With a Single Step (Inactive)

Game Master Bill Dunn

"A journey of a thousand miles begins with a single step"
-Lao-tzu

Maps
Sandpoint
Sandpoint Hinterlands

Current Adventure Location Map
Brinewall Town
Brinewall Castle Ground Floor
Brinewall Castle Upper Floors
Brinewall Castle Dungeon

Images of NPCs
Chapter 1: Brinewall Legacy

Additional Threads
Flex Time Role Play thread

Loot Spreadsheet
Masamune's loot spreadsheet


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Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Alara's blush fades and she purses her lips, looking pouty.

You push my buttons too well for your own good, Piper.

"Whew."


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Piper smiles. He steps closer to Alara. He reaches up and gently pulls her head closer to his. He places his lips on her pouty ones.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Alara giggles as Piper kisses her, leaning into him before pulling back and hugging him.

"You're going to make me forget what we're supposed to be doing if you keep this up, you know."


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Piper smiles and hugs Alara back... before he realizes what the situation is. He reluctantly breaks the hug and stares at Vincent struggling with the orderlies and constables, the impassive look on his face returning.


Piper Hemlock wrote:

@Habe/Bill

He writes to Habe. 'As far as I know, he's been like this since mom died giving birth to me. You said that he's been getting worse. I saw him before my team went into the marsh to deal with the goblins. He wasn't rambling about some Great Fall. Any theories about the drastic shift from hurting me to hurting everyone?'

"It could be a brain fever. It could be your return from Absalom has reactivated and accelerated the mental deterioration that started with the unresolved grief he held for your mother. Not that you should blame yourself for this," Habe is quick to clarify. "But I am interested to see how he reacts fully sequestered from any outside reference to you. I intend to keep Vincent well isolated and see where we can go from there."

"And, rumor has it you will be leaving the area for a little while. That seems to me an auspcious sign for this new stage in Vincent's treatment. A new separation that should help me untangle the emotional knots bound up by your shared past. Good luck to you in your journeys."

Habe concludes his business with Sheriff Hemlock with the orderlies and constables securing Vincent in the sanitarium.

The sheriff sighs "Well. There he is, Piper. Doctor Habe will be sending me regular reports. I will collect them for you so you can see how Vincent is doing when you get back from your errand north, if you wish."


Over the next days, Sandru and his men busy themselves with preparing the caravan for departure. Supplies are purchased, horses cared for, wagons repaired. And soon all is in readiness.

Sandru introduces you all to the 4 wagons that will be your mobile home for the next few weeks.

There is one typical Varisian covered wagon, offering shelter to riders as the caravan is moving and at night. It can fit five travelers and one driver.

There are two supply/cargo wagons. Each of these has room for two to ride (a driver and "shotgun") as well as plenty of supply/cargo capacity.

And there is one small, colorful, covered wagon. Varisian caravans traditionally include a fortune teller or 'spiritual advisor' wagon. This one happens to be Koya's and she is nearly giddy with joy that she finally has one of her own and will be setting out on her grand journey. Aside from the driver (and Koya), the wagon could support one more occupant.

Sandru will be driving the covered wagon while his men will drive the others. These drivers are two Varisian brothers - Bevelek and Vankor - and a second cousin (once removed) named Eugeni.

Ameiko volunteers to cook and Shalelu volunteers to act as a scout.

Sandru makes it clear that everyone will have to contribute to the safety of the caravan - particularly being alert to the threat of bandits and dangerous creatures - but also able to help setting or breaking down camp, getting wagons out of deep mud, or clearing debris from narrow tracks to allow the wagons to pass.

And on the eve of setting out, this is the last chance people have to try to obtain equipment for several days travel. Food and water has been taken care of, but if you want anything that Sandpoint can provide (and you can afford) now is the time to get it.


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Piper shakes Habe's hand in thanks. Turning to his father (Hemlock), he writes: 'I would like to see those reports. Thank you.'

As the preparations are made, Piper takes his bedroll and blanket from home and his grooming kit and his potion back from Duty. He puts them on one of the supply carts, hoping that they will stay safe. He places his potion in his pack.

He walks around the town, looking for anything in terms of weapons, armor, and (possibly) magical equipment, particularly magical music instruments.

