ZEITGEIST (Inactive)

Game Master Whack-a-Rogue

Warehouse
Current Prestige: Flint 1 | Risur 2 | Unseen Court 1 | The Family 2


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Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

"Well I'm glad they didn't get away with it. And when we have the time, we might also take a look into the actions of this Lorcan Kell. Anyone who would do this bears watching." Corynne says to Morena, smiling as she moves over to Renard.

Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Even if Sechim has told us all he knows that is immediately relevant, that doesn't mean he can't point us in the right direction. He could tell us about any other factories where the extortion has been attempted.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

I hope that things work out for your family. No worries for the delays.

As the two find the enterpreneur, Alice shakes his hand.
"Mister Sechim, pleased to meet you. I'm Constable Kildare, you'll remember Constable Flintbreaker. We have a few follow-up questions on the attempted extortion and the fires in the nearby factories, if you have a moment."
"Of those men who came to threaten you, did any have facial scarring? Like from- from fire, or shrapnel? And do you know whether any of those factories that burned down were owned by Danorans? Or whether other factory owners have received similar threats?"

This case is turning into such a mess...


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Hunched down, Ellena will let the more experienced investigators handle the negotiations.


Cloudwood
Satisfied that you aren't going to cause any trouble for them, Renard and his men lead you to Nevard's camp. After quite a bit of climbing along the trail, you find a cluster of homes. Uphill from there, you see a ring of stone plinths ringing a grassy clearing. Here, a tent sits, guarded by a half-dozen individuals wearing the distinctive garb of the Skyseers. This is clearly Nevard's tent. As you approach, the caretakers move to block you, but a few words from Renard satisfy them, and they permit you entry. Inside the tent, the light from smoldering incense is dim, and a faint stench of withering fills the air - not quite masked by fragrant scents of cinnamon and cloves. The tent's sole occupant is a frail, bearded man who appears well over one hundred years old. He gives you a nod in greeting but remains silent.
Skyseer Nevard Sechim

Alkahest Factory
Unfortunately, Heward's description could match any number of people. Average height, average build, no distinguishing features, and definitely no memorable facial scarring. Your other line of questioning bears a little more fruit, though, as Heward gives you the names of multiple factories that have burned down over the last few months - several over rather suspicious circumstances. You recognize the names of a couple Risuri-owned factories, but the few Danoran-owned ones are unfamiliar to you - unsurprising considering how close-lipped the Danorans can be about their affairs.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

"Skyseer," Miselle said with a small bow. "We thank you for seeing us. I am Miselle Fitelle, an officer with the RHC. We have journeyed here to seek your advice on a matter your nephew, Heward Sechim. A young lady, Nilasa Hume, has been killed attempting to rob the Danoran Embassy. The cirumstances were unusual, and we've been called into determine the murderer. We have been advised that you may know more of her associates, her past, things that might shed some light on who would wish her dead."

There didn't seem much point in trying to beat about the bush with the ancient Skyseer. He was a lot more likely to be upfront with them if they were upfront with them.

And besides, both his order and his age, as well as his repuation, commanded respect.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Corynne bows as well, showing a deep respect to one of such age and wisdom, a murmur traveling through the small retinue of spirits that always traveled with her, noting the presence of one with a foot in both worlds.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

"Excuse me sir, but we- well, we- we were told that you'd given a prophecy about her. We'd like to hear it." A little overwhelmed that she's actually meeting Nevard Sechim, Ellena does a strangled half-bow, half-curtsey before regressing into the Battalion's at-attention posture and not looking him in the eyes.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"And did any of the owners of those factories report of any similar episodes? Threats, intimidation attempt, traditionalist propaganda?"


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Can you give us names of those factory owners? It might be worth it to go and talk to some of them and see if they can help us with this."


Cloudwood
The ancient Skyseer's voice is surprisingly deep, and it almost seems that the wind itself falls silent when he speaks. "'An adopted daughter will blindly ride the wind to her demise.' Your words and presence here shows the sky has spoken truly. This timing is most precipitous; I can see the pieces beginning to fall into place, but I do not know to what end. I will help you, but like I tell all who come seeking my guidance, there is a price.

