Mallë-o i Otos Elen |
Elen approaches Mama D.. "Thank you Lady Mama D. for awakening me! May I once again ask for the occasional mage armor?" She once
again presents Mama D. with the Pearl o' Power.
Elen watches for a few minutes as a sword festooned with fruit floats across the room as the others negotiate before excusing herself.
"Hrm, doesn't sound like there's much in the way of provisions beyond apples. I'm going to take inventory of the pantry, then likely do a grocery run. Perhaps I will also grab something already prepared on the way back for all of us."
Elen heads off into the kitchen to see what can be done by way of stocking it with all the foods.
GMEuan |
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Palms open, Kamari responds to Blunk, "My friends have not spun any falsehoods. We are here lawfully by the rules of mortals. We entered using the key freely given to us by its owner in recognition of such. Might I offer you my own dagger as the third one promised. It is a fine match to the first one offered, but has no name of which I'm aware like the second.”
”I see.” Blunk says, ”Well then, welcome to Betony House as its been known for an age now. Will you be renaming it?”
If accepted, Kamari will provide her dagger first and then accept the floating blade.
After receiving the blade, Kamari will inquire of Blunk, "How did you acquire this rapier? Oh, and would you like to share in the apples as we talk?
”Oh, that’s what we know about the blade. Got it from a historian looking for a little succor some time ago." An apple will float off the rapier to Blunk, gesturing lightly as he does so*. He chomps into the apple just as a small mouse darts out of the kitchen hall and toward the door.
- - -
In an instant a shaggy longhair cat leaps from behind a chair and pounces on the mouse, snapping its neck with a swift head shake.
Blunk swears, ”Wink, can’t you keep it together for one minute?”
The cat looks up at him and manages to look abashed, dropping the mouse and cleaning a smidge of blood from its claw.
Kort shakes his head stiffly. ”I have not. It is virginal steel and seeks the right hand for the right deed at the right time,” he answers truthfully.
The still invisible Nodd replies, with some excitement, ”Ohh, OK then.”
- - -
- - -
"Hrm, doesn't sound like there's much in the way of provisions beyond apples. I'm going to take inventory of the pantry, then likely do a grocery run. Perhaps I will also grab something already prepared on the way back for all of us."
Elen heads off into the kitchen to see what can be done by way of stocking it with all the foods.
Elen heads off to investigate the house a little. The fey watch her go without comment.
You hear what you’ve come to think of as Nodd speak next to you (he’s apparently invisible), ”Pretty pathetic isn’t it?”
- - -
"You've done us a great honor. Let me show you the deed." He reaches into his pack and produces the document. "I, for one, hope you'll still feel welcome here. The manor looks to have enjoyed your company. Perhaps we'll be able to offer more than apples, even, tasty though they be."
”Well, they haven’t made good rye whiskey in these parts for many years, but even without that we’re not going anywhere.” He looks to say more when…
Muri doesn't have much of a choice, however, when Underfoot spots Blunk. The sheepdog leaps forward, closing the distance between dog and domovoi. When she gets within 5', she slams her front paws down on the floor, shaking her head at Blunk, before slamming them again. If the sheepdog could offer a challenge of her own, she's done it now. As it stands, her eyes are dilated, her hackles raised, though she hasn't yet bared her teeth. Simply a look of fierce curiosity.
The halfling astride the dog looks down on the domovoi, no longer engaging from a distance, then looks down on Underfoot, his own curiosity now piqued, having never seen the dog interact with fey before, firsthand. "Easy, Girl. We're just talking now, I think."
The sheepdog's ears cock, listening to her rider. In the next moment, the hackles lower, a little, but Underfoot continues to study the visible domovoi, while keeping ears out for the other two.
Blunk panics when the big dog lurches forward and quickly disappears. You hear the sounds of scuffling as the tiny man moves off deeper into the room somewhere, though you suspect the Chesterfield as it shifted slightly.
”Can you put a leash on that dog?” cries out the old man, clearly in fear. Wink, the cat, likewise panics, and starts running toward the stairs as he too turns invisible, leaving the dead mouse behind on the floor. You don’t hear Nodd, but he’s been in hiding this whole time anyway.
