aura.
"Hello.. mind if I ask what you are doing here?"
Searlas Savy
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Searlas unlocks the gate, then offers his hand to shake.
"We've been authorized to enter precipice district for this archaeological expedition. It has been nearly 10 years since the tragedy that befell Absalom at this site, and those in charge have decided it worthwhile to enter and document our findings for historical references. Might I ask what you are doing here mister...?"
GM Aerondor
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"Deris. Deris Marlinchen. My daughter Cassiel attends this school. You should see how she’s grown. Those beautiful long braids!”
He shakes Searlas's hand vigorously.
"Yes, I thought I'd help keep the grounds tidy while I wait for her."
Searlas Savy
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Searlas gives an awkward sideways glance to his companions. He mutters the draconic word for 'excrement' before suddenly adopting a calm reassuring posture and vocal inflection. "I will keep an eye out for her when we go through the school grounds. I'm certain that if we see her she will be glad to hear from you."
He then rapidly mutters in sylvan. "Note to self: Cassiel Marlinchen, young girl, long braided hair. Father's name is Deris."
"Is there anything that you wish us to tell her if we see her?"
GM Aerondor
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"Oh, I'll see her soon. Class will soon be out after all..."
He looks up at the morning sun.
"I can take you to Mrs Heracks if you like. She knows a lot about the area, and heaps about the history. She is so smart. "
GM Aerondor
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He looks a little confused for a moment as Jian's question before extending his hand to shake the new person.
"I come here every day while Cassiel is at school. She was just a little thing when the earthquake happened." his eyes glaze a little.
"But you should see her now. So beautiful."
He gestures to the group.
"Come on now, I'll show you Mrs Herracks. Perhaps she can answer your questions. She is in Headmistress Kiwu's old office now."
He heads off into the drownyards, gesturing for the team to follow him..
Muunokhoi Korchinovog
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Updated spells and have Battle Spirit...
Muusa's eyes go wide as she listens to Deris speak. "Be ready..." she whispers to the others. This man may be insane with grief, she thinks in her native language.