I'm looking for any masterwork rapiers, masterwork studded leather armor, magic rings, cheap ioun stones, magical music instruments, and anything that helps boost my Charisma, Perform checks, and anything that can boost my bard abilities. Anything else I should get for the trip?

When the team is dividing up jobs, Piper writes: 'Most likely I would be working as the performer of the caravan. I could also help with being a guard, a spellcaster, or a trader, if need be. I could help Madam Koya as a fortune-teller, though my divinations are weaker than hers.'

So, roles Piper could fit into: Entertainer, Fortune-Teller, Guard, Spellcaster, and Trader. Since Piper's a PC, he can also fit into the role of Hero along with his other job.

Walking to Koya, Piper smiles and writes: 'Hello, Madam Koya. It is a pleasure to see you again. And a joy to have you join us on our journey.'

Diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

When the time comes to leave for the north, Piper says his goodbyes to both of his adopted parents, assuring them that he'll be fine and that he'll get into to contact with them as soon as he can.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Alara bounces from foot to foot as the team starts dividing up jobs. "Ooh! Ooh! I'd love to be an entertainer too!" She gives Piper and Shalelu a bashful look. "Although... I COULD help Shalelu or Sandru with scouting or trading... if they'd like..."

She scratches her head.

Alara can definitely fit in as a trader or entertainer. I don't have the Player's Guide with me right now, but I think Alara can also fit in as a scout...


Female Varisian Tattooed Sorcerer (Harrow Bloodline) 3 | hp: 23/23 | AC 11 | T 10 | FF 11 | CMD 10 | Fort +4 | Ref +3 | Will +4 | +1 Will vs Enchantments | Init +1 | Perc +1 | Sense Motive +1

Alara, the caravan rules are also here it seems that survival is required for scout.

Rawnie can fulfill the following roles: Fortune-teller, Guard, Spellcaster, Trader.

"Mother Koya, do you wish for me to accompany you and assist you in reading the cards?" Rawnie knew that Koya was more experienced then herself in fortune telling, after all Koya had been one of the woman's teachers, but she also knew that Sandru had asked her to look after Koya, and there was no better place to look after her then by her side.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Ah. Then Alara will ask Shalelu for scouting training at some point then. :)


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Piper smiles at Alara. He writes: 'You'd make a fine performer, Alara. I have heard you sing.'


Male Human Loot Samurai 3 | HP: 22/26 | AC: 18 T: 13 FF: 15 | Init +3 | Perception +6 | CMB: +4 | CMD: 17 | Fort +3 | Ref +4 | Will +1 | Sense Motive +6 |

Masamune shrugs.

"I can also fill the position of scout if needed."


Koya's excitement for the journey is readily apparent, but so is a bit of nervousness. She smiles at Piper's writing and says, "And a joy it is to me as well, Piper. This is a journey I have long put off, may Desna forgive me. But a journey started late is better than one never started."

As she works on getting her wagon all ready to go, she discusses duties with Rawnie. "I would be grateful of your help, daughter. Sandru worries unnecessarily about me, but I am honored that the two of you are so concerned with my welfare. The wagon will be a bit cozy but I think the two of us can manage it well enough."
And though her wagon will be a bit cozy with two main occupants, it is also the most comfortably furnished.


As far as buying things in town, masterwork items are readily available for the list price (generally 300+cost of weapon or 150+cost of armor). Significant magic, not many of you can easily afford at this point. I confess I'm not sure how much you have available to me right now because I'm not sure the spreadsheet Masamune put together is up to date with accounting how the money is apportioned out or handled once sold. Should the magic arrows go in the Acquired/Given column? Right now, they show up in the figures as if they were sold...


But once purchasing is finished (which we can handle in plenty of time in the discussion thread, it's time to set out...

Finally, Sandru's preparations are complete. Ameiko has placed the care of her home and the Rusty Dragon in the hands of her staff. And the caravan is ready to set out. Koya and Rawnie are able to determine that initial portents are favorable, a fact that seems to make Sandru's Varisian drivers happy. With Shalelu and Masamune acting as scouts, riding (or in Shalelu's case, walking) on ahead, the caravan sets out from Sandpoint. A fairly large group of well-wishers is in attendance to see the travelers off, including, of course, Sheriff Belor Hemlock.