Muri Daybreaker |
Knowledge(Nobility) v DC 20: 1d20 + 9 ⇒ (7) + 9 = 16 +1 more if Taldor-related
Underfoot forgets about Blunk the instant she sees the cat. Slow to understand the cat is actually one of the domovoi's ranks, either magical animal or domovoi in disguise, Muri doesn't immediately bark at Underfoot to cease and desist from the chase. When the cat disappears, the sheepdog does her best to follow the scent, until she can't.
"Can you put a leash on that dog?"
"You'll have to excuse Underfoot for her animal nature. You may want to keep your cat outdoors when we visit. I wasn't worried about you, and I haven't seen her kill a cat. Plenty of rats, but no cats."
Muri and Underfoot settle down, as it sounds like the imps are standing down. "Let's have a look around. Elen's already searching for the kitchen, I'll clear the second floor."
Mallë-o i Otos Elen |
"Pretty pathetic isn’t it?"
"Yes, it is, but not surprising considering how long --" Elen turns to address Nodd, only to find him... not actually visible.
"Oh, please do have the courtesy of being visible when addressing --" Elen pauses for a moment as the image of Blunt crosses her mind. "Oh, do nevermind. You're fine, stay that way. Make yourself useful, and draw up some water for heating while I fire up the stove."
She lights the stove and hits up the various cubbards looking for some cleaning supplies, lye and a brush.
If Nodd is helping: "So, how do you feel about clothes, anyway?"
Kamari |
Fifth Expedition... that would make this...two thousand years old!
Kamari tries to keep her wits about her, but can't help looking over every detail of the rapier like a kid with a new toy on her birthday. When she's done, she offers it to Mama D for inspection.
"It's story might be hidden from us, but maybe you could tell me more about it. If Blunk is right, then this is a couple millennia old. Surely some magics must keep it in such good condition."
GMEuan |
I’m opening up the spoilers, for the most part, so you can all see your home as folks start investigating it, assuming you’re all going to share what you find.
I’ve added the Betony Estate map, and key, in the Meratt County document (link). If you don’t have permission to edit, and want to, let me know.
Underfoot forgets about Blunk the instant she sees the cat. Slow to understand the cat is actually one of the domovoi's ranks, either magical animal or domovoi in disguise, Muri doesn't immediately bark at Underfoot to cease and desist from the chase. When the cat disappears, the sheepdog does her best to follow the scent, until she can't.
"You'll have to excuse Underfoot for her animal nature. You may want to keep your cat outdoors when we visit. I wasn't worried about you, and I haven't seen her kill a cat. Plenty of rats, but no cats.”
”No, no. We’re all cats. At least most of the time. I only took this form as its easier to speak in this form. But cats are definitely not on the menu!” you hear from Blunt, behind the Chesterfield, though he does become visible and comes out when things seem to settle down (and Underfoot goes upstairs).
Muri and Underfoot settle down, as it sounds like the imps are standing down. "Let's have a look around. Elen's already searching for the kitchen, I'll clear the second floor."
The upstairs is much like the downstairs, the rooms are well built, well maintained, and clean - though largely empty. There are a few bed frames, but no mattresses. The tub in A20 is a masterpiece though, and set in marble. As with the other bathrooms, there are cisterns at the ceiling to facilitate some limited plumbing (though the cisterns will have to be filled every few days).
It’s the library that attracts his attention though. It’s beautiful with a gigantic fireplace on one end and a wall of windows to provide light during the day. Shelves are built into the every walls and cranny, and there’s a library ladder on a rail which can be pushed all around the room for access to the higher shelves. The shelves are done in darkwood, with bronze fittings and highlights (including the rail). Currently all polished and bright, the room is incredibly clean all things considered.
It currently has probably a couple hundred books on the shelves. Whether they provide any sort of benefit is hard to say without some sort of catalogue. There’s a long haired cat, visible now, sitting on the window sill. Well, almost sitting. The cat looks ready to pounce, or more likely flee, as Underfoot enters the room, but he holds his ground for now.
”Yes, it is, but not surprising considering how long —“ Elen turns to address Nodd, only to find him... not actually visible.
“Oh, please do have the courtesy of being visible when addressing —“ Elen pauses for a moment as the image of Blunt crosses her mind. ”Oh, do nevermind. You're fine, stay that way. Make yourself useful, and draw up some water for heating while I fire up the stove.”
She lights the stove and hits up the various cubbards looking for some cleaning supplies, lye and a brush.
If Nodd is helping: ”So, how do you feel about clothes, anyway?”
Nodd nods (invisibly) and turns visible for Elen. He’s the smallest of the three, well, smaller than Blunk anyway. He too is covered in so much hair, you don’t see anything you’d rather not.
He gestures and sings a little chord, and the well in the corner, complete with pulley, rope, and buckets, begins to draw water from the basement well into the cistern at the ceiling of the kitchen. When it is full, he gestures again and it stops.
”I don’t like clothes Lady. They itch. But I suppose I need to get a belt, at least, for my new dagger. Don’t want to be carrying it around everywhere, now do I? Would you help me get a belt?”
The kitchen, though unkempt, is remarkably clean. You check the cupboards, and they too, while largely empty, are remarkably clean. You find some pots and pans (copper bottomed and quite numerous) and quite a few plates, bowls, saucers, cups, and glassware for all occasions - intact and clean. You do not find any silverware however.
Blunk takes the others for a tour of the main part of the house. Though the rooms do have original designations, you can of course do as you will with your new home. Everything is well maintained, what’s here, though old. Blunk will explain that they have been keeping the place fairly clean, and fixing things that they can - both done magically, ”But it will be nice to have people here again.”
A couple things to note. The dining room is largely finished, with an enormous table stretching at least 20’ long, also in darkwood as are the many high-backed chairs. Blunk explains there are more chairs in the basement, including some they could not fix themselves, that might be salvaged by a good carpenter. Finally, in the basement, the wine cellar is rather well stocked, and all the wine is at least 10 years old of course, and many much older. From what you can see of the organization (and from the empty bottles), a substantial part of the room had been dedicated to stocking locally produced rye whiskey, but that section is utterly depleted.
Your home, while as well maintained as Mending and Prestidigitation can provide, is in need of much. With the domovoi’s assistance (the fey are called domovoi), it will still take a week of work and 500gp to bring up to snuff (as opposed to 3 weeks and 1,000gp). Once the Tanager Jubilee is complete, you’ll suffer a -2 circumstance penalty to influence other nobles until your house is in order. No one expects you to have the estate fixed up in a day however.
As there will be other group expenses coming up (remember Martella said to keep some cash in reserve), now might be a good time to pool some money for your noble pursuits (which will be very expensive indeed). You could each donate 500gp to get started, though 1,000gp would be better.
Finally, it’s something like 9pm at the moment and you’ve had dinner. I expect you’ll spend the evening examining the manor and carriage house, but we can proceed to morning as well if you’re ready.
Mallë-o i Otos Elen |
[Nodd] turns visible, gestures and sings a little chord, and the well in the corner, complete with pulley, rope, and buckets, begins to draw water from the basement well into the cistern at the ceiling of the kitchen. When it is full, he gestures again and it stops.
Well, that was beautiful! Elen turns to Nodd. "Thank you very much! Clearly you've done this before!" all of you come with this house it seems... . Elen draws water from the cistern into a kettle and places it on the heating stove. Once adequately heated, she make some tea from a small special hidden leaf stash of her own.
She pours two cups, offering one to the smallest, Nodd. Domovoi?
"Well, no one is going to force you to wear something that's uncomfortable to you. What form do you prefer?" She takes a seat at the breakfast bar sipping her tea, while listening to the answer. "Practically speaking, we're going to have to make a list of provisions, including food. What do you all prefer to eat? Is it just the three of you? Do you think your house buddies might like belts for their daggers? We'll start with more nutritious sustenance; and work our way up to fashionable, comfortable accessories. Should be one trip. How does that sound?"
Elen sips some tea.
"You've all been doing an amazing amount of work to keep this place intact, but where is Betony most in need of repair or updating? Maybe we should start there."
Major K'Aldrian Kort 1ATD, Ret. |
Kort takes a break from the discussion, but it's clear he's not really interested in the blade, but in the history of the blade. His time for wielding such things in battle are long time past (except in dire circumstances) but something of military historical significance, is interesting.
"There might be more relics of a former time here," Kort says with interest as he begins to explore. He ends up in the library for most of the exploration.
"Are you the caretaker of these books, Cat? Do you have a name?" He not sure whether to expect any answer from the cat, if its really even a cat, but he does inquire.
Muri Daybreaker |
Muri and Underfoot take in most of the second floor, stopping briefly to admire and appraise the Library of Many, Many Books, before returning to the main floor. To no one in particular, the halfling announces his claim to the Guest Room under the stairs A13, for ease of access when the Sheepdog wants to relieve herself outdoors.
When finances are brought up, the halfling easily antes up 1000 gold to seed the restoration funds of Stachys, expecting someone more financially savvy of the group will keep a running account of investments and expenses.
For a night run, Muri and Underfoot make a sweep of the grounds, including a visit to the Carriage House. Returning to the manor, the halfling scrubs at the sheepdog's paws, on the off-chance that she'll muddy the foyer.
Kamari |
Kamari reluctantly leaves Mama D to her study of the rapier and looks about the house. She glances at the books in the library to see if anything catches here eye, but doesn't linger too long there. She explores the whole house, checking for secret doors and passageways and seeing how secure it is.
Once she has the lay of the land, Kamari sees Muri starting to claim a room and decides to do so herself. She settles on the northwest corner room with its view and easy access to the library. She then chooses any book that might seem to do with the area or the canals and settles down to read until the others are ready for any further discussion if needed.
Since tomorrow should prove to be a busy day, she heads to be unusually early for her once she has checked in with everyone and retrieved the rapier from Mama D.
Mama D |
knowledge nobility: 1d20 + 10 ⇒ (15) + 10 = 25
knowledge history: 1d20 + 7 ⇒ (10) + 7 = 17
knowledge arcana: 1d20 + 9 ⇒ (5) + 9 = 14
spellcraft: 1d20 + 9 ⇒ (18) + 9 = 27
Mama D detects for magic, and searches her memory while she looks over Kamari's dagger.
"Oh goodness, yes, let me see it while the others look about. It is a pleasure to meet you all, of course." Her switch from one Kamari to their newfound friends is perhaps not the best way to introduce herself, but it really *has* been a long trip.
GMEuan |
"Well, no one is going to force you to wear something that's uncomfortable to you. What form do you prefer?" She takes a seat at the breakfast bar sipping her tea, while listening to the answer. "Practically speaking, we're going to have to make a list of provisions, including food. What do you all prefer to eat? Is it just the three of you? Do you think your house buddies might like belts for their daggers? We'll start with more nutritious sustenance; and work our way up to fashionable, comfortable accessories. Should be one trip. How does that sound?”
Nodd takes the tea and sips it, frowning at the taste. ”Ugh, you drink this? It’s dirty water!” He sets it down on a box, continuing, ”Cat I suppose. Cats are so… lithe. Dextrous. Oh, we eat whatever really. Wink is a big fan of mice. He looooves field mice. I suppose bread, and whisky are all we really need. I do like a good crunchy rye bread, like what they used to have - fresh baked from the oven. Ooooh.” He drools a little, the dollop of spittle sitting on his beard like a gemstone before he wipes it with the back of his hand.
”Yeah, we should all have belts and scabbards. Sure, that’s fine.” he seems noncommittal about supplies. Uninterested - except in whisky and bread of course.
”You've all been doing an amazing amount of work to keep this place intact, but where is Betony most in need of repair or updating? Maybe we should start there."
”Oh, there’s much that could be done. The northwest corner of the conservatory is settling and should be excavated and shorn up. It’s more than we can do. You should also replace the rear doors to the garden porch. Some time ago, they put in glass doors, so the whole wall shone in the light. The doors there now are ugly and stick. They never fit right…” he goes on to list a handful of structural needs, though most of what’s needed is furniture and general supplies to get the enormous house in shape.
"There might be more relics of a former time here," Kort says with interest as he begins to explore. He ends up in the library for most of the exploration.
"Are you the caretaker of these books, Cat? Do you have a name?" He not sure whether to expect any answer from the cat, if its really even a cat, but he does inquire.
The cat doesn’t answer, though she rubs up against a small tome. Apparently some historian, with entirely too much time on their hands, wrote a book about famous people who owned cats. And this library has it.
You have heard of Tadric’s niece, Verralina. She inherited the blade and was a noble as well, managing to attach herself to the royal family as a hired blade. You don’t know many details, but she was apparently very, very good at it and never lost a duel.
You also know the current magical effects, found here (link)
- - -
For a night run, Muri and Underfoot make a sweep of the grounds, including a visit to the Carriage House. Returning to the manor, the halfling scrubs at the sheepdog's paws, on the off-chance that she'll muddy the foyer.
Myrna lets you know the carriage house is in the same shape as the main mansion - excellent. That said, it needs hay, oats and other feed. Some spare tack would be good too. She offers to make a list.
The party splits up to their own rooms, sleeping on their bedrolls for now. Myrna and her associate bunk in the carriage house and the domovoi wander the house here and there, generally as cats (their usual form) keeping night watch.
The morning sun rises early and warm. It is Pharast 19, a Moonday. Tomorrow you’re expected to be at the Tanager Ball by 10am-12noon. That said, it’s a long carriage ride (some 6 hours, 4 hours by fast horse). You have some options. You could head over there today, and camp in the wilderness nearby (a little odd), you could head to Lotheedar though lots of other nobles from the region will have the same idea, so the inns are likely to be full already, or just get up extra early (what I expect).
You need some basic supplies for the horses, and yourselves. There is a wagon in the carriage house to which a couple of your carriage horses could be attached. Myrna and Virgil could head out to Pensaris for supplies (there being no stores in Stachys). They’d be gone all day, but you’d have some basics going forward at least. A wagon load of supplies.
What else do you plan to do with your day?
Major K'Aldrian Kort 1ATD, Ret. |
When finances are brought up, the halfling easily antes up 1000 gold to seed the restoration funds of Stachys, expecting someone more financially savvy of the group will keep a running account of investments and expenses.
Kort offers his own 1000 gp for the efforts and will kick in another 1000 gp as a loan for someone or as needed.
More later, strangely busy day.
Anselm Basri |
Anselm listens carefully to Blunk's advice about needed repairs and upgrades, taking notes in his sketch book and adding his own ideas.
Drawing room dark. Light blue wallpaper? Tune piano. Needs new art. Scene from Erlking's court? Perhaps some more exotic plants for conservatory. Living topiary to guard? Look into stuffed owlbear for the foyer.
He sticks close to Blunk, as close to a Senior Butler as the estate currently has.
"Blunk, my good fellow, what can you tell us of the house's previous inhabitants? Ah, and would you show me the servants' quarters? We'll want to see to the comfort of our future staff, as well."
. . . . .
As finances are discussed, Anselm readily presents half a grand in gems and coins. "Alas, I spent perhaps too much on my ring. I couldn't resist (no pun intended) the luster of its ruby."
Major K'Aldrian Kort 1ATD, Ret. |
Kort takes the offered book, the one about cats, and makes himself comfortable in the library. He is content to relax and read a bit with his forward mind, while his backward/inner mind contemplates the overall status of the manor, the region, and what they might do to improve things.
Kort will fall asleep in the library, a book on his lap. In the morning, he will awaken only somewhat confused.
"M'Della? M'Della, are you there?" K'Aldrian swivels to see if Mama D is nearby.
"I was just thinking that we should leave early tomorrow morning for the Ball, rather than sleeping out overnight. I would enjoy this new home...are you there, M'Della?" Kort looks for who might be in the library and explains his desire to awaken early and travel in the morning rather than camping. He's had enough of camping, to be honest, and now he can enjoy luxury for a bit...even though it is not yet luxurious. "Do you think it might be possible to acquire fast horses? Or a solid team for the carriage?"
Anselm Basri |
Anselm looks up from his sketchbook, a smile on his face from the prayer his hand is drawing with lines and careful smudges. "I feel for you, Major. I hesitate to delay much, in case of delays on the road. I suppose we could also ride through the night, using the magic of our rejuvenating wand to refresh us on the morrow."
Later, he volunteers to join Elen for a trip into town. He takes a moment upon entering the village to pray to Shelyn...
Three questions:
To confirm Orana's advice, what do the townsfolk discuss as the most important matters facing the town — including and in addition to bringing in the harvest?
Gather Info: 1d20 + 15 ⇒ (7) + 15 = 22
How do people speak of Orana?
Gather Info: 1d20 + 15 ⇒ (4) + 15 = 19
How are people speaking of us?
Gather Info: 1d20 + 15 ⇒ (9) + 15 = 24
As he walks through the village, the young noble greets the townsfolk pleasantly, inviting them to join him near the inn for a prayer to Shelyn. He pops in to ask after Tribune Orana, inviting her to join as well.
He orates a parable from the Melodies of Inner Beauty, Shelyn's holy text, which features Leyonaurd, a saintly farmer whose pastures and gardens catch the Eternal Rose' favor. For food grown with love feeds the body and the soul. He adds a short homily about the responsibility of those fortunate to patronize and nurture the arts of those who feed multitudes.
Better of two rolls:
Perform (Oratory): 1d20 + 13 ⇒ (16) + 13 = 29
Perform (Oratory): 1d20 + 13 ⇒ (16) + 13 = 29
Afterwards, he speaks with any villagers willing to share their cares, frustrations, advice.
Mama D |
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Mama D wakes early and heads to the library. Her mind is already preoccupied, "Did I tell Kamari about her rapier, or only dream it? I shall have to make sure of it today. The defending capabilities should prove beneficial." Sorry, I wrote up a post, but apparently forgot to hit submit. Please read the Spoiler from GMEuan above for the history and the magical properties.
"M'Della? M'Della, are you there?" K'Aldrian swivels to see if Mama D is nearby.
"I was just thinking that we should leave early tomorrow morning for the Ball, rather than sleeping out overnight. I would enjoy this new home...are you there, M'Della?"
"Good morning, My Good Major! Did you sleep well?" Her smile brightens as she looks about the room. "Yes, I rather think we will."
"Do you think it might be possible to acquire fast horses? Or a solid team for the carriage?"
"I can summon some friends to help us tomorrow, so our current team isn't overworked. But long term, we will want to invest in a few more friends for our team."
Mallë-o i Otos Elen |
Elen brings tea to the others as desired, and plunks $1000 onto the table.
"Think we should concentrate our efforts first on fixing up the pump house and the rye mill. If we can get the pump house working, maybe we can get the canal working, and we can furnish water power to the rye mill. What good is grain if you have no manner of threshing or processing it? Our toiling in their field might go some way of winning over the locals, as well as spending some money in their shops. What do you all think?"
Elen pays her own respects to Shelyn and heads into town with Anselem to pick up sundries for the house. Before throwing around too much cash however, she takes stock of the town, the state the people and their businesses are in, as well as the state of the pump house and the canals.
GatherInfo: 1d20 + 10 ⇒ (3) + 10 = 13
KnowLocal: 1d20 + 8 ⇒ (6) + 8 = 14
GMEuan |
"Blunk, my good fellow, what can you tell us of the house's previous inhabitants? Ah, and would you show me the servants' quarters? We'll want to see to the comfort of our future staff, as well."
”Oh, we don’t speak of those who pass through the house. Wouldn’t be right, talking about others so.” He points out the three staff chambers - ample room and attention given for their relative comfort. A11, the main staff room, is large enough for a half dozen to bunk in the southern portion, while the northern area is open for comfortable chairs and tables, perhaps a sofa or two as well when rest is afforded.
The two chambers set aside for the head staff are open and airy as well, made the moreso by the tall ceilings on both floors - a full 10’! He’ll also take you out to the carriage house, where there’s a comfortable office and fairly large bedroom within which Myrna and Virgil are setting up. Up in the loft, there’s also a decent partition for hammocks (though there are none here at present) for visiting guests’ servants or even overflow from the main house.
"Do you think it might be possible to acquire fast horses? Or a solid team for the carriage?"
Though Mama D certainly has other options, you do have four good horses currently, as well as the carriage, and a two horse wagon (more suited to supply than creature comfort).
To confirm Orana's advice, what do the townsfolk discuss as the most important matters facing the town — including and in addition to bringing in the harvest?
Well, the question, what’s the most important matter facing the town, is the harvest. There is no ‘other’ need according to the hearty farming community.
How do people speak of Orana?
She charges too much for wine and beer, though she’s a fair sheriff.
How are people speaking of us?
Elite snobby nobles. Oh, and opportunistic, thieving, and out of touch too.
- - -
Anselm and Elen head into the village, such as it is, and are at least partly disappointed. Anselm manages to corral two or three together to take the time to hear his very well done story, but they don’t linger to talk, having preparations to make. The two days of the Tanager Jubilee are holidays, to be sure, but the farming needs to be done, and done quickly, immediately after so many are extra busy this day. Onara is not in town today, folks suggesting she’s already gone up to the Jubilee, as is her right and in fact duty as Honorary Tribune.
Elen has trouble too - there are no stores in Stachys. Actually talking to a few of the locals she learns that the general store closed some six years ago, and with that anchor gone, all the other little shops dried up too. There are a few folks selling odds and ends here and there, but nothing centralized. No one person has the sorts of supplies you'll need. You could spend the day in town buying up everything useful to you, but it will be a long door-to-door search.
She’ll also learn, a little, about the pump house. The canal was was built more than a thousand years ago, and has had a pump house, in one form or another, since that time. When working, it keeps the watertable lower, and the water level in the canal higher which enables the canal to work at all, and improves farming for miles around the village. The original magically driven engine broke over a century ago, and the Betony family replaced it with a simpler mechanism pulled by oxen. Eventually the pump itself broke down, and by that time, the county lacked anyone with the know-how to repair it. Over the last 20 years, the marsh has returned, driving locals off their land and reclaiming a cemetery that had once occupied a nearby knoll.
No one has been down that way in years.
"I can summon some friends to help us tomorrow, so our current team isn't overworked. But long term, we will want to invest in a few more friends for our team."
You didn’t see many horses in Pesaris - certainly no stable of note. You suspect you’ll have to go to Lotheedar to get livestock (which is also near where the Count resides and where you’re headed for the Tanager Jubilee).
Anselm Basri |
Anselm returns to the manor in a sour mood.
"The lack of infrastructure here has resulted in such a state of subsistence that the town lacks even an organized market. I've no doubt we'll find the Count's estate replete with everything a noble might desire, leaving his subjects a hair's breadth from starvation. Tis infuriating, but also a source of hope — there's much we can do, given a plan."
He gazes around him at the manor. "Still, we'll need the support of the good people of Stachys before we can make meaningful headway. I suggest that, aside from ordering materials for the house and perhaps hiring a handy person or two, we focus on the harvest as soon as we return."
Drumming his fingers on a bannister, he says to anyone who will listen, "And I suggest we depart as soon as possible to the Jubilee. Tribune Orana has departed already. I trust her to know what time is required to arrive safely on time."
Kamari |
"I was just thinking that we should leave early tomorrow morning for the Ball, rather than sleeping out overnight. I would enjoy this new home...?"
"It would be nice to spend a second night here. Perhaps, we might even want to arrive fashionably late."
Kamari spends the day looking over the canal and pump house. She daydreams about the magical device that once operated the pump house. Even the oxen system was impressive for ingenuity. She considers what might work given the current condition of the pump house.
A source of power will be needed. If not magic nor brute animals, perhaps we could tame the wind with a windmill.
knowledge canal and/or engineering: 1d20 + 6 ⇒ (18) + 6 = 24
Major K'Aldrian Kort 1ATD, Ret. |
Kort will have read some of the cat book.
"I can summon some friends to help us tomorrow, so our current team isn't overworked. But long term, we will want to invest in a few more friends for our team."
Kort smiles, thinking that the party would find a way then. If someone like Mama D can summon steeds, then it might even be easy. He will rise and break his fast, joining Kamari to inspect the grounds and pump house.
"It would be nice to spend a second night here. Perhaps, we might even want to arrive fashionably late."
"Agreed," Kort agrees stiffly. "Now, what about this canal?" He will try to help figure things out.
1d20 + 8 + 1d6 ⇒ (2) + 8 + (5) = 15 Know (engineering, Aroden)
Muri Daybreaker |
"Alas, I spent perhaps too much on my ring. I couldn't resist the luster of its ruby."
Muri nods to the fey man, before looking to one of the others to take control of the purse strings.
"Think we should concentrate our efforts first on fixing up the pump house and the rye mill. If we can get the pump house working, maybe we can get the canal working, and we can furnish water power to the rye mill. What good is grain if you have no manner of threshing or processing it?
Muri gladly accepts the elf lady's tea, while listening to her wheels work regarding their new priorities. "Sounds reasonable. I have no skill, so I guess we'll have to hire folks to repair it? If we use magic, will we anger the townsfolk looking for work?" The halfling blows on his cup, letting it warm his hands.
When folks seize the day in various ways, Muri considers his options. Still somewhat situationally aware of their vulnerability in the strange county, with the Beggarwood not too far away, at least in his mind, the halfling decides to accompany Myrna and Virgil to Pensaris, uninterested in highwaymen or highwaywomen who might take kindly to a wagon full of fresh purchases.
He practices riding, as always, and spends time getting to know the coach driver and her associate, and giving Underfoot plenty of exercise on the excursion. With his time in Pensaris, he does his best to listen for snippets of the sentiments of the people, and whatever buzz there might be regarding Stachys, Betony, really anything that might prove useful in conversation with his own companions, before finally heading out for the Jubilee.
Gather Information: 1d20 + 8 ⇒ (13) + 8 = 21 for 1d4 ⇒ 4 hours
Gather Information: 1d20 + 8 ⇒ (5) + 8 = 13 for 1d4 ⇒ 3 hours
Gather Information: 1d20 + 8 ⇒ (15) + 8 = 23 for 1d4 ⇒ 4 hours (Time permitting, of course)
Anselm Basri |
Anselm ponders whether it would be good form for the county’s newest nobles to arrive late.
Knowledge (Nobility): 1d20 + 11 ⇒ (9) + 11 = 20
Knowledge (local): 1d20 + 8 ⇒ (13) + 8 = 21
GMEuan |
Anselm feels that being late wouldn't be overtly poor manners, given that you're newly arrived, and can't be expected to know your way around as yet. So there will unlikely be any bad blood if you are late.
However, you don't want to squander any good vibes you may have for being new if you can help it. Being on time (arriving anytime before noon really) is preferable. There is a jousting competition at the start of the Jubilee for those who have an interest, and a local game, Trucco, for those who are not.
You might miss the start of those events if you're overly detained (past 1pm).
If you leave at 6am with your carriage, and encounter no difficulty, you should arrive around Noon. You shorten that time by an hour or two on horseback and dogback (the slower speed).
Anselm Basri |
Anselm conveys his insights, making the rounds if necessary.
"I really hate to press you all, but if we want to get off on a strong footing with those we must influence, being early is our best bet. Leaving this evening and camping, or at latest a few hours past midnight would put us in good stead. If any fatigue results, we have magic to refresh us!"
He looks a bit sheepishly at Kort and Mama D as he shares his advice, not wanting to demand discomfort from his elder peers.
Mallë-o i Otos Elen |
Elen returns from a brief morning of checking out the town resources.
"Ugh! Can you believe it?! There's absolutely no shops what-so-ever in town! No wonder the Beggarwood inhabitants live on the road like that! If we ever get to the point where we get this town ready for new shops, we should invite them over to run them, if there is no one else here in town with the interest."
"I have no skill, so I guess we'll have to hire folks to repair it? If we use magic, will we anger the townsfolk looking for work?"
"Yes, splendid idea! I think we should enlist and pay the townsfolk to help fix up the town and its assets where and whenever possible."
"The lack of infrastructure here has resulted in such a state of subsistence that the town lacks even an organized market. I've no doubt we'll find the Count's estate replete with everything a noble might desire, leaving his subjects a hair's breadth from starvation. Tis infuriating, but also a source of hope — there's much we can do, given a plan."
"Why did they let the town go to pot in the first place?" Elen wonders aloud.
"And I suggest we depart as soon as possible to the Jubilee. Tribