
Piper Hemlock |

@Alara & Shalelu
Seeing Alara pacing in the distance, Piper joins the two elves. He places a hand on Alara's shoulder in comfort.
@Sandru
Hearing Sandru, the young bard hops from his seat and begins walking with the caravan. As the group slowly makes it's way down the disused road, he racks his brain for information about Brinewall.
Knowledge (engineering) (untrained): 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Knowledge (geography) (untrained): 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12
Knowledge (history): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Knowledge (local): 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Knowledge (nature) (untrained): 1d20 + 1 + 1 ⇒ (1) + 1 + 1 = 3
He also keeps an eye and ear out, figuring that the disused road might be home to some unknown terrors.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
NOTE: Untrained Knowledge checks can't go past a DC of 10.

Masamune Mitsuhide |

Masamune rides forward to get a good look at the town as it comes into view.

Alara Dawnchaser |

Alara leans into Piper's hand, still worried.
"What do you think, Piper-kun?" She turns to the bard. "Her grandfather disappeared here... do you think she's going through the same thing he did?"

Bill Dunn |

As the group slowly makes it's way down the disused road, he racks his brain for information about Brinewall.
As mentioned above (a few pages worth of posts ago), Brinewall is, or more accurately was, one of the older colonies established on the Varisian coast, not far from the borderlands with the Land of the Linnorm Kings. That puts it even farther north than Riddleport (a wretched hive of scum and villainy) and into some sparsely settled territory (probably about 500 miles or so north of Sandpoint). Built to facilitate safe trade between the Linnorm Kings and lands farther south, Brinewall is now avoided. Rumor has it that the town and castle was sacked and put to the torch by Linnorm Kings 30 years or so ago, but if that's the case, they don't seem to sing any songs about it - something odd since they seem to enjoy singing about their accomplishments - the more notorious the better.
A little more detail comes to Piper's mind. The last commander of Brinewall Castle would have been a man named Andril Kortun. He was known as a stalwart fellow, well respected by traders in the region, including the Ulfen of the Linnorm Kings. There are also no known survivors from the sack of the town/disaster that destroyed the town. Ulfen raiders often take thralls as part of their plunder, which could explain no witness accounts of Brinewall's demise - but even if they had all been taken north, stories still get around...

Rawnie, Harrower Extraordinaire |

Rawnie, Harrower Extraordinaire wrote:"Mother Koya, is there anything I can do to assist?""Perhaps you should consult the Harrow, daughter. Ameiko's body seems too well to be this sick. There may be other influences bound up in her destiny at work, if truly there is some family secret hidden here."
As Koya suggests that Rawnie consult the harrow, she nods, pulling out her harrow deck and begins shuffling the cards, then at a table near Ameiko and Koya, she begins to place 9 cards out.
First, she reveals the cards in the past category, from top to bottom, The Carnival, The Brass Dwarf, and The Rakshasa. "Two true matches, the Brass Dwarf and The Rakshasa. The Rakshasa indicates dominance and mind control, slavery, sometimes literally, but more often this card represents slavery of one's mind. The Brass Dwarf is invulnerable to such dangers, though in this case I believe it takes on it's second meaning, in which a dark fate, perhaps the dominance of the Rakshasa, takes one from us to save the others. If we take The Carnival into account here, it is possible that Ameiko is suffering from illusions and false dreams in order to control her, control which at this point she seems invulnerable to, though her dreams do appear to be haunting her, and it is possible that the dark fate which The Brass Dwarf warns us of may still await her."
Rawnie pauses as she flips over the next three cards in turn, The Survivor, The Big Sky, and The Inquisitor. "Only one match this time, The Survivor. The Survivor is a person who has been through something terrible and perhaps is the only one to remain. He may have been believed to have been lost with the demise of his comrades, but he has been found once more. The Big Sky represents being freed from one's shackles and casting them off into the light of day, perhaps the Survivor is a slave who has been freed, though the presence of the Inquisitor puzzles me. The Inquisitor cannot be swayed and will accept nothing other then the truth, and anyone who attempts to go against such truths invites disaster."
Moving onto the final set of cards, Rawnie pauses for a moment to think as she flips over the next set of cards, The Midwife, The Avalanche, and The Lost. "Another match, this time The Lost. The Lost represents emptiness and insanity, to those under the influence of The Lost, our world is incoherent, nothing is sense and all is nonsense. The Lost also occasionally surfaces as one who only speaks in a language we cannot comprehend. The Midwife is a partial match here, implying that The Lost may bring with it new life or new information, though they themselves did not create this life or information. Finally, The Avalanche, an unthinking, unreasoning disaster who threatens to overrun us all."
Rawnie had not seen many harrowings like this before, it seemed to easily identify what was bothering Ameiko, though she knew that things could never be that straight forward in a harrowing. "This placement seems too convenient it gives us the answers we seek, but it creates more questions. The Inquisitor accepts only the truth, truths we must accept if we are to avoid The Avalanche."