"I have foreseen that the sand in my hourglass has almost run out. By this time next year, I will be gone. I only hope that my order does not expire with me. Before I die, though, there is something I must do: journey to the peak of Cauldron Hill. There, I will be closest to the stars, and perhaps this proximity will allow me to pierce the veil that is blocking the eyes of my order. Escort me there, and I will share what I know."

Cauldron Hill:
Cauldron Hill is the highest point in Flint, but access is heavily restricted. It's quite possibly the most dangerous and cursed place in the entire country. Supposedly, it's haunted by demons and shadow beasts. As RHC Constables, however, you should be able to secure access with minimal difficulty. Reed Macbannin (mayor of the Nettles district) can get you access - and even cast a few wards to keep you safe from any monsters. He does offer this service to the military, after all, as Cauldron Hill is a good place for elite warriors to train.

Alkahest Factory
Heward doesn't have any information for you, unfortunately, but he does provide a list of burned down Danoran factories and their owners. As for the Risuri factories, that information can be easily acquired back at RHC Headquarters.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Miselle glanced at the others. "We have two more we cannot speak for. But if your vision will allow us insight into this case I will gladly help." 'Blindly riding the wind' was too much like what happened to Nilasa not to go. It was possible, of course, that the Skyseer was simply manipulating them with what he had heard. But there was no way they could force the old Skysee to speak, either.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

"Cauldron Hill?! I- ah- ah- ah- well, um, only the forward scout cadets get sent there, and not until they're seniors, and I'm not a senior yet, and was bad at scouting anway..." Glancing at Miselle, and seeing how she's accepting this so blandly, Ellena takes a big gulp. ...but I'm sure we'll be fine. I'd be happy to help.

You could fry eggs on her cheeks right now.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Corynne is silent for a bit, processing the request, as her companions respond. Resting a comforting hand on Elena's shoulder she squeezes gently.

Turning to face the ancient Skyseeker she bows slightly. "It will be an honor to escort you on one of your final and greatest journeys in this life."


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"Thank you for your time."

Out of the factory, Alice runs over the list. "Nothing jumps too much to the eye... How about we get back to Headquarters? The girls should be coming back soon."


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

"Aye, I suppose so...I still cannot help but feel like there is more to learn here, but I do not think we know enough to pursue it further right now."


I'm going to fast-forward a little to get both groups back together.

The time's rapidly approaching for the doctor's meeting, so you're all back at the butcher shop with Lynn waiting (preferably at least somewhat hidden so as not to scare him off). At the appointed time, a messenger boy walks in holding a sheet of parchment.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Happy to not be embarrassing herself in front of the revered skyseer any longer, Ellena sits in the back room after having filled in Az and Alice on their adventures.


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Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Why am I getting the mental image of the old boardgame, Mouse Trap...?

As the messenger began to leave the message, Miselle revealed herself. "Good evening, young sir. Please, deliver your message...and then if you could show us to where you got it we would appreciate it." She smiled and held up a bag that jingled pleasantly. "Of course, we cheerfully pay for such services."

Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

"Cauldron freaking Hill? Spirits, the place is brutal. I've only heard tales, but they were bloodcurdling. We'd do well to research some protection, if we're going on the most forsaken place in this country."
"And Lorcan Kell is moving against the Cloudwood Brigands? This could be the beginning of a gang war, we'd better report it to ACI Delft."

-------

Alice moves out of a crate with a sigh. "Of course he wouldn't show in person. Never let it be that we forward scout the correct location. Wha'tcha got for us, boyo?"


@Miselle: That was a really fun game back in the day XD

The messenger boy jumps in surprise as you move into view, but your badges (and the bag of coins) quickly calms him down. "Of course, officers. 'Twas in the Nettles when he gave it to me. Real shady-looking sort, all wrapped up in a cloak. Gave me an extra silver to deliver his message afore all of my others."

Message
"My friend,
"By now, I'm sure you've read about the incident at the Danoran consulate, and the mystery man who robbed the body. That was me, but believe me when I say that I'm innocent of all wrongdoing. Truly a 'wrong place, wrong time' situation. The 'stolen' items were given willingly - forced upon me, in fact. I know what you're going to say, but I can't go to the authorities. They've been compromised, and I think I'm being followed. I'm lying low until I can determine the best course of action. Any aid you can give would be greatly appreciated, but I don't want you to risk yourself, too. Please reply if you can, but don't place yourself in any danger. The messenger has been instructed to return with a reply if you have one. If I don't hear back from you, I understand.
Thank you for listening
- Wolfgang"


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

"It certainly sounds like our new friend 'officer' Porter has left an impression," Miselle noted dryly. So, the man hadn't stolen anything? That seemed plausible. Nothing they'd found out about the Doctor suggested he was a thief. Instead, he had been given something from the Embassy. Perhaps something important.