As the caravan moves north along the old coast road, routines set in fairly quickly. Masamune and Shalelu periodically range outward and report back. The caravan stops for midday rests and food, with the drivers unharnessing the horses to give them respite from their burdens. An hour or so before dusk, Sandru calls a halt to the caravan and camp is set up. Ameiko cooks at all meals, though she recruits occasional help as well. Nighttime is spent with the wagons drawn close, the horses 'penned' in the middle, and with people holding watches...

Let me know what sorts of watches you want to keep. All of the NPCs are available - Sandru generally suggests having 2 people on watch given your plentiful numbers. That means Bevelek, Vankor, and Eugeni are available watch with people - as are Koya, Shalelu, Sandru, and Ameiko.


Male Human Loot Samurai 3 | HP: 22/26 | AC: 18 T: 13 FF: 15 | Init +3 | Perception +6 | CMB: +4 | CMD: 17 | Fort +3 | Ref +4 | Will +1 | Sense Motive +6 |

Masamune will offer to go on watch with Bevelek for the middle watch.


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Piper wishes farewell to his parents as the caravan leaves the small, idyllic town. Through the day, Piper rides "shotgun" on one of the supply carts, playing his flute for the entertainment of the others.

Perform (wind): 1d20 + 12 ⇒ (7) + 12 = 19

In the times where he's not playing, the bard's writing to Ameiko. He writes: 'Did you ever imagine this when we were kids, Ameiko? Going off on our own adventure together towards the north? You're the most experienced out of the two of us. The only adventures I've been on are the trips to and from Absalom.'

Diplomacy (possible Influence check): 1d20 + 10 ⇒ (14) + 10 = 24

At night...

Piper looks around and writes: 'I can go on watch with Alara, Ameiko, or Shalelu.'

@Rawnie

When Piper's not on his watch, Piper approaches Rawnie. He writes: 'Hello, Rawnie. I was wondering if you could perform a Harrowing for me?'


Female Varisian Tattooed Sorcerer (Harrow Bloodline) 3 | hp: 23/23 | AC 11 | T 10 | FF 11 | CMD 10 | Fort +4 | Ref +3 | Will +4 | +1 Will vs Enchantments | Init +1 | Perc +1 | Sense Motive +1

"I will keep watch with my brother, though I wouldn't be opposed to keeping watch with Mother Koya I do feel that Koya could use the rest."

@Piper

"That won't be a problem, what were you looking for answers regarding?" Rawnie asks, studying the younger man as she does.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

While Alara hasn't been in Sandpoint for long, her date with Piper gave her an attachment to the place. She waves goodbye, the joy of going on a new journey mingling with the sadness of leaving a favourite town behind on her face.

During the caravan's trip, Alara pitches in as an entertainer, putting her singing voice to use alongside Piper's flute.

Perform (Sing): 1d20 + 7 ⇒ (20) + 7 = 27

Nighttime

Alara blushes when Piper offers to keep watch with her. "I'm good for any arrangement of watches..." She says, looking between Piper and Shalelu. It's clear that she'd prefer to keep watch with them.


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

@Rawnie

The silent bard sits down in front of Rawnie. He writes: 'Tough to say. My future in general, what I'm to expect on this journey, maybe even if my birth father will grow past whatever's ailing his mind.'


M
Skills:
Diplomacy +10 | Handle Animal +8 | Heal +11 | Know: Local +10 | Know: Nature +7 | Sense Motive +7 | Spellcraft +8 | Use Magic Device +11 |
Human
Vital:
HP: 29/29, - AC: 12/T: 11/FF: 11 - Initiative: +1 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 12, Speed: 30
Oracle of Life/3
Special:
1st Level: 3/6 | Channel 2/5 |

[b]"I would prefer we allow Mother to sleep as much as possible. I know she will wish to be on watch, so if she must, please put her on first watch. I will take whatever watch is asked of me, but please keep in mind if there is danger...my best ability to deal with it is to wake someone else, so perhaps I would be best served to be on watch with Ameiko or Shalelu..."


