Shanosuke's The Furbiddian Expansion (Inactive)

Game Master Shanosuke


1 to 50 of 197 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Both Martian Level 20 invader

You begin your journeys from separate ports, leaving from your nearest homeland. The voyage is long and tedious. You are glad to see land after several months at sea. You are now in a foreign land. The culture here is very different from your own. The people here speak common but with a very strong accent. The food isn’t much different but the songs and customs you experience are. You all have come to an inn in the port town of Valamph. This is where you wait for the rest of the team. One by one, each member of the team arrives.

The Camp Team
First ones present are a dwarf who identifies himself has Durrban Irontoe, the Quartermaster for the expedition. His hands are a lovely half-elf named Abby Copperwall, she is responsible for minor repairs, laundry and as a servant for the party when they are in camp. The other is a female gnome named Gina Gwalla. She is responsible for cooking and maintaining the food stores as well as doing minor repair to the wagons. Finally a tough looking young man named Adam Gurrash. He is responsible for manual labor around the camp, lifting things and moving stuff. Making major repairs where needed. They have two wagons laid out with everything an expedition could ask for. Nice tents, tools, food, gear, everything. You will not be short on supplies thanks to these individuals

The Exploration Team
Each member of the Exploration team arrives bringing the total expedition party count to ten. The innkeeper hands the leader a note specifying that Eemund has gone on ahead to Balthelras to meet with the king and begin negotiations. You are to make for the capital city as soon as all members are accounted for.

The Trip to Balthelras
This journey was a week long and your first opportunity to get to know one another. The first part of the campaign will begin here. It will last for at least a couple of days so it is time to start roleplaying. The setting is the wagons on the open road. There are the six of you plus the camp team mentioned above. Meet each other, mingle get to know those you will be working with on your journey. In a couple of days I will move the campaign onto the next phase. Enjoy.


Female Elf Alchemist (Mindchemist) 1

Serra looks as if she's attmpting to see in every direction at once, as she gushes about this plant and that, seemingly thrilled to discuss properties natural and alchemical with no one and everyone.

As she spots what appears, at least to her, to be a noteworthy tree she squeals with excitement.

"A blackroot! I didn't think they'd grow out here! Did you know that their sap is sometimes orange? If you mix it properly it can serve as a bondingagentinsomegluesinfactit'ssaidthatalmostallgluesoriginated..."

She's now speaking at a rate so fast she's nearly unintelligible, not that she's noticed. The elf seems to know quite a bit, and she seems to enjoy sharing what she knows. She also seems oblivious that others may not wish to hear about every plant she finds intriguing.

The Exchange

Male Human Gunslinger 1

Aakif tends to be always lost in thought when he is not engaged in a discussion.

Hearing Serravael's comments he stops his mental drawings that he was waving an imaginary pencil at, and quickly joins her and looks at the sap of the blackrrot.

Really, a bonding agent? I wonder if it would be conceivable to use it in construction?

The slim Alkenstarian picks up small sample of the sap and puts it in a vial to study later on.


Both Martian Level 20 invader

A quick note, while you do come across a lot of familiar plant and wildlife, you will notice several new breeds that you have never seen before. Much of the landscape is untapped and rich in resources.


Human Male Investigator (Steel Hound) 2 | HP 17/17 | AC 17 T 13 FF 14 | Fort+2 Ref +5 Will +4 | Initiative +3 | Perception +9 (+10 vs. Traps)| Inspiration 4/4 | Grit 1/1

Gregor looks around at his new surroundings taking in the natural beauty of the unmarred landscape and making particular note of the flora and fauna that do not seem familiar to him.

Hearing the commentary about the blackroot sap, he chimes in...

"I suppose it could be possible if mixed with the right ingredients, but I'm no alchemist. In it's natural form it's used for book bindings more than anything."

Extending his hand in greeting first to the Alkenstarian and then to the rather excitable Elf...

"Pleased to meet you, the name's Gregor. I guess I'm the 'survivalist' of this expedition. Who might you two be?"


Male Half-Elf Urban Ranger 5

Evrail sits down looking at the others in the team. He than watches as the other speaks shaking his head at the talk, hoping that they were as useful if things got rough as when speaking about what sap can be used for.

He than walks up to the group. He stands before them looking at them all than says "I am Evrail a woodsman and solider. Who may you all be?"

The Exchange

Male Human Gunslinger 1

Aakif returns Gregor's handsahe.

Well met Gregor, I'm Aakik. Thank you for the advice, I'll take it into consideration.

Putting the vial away in one of his many pocketsm he then extends his hand to Evrail.

Well met Evrail, I am sure we will rely heavily on your skills in this wilderness. Actually I think we'll need to rely heavily on each other.

He points to to the saddlebag with plans sticking out.

I was appointed the role of engineer. Hopefully we can find a suitable area to build...but before I get ahead of myself, we have to get there safe and sound first.


Male Undine Monk 7 HPs:42/42, AC 20, (T19, FF16) CMD: 25 (27 grapple)

A strange man joins you, nothing can disguise the fact he has blue skin, so much so that his shaved head just accentuates his color. Yet despite this, he has a big smile and hearty welcome, holding out a large strong arm to you, his hand open. Those who look carefully as he offers his hand, see a slight blue membrane between his fingers. A booming deep voice, as deep as the oceans, greets your ears, "It seems I may be the last to join you this day, Ha tis good to be amongst such fine fellows." As he scans around and sees a female elf, yet it doesn't appear to stop his good humor as he continues, "And of course it is an even greater pleasure to be in the presence of such an esteemed elven woman." His armor, though polished, shows the scars of previous encounters, and does not gleam as would a raw recruits in the military.

