Gaius Gallonica |
Gaius nods, Seems like a plan, canvass the city to see what those who live in the shadows of power might have seen then consult the augurs and the duskwardens. Pretty straiight forward stuff but its still probably best to be prepared, just in case says Gaius drawing ut a and and tapping himself with it.
Activating mage armour, he will keep iy active while they are in the city in case of danger
Venture Teller Play b'Post |
"The Duskwardens might have a charm, but no I do not," Halman responds.
"Is there anything else we can answer for you before you begin your investigation?" the Freemen ask prior to the party's departure. He tips the mug all they way back to empty it.
To keep us moving I will begin the next part, but if you have any other questions for the Freemen, please ask.
The party debates where to begin. Should it be the Augurs as Sigias suggest? Perhaps Gaius has a point and general information would be a better place to start. Or maybe the Duskwardens? They at least have fancy charms. Then again, The party could split up and cover more ground by starting on all three leads at once, as Albert Gam implied.
One vote for Augurs, one for Gather information, & one for all three (though I don't think Albert is suggesting splitting the party :). Three votes confirms, or two and 24 hours (provided the boards last that long :p)
Carina Villasani |
Carina nods as well. " I've heard about the Augurs in passing, but they have quite the reputation as diviners. Let's try them."
Venture Teller Play b'Post |
After an hour of searching the city* the Pathfinders are finally given the name of someone willing to point them in the correct direction of one Lady Nuregore, a female troll willing to take on their particular question.
*Single party roll (though others can aid of course): Diplomacy (gather information) or Kn (local)
"Greetings and welcome to our wonderful city," a voice that sounds a lot like pea-stones cascading over each other welcomes you.
"What questions can the prophecies share with you?"
Albert Gam |
Diplomacy (Gather Information): 1d20 + 17 ⇒ (9) + 17 = 26
Albert's charm work well in the city, and he quickly find the right person to point him to the Augur and to Lady Nuregore.
Greetings Lady Nuregore, what a chance to meet you. Fate as you know has some twisted way to make acquaintances!
I'm Albert, a Pathfinder and my friends and I would like to know more about the fate of people we are looking for.
It was a group of ancients slaves from Nidal and Duskwarden give them token but none of the group have activate theirs. Can you help us find clue to find them?
Turning to his comrades he adds May questions like "Who abduque them" or "where are they" or "do we have time to save them" ?
Venture Teller Play b'Post |
Albert's check means the search takes only 15 minutes for those you who have not read he spoiler :)
"Ahhh," the tumbling-pea-stone voice says. “Your path has many branches. Can you give me no more details?"
Sigias |
”Yes, slaves, from Nidal, coming to the Freemen, deep on the HalfLight Path, carrying charms, lost. ”, Sigias goes over the pertinents again, ”You mean more details by a better estimation of where they might be?”.
These sagely trolls are about as sagely as my spice cabinet.
"Or perhaps you mean more... details", Sigias loosens his coin pouch.
Ylania Greenbriar |
The elf listens to what the trolls say, never having experienced anything like this in the past.
Venture Teller Play b'Post |
funny you should mention spices...
Nuregore uses a tiny spoon, smaller than even Ylania's smallest nail, to lift a bit of colored salt from a crockpot into a stone mortor. "Nidal," she says as she adds the salt. "Halflight path" she says adding three spoons worth of a metallic looking powder. A small amount of some dried, brown root for 'slaves' and another for 'Freemen' which she drops in through the flame from a candle. When all is said and added, Nuregore tips the mortor for you to see that the bottom has maybe a table-spoon of ingredients. "Details." she says. Though she looks at the 'details' Sigias offers with a grin.
[b]"Oh there will be plenty of that too. It will take much searching for me to narrow down which of these paths fate has decreed for you. If you wish for me to divine all of the details in your stead, the process shall be more complicated. Complicated, and perhaps perilous, as some information wishes desperately to remain hidden.” She grins at this , not menacingly--though with a troll's dental hygiene any grin might seem menacing--but more of a I have found tougher information. "Five hundred gold," she looks at her small amount of spices. "And four hours. Come back then."