M
Skills:
Diplomacy +10 | Handle Animal +8 | Heal +11 | Know: Local +10 | Know: Nature +7 | Sense Motive +7 | Spellcraft +8 | Use Magic Device +11 |
Human
Vital:
HP: 29/29, - AC: 12/T: 11/FF: 11 - Initiative: +1 - F: +2 / R: +2/ W: +4 - CMB: +1 - CMD: 12, Speed: 30
Oracle of Life/3
Special:
1st Level: 3/6 | Channel 2/5 |

"I would prefer we allow Mother to sleep as much as possible. I know she will wish to be on watch, so if she must, please put her on first watch. I will take whatever watch is asked of me, but please keep in mind if there is danger...my best ability to deal with it is to wake someone else, so perhaps I would be best served to be on watch with Ameiko or Shalelu..." he says quietly.


Female Varisian Tattooed Sorcerer (Harrow Bloodline) 3 | hp: 23/23 | AC 11 | T 10 | FF 11 | CMD 10 | Fort +4 | Ref +3 | Will +4 | +1 Will vs Enchantments | Init +1 | Perc +1 | Sense Motive +1

"I agree, Mother Koya needs her rest, first watch or last would work best for her if she insists on taking a watch."

@ Piper
"That's very vague." Rawnie says with a frown, adding "But I suppose it will work." She picks up her deck and takes nice cards out, "First we must do a choosing, for the answers you seek, I have chosen the suit of shields which are often used to correspond with health and home, since you asked about your father." She shuffles the nine cards and places them face-down between her and Piper, inviting him to pick one of the cards.

Choosing:
Starting from Rawnie's left hand side, the cards are in this order: The Sickness, The Desert, The Mountain Man, The Teamster, The Waxworks, The Tangled Briar, The Brass Dwarf, The Trumpet, and The Survivor.

"During the choosing, you select one of these cards before you, this card represents your role in the upcoming series of events. After you choose a card, I will interpret it before beginning the Harrowing, and if this card should show up in the Harrowing then the cards must have a very important message for you indeed."


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

@Alara

Piper can't help but smile as he hears Alara's melodious and crystalline voice accentuating his flute.

@Rawnie

Piper frowns before writing: 'Sorry for being vague. But I have a lot of anticipation for various events so I can't help but be worried.' Looking at the nine cards, he thinks long and hard before choosing the fourth card from his right.


Piper wrote:
In the times where he's not playing, the bard's writing to Ameiko. He writes: 'Did you ever imagine this when we were kids, Ameiko? Going off on our own adventure together towards the north? You're the most experienced out of the two of us. The only adventures I've been on are the trips to and from Absalom.'

"North with you? No. I thought more of warmer lands to the south with you. That seemed more fitting, I guess. The ancient lore of Osirion. Searching for a sun orchid in Thuvia. Adventures with a bit more swash in the buckle. North? That is a land of endurance and struggle and I had hoped our adventures would be a little more light-hearted.

But, as it turns out, there may be some kind of ancient lore to the north. Who would have thunk it, eh?"


Koya is quick to speak on her own behalf about watches.

"Do not even think about easing my responsibilities as a full participant in this journey. I appreciate the concern, but I am determined to carry my own weight. First watch will be excellent for that leaves me a bit more time to simply watch the heavens once night is upon us and my watch is over."


And, speaking of watches, with 12 bodies available - you could run 6 watches of about an hour and a half each for a 9 hour duration - pretty respectable. Sandru generally prefers the last watch since he's an early riser and, as the titular caravan boss, he feels the responsibility of getting up and getting things moving.

1. Koya and Eugeni
2. Vankor and Ameiko
3. Masamune and Bevelek
4. Shalelu and Ash
5. Piper and Alara
6. Sandru and Rawnie

Alternatively, 4 watches with 3 people (say, 2 1/4 hours each) each could be:

1. Koya, Vankor, Ash
2. Masamune, Bevelek, Ameiko
3. Shalelu, Alara, Piper
4. Sandru, Rawnie, Eugeni

Sandru leands toward arrangement #1, but stronger opinions may prevail (plus the 2nd arrangement puts at least one PC on each shift).