"Well my friends, my name is Surveen, and that's what I like to be called, though some have called me worse....HA HA HA." he laughs heartily and infectiously. "I do believe we will all benefit from my sword and flail as we make our way together, in hope and as brothers and sister." As he mentions his weapons, you see the flail strapped to his back, making it easy for him to bring it to bear if required. He has a less well made sword, which hangs in its red and blue leather scabbard, its handle looks like it's hardly been touched.

"May we be blessed by the gods and Sarenrae be praised as she grants us light and glory to go forth and do the gods bidding. Yes indeed praise Sarenrae for her hand of fate resting on us all." He walks along, offering his arm around the shoulders of his companions, but happy to walk along on his own, when that is his option.


Aasimar Cleric 1

Catching the tail end of some of the introductions, a dusky, golden-haired man confidently strides into the room, responding aloud without first getting a good look at the occupants. "And praise to our parent organization who had the good sense to hire such a talented-" He pauses, his eyes scanning the supposed members of his team. They linger for a moment on the human and elf who are cooing over tree sap, zip to the human with a firearm, and then come to rest on the cerulean hulk who just wrapped an arm around his shoulders.

Hooookay...What a bunch of weirdos!

He quickly picks up where he left off. "and motley team! Allow me to introduce myself. I am Halvair, chosen by the Explorer's Guild to lead this grand expedition. I see you've had at least a moment to get to know each other, and I already know a little about each of you. That said, nothing could prepare me for the experience of meeting each of you in person!" Halvair politely disengages from Surveen's half-embrace and falls into a bar seat. Propping his freshly-blacked boots on a nearby table, he pulls out a delicate, long-stemmed pipe, taps a small amount of tobacco into the bowl, and lights it. After inhaling a bit of smoke and letting the pipe hang from his teeth, he grips it by the bowl to point at various crew members.

At Surveen he says "Guard"

Towards Aakif he says "Guard"

Motioning towards Evrail he remarks "Guard"

He eyes the bow while waving the pipe towards Gregor, saying "Guard"

Finally, taking a moment to take another pull from his pipe, Halvair's head turns toward Serravael. He starts to say something like "Guard," but he chokes partway through. After thumping himself on the back a few times, he recovers by looking to her and saying "And miscellaneous."

He stands up with a straight back, seeming to steel himself to give an impressive speech. The image is ruined as he gives everyone a wry grin. "Either I got the wrong employee records, or the Guild is expecting far more opposition than I was told about. While I appreciate the friendly atmosphere I walked in on, collectively you look tough enough to moon the Worldwound and live to tell the tale!"

He strides gently but authoritatively among the team members and continues. "That's good! Out there the land is crawling with dangerous beasts, bloodthirsty natives (or so I've been told), and carnivorous plants the size of Absalom itself (the dockhand seemed quite reliable about the matter). If all of you can muster the chutzpah I see in your eyes now, not even those will stop us from -" He stops abruptly, his head craning over the elf's shoulder as she barely pays attention to his speech. "Oh come on. It's tree sap. What's so great about it?"


Human Male Investigator (Steel Hound) 2 | HP 17/17 | AC 17 T 13 FF 14 | Fort+2 Ref +5 Will +4 | Initiative +3 | Perception +9 (+10 vs. Traps)| Inspiration 4/4 | Grit 1/1

Gregor looks to Serravael, and says with a mischievous grin... "I suppose we could show him what's so great about it."

Turning his attention to Halvair... "Halvair is it? If you are to lead us, perhaps it would do you good to actually know why each of us are here. Only two of the individuals you pointed as guards are guards, and, if I'm not mistaken the elf maiden you referred to a miscellaneous, is the team's scholar."

After his comments, Gregor whistles and momentarily later a wolf comes bounding in and promptly sits at Gregor's feet...


Male Half-Elf Urban Ranger 5

Evrail thinks to himself "This group is going to need some work." He than looks at the two men who walked up " I am guessing Surveen is the other guard." He than looks at Halvair "So you are the leader?"


Both Martian Level 20 invader

Just going to clarify a bit. You all left the inn in quite a hurry. You are either riding on or walking next to.

Present also are the Dwarf Durrban, Half-elf Abbie, the Gnome Gina, and the Human Adam.

I will post the next leg tomorrow night. So do continue to interact. So far, this is amusing


Aasimar Cleric 1

Minor narrative hiccup on my part. I saw the inn in the intro post and thought that was our setting. Instead I am getting the impression we're already on the road to Balthelras. Correct me if I'm mistaken, as Halvair's introductory post is easily adapted to either place.

Halvair gives an impressed, single-note whistle as he surveys the team one more time.

It seems they're already to jump to each other's defense, even if it is against a common threat - however stable I may be.

"I'd venture you're right on most counts. The higher-ups - all the way up to the Lord Navigator himself - were not forthcoming about your identities or backgrounds, almost as if they wanted to keep our beginnings humble. Although I fixated on everyone's ability to take a hit and keep going, I consider myself a good judge of character; I'm seeing a diverse team ready to handle anything. Beyond that, being selected for this mission in the first place ranks you high in the eyes of the Explorer's Guild; I can think of few better letters of introduction, and I am already looking forward to working with each of you."

Personal Sense Motive:
1d20 + 8 ⇒ (13) + 8 = 21

Halvair approaches Serravael and Gregor and extends a hand to each in turn. "Lady, I trust your scholastic background is exemplary. While I cannot promise to remember every fact you provide, it is your training and knowledge that will guide our group's decisions. Sir, your command of one animal speaks to your skill with many. If one were to fit the Survivalist bill, it would be you. Given the tales I've heard of creatures here that would dwarf the terrors of Garund, your talents are the bridge between the untamed wilds and the settlement we aim to create. I understand there may be cause for you to take the lead in the future; let me know when your expertise would best override the chain of command.