Sigias |
Sigias loosens his coin pouch.
"Five hundred gold,"
Sigias tightens his pouch.
”Excuse us for a moment”, Sigias waves the others over for a huddle.
”Seven of us, seventy gold a piece for some scrying - what do you think? I say we pay the beauty queen, if the info doesn't pan out, we come back and bash her.”
Gaius Gallonica |
Gaius sputters at the suggestion that we would pay such an exorbitant sum. We dont s*&@ gold troll and neither do you. Your price is excessive and dont try and convince us you have a dozden squalling brats to feed back home. If you want to sell your services your price must be something much more reasonable. I am surprised you have any customers at all at such a rate!
Dilomacy to haggle the price down: 1d20 + 17 ⇒ (6) + 17 = 23
Carina Villasani |
"A good diviner is worth the coin," Carina finally speaks up, ignoring the tieflings' debate, "And if what I hear is true, the Augers are among the best locally." She pulls her bag off of her shoulders and quickly produces a small bag of coins. "Is half now, half upon getting the reading acceptable?" she says as she places it on the table next to the mortar. "I'm interested in your haruspex reading myself."
Ylania Greenbriar |
She raises her eyebrow at the suggestion that the party, if not happy with the divination, come back to bash the troll.
Venture Teller Play b'Post |
The Augar banters with Gaius a bit, before settling on half the ampint "As I knew you would," she smiles. Time remains the same, even if the haggling was successful. That she cannot make happen any sooner as she will have to allow some time for digestion to process the paste she has made. "Empty entrails yield even less information than you have."
Off to Duskwardens in the meantime, correct? (I am without computer until tomorrow).
Gaius Gallonica |
Well, that seems much more reasonable.
Do we want to visit the Duskwardens or perhaps use the time to canvass the locals? Thats likely to ake a while so it may fit with the time our Augur here needs to complete her divinations.
So, for tracking purposes that is 250gp. The Exchange will refund the result of my day job check which is a minimum of 50gp. 200gp beween the seven of us is 28.5gp each
Albert Gam |
I'm good with that!
I agree, a much more reasonable price, dear Augur. You are clearly worthy of such a payment, but as you already know, sometimes, the future is its own reward.
Diplomacy (aid): 1d20 + 17 ⇒ (4) + 17 = 21
Turning ot Gaius he says Lets go see the Dusk, they gave the group their token, may be they could adds informations about how to track such token? I think it is worth talking to them.
Venture Teller Play b'Post |
Finding the Duskwardens is easy enough; almost anyone in town can point the Pathfinders to the Duskwarden’s Guildhouse in the Bis district. After an hour of walking, the party find their goal.
The multilevel structure within the rest of Kaer Maga’s walls has collapsed in Bis, leaving only the walls and the highest ceiling. Buttressed platforms soar off the sides of the walls, each holding a small collection of homes and businesses. A network of pulley-drawn elevators provides transportation between the platforms.
The Guildhouse itself is a squat and solid structure, with a placard bearing the group’s twisted-arch insignia in blue and gold hanging outside.
A guard stands under the sign. Or maybe she is a doorfolk, greeting passersby and chatting with the locals when time allows.
Albert Gam |
Hi, we are helping the Freemen finding lost comrades. It seems that the disapearing were given a token from your guild.
Is it possible to speak with the woman or man in charge? We are in need of more informations to start looking for them in the tunnels below.
Says Albert.
Diplomacy (if needed): 1d20 + 17 ⇒ (8) + 17 = 25
Agalych |
Agalych looks up at the scaffolding and structures branching off of it, and feels for the first time, strangely comforted.
"This looks very much like the villages of this one's homeland." He says, his eyes rotating around in different directions, taking it all in.
"This one had not realized humans lived like this." He smiles slightly.
The little grippli does not appear to be paying much attention to the mission going on around him ever since they entered Kaer Maga, instead mostly just absorbing the sights and sounds of the city.
Venture Teller Play b'Post |
Hi, we are helping the Freemen finding lost comrades. It seems that the disapearing were given a token from your guild.
Is it possible to speak with the woman or man in charge? We are in need of more informations to start looking for them in the tunnels below.Says Albert.