Female Varisian Tattooed Sorcerer (Harrow Bloodline) 3 | hp: 23/23 | AC 11 | T 10 | FF 11 | CMD 10 | Fort +4 | Ref +3 | Will +4 | +1 Will vs Enchantments | Init +1 | Perc +1 | Sense Motive +1

Choosing and spread

"Ah yes, the Teamster, apparently there is a force which keeps you going, even when you have no strength left you continue to push forward, but beware that this force can lead to both good and bad thimgs, you must know your own limits." Rawnie speaks as she reveals the card which Piper picked, warning him of what the card may mean.

Rawnie then shuffles all of the cards back into the deck and begins the harrowing, placing nine cards down in front of her. She flips the first three cards on right right side, revealing from top to bottom The Waxworks, The Big Sky, and The Tyrant. "I see that your father was not a very nice person, The Tyrant indicates someone who is a blight upon those which they rule over, it can mean a monarch or an overseer, but in this case I believe it is referring to your father, after all you did ask about him. However The Big Sky seems to indicate that you are free from the man, perhaps due in part to The Waxworks, which misaligned, has given you abundant energy at a very crucial moment, the moment which I am guessing has freed you from your Tyrant of a father." It was rare to interpret all of the cards in a column, but these cards simply revealed so much together it seemed like a waste to Rawnie to leave anything out of the past, as the past is required to understand the present and the future.

Moving on to the next column of cards, Rawnie reveals from top to bottom The Tangled Briar, The Liar, and naturally The Crows which she seemingly has little trouble flipping this time, though she does appear to grimace slightly. "The Crows indicate that you may be suffering from a shocking loss, if not now then very soon. This card is not to be taken lightly, especially in this position, if you do take it lightly, you may become blind-sighted by the loss. If we take into account The Liar, your loss may be related to one who loves you, though they do not do so in a healthy manner. The Liar indicates obsession and doomed love which can tear one's heart in two and cause lovers to leap to their death. It is not wise to ask more questions regarding the fate of death however, as such a thing is taboo for a harrower."

Moving onto the final column, Rawnie reveals The Rabbit Prince, The Twin, and The Beating. "The Twin is a worrisome card, it indicates a duality of purpose or identity, and it also indicates that things may not appear as they seem. It is possible that once events have come to pass you will realized that what you thought had happened is not what happened at all. If we take into account The Beating, this realization may feel like an attack on all sides or leave one feeling like their very essence of self has dissolved. Perhaps the cards wish to indicate that someone is not who they appear to be even though they may have been with us for a very long time."

As she finishes interpreting the cards, Rawnie looks up at Piper to see his reaction to her harrowing, leaving the cards where they sit in order for the young man to better understand the path that lies behind and ahead.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

O_O

<_< ... >_>

Didn't expect to see that...


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

After Rawnie reveals the Teamster, Piper looks at it, letting the meaning sink in.

After she flips the cards of the Past over, the bard writes: 'It does make sense of the Tyrant. My father was a bit controlling. I don't know if he was like this before mom died.'

The Present: Piper looks a little worried at this part of the spread. He bites his lower lip. He writes: 'Well, I do still feel burdened by mom's death. But that lies in the past.'

The Future: This is where Piper starts to become unnerved. He doesn't touch his chalkboard or his chalk. He thinks to himself: 'Father... what has become of you? Shelyn... Desna... Give me strength.' He grasps the two holy symbols hanging around his neck.

Piper looks at the spread, feeling more dread. He tries over and over in his head to unravel this mystery.

I know. Things just got real.


Female Varisian Tattooed Sorcerer (Harrow Bloodline) 3 | hp: 23/23 | AC 11 | T 10 | FF 11 | CMD 10 | Fort +4 | Ref +3 | Will +4 | +1 Will vs Enchantments | Init +1 | Perc +1 | Sense Motive +1

Rawnie lets out a deep breath as Piper takes everything in and then begins to speak again. "Sometimes you have to be careful about what you ask because you may learn something which you didn't actually want to know. But when we do learn things, we can let them become a warning, so that we might be better prepared for the seemingly unexpected. Be ware The Crows, but becoming blind-sighted by The Twin may be a worse fate." Rawnie knew that she couldn't speak into specifics, as she knew very little about Piper, but it seemed that the harrowing had struck a chord with him. "And the most important thing to remember is that you don't have to deal with any of this alone, there are plenty of people around you who can support you."