Piper Hemlock |

At Alara's question, Piper sighs and strokes his chin. After some moments of thought, he signs, 'I'm not sure. It's hard to say. Personally, I have faith that it won't be the case.' He gives her a smile as he strokes her cheek, trying to calm her.

GM Bill Koya |

Koya looks at Rawnie's cards with some concern. "The Harrow shows us many things to worry us, none more than the Rakshasa and The Lost. I fear that Ameiko is already beset by some force. I will prepare some magicks tonight that may offer some relief. In the meantime, Ameiko, I'm afraid we will have to wait and see what happens."

GM Bill Shalelu |

At Alara's question, Piper sighs and strokes his chin. After some moments of thought, he signs, 'I'm not sure. It's hard to say. Personally, I have faith that it won't be the case.' He gives her a smile as he strokes her cheek, trying to calm her.
"Whether we are taking her to a fate like her grandfather's or not, if I know Ameiko, she will want an answer to this mystery. And she won't rest well until she has it."

Bill Dunn |

Masamune rides forward to get a good look at the town as it comes into view.
What remains of the town of Brinewall and its castle sits at the mouth of the Steam River as it enters Bunyip Bay. The castle sits on a promontory separating the main open bay and a protected bay. It appears to be, from this distance, reasonably intact. The village below does not appear to have weathered the time or the disaster that depopulated the town as well since most buildings appear to be rubble.
The keyed areas of town include:
M. Waterfront - old docks and what appears to be a partly sunken ship
N. Ruins of the town
O. Lagoon - fairly bright green indicating lots of algae blooms
P and Q. Cemetery gate and Cemetery
R. Lighthouse - walls seem intact, but the roof appears caved in
T. Castle
No activity can be seen in the town or castle area other than the birds, seagulls in particular, wheeling about and looking for fish to feed on.
The trail along the Steam River, probably too overgrown for wagons at this point, appears to approach the village from a point a bit east of the lighthouse

GM Bill Sandru |

Sandru drives the lead wagon as far forward as the terrain will allow, still about a mile or so short of the town, and seated on the ridgeline. His brow furrows in thought. "I think this is the closest we can bring the wagons, friends. Men, set up the camp here. Those of us who are going to seek for answers in Brinewall will have to proceed on foot... or horse," he adds to account for Duty.
The drivers quickly bustle about to get set up, wagons in position, horse teams unhitched, and so on.

Masamune Mitsuhide |

Masamune looks back and almost panics as one of his allies fall. He rushes over on Duty, picks up Ameiko, and begins rushing her to Koya's wagon.

Piper Hemlock |

Piper looks in awe at the abandoned town. The sight of such desolation and overgrowth is quite the sight to behold. His thoughts are interrupted when he hears the thud. He turns to see Ameiko, unconscious on the ground. His eyes widening, he runs to her, following Masamune as they take her to Koya. He kneels down to her and looks over her. He tries to help to the best of his abilities, from trying to heal her to figuring out what's going on.
Heal: 1d20 + 1 ⇒ (5) + 1 = 6
Knowledge (arcana): 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Knowledge (nature): 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Knowledge (planes): 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Knowledge (religion): 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9
I'm assuming that Shalelu knows sign language because Piper signed the response to Alara that Shalelu replied to.