"The message said you were to return a letter to him, yes?" Miselle asked the boy, considering. They could follow, but the child was likely wary and fast - perhaps difficult to follow back to the source. Could one of the others track a missive back? Someone at HQ probably could, if they could take the child there for a few minutes, but would the delay cost them?

If nothing else, they knew he was likely in the Nettles, but that would simply reduce the time needed to find him, not eliminate it.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Alice jots down the content of the letter in her notebook. "You could perhaps write that you found someone trustworthy in law enforcement. Police has been infiltrated, but the RHC is far better screened." Well, we do have a Danoran or two, but on our side.

"What d'you say if you lead us back to this man and we make it worth your while?" If push came to shove, Alice was a good runner, but chasing a courier all the way down to the Nettles was rather more painful than parting with a few gold pieces.


Do you have any input regarding the return letter? Aside from the 'I found people you can trust' but that Alice suggested, of course.


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

I was more thinking of following the messenger back to the guy who sent it.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

It'd probably be best to specify both that we're the RHC and that we're aware of the impostor police officer. I'm not if we have the time to follow the kid back, or that the good doctor won't bolt if he sees us coming.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Yeah, following the kid back carries greater risk than I think I'm willing to carry. I think it'd be best just to make sure the letter carries as much information as we need it to. Maybe we could come up with a code word or phrase that he could use to identify us vs. an imposter?


Once you're ready, the five of you return to Nevard's encampment. There, you're met by the Skyseer and an Orc shaman - who has a request for you. "Greetings, constables. We greatly appreciate the service you're providing for our leader, but I have a personal favor to ask as well. Nevard assures me that he's capable of making this journey, but I'm concerned for his health and safety considering his age and the dangers of Cauldron Hill. May I cast a protective spell before you set out? It would bind a portion of your life force to Nevard, allowing him to share your health and vigor. Theis would wear off after 24hrs, and in the meantime, as there are five of you, any negative effects to yourselves would be essentially nonexistent."

Sense Motive reveals he's telling the truth


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Is he a Skyseer too? Weird occupation for an Orc, but I've seen worse...

"I'm fine with that. Do you need blood?"


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

"It sounds...necessary." The Skyseer was too old to climb a mountain under other circumstances. Still, it also didn't sound like something that could be described as standard practice, either.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Well versed in both the intricacies of magic, especially pertaining to life and death, and adept in finding the truth or lie in the statements of others, Corynne studies the Orc shaman as he speaks, assessing his proposal.

Sense Motive: 1d20 + 6 ⇒ (12) + 6 = 18
Knowledge Arcana: 1d20 + 7 ⇒ (19) + 7 = 26
Spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18


@Alice: The orc nods. "Yes. It would require one drop of blood from each participant."

@Corynne: Based on the description, you're pretty sure the shaman wishes to use an ancient battle magic ritual (bonds of forced faith) once used by the witches of Cauldron Hill. In addition to the aforementioned drop of blood, the spell also requires infant sacrifice and other grisly material components. The effects, however, are exactly as described: Nevard will function as a much younger man for the next 24hrs, and there will be no negative consequences for the ritual's participants.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

"Other than the the blood, how do you compensate for the more....extreme components of the ritual." Corynne asks, her expression making it clear to the orchestra what she meant.


The shaman shows you a brittle-looking scroll. "This trophy has been in my clan for generations. As its effect is so powerful, and the scroll would be destroyed during the casting, we felt it would be a waste to simply burn it. The witches we took it from created it with evil intent, but it can still be used for a good purpose."


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Taking a relieved breath, Corynne nods. "Then I have no objections."


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Miselle looked between the two. Apparently, there was more to the spell than had been mentioned. Given the horrors of Cauldron Hill's reputation, the Machinesmith decided that she didn't really want to know.


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Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Still more than a little apprehensive, seeing the creepy ghost lady acquiesce does a lot to calm Ellena's mind. She just nods at the orc, not wanting another verbal catastrophe in front of the skyseer.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Alice doesn't even try to follow the exchange between Corynne and the shaman, trusting her fellow officer's knowledge about magic to overcome her own ignorance on the subject. With a flick of the wrist, she produces a silvered dagger from her left sleeve and pricks the ball of her thumb, drawing scarlet beads of blood.


Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Seeing the rest of his companions step forward, Az takes a deep breath and nods once, stepping forward to let his own finger get pricked for the required drop of blood.


As the ritual is performed, you each feel an almost-imperceptible 'lessening' as Nevard borrows a small amount of your vigor. The feeling soon passes, though. Nevard, meanwhile, appears several decades younger. While his actual appearance remains unchanged, he moves quicker and stands taller, as if a great weight has been removed from his shoulders. "My thanks to you, constables."

The return to the Nettles District is relatively quick, as your companion knows several unmarked trails that reduce travel time. Soon, you're within sight of your first stop: the manor of Mayor Reed Macbannin. Located almost halfway up the side of Cauldron Hill, the house and grounds are beautifully-landscaped and covered in ivy and multicolored flowers. Macbannin's butler (a blond-haired gentleman) tells you that the mayor is currently in a meeting but should be able to meet with you in a few minutes. As you wait, a courier arrives to deliver a message, but decides to take a smoke break first. He offers you some of his leaf of Nicodemas while gazing down at the slums and musing pensively, "Can you imagine what it's like to live down there? Chaos, that's what it is. The mayor - he could come up with the most brilliant plan to help those people. He could get all the money in the city's coffers. He could do everything right, but he's just one man. Not a cog in a machine, but a pebble on the beach. Chaos." He takes a draw on the cigarette and smiles. "It's beautiful, what people can create out of chaos. But I'd gladly give it up to stop their suffering."

After a few more minutes, the butler ushers you inside Macbannin's office and offers you tea, wine, coffee, and sweets before leaving you alone with the mayor.

Gave you a couple places for RP if you feel the urge before we start the spookiness. XD Let me know when you're ready to move on.


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Alice gladly takes a cigarette, pondering the courier's words.
"But isn't chaos why laws are born, to prevent suffering while still fostering the sparks of creativity? I mean, our job is to prevent crime spawning from that chaos, but what would life be if we were just unfeeling cogs? Without the joy of smile of a loved one, the freedom of a ship at sea, and even the pain of loss? A life fit for ants, not for people."


Outside
The courier smiles faintly and blows a ring of smoke. "That's very true, and I life as a cog would be truly meaningless. But what good are the laws you've sworn yourselves to protect when the actions of a single malcontent can potentially undo decades of progress? Like the attempted coup by our former Duchess, for example. If she hadn't been stopped, who knows how much harm her actions would have wrought."

Mayor's Office
Once you're alone with Macbannin, he shakes your hands. "It's a pleasure to finally meet you, constables. I've been meaning to thank you for your actions on the Coaltongue all those months ago. I'd had to miss the ceremony due to some increased hauntings atop the Hill, but know that your heroism hasn't gone unnoticed. I understand you're wanting to spend the night atop the Hill?. How may I best assist?


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

"Something of an odd request," Miselle replied as she shook the mayor's hand. "We would like permission to climb Cauldron Hill with a civillian, the Skyseer Nevard."


Female Human (Risuri) Csc 2 / Mkn 1 | HP 0/27 | AC: 18, T: 18, FF: 14 (19/19/15)| Fort: +5, Ref: +6 (+8), Will: +3 | BAB: +3, CMB: +2, CMD: 16, M.Attack +9 (1d6+5) | Init: +4 (+6) | Perception: +6 | M.Focus | SP 3/5

Outside
"But we did stop her. And the world's far better today than a hundred years ago, even with all the strife and war. Deadly diseases are being fought off, railways connect our cities, magic and technology work together. It's not perfect, but it'll get ever closer."

Inside
Alice shakes hands with the mayor, but she lets the others speak, while she mulls over the courier's words. The Witches of Cauldron Hill were defeated with Crisillyiri help. And now we are expanding thanks to Danoran tech, are we really turning our back to our traditions? Or doing our best on the road towards the future?


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

"Out of curiousity, have the increased hauntings been attributed to anything in particular?" Corynne asks.


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Male Dwarf Gunslinger (Musket Master) 3; HP 28/28; AC 18/14/14; F+5/R+6/W+3 (+2 vs poison/spell/SLA); Init. +3; Per. +7 (+2 vs stone)

Outside
"And as for Duchess, the flip of the coin is true also. One falling domino can be starting great chain events. Is possible for one to bring much chaos out of order, but is also possible for few or one to bring order to chaos. Is why Az left Drakr to come to Risur; far too many dwarves going on about the inevitable. Az will be damned if he is going to roll over and let life roll his own dice for him! We can make Risur, and world, better. It takes only the will of trying."

Inside
Az remains silent for the moment himself, letting their local expert on spooks start the conversation.


Human Swordmaster 3 | HP: 10/24 | AC: 20 (16 Tch, 16 Fl) | CMB: +3, CMD: 19 | F: +4, R: +7, W: +2 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Active conditions: None.

Ellena blinked. She'd never heard Az so loquacious before; it brought a whole new dimension to the dour dwarf. As for the discussion at hand... she tucks her hair behind her ear and speaks up in a quavering voice.

"And... it's, well, it's not suffering is it? They're striving. They're trying to build something - if everyone just got what they wanted, they wouldn't have really built anything... would they? And it's horrible how some people are forced to live, but you can't just give everyone the mayor's life. How would they know where they're from, where they're going? You need some motivation..."

Realizing that everyone else is probably looking at her, her cheeks go read and her line of thought dies in her throat.


Outside
The courier gives Azaghal a respectful nod. "You are wise, indeed, friend dwarf. As long as there are those with the will to act, perhaps all is not lost. The Duchess caused some chaos, yes, but perhaps it will be turned to good. It caused Risur and Danor to unite, after all."

Inside
Macbannin looks pleased. "I'd be happy to help with that! Nevard's prophecies are respected by the people of my District, and if climbing the Hill will be of service in that regard, I'd be a fool to decline. Do you think the stars will align for a new prophecy?" Nevard nods. "Excellent! In that case, I can allow you one night atop the Hill. You're welcome to stay longer, of course, but my wards will require resetting first, so you'll have to come back here each day." When you're ready, to gives you several useful items and detailed instructions on how to use them. Cauldron Hill is extremely dangerous under the best of circumstances - especially at night, but as long as you follow his instructions to the letter, you should remain unharmed.

- Each of you is loaned an iron amulet. As long as it's worn, you'll be immune to being possessed by evil spirits.

- You're given four kegs of goat's blood. Use it to paint a ring around your campsite, as spirits are distracted by blood - and the color red. They'll still probably smell you, but they'll attribute it to the blood ring and spend the night tracking the 'wounded animal' until the sun comes up.

- Once the sun goes down, you'll need to stay out of sight, as spirits can easily spot movement.

- Nights atop Cauldron Hill are supernaturally cold, so a fire is recommended - although its light should be kept hidden to avoid attracting the attention of spirits.

- Under no circumstances should the blood ring be disturbed, as once the spirits smell it, they'll track it endlessly. If it remains circular, they'll never find you. Fortunately, there's no rain in the forecast for the next few days.

- Once the night has passed, return to the manor for a purification ritual. This will clear away any dark energy that may have clung to you. Also, if you end up staying several nights, the magic in your amulets will need to be renewed every 24hrs.

@Corynne: The increased spirit activity was slightly unusual, but Macbannin believes they'd sensed the upcoming treachery of the Duchess.


Female Human Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Corynne listens closely, studying the implements with a practiced eye, her fingers unconsciously going to the pendant she always wore on a choker, and cross referencing with her own knowledge of the spirit world for accuracy.

Knowledge Religion: 1d20 + 7 ⇒ (17) + 7 = 24


Female Human Technician 3 | HP 22/22 | AC 20, T 13, FF 17 | Fort +2, Ref +6, Will +3 | CMB +2, CMD 17 | Perc +6 | Init +3 | Gadgets 4/4 | Spell Points 5/5 | 2 Formula

Miselle slipped the amulet over her neck. "Our thanks." So, they'd need a shelter - some kind of walls, no roof since the Skyseer would need to see the stars - simply to block as much line of sight as possible. Maybe some sheets of the like? Thick tent canvas might do.

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