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Piper breathes in relief at Rawnie's reassurance. He smiles and gives a confident nod.


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Alara wanders over to where Rawnie and Piper are speaking, having missed the whole Harrow reading.

"Piper? Oh! There you are--I was looking for you. I learned which watch shift we'll be taking tonight--" She pauses when she sees the two together. "--sorry, did I interrupt something?"


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Piper looks at Alara. He smiles and signs: 'No, Alara. I was just finishing up a Harrow reading from Rawnie. It was... interesting, to say the least.'


Female Varisian Tattooed Sorcerer (Harrow Bloodline) 3 | hp: 23/23 | AC 11 | T 10 | FF 11 | CMD 10 | Fort +4 | Ref +3 | Will +4 | +1 Will vs Enchantments | Init +1 | Perc +1 | Sense Motive +1

"Just because the two of us are alone together doesn't mean that there's anything to interrupt. I was just assisting Piper with a few questions he had, but I do believe we were just about finished." Rawnie says, picking up the cards laid out between them and "If you needed him for something, he's all yours, a little too young for my liking anyway." She winks when she says the last part.


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Piper rolls his eyes at Rawnie, a good natured smile on his face. Turning to Alara, he signs: 'So, what did you want to tell me? Something about watch shifts?'


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

"Er--yeah." Alara says, recovering from Rawnie's teasing. "Sandru wishes for the caravan to take six watches, each an hour and a half long. That's going to add up to nine hours, if my math is right..."

"Anyway... Sandru suggested that he be on the last watch." Alara's face turns a bit pink. "And he kinda suggested we take a watch together."


Male Human Loot Samurai 3 | HP: 22/26 | AC: 18 T: 13 FF: 15 | Init +3 | Perception +6 | CMB: +4 | CMD: 17 | Fort +3 | Ref +4 | Will +1 | Sense Motive +6 |

Masamune will nod at SAndru's suggestion of the watches when he hears of it.

"I like your Plan A, though I don't know about the others."


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Piper looks at Alara. He smiles and signs with: 'So, taking a watch together, huh? Sounds nice. I wonder why he would suggest that, though. Are there any other ideas for shifts? For curiosity sake.'


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Alara clears her throat. "Well, Sandru also said he was open to us taking three-person shifts."

"Incidentally, he suggested you, me and Shae-chan on a shift together in that case." Her blush deepens.


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Piper strokes his chin in thought. He then signs: 'Well, both ideas have their merits. Not too mention there would be good company. Either method works for me.'


OK, we'll go with six 2-person watches for the time being.

The area you are initially traveling in is known for goblin tribes but it is also fairly well controlled these days. Masamune and Shalelu are able to find some sign of goblin movement, but only minor and typical of their normal, day to day activities. None manage to make themselves directly known to the caravan, keeping a low profile to stay away from the wrath of the caravan.

The journey takes you first through the town of Galduria - a place Rawnie and Koya know best as the site of the Twilight Academy - an exclusive wizard academy that also specializes in understanding the imagery of the Harrow. Though Rawnie's talents for magic are a natural gift and the academy's main students are on the wizard's path, she has had contact with several of the masters of the academy in the past and found their knowledge of the Harrow to be deep. Unfortunately, the caravan can only spend a night in the town, restocking a few supplies before it must move on toward points north.

Rawnie:
You encounter Ziomarra, one of the academy masters, at the inn's common room telling you that she saw you in a dream the night before and had to meet. Much of the dream was lost memory but she distinctly remembers seeing you standing in the moonlight with your breath steaming. The moon's light turned red before being blotted out by a flock of black birds. She is unable to elaborate on what that dream might mean.

Piper:
It may be nothing, but Piper can't seem to avoid noticing crows about the town. There seem to be quite a few, maybe even more than usual. They don't seem to act abnormally, but even one or two of the locals mention there seem to be an unusual number of them about.

The next stop, as the caravan takes the road north along the western lakeshore, is Wolf's Ear. The town itself has a rusticness to it with most of the buildings made from barely finished logs from the Churlwood - the forest within easy reach of the town. Less Varisian and more Ulfen in culture, the people too have a certain air about them - an untamedness. No problems arise, but the place definitely has an "otherness" about it.