[dice=Diplomacy (if needed)]1d20+17
The guard smiles gently like she gets this request all the time and she is happy to escort the party inside the hall to a small office where they meet a half-elf. "Mistress Talbren," she introduces the lady inside. As Albert repeats the request, her expression darkens “As Duskwardens, we do our best to protect travelers. In the case you are referencing, we do not know exactly what happened. There was a Duskwarden assigned to watch over that group," she sighs regretfully, "but he never returned.”
Agalych looks up at the scaffolding and structures branching off of it, and feels for the first time, strangely comforted.
Right?!? :)
Venture Teller Play b'Post |
1 person marked this as a favorite. |
Talbren answers "We patrol and guard the Halflight path, that is: we are the wardens of dusk. No travel takes place after sunset. The Duskwardens use this time to patrol the tunnel and shore up the barriers, she explains. "It is too dangerous to travel the path at night and each trip takes a caravan about eight hours. Starting at dawn means most visitors to the city arrive at dusk." She smiles. "But I imagine our founders thought it just sounded cool."
Talbren sighs and returns to a more grim tone. “The Duskwarden we lost was named Drellis. He was human, male, and in his early thirties with black hair that always stuck up in the back in a funny cowlick.” She bows her head. “But finding him is our responsibility, not yours. That being said, if you do find him, we would be most grateful if you could return his body to us.”
Carina Villasani |
"Were we to find him, Is there any way that we can easily contact you?" Carina asks Talbren.
Ylania Greenbriar |
She shakes her head sadly at the menti0ning that the Duskwarden may have passed on to his eternal reward.
Gaius Gallonica |
Gaius lurks at the back of the room staying quiet. He is not a fan of the authorities and these Duskwardens sound far too much like the Watch or Police for his comfort.
Also I have run this so many times its difficult for me to avoid questions I know the answer to
Venture Teller Play b'Post |
Sorry all. I have spotty internet which will likely continue for the rest of the week.
"You can find me here," Talbren says, "As you have already done once."
“Along the path there isn’t much beyond the usual danger in the form of treacherous terrain, and if you take it slowly you’ll be fine. Once in a while, though, a creature creeps out of a vault and onto the path. That’s where we step in." She pauses. "Drellis' specific route is hard to say.
“However, since you’re on a mission for one of the power brokers here in town, of course we can help. We don’t want to take sides in their squabbles and prefer to help everyone. I have a list here of some vaults where we’ve noticed disturbances or unusual levels of activity. Maybe that will help narrow it down.” >>List<<
"I will see what I can do for you, Sigias," she says about the halflight charms. "Come see me when you decide where you want to go."
Albert Gam |
Thanks Talbren.
Having nothing else to ask Albert turns to his comrades.
With this list, we could try to ask around town if something strange is going on on these area. To better target the one that could be where the people were looking for are missing.
Sigias |
Seeing the lengthy list almost makes Sigias want to head back to Absalom.
”We don't need to ask around-”, Sigias points at the Sparklegrim Passage,”-See? It already says what is going on around those parts. We can debate it 'til the Spire stops spinning or we can check one out.”
He jabs a sharp finger at a line that catches his attention. Then asks Talbren, "Where's Burrower’s Delve - let's just take a charm and go there first now."
Agalych |
Agalych eyes the note, and points to one of the entries.
"That one there." He says, indicating the Sparklegrim Passage. "Many disappearances it says. That seems like the sort of place we look for, yes?"
"We spend much time walking... much time talking... but no time looking." He adds, worriedly.
Carina Villasani |
"Maybe Lady Nuregore's reading will give added direction," Carina finally speaks up, having been relatively quiet during discussions with the Duskwardens. "The combination of that information and this liat could be the lead we need."
Venture Teller Play b'Post |
Or we could use the time before she is available to ask around town and see if anyone knows anything.
If you want to go this route, it needs a Diplomacy (gather information) check. This can be done individually or as a single party check. On the party check, one person is primary and anyone who would like to aid can. Please declare aid attempts before rolling. Of course if you decide to head straight down to your vault of choice you can do that instead.