Personal Sense Motive:
1d20 + 8 ⇒ (19) + 8 = 27

He makes his way towards Evrail and inclines his head slightly in respect. "Some of the plans I make will fall apart; even the best plan cracks at the edges when it meets the enemy. When the offal hits the Blade Barrier, it is your instinct and skill that we will rely on. You knew this when you signed up, and I don't want to dishonor you by appearing to lecture; I am simply saying that I trust you to be at my back, and I will do my part in keeping you going if the going gets tough."

To everyone, he explains "You may find I'm a bit unconventional for an expedition leader. I don't require any honorifics, and so long as things are working fine, I'm not a stickler for discipline in the ranks. As I mentioned to a few of you, there may be times when your expertise will bring me to delegate a bit of leadership. As the experts, let me know if such a case arises, and we'll adapt from there. I may not issue many orders, but if the heat is on and I give a command, there's probably a good reason behind it. Until then, deliberate, delegate, and debate to your hearts' content."

As he walks along, Halvair stretches his arms above his head, exclaiming "Whew! No offense, but that's a touch too much formality for one stretch. The road is long, and I seem to have a knack for killing conversation with my road-side chats. Anybody know any good travel songs?"

Don't worry Surveen and Aakif; Halvair will have good things to say to you in the future.

DC 15 Sense Motive:
You get the impression that this is one of the longer addresses Halvair has made in his career, and you suspect he would be more comfortable leading by a mixture of example and action rather than pretty speeches. Despite his banter, he seems legitimately impressed so far by the applicants chosen.


Female Elf Alchemist (Mindchemist) 1

Serravael is brought from her pontification on the alchemical properties of various trees by the introductions (though not nearly soon enough, you'd think) "Oh, yes! Introductions! Those are in order! Well, I mean they need to happen, not that they need to happen in order."
She begins speaking to herself, looking to the ceiling thoughtfully "I'm not even sure what order that would be. Alphabetically? Should we do it the Elven Alphabet? Taldane is so..." She snaps back to attention. "Sorry about that, some people say I think to much, but they also say I never think before I speak, and then they say I talk too much, but if I think to much and talk to much I probably think before I... sorry! Sorry! I am Scholar the Serra, I mean Serra the Scholar. Serravael Marenda'al of Kyonin, specifically. Not Kyonin specifically, but my name specifically. Serra, and all that."

She smiles warmly and turns to Halvair. "I thank you for you confidence. I won't let you down! I've studied so very many things, and I'll share them all as needed. Some people say I share too often, but I think that's foolish. How can you share too much? I've spent over a century reading, and no one else here has done that, so you all have so much to catch up on. Why I'll bet you haven't even read the latest Pathfinder Chronicle, theonenotingtheexploitsofthewitchRaziainUstalav..." Her speech speeds up again as she gets into the latest exploits listed in the chronicle, and again she speaks to everyone and no one, in her own world.


Male Undine Monk 7 HPs:42/42, AC 20, (T19, FF16) CMD: 25 (27 grapple)

Surveen stands agog as he listens and watches the young elf speak. He rolls his head, then his eyes, as the words come spilling out in what appears to be a totally random order to the big undine. What did she say, who is she introducing and what did she call herself. I'll go with Serra, if I have to speak with her.

He takes up his position towards the front and at the side of the travelers, turning to the other who seems to have been given the honor of being a guard. "Evrail, did you get all that, she did say her name was Serra didn't she. She talks so fast and... and...I don't mean to be rude, but in such circles. Does my head in!!" He continues on, searching far and near to the horizon to see any threats to the party, after all it was his job. And with what his leader has said, there are very nasty threats in this place, or close by. He adjusts the straps on his shield, just that little bit tighter, and pulls on the leather grip on his flail, a comfort to any traveler. He smiles, pulling a an old beaten, but sturdy brown wineskin, taking deep draughts of the liquor inside, before wiping his lips with the back of his hand.

"Ha, so Halvair, leading us to great wealth and prospects on this expedition then, even amongst the strange, deadly and wondrous things in this land. Ha, sure we'll have fun!! It might even feel like home after a while..Ha ha ha!"


Male Half-Elf Urban Ranger 5

Facing forward as he speaks Evrail says to Surveen "She is taking about some Witch from Ustalav. Her name is Serravael but she shortened it to Serra. I can understand her I have worked with scholar that speak like that before. You just need to get use to it is all." He than looks around before turning to speak to the group "Considering that I do not really know any of you I want to ask how much experience do each of you have?"


Both Martian Level 20 invader

Excellent, You fellas are doin well. I will be posting the next segment either later tonight or tomorrow. Just keep roleplaying until then


Both Martian Level 20 invader

I am have IR trouble right now, Fridays are always rough. If I dont have the next segment up tonight, it will be tomorrow for sure.

The Exchange

Male Human Gunslinger 1

Having introduced himself to his companions from the explorer's guild, Aakif heads towards the 'help' and does likewise. Knowing full well that he'll work closely with Adam, he spends more time knowing about him and his character (where is he from, does he seem amiable, does he respond well to an authority figure, etc...)


Aasimar Cleric 1

Halvair - still regaining his "sea legs" for leadership - will also speak with the hired help. Ideally, he's looking to make some friends and learn each one's motives for coming on this trip. He even shows off a bit of the magic (Guidance) he can use to help them in their tasks.

Diplomacy 1d20 + 12 ⇒ (3) + 12 = 15


Both Martian Level 20 invader

Phew, Finally, got all the nonsense in life outta the way. Now without further delay. The next leg of the Furbiddian Expansion

Speaking with Durban the dwarf, he regards you all as his wards. In his words, he is here to "babysit" you. He is not particularly fond of talking about his role or interests. He promises that the camp will be well looked after and you will have everything you need for the Journey.