Masamune:
The normally stalwart Duty is a bit more nervous than usual around the town. He doesn't seem to like the place much, though exactly why you are not sure. The area seems unusually densely populated with substantial predators like wolves and bear based on the tracks you've seen as you and Shalelu have been scouting. But there also seems to be a substantial population of wild boar that could attract them. The forest seems to be well-populated, but all the two of you manage to spy is small game.

The road continues along the Lampblack River toward Ravenmoor. Sandru elects to camp on the opposite side of the river from the town. From experience, he knows they don't take well to outsiders visiting them.

Ash:
Knowing the general region fairly well, Ash knows that the town has recently been subjected to an "inquisition" or sorts. Apparently, their worship of Desna had become fairly corrupt over the years with town elders being involved in some skullduggery involving a tax collector. Authorities from Magnimar put things to right but the town has not quite recovered. A team of Desnan clerics is now ruling the town until it can once again rule itself (under the sovereignty of Magnimar, that is).

After a brief camp, the caravan then heads back to the coast and Roderic's Cove for a couple of days of rest and resupply before setting out into less well-populated territory. There's a general tension that can be felt in Roderic's Cove, only recently having fallen into Riddleport's sphere of influence. The place seems pleasant enough and no incidents occur before you are all ready to hit the wilder country on the way to Brinewall.

Alara:
You notice the caravan seems to get an unusual amount of attention - perhaps rogues casing the wagons for valuables or a merchant's spies. They seem easily deterred given the size and makeup of the caravan, though, and their presence never seems to lead to items going "missing" or "falling off the wagon". Once it becomes clear that Sandru isn't selling anything of substance in either Roderic's Cove or Riddleport, interest seems to wane.


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

Too keep on track, how many days have gone by?

As the caravan goes through Galduria, Piper sees quite a few people with Harrow Decks. But the most odd thing are the crows. More than there should be. He looks at them for a moment, studying them. Afterwards, he racks his brain for information about the town.

Crows
Knowledge (arcana): 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Knowledge (nature): 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Sense Motive: 1d20 + 6 ⇒ (11) + 6 = 17

Galduria
Knowledge (history): 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Knowledge (local): 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Knowledge (geography): 1d20 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Knowledge (nobility): 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Perception (around the town): 1d20 + 6 ⇒ (9) + 6 = 15
Sense Motive (against the residents): 1d20 + 6 ⇒ (14) + 6 = 20

He then secretly passes on any and all information to Alara through Sign Language, informing her to keep to Sign Language for their conversation.

At Wolf's Ear, Piper is slightly unnerved from the taller Ulfens wandering around the town. He keeps his wits about him and his mind sharp, trying to figure out more information than he already knows.

Knowledge (history): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Knowledge (local): 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Knowledge (geography): 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Knowledge (nobility): 1d20 + 1 + 1 ⇒ (16) + 1 + 1 = 18
Knowledge (nature): 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Perception (around the town): 1d20 + 6 ⇒ (13) + 6 = 19
Sense Motive (against the residents): 1d20 + 6 ⇒ (17) + 6 = 23

Next, Ravenmoor. For some reason, this town really creeps Piper out. He once again keeps an eye out and his brain churning for more information.

Knowledge (history): 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Knowledge (local): 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Knowledge (geography): 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Knowledge (nobility): 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
Knowledge (nature): 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Perception (around the town): 1d20 + 6 ⇒ (9) + 6 = 15
Sense Motive (against the residents): 1d20 + 6 ⇒ (11) + 6 = 17

Finally, there's Roderic's Cove. Remembering what he said about the town, he keeps his eyes peeled.

Perception (around the town): 1d20 + 6 ⇒ (5) + 6 = 11
Sense Motive (against the residents): 1d20 + 6 ⇒ (15) + 6 = 21


Female Varisian Tattooed Sorcerer (Harrow Bloodline) 3 | hp: 23/23 | AC 11 | T 10 | FF 11 | CMD 10 | Fort +4 | Ref +3 | Will +4 | +1 Will vs Enchantments | Init +1 | Perc +1 | Sense Motive +1

"The moonlight turned red you say? And black birds flew blocking out the moon...Do you remember if the birds were ravens...or perhaps crows?" Rawnie questions Ziomarra, trying to glean more information out of her.