Alara Dawnchaser |

Alara wheels around in time to see Ameiko fall to the ground. "Ameiko-san!"
She follows Masamune & Piper back to the caravan, practically panicking every step of the way.

Jacen "Ash" Teleris |

For the first time that anyone has seen, Jacen runs. He rushes to Ameiko's side with all the speed he can. He is usually close or in Koya's cart, so it should not be far to Ameiko as he rushes, tossing his staff aside as he slides towards her.

GM Bill Ameiko |

In a flash, Masamune has Ameiko back to the fortune teller wagon. Ash is able to discern that she has still not been hurt physically but she seems to have lapsed into a state of low consciousness, but perhaps not completely unconscious.
She mutters, in a voice that doesn't sound quite like her normal voice, "キーはあなたが10利き1のグリップで嘘を求める。彼の恐怖 あなたの最大の同盟国である。"
Masamune and Alara both immediately recognize the language she is speaking is Minkaian - native to the lands of Tian Xia - and not Tien. And although Ameiko knows Tien, neither Masamune nor Alara were under the impression she knew Minkaian...

Alara Dawnchaser |

"She--she--she was just walking up to see Brinewall. Then she fell over..." Alara is wringing her hands and pacing about.
"Wait--did anyone know Ameiko-san could speak Minkaian?" She stops pacing. "She's saying something about a key and somebody with ten hands..."

Piper Hemlock |

Piper looks to Alara. He writes: 'I heard her speak to her father in Minkaian several times. But I don't know the language.' He scratches his chin, trying to figure out the 'key' and 'somebody with ten hands'.

GM Bill Koya |

Actually, Ameiko really doesn't know Minkaian. She never mastered more than Tien as far as far-flung languages go.
"She must have been more vulnerable than I realized. I think it likely she is dealing with a mental assault, maybe even possession if she's speaking in a tongue she doesn't know. Moreover, she seems to be the only one vulnerable to it. Perhaps it is a legacy of her grandfather's after all."
Koya takes out her Harrow deck and few cards while chanting some mystical phrases (casting augury spell). "The Harrow suggests that we will encounter trouble if we take Ameiko into the ruined town to seek an answer to her condition. I think it best if I take care of her here."

Piper Hemlock |

Piper looks on in worry as Koya consults the cards. When Sandru suggests that they investigate the town, Piper nods readily. He writes: 'If that's what needs to be done to search for Ameiko's property and to find a cure for her condition, then I say, let's do it.'

Masamune Mitsuhide |

Masamune nods at the thought of moving forward to stop whatever was trying to posses Ameiko.
"Well let's start with the deserted town and then move up to the castle."

GM Bill Shalelu |

"I too will stay here to protect Ameiko. You can put your trust in me that she will be safe while you are away."
And, with a few parting goodbyes, the group is ready to head out. The old road heading into Brinewall is badly overgrown and, in some spots, washed out by rains. The wagons would definitely have trouble negotiating this route without a substantial amount of clearing and repair work being done ahead of progress.
The path leads onto the path (on the map graphic, linked at the top of the page) running between the town and the lighthouse.
Let me know about any other special preparations before setting out. Keep in mind that there are a few undistributed loot items on the treasure spreadsheet. The masterwork crossbow taken from the ogres can easily have been fixed by Koya with her make whole spell by now.

Piper Hemlock |

Just a tad confused here. Which area are we in? Once I know, then I'll think about preparations and make my action. Also, Piper doesn't need a crossbow. Someone else can take the masterwork crossbow.

Alara Dawnchaser |

Alara doesn't need a crossbow.
And sorry for taking so long to post!
Alara's been oddly quiet during the walk into town. Her worry is visible on her face--she's looking all about, trying to keep an eye out for anything that could jump out at the team.
Perception?: 1d20 + 8 ⇒ (10) + 8 = 18

Bill Dunn |

Just a tad confused here. Which area are we in? Once I know, then I'll think about preparations and make my action. Also, Piper doesn't need a crossbow. Someone else can take the masterwork crossbow.
I'll stick a d20 icon on the map to indicate the party. I think right about where the die is now is about the easiest place for the road down the ridge to hit the path running from the lighthouse to Brinewall village.

Piper Hemlock |

Piper walks into the town with the others. He keeps his flute out and his eyes peeled. A grim sense of determination is on his face.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Rawnie, Harrower Extraordinaire |

Rawnie nods to mother Koya and goes off to join the others.
Walking into town with the others she keeps an eye out for anything unusual.
perception: 1d20 + 1 ⇒ (10) + 1 = 11

Bill Dunn |

The initial path comes out of the heavier undergrowth and hits the old road between the lighthouse and the town proper at a point that offers an excellent view. The ground drops sharply from the road into the protected bay.
To the right along the road sits the lighthouse. With this close a vantage point, you can easily see it's dilapidated state. The roof seems to have caved in but the main walls still seem to be bearing up under the weather and neglect.
To the left, the road curves downhill into the town. The buildings appear to mainly be in ruins, blackened with damp rot and moss. The piers of the waterfront (at M) are mostly crumbled into the water after years of buffeting by waves and tidal forces with no repair. But at one of the old piers, there appears to be a partly sunken ship. Piper's sharp eyes discern enough to classify it as an Ulfen longship and it appears to be a lot fresher than the rest of the ruins around this town.
Also of note, while much of the area around the town is highly overgrown with vegetation, the cemetery (area Q) does not appear to be. It looks tidy by comparison.

Jacen "Ash" Teleris |

Jacen quietly follows his friends and family, his mind clearly distracted by Ameiko's situation. He walks behind Masamune, Alara, and Piper and touches each of them gently.
Life link on the three of them.

Alara Dawnchaser |

Alara shrugs and opts to follow Piper's lead. "May as well start at the lighthouse... though maybe we should investigate the cemetery later."
She gives Jacen an appreciative look. "Thanks, Jacen. We'll figure out what's got Ameiko and fix it."

Piper Hemlock |

As Jacen rests his hand on Piper and establishes a life link, Piper smiles and nods in thanks. Since the oracle is worrying himself, Piper places a comforting hand on Jacen's shoulder.

Bill Dunn |

On closer inspection, the lighthouse's walls are largely intact. Some debris from the collapsed roof has fallen outside the tower, but most has apparently fallen inward. The door too seems in relatively sturdy shape, hinges and fittings rusted, but with sturdy wood unbroken.
Inside, there is unescapable odor of old oil mixed with dirt and piles of rubble, including most of the lamp apparatus. Debris from the lighthouse's last days likes scattered about, much of it crushed by the fallen roof, lamp, and upper platform. Barrels that appear to have once held the oil that fueled the lamp with staves broken, the remains of a table and chairs.
Amid the mess, one object in particular catches Piper's eye. He finds an iron strongbox, dented in on one side but still closed.

Piper Hemlock |

Piper looks around the mess, being careful not to get injured. Through the debris, his eye spots an iron strongbox. Curious, he bends over and picks it up, bringing it to the others.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Alara Dawnchaser |

Alara takes a careful look around as well.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
"Oh? What's that?" She asks as Piper brings the strongbox over.

Piper Hemlock |

Piper turns the strongbox over in his hands, inspecting it. To Alara, he signs: 'Not sure. I found it in the rubble.'

Masamune Mitsuhide |

"Maybe we should check for traps before opening this box?"

Bill Dunn |

The strongbox rattles with what sounds like metal as it is moved. There seems to be no sign of a trap, nor is it even really locked - just a bit jammed by rust and the dents the box received in its past. A little prying pops it open.
Amid some dampness and grime, you find 93 gold coins and a rusty key. The key looks like it has been made to open a variety of locks - a skeleton key. It does seem kind of brittle due to the corrosion.

Alara Dawnchaser |

Alara picks up the rusty key and looks it over. "Hmm... think we could fix this? It'd be a shame if we can't..."

Jacen "Ash" Teleris |

"I feel like Mother could very likely fix it, though I do not know for sure...I know it is outside of my abilities at the moment..."

Piper Hemlock |

Piper looks at the key intently. When Jacen suggests that Koya could restore it, Piper shrugs. He writes: 'Doesn't sound like a bad idea to check and see if Koya can fix it.'