Speaking with Adam the human, he keeps too himself for the most part. He comes from the Shackles, he was born an orphan and joined the explorer's guild the first chance he got, he was a brave little adventurer but was much better with his hands then with a sword. He is good and manual labor and had made sure to do everything he was told to do with the best of his ability. The odd thing about Adam is that he is 6' 8" and is really bulky, yet he claims he is no fighter. Though he is a surprisingly gifted craftsman. He is here to start a new life in a new land.

Speaking with Abbie the half-elf, you will soon realize she is quite the dreamer. She hasn't been with the Explorer's Guild long but has excellent book keeping skills and is extremely well organized. If addition she seems to be very intelligent. She also happens to be quite a talker as she wont shut up once she gets going. Somehow, she is very pleasent to listen to as her words hold purpose, and isn't incessant babbling. She tells a good story too and is very good with poems. Indeed, talking for her is a double edge sword, even the best of things turn bad in excess. She hails from the River kingdoms south of Brevoy and has a lot of experience working with people.

Speaking with Gina the Gnome, Gina is quite the mother figure, even despite her obvious youth. She comes off as a spunky little girl most of the time but can instantly turn into the kinder older sister or caring mother when it is needed. Talking with her is defiantly a good way to relax and her cooking is the best you've ever had in the explorer's guild. She is also a bit of a tinkerer and she often experiments with herbs, medicines, tools, and often enough, the food. Thankfully, every exotic dish she prepares is quite tasty.....until she tells you what's in it. She hails from the lands east of Varisia and has been with the explorer's guild all her life. Her father was a member and he helped found the Varisian branch. She hoped to be just like him.

You travel for about two weeks across a good deal of untapped land and are taken all the way to the capital city of Baltheras. Unlike most of the grandiose cities you may have seen in your own countries, the cities of Furbiddian are made mostly of wood, sturdy wood but wood all the same. There is some stonework but it is mostly put into the building foundations, walls, and towers. The kingdoms capital is very rustic and people are everywhere. In fact, there are so many people about that you find it difficult to make your way to the castle.

The six of you are brought in to see Eemund, the guild's representative out here in Furbiddian. Though Halvair is the leader, Eemund is the liaison who speaks with the king and sets your goals. Eemund is a tall and crafty looking elf and he nods approvingly as you approach.

"Good, you have arrived. I hope the journey was comfortable." Eemund nods to your various responses if you have any and then continues. "Now that you have arrived, you will spend the rest of today in town. You will be sent out into the "cursed" lands tomorrow to start your exploration and expedition. You will be looking for possible site locations for a new settlement for our employer, King Hermond the 3rd. He has promised us great riches if we aid him in this expansion and see it through. Your job wont simply end once the new city is planted, oh no. We're in this for the long haul. We are going to build a branch of the explorer's guild here. This means that our stay is permanent. That said, get accustom to life here. Go out and meet the people of this fine city and try and get the feel for their culture. They speak our languages so communication wont be the issue. Ideas and beliefs are what you need to get used to. I have talk with the king and he has promised me our gold will be accepted in this town for the time being. This town only. As our stay continues we will be getting paid in the local currency. That will be a lot of money too so no need to worry about that. Also, I understand there may be folks who have been to the cursed lands as well. You may want to seek them out and gather what information you can from them. That is all I have for you at the moment. Tomorrow your real work begins. Unless you have further questions, you are dismissed."

The time (In Game) is 2p.m. You now have a few options:

1. Stay and ask Eemund any questions
2. Explore the castle in the areas you are permitted
3. Visit the town Markets
4. Visit the town chapel(equivalent there of)
5. Visit the town craftsman
6. Visit the Taverns(equivalent there of)
7. Anything else you can think of

Go and be fruitful. Anything you can do will potentially help your quest.


Male Half-Elf Urban Ranger 5

After hearing Eemund speak Evrail thinks for a moment on what he should do. After thinking he says "I think I will go find someone that could me about some of the local dangers. Since we are leaving tomorrow would be the best time to find out what is out there." He than looks at the group "Anyone wish to come with me?"

Shanosuke:

What I mean is by some dangers are big predators that locals would know to be careful of stuff like that. If not just go with the market.


Female Elf Alchemist (Mindchemist) 1

Serra listens intently to Eemund, nodding as he speaks. She smiles at the mention of meeting new people.

When Evrail suggests learning of local dangers, she chimes in
"The market! The market is a place to learn! We should go there! I have many questions, too. So much to learn. So little time. I wonder if Pathfinder Chronicles make it all the way out here. Wouldn't that be amazing?!"
She seems giddy at the prospect.

At the market she's going to look for sages, herbalists, and alchemists. She'll compare notes, and see how the people of these lands view alchemy and magic.

Shanosuke:
Gather info to find the center of arcane practice (spellcasting services and magic items, if any) 1d20 + 1 ⇒ (18) + 1 = 19
then
Gather info to find the best herbalist 1d20 + 1 ⇒ (1) + 1 = 2
then
Gather info to find the best alchemist 1d20 + 1 ⇒ (5) + 1 = 6

Seeing as she has no clue where herbalists or alchemists might be, she'll head to whatever people consider the best area for arcane magic, (if those numbers are high enough.) She will spend the time to ask about all three, though, before settling on the first.


Human Male Investigator (Steel Hound) 2 | HP 17/17 | AC 17 T 13 FF 14 | Fort+2 Ref +5 Will +4 | Initiative +3 | Perception +9 (+10 vs. Traps)| Inspiration 4/4 | Grit 1/1

"Eemund, why do the locals refer to the area we will be traveling as "the cursed lands?"

Gregor waits to hear Eemund's response, after hearing him out, Gregor proceeds to the taverns to see what he can learn from the locals about the cursed lands, preferablly from those who have been there.

Shanosuke:
Diplomacy (Gather Info):1d20 + 6 ⇒ (11) + 6 = 17


Aasimar Cleric 1

Halvair listens to Eemund, and he politely declines to accompany any of the other team members at this moment. Instead he will stick around to hear about these "Cursed Lands." He will also ask "Eemund, I'm a little unclear about the political structure of this area. Is this kingdom a recent development that is trying to subjugate native populations, or has this been around for a while now? Are we likely to be perceived as bizarre outsiders, some cross-oceanic Taldane Army of Expansion to fight, or as a routine set of subcontractors seeking to fell a few trees?"

Next, Halvair heads to the local religious institution to get an idea of what passes for religion on this side of the ocean. He tries to be polite - probably with some success, as he is not given to open mockery of worship - and, if possible, Halvair will aim to acquire some local religious iconography to have handy. If there are any important spiritual figures in the region or zanny superstitions, Halvair would like to know about them.

A Few Rolls:

Diplomacy for gathering information: 1d20 + 11 ⇒ (2) + 11 = 13
Bluff, in case I must fake reasons for buying a smorgasbord of holy symbols: 1d20 + 9 ⇒ (18) + 9 = 27

Afterwords, Halvair will wander the markets for a while to hear what the indigenous inhabitants think of the expansion efforts. Depending upon his trip to the chapels, he may make a few purchases.

Gather Information:

1d20 + 11 ⇒ (5) + 11 = 16


Both Martian Level 20 invader

For Evrail:

I need a diplomacy check to gather info and a destination. I gave you a list of places to go, though I guess you could ask around the castle too.

Serravael:

You arrive at the markets. It is not like any of the markets you have seen back home. Rather this seems to be a collection of yard sales. People bring out a large assortments of junk and set up booths, then sell whatever they can.

Asking around you come to a stark discovery. These people have never heard of magic. Much to your shock and awe, they don't even know what the word means. It is apparent there are no spellcasters, and you are unable to determine weather or not there are alchemists or herbalists.

Eemund to Gregor and Halvair:

Eemund cocks his head and looks at you puzzled. "I really don't know. They say it is cursed, the spirits of their ancestors haunt the place and will attack them if they wander to far. They also describe monsters as well. Does it matter? They're a superstitious bunch, that is why they called us here. Eemund then turns his head to Halvair. "This kingdom is as foreign to me as it is to you. I have gathered that these people have been here for some many centuries but because of these neighboring kingdoms at war, Balthelras has been unable to expand its borders. It wants to go north to start a new city but the locals are to afraid to do this on their own. They know so little about it. We have seen a lot in our line of work and it is our job to explore these lands and find a decent location for them to settle a new city. Then we oversee it's growth and explore more of the cursed lands. The cursed lands are several thousands of miles of untapped wilderness. The people of this kingdom may be different but they are quite civilized. Even if they've never heard of magic. They have only seen elves and humans, our blue friend my be unusual to them. They may have a heavy accent but they speak common well enough. We are viewed with superstition most likely but I wouldn't let it bother you. Now, if there are no further questions, be on your way. I need to speak with king Hermond."

Gregor:

In the tavern you find a lively setting. Many bards sit around various fire pits telling tales to the people sitting on the floor enjoying their drinks. As you observe these groups, you notice one bard in particular, that is singing a song of the cursed lands. From what you can make out, it is a tale of a great hero who went far north and returned triumphant. The nature of the quest makes it sound as though the adventurer had gone after a holy relic and had to face undead along the way. You are unsure if the hero the bard sings of is someone else, or in fact the bard himself.

Hailvar:

There is a single chapel that is dedicated to a deity known only as The First One. There are various holy symbol like items but you are unsure as to they're validity. Apparently the deity The First One is some kind of lord of death, you selects peoples spirits to be taken to the northern part of the cursed lands. There they live and drive away any who intrude, or make them apart of the land itself. From the stories, you gather that having your spirit taken to the cursed lands is not a good thing. People descibe it as a horrible experience to have after your body departs from you. The only salvation is to die in battle as none of the spirits seem to resemble soldiers. The other salvation is dying of natural causes. These people also have very strict laws. If you break them, a wagon comes to your home. The "police" retrieve you and execute you right there. No trial, no attempt to negotiate. Just swift and non biased judgment. Murder is at the top of the laws list. Those who murder as well as those who have been murdered are guaranteed to have their souls haunt the cursed lands. So murder is the number one no no in this land. You would recall not ever hearing of bandits as you came to this continent.

You arrive at the markets. It is not like any of the markets you have seen back home. Rather this seems to be a collection of yard sales. People bring out a large assortments of junk and set up booths, then sell whatever they can. You will notice it is very crowded.

Most of what they offer are mundane items they have acquired from battlefields, homes of folks who have died, things they want to get rid of, or anything the crafters produced in excess. And a lot of food.

Upon talking about the expansion with the people, they have mixed feelings. Quite a few believe that it is wrong to build in the cursed lands and that any expedition or expansion was doomed to fail and become apart of the lands. There are also a nice handful that believe there is no choice. They are running out of room and need to expand. They say there is really nowhere else to go. Most of the people you've talked too seem to put a great deal of faith into the explorer's guild and it's chosen team as they believe you all to be brave and mystical warriors from across the seas. They hope you will be able to tame the cursed lands, lest you join it's legion.

Okay, there's the first volley of info.


Male Half-Elf Urban Ranger 5

Shanosuke:

Was waiting to see if anyone else wanted to come along since no one seems to I will go to the castle and ask there.
1d20 + 3 ⇒ (9) + 3 = 12


Female Elf Alchemist (Mindchemist) 1

Shanosuke:
Serra is flabbergasted at this realization, speechless - perhaps for the first time in her life.

Thoughts race through her head. There's no magical gear to be had... what about magical healing... I may have a monopoly on potion crafting...

The thoughts flit in and out of her mind like lost birds, but she settles on one question: What of creatures with innate magical powers?

RP Knowledge (Arcana) 1d20 + 10 ⇒ (15) + 10 = 25

Dragons! Everyone has heard of dragons!

Gather Information of the community's knowledge of dragons 1d20 + 1 ⇒ (1) + 1 = 2

She attempts to ask if anyone has heard of dragons, but she's so thrown off by this new discovery that she speaks far too fast and mostly in Elven (by accident no less) such that no one understands her.


Male Undine Monk 7 HPs:42/42, AC 20, (T19, FF16) CMD: 25 (27 grapple)

Surveen feeling that he should thank the gods for the safe journey so far and to ask for their aid in the forthcoming adventure. Whilst at the chapel, he will not only ask about the local religious customs, but about what the church knows of the 'Cursed Lands' and its history.

Shanosuke:

Diplomacy 1d20 + 4 ⇒ (4) + 4 = 8
Knowledge(religion) 1d20 + 5 ⇒ (18) + 5 = 23
Sense Motive 1d20 + 2 ⇒ (18) + 2 = 20


Both Martian Level 20 invader

For a second there I thought I had scared everybody off somehow


Human Male Investigator (Steel Hound) 2 | HP 17/17 | AC 17 T 13 FF 14 | Fort+2 Ref +5 Will +4 | Initiative +3 | Perception +9 (+10 vs. Traps)| Inspiration 4/4 | Grit 1/1

Shanosuke:

Gregor patiently waits for the bard to take a break in his singing before approaching him...

"Pardon me, but I'm particularly interested in the song you were singing about the hero who went out into the cursed lands. I was hoping you might be able to tell me a bit more about it. You see, I am part of a group that is soon to be heading into the cursed lands and am curious about anything having to do with that particular locale."


Both Martian Level 20 invader

For Surveen:

There is a single chapel that is dedicated to a deity known only as The First One. There are various holy symbol like items but you are unsure as to they're validity. Apparently the deity The First One is some kind of lord of death, who selects peoples spirits to be taken to the northern part of the cursed lands. There they live and drive away any who intrude, or make them apart of the land itself. From the stories, you gather that having your spirit taken to the cursed lands is not a good thing. People descibe it as a horrible experience to have after your body departs from you. The only salvation is to die in battle as none of the spirits seem to resemble soldiers. The other salvation is dying of natural causes. These people also have very strict laws. If you break them, a wagon comes to your home. The "police" retrieve you and execute you right there. No trial, no attempt to negotiate. Just swift and non biased judgment. Murder is at the top of the laws list. Those who murder as well as those who have been murdered are guaranteed to have their souls haunt the cursed lands. So murder is the number one no no in this land. You would recall not ever hearing of bandits as you came to this continent.

After talking with the "priests" for a bit, you are able to note that this religion is not based on any known deity or religion from your homelands. Unlike with your gods, their clerics do not draw any spiritual power from anything. No divine magics of any sort. Strangely though, there are a large number of items and weapons made from silver.

For Evrail:

Your attempts to ask around the castle have produced results. Apparently there is a retired general here who has actually been to the cursed lands

Serravael:

Your knowledge of magical beasts is superb. However, your ability to seek info from others does not allow you to confirm anything. You are currently asking around the markets. If you do to a new location you can make another diplo check.

Gregor:

The bard looks at you in shock. "You are going to the cursed lands? My that is a foolish adventure to be sure. My great great grandfather traveled there when he was a strong young man. He was one of the few who had returned with a level head and stories to share. He had journeyed far the the north more than two months journey. He came back with stories that confirmed our worst fears. Our ancestors roam those lands and slay any intruders. They are mad with suffering as they have not been able to leave this world. They walk as skeletons or rotting corpses or even glowing spectral images of their former selves, some wailing in anguish. It is truely cursed. But that is only the farthest north. There are monsters too. The likes of which we have never seen. Giant bugs, strange beast that will not hesitate to rip a man's heart out. Then there are the tribes. Strange creatures that seem intelligent and will attack people and curse them. My father said that great great grandfather had a sword made of silver, and it would hurt anything in the cursed lands. I guess silver is so pure that it is the First One's way of controlling the north. It is a holy metal and it has served my ancestor well. Going into the cursed lands is dangerous without a weapon like that of my grandfather's" He starts to play his mandolin. Do you have any other questions?


Male Half-Elf Urban Ranger 5

Shanosuke:

Making his way to find the general to hopefully gain some information on the cursed lands Evrail finds him. Walking up to the man he says "Greetings I am Evrail I am from the Explorers Guild. I am a guard for the group. I came to ask you some questions on the creatures that can be found in the cursed lands if you would be so kind."

Diplomacy Check: 1d20 + 1 ⇒ (14) + 1 = 15
Sorry about the other check I put +3 instead of +1


Female Elf Alchemist (Mindchemist) 1

Shanosuke:
Serra stops babbling in Elven long enough to realize she's babbling in Elven.

No good, at this point they're ignoring me here. Why do people always do that?!

She seems saddened at the thought, but immediately perks up

The tavern! No one knows to ignore me there! Thus she heads to the nearest drinking establishment to inquire what the common folk think of magical beasts like dragons.

Gather Information 1d20 + 1 ⇒ (18) + 1 = 19


Aasimar Cleric 1

Wandering as he considers these bits of news, Halvair thinks that it might be best to play support to whomever he can find from the team. He suspects that a number of them will stick out like a blue and/or pointy-eared thumb.

Gather Information to find another party member 1d20 + 11 ⇒ (6) + 11 = 17

Gather Information check for whoever wishes it (Feel free to incorporate Halvair into a bit of your narrative) 1d20 + 11 ⇒ (5) + 11 = 16


Male Undine Monk 7 HPs:42/42, AC 20, (T19, FF16) CMD: 25 (27 grapple)

Surveen stands talking to one of the first lord's acolytes, he looks nervously around, not feeling quite at home in this temple to a strange god. "Why all the silver weapons, its a bit unusual isn't it? I've not seem so many in one place. Please tell me more of the holy weapons you have here?"

As the acolyte, begins his guide to the weapons, Surveen notices Halvair enter the chapel. Surveen waves him over, "Have you seen these, all these holy weapons of silver. Listen, he tells me their stories."

Shanosuke:

Diplomacy 1d20 + 4 ⇒ (1) + 4 = 5
although, I guess with Halvair present, his second gather information roll can be used.


Human Male Investigator (Steel Hound) 2 | HP 17/17 | AC 17 T 13 FF 14 | Fort+2 Ref +5 Will +4 | Initiative +3 | Perception +9 (+10 vs. Traps)| Inspiration 4/4 | Grit 1/1

Shanosuke:

Gregor considers the bard's response, and only replies...

"Unless you happen to have more detail about the cursed lands that I can trouble you for, the only other question I may have is if you have a suggestion as to whom I should speak with next about the subject."


Both Martian Level 20 invader

Sorry about the delay. Things get busy near the weekend.

Surveen and Halvair:

The Acolyte refers to himself as The "Third" and explains that the Thirds are the caretakers of the temples. He then goes on to explain the need for silver weapons. "The monsters and Spirits of the cursed lands can only be harmed by these holy weapons and only crusaders and special paladins can are allowed to wield them. These are the Fourths. No one else is allowed to use them as they are quite rare and hard to make. They are used to slay mighty wolfmen and the spirits of our fallen ancestors" He looks to you "I will only give them to a Fourth, a Paladin of the First One."

For Gregor and Serra:

Serra enters the tavern at this point and will ad her questions to the mix. The Bard regards both of you. "Dragons? I have never heard of such a thing. Even in all my tales from my ancestors the term had never come up." When Serra tries to describe them the bard pipes in. "There have been sightings of some strange looking lizards with wings. They have two legs and a pair of leathery wings. No reports of intelligence or fire breathing or anything of the sort. "Magical" is a term I would never give any beast as I have no earthly idea what the term magical even means. Sorry I could not be of more assistance." The bard turns to Gregor. "I hear General Makenear had been to the cursed lands on a two week expedition a few months ago. He immediately retired as soon as he got back. You could still find him in the castle I beleive."

Evrail:

The man looks at you wided eyed. "Do not speak to me of those accursed lands! Going there is DEATH I tell you, nothing but death! There is no expansion to be had. The king is a FOOL!" He turns away and begins to pace frantically muttering to himself.


Male Half-Elf Urban Ranger 5

Shanosuke:

Evrail looks calm at the man's out burst he than says "Be that as it may I was hired to do the job and I will do it. Though from what you just said the place must be horrible. I was a military man myself once I understand that being such can lead you to be deployed to places that you would rather not be. All I ask of you is to tell me some of what you have seen so that we can have a better chance to survive our mission. If not than thank you for at least speaking to me." He than stands waiting for the general to answer him.

As per the rules I do not think I can make another check to get him to answer me so just going to wait for the general to answer no so I can have Evrail leave to do something else.


Male Undine Monk 7 HPs:42/42, AC 20, (T19, FF16) CMD: 25 (27 grapple)

The blue bald head turns to Halvair, whispering "We are gonna need these, how best to persuade the authorities to loan them to us?" H e turns back to the 'Third' and asks "Perchance, may I at least hold one such a holy weapon. For such would be a rare treat?"


Aasimar Cleric 1

Halvair leans over to Surveen and whispers back "That depends. How willing are you to convert to our new hometown's faith?"

The aasimar is thoughtful for a moment, then he smiles slightly and remarks "My chromatically-blessed friend here has been a bit tight-lipped about his training so far, but he's suckered me into offering some assistance in his tests to seek the First One's blessings of combat. He just gets so excited about these things! I understand he's very responsible with a blade, so certainly there could be no harm in allowing him a taste of the fruits of his countless hours of devotion, training, and contemplation."

Halvair steps next to the Third and whispers a slightly concerned request that he "hopes" Surveen cannot hear. "And while he's admiring the blade, maybe you could tell me what I've gotten myself into."

Bluff to make our paladin look like a paladin...*cough* 1d20 + 9 ⇒ (15) + 9 = 24

Diplomacy to request some additional information in what is expected of Fourths, what their training involves, and how great a service to the community is required to earn one of these blades 1d20 + 11 ⇒ (12) + 11 = 23


Male Undine Monk 7 HPs:42/42, AC 20, (T19, FF16) CMD: 25 (27 grapple)

Surveen turns and looks at Halvair, his eyes wide as he shakes his head slowly for side to side.


Aasimar Cleric 1

Halvair meets Surveen's eyes and looks back to the Third. "Well, receiving the First One's blessing is a largely symbolic thing, anyway. Given his vigil over the spirits of the departed, I'm sure he's always open to contracting out to a few mortal representatives for some extra help. Why, on the other side of the ocean there is a goddess known as Pharasma, and she's never been a fan of restless spirits. In fact, she and another goddess Sarenrae get along swimmingly when it comes to making sure the spirits of the departed are not made restless and troublesome."

Oh, Halvair...You're learning so many lessons about how to control your helpfulness.

Halvair motions to the somewhat shocked undine, who clearly does not like this tactical conversion idea. Focusing on the letter of his earlier statements, the aasimar continues. "By blessing of combat, I of course mean the necessary equipment to handle the wolfmen and any misguided spirits. I may not be a Fourth myself, but perhaps I can provide some service that would prove my and my companions' worthiness." He gives a half bow.

Sense Motive to judge the priest's feelings towards us 1d20 + 8 ⇒ (1) + 8 = 9
Diplomacy to try and smooth things over while probing about possible ways of ingratiating our group to the local color 1d20 + 11 ⇒ (4) + 11 = 15

A bit of editing to adapt the dialogue to my skill check


Both Martian Level 20 invader

Sorry for the Delay. Friday is my busy day.

Evrail:

The general continues to rant to himself and then he stops and looks at you. "What?"You get one more reroll on your diplomacy

Halvair and Surveen:

The Third looks at Halvair with a suspicious look "The fourths are our divine warriors who are few but brave warriors who protect us from the horrors of the cursed lands. They are devout men who train in the combat arts and give up any claim to worldly gods. They are selected by the Seconds at the age of infancy to undergo a lifetime of devotion to the First one and training without any out world influence other than the protection of the people. Everything they do is for our protection. There aren't many of them but they patrol the borders of the cursed lands. They are our greatest warriors." The Third looks at you guys intently. "These weapons are for the fourths only. The king is wrong to disturb the cursed lands though he and others seem convinced that they can be tamed. The ChuallThe name of their church will not support our king in this endeavor. Now if you do not have any other blasphemy to speak, then I request you leave the Chuall." With that, the Third walks away. You will notice that two of the suits of armor that were on display acutally move towards you. "Please leave this sactuary." Unless you want a fight you should leave.


Aasimar Cleric 1

Noting the growing menace, Halvair backs out of the chapel.

"Sorry about that Surveen. I took a bit of a gamble, and it didn't pay off quite as expected. By the sound of things, they weren't planning to play with a full deck anyway, which says something, considering we came prepared for a dice game!"

His eyes narrow as he looks back to the chapel they just departed. "They may be insular and too narrow-minded to know quality when they see it," he says as he pats the undine on the shoulder. "Still, I'm sure we'll find the means to acquire one of those blades."

Perhaps the Fourths on the border don't have half as big a stick up their backsides as these Thirds. Oof!


Male Half-Elf Urban Ranger 5

Shanosuke:

"I will go through this job to the end. This was how I was taught by both my father and uncle who were legends of the army from where I am from. They both taught me everything they knew. Once I had nothing left to learn they suggested I travel the world which I did. I spent almost twelve years traveling taking different jobs. During this time is when I joined in during some military campaigns. I have seen men ripped to pieces by beasts as if they were paper. I have also seen things that I never wish to speak of again. I just want to make sure that I do not have to see all that again from not knowing what is out there."

Diplomacy: 1d20 + 1 ⇒ (6) + 1 = 7
Well that 7 is most likely not going to get me anywhere. Freaking dice roller.


Male Undine Monk 7 HPs:42/42, AC 20, (T19, FF16) CMD: 25 (27 grapple)

A blue muscular lump walks with Halvair, thoughtful and pensive. Turning his head to the man he says deliberately in low tones, "Halvair, please don't ask me to compromise my relationship with Sarenrae. She is a light in my life, I could not disown her for some other path. Particularly not to trick our hosts, however their religion may be viewed and too be honest, I'm beginning to have my doubts about it." Walking on in silence for a while, he speaks seriously "We should be wary that our quest may be part of a power struggle between the king and church. By virtue of our quest, our colors are nailed with that of the state. Are you of the same opinion Halvair?"

Once more Surveen, closes up and is quiet, until with slightly more cheer he adds, "You know, maybe we can find weapons like those in the King's armory or maybe in the market. We should go to the market and see if we can find similar weapons or ammunition? What say you Halvair?"


Female Elf Alchemist (Mindchemist) 1

Gather Information on common views of alchemy, and whether anyone has heard of it 1d20 + 1 ⇒ (5) + 1 = 6

speech adjusted to the result

"The interesting, that's General. I mean the General, that's interesting. But is there any chemistry here of the alchemical variety, which isn't to say that alchemy is only chemistry, but it's not quite magic but you don't know what magic is so this might be hard magiciswhen... wait. That doesn't matter. Alchemy matters. Is there any?"


Both Martian Level 20 invader

I seem to be losing players before this has even begun :( I may need to replace Aakif as he hasn't posted since this thing got started and I haven't heard from Gregor since thursday.

Surveen and Kalvair:

The two of you make your way to the markets where you discover the vast yard sale like setup they have. There are no shops, only booths with a wide assortment of items strewn about. Every store in general seems to be a general store. Tell me what your looking for and roll me perceptions to find it.

Serra:

The bard looks at you in bewilderment unable to answer you.

Evrail:

The man looks at you in disgust. "Well be on your way to death then, I want no part in it" With that the general storms off.


Human Male Investigator (Steel Hound) 2 | HP 17/17 | AC 17 T 13 FF 14 | Fort+2 Ref +5 Will +4 | Initiative +3 | Perception +9 (+10 vs. Traps)| Inspiration 4/4 | Grit 1/1

Still here...

Not getting anything else of use from the bard, Gregor bids him farewell...

"Serra, shall we see if this General Makenear has anything to offer in terms of information about the cursed lands? Magic seems to be a foreign concept to this area, maybe he has seen something in his travels" he says in an attempt to capture the attention of the team's elven scholar.

1 to 50 of 197 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Shanosuke's The Furbiddian Expansion All Messageboards

Want to post a reply? Sign in.