Knowledge Arcana: 1d20 + 6 ⇒ (2) + 6 = 8 Does Rawnie know of any spells or arcane abilities to turn moonlight red?
Knowledge History: 1d20 + 6 ⇒ (16) + 6 = 22 Has Rawnie ever heard of moonlight turning red in the past?


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Alara nods at Piper, making sure to keep calm and close to either him or Shalelu as the caravan moves along.

She taps Piper on the shoulder as the caravan moves through Roderic's Cove. 'Caravan was being cased. Nobody stole anything, though--there's too many of us for them to risk it.' She signs.


Male Human (Varisian) Bard 3 | hp: 21/21 | AC 15 | T 12 | FF 13 | CMD 14 | Fort +1 | Ref +5 | Will +4 | +4 vs bardic performance, sonic, and language-dependent effects | Init +2 | Perc +6 | Sense Motive +7

I was referring to while we were in Galduria. But it's okay.

Piper nods. He signs to Alara: 'Let the others know. They should know.'


Female Elf Ninja 3 | HP: 15/19 | AC 16/13 (Touch & Flat-Footed) | Saves: +2 Fort, +7 Reflex, +1 Will (+2 vs. enchantments) | Initiative: +3 | Perception: +8 | Sense Motive: +3|Ki Pool: 3/4

Alara nods and goes around the caravan, letting everyone know (discreetly) that the caravan was being scouted out by thieves.


Alara Dawnchaser wrote:
Alara nods and goes around the caravan, letting everyone know (discreetly) that the caravan was being scouted out by thieves.

Sandru harrumphs at the news. "The influence of Riddleport, no doubt. It's the competition between gangs constantly trying to one-up each other by stealing each other's illicit goods. They will probably not do anything but we should keep a wary eye out for banditry over the next few days."


Rawnie, Harrower Extraordinaire wrote:

"The moonlight turned red you say? And black birds flew blocking out the moon...Do you remember if the birds were ravens...or perhaps crows?" Rawnie questions Ziomarra, trying to glean more information out of her.

Does Rawnie know of any spells or arcane abilities to turn moonlight red?
Has Rawnie ever heard of moonlight turning red in the past?

Ziomarra is apologetic. "The image was fleeting and vague. I saw a lot of dark silhouettes and couldn't tell if they were crows or ravens or even raptors. Sorry."

As far as red moons go, a lunar eclipse will typically be reddish in hue. That's common enough over the years. But the moon also figures into imagery associated with Groetus, the god of the end of times. Legend has it that when Pharasma judges the last soul, Groetus will bring about the end of times - in ways expected to be unpleasant.


Piper Hemlock wrote:

Too keep on track, how many days have gone by?

As the caravan goes through Galduria, Piper sees quite a few people with Harrow Decks. But the most odd thing are the crows. More than there should be. He looks at them for a moment, studying them. Afterwards, he racks his brain for information about the town.

Crows
[dice=Knowledge (arcana)]1d20 + 5 + 1
[dice=Knowledge (nature)]1d20 + 1 + 1
[dice=Perception]1d20 + 6
[dice=Sense Motive]1d20 + 6

Crows tend to be seen as harbingers of death and destruction (as are ravens) or war. But they're also seen as clever, among the most intelligent of birds - if a bit garrulous rather than quietly introspective. They are also fairly common in this area of the world. The locals seem to think it mostly an omen of bad weather since there has been little expectation or rumblings about warfare in the last few years.

As far as knowing more about the local towns, Piper's knowledge of the area was already mostly tested with these results from before:
Of the towns on the route, Ravenmoor has the mildest reputation as an insular, bucolic village. Wolf's Ear, while not currently notorious, was once a haven for lycanthropes - all driven out when Magnimar asserted authority over the region. Roderic's Cove, now under the domination of Riddleport, was once known for being a long-term holdout against Riddleport's criminal influence. Things are currently mostly peaceful there, but the locals are known to be quite resentful of their current bosses.

And I don't think there's really much need to elaborate too much more at this stage considering you're spending relatively little time in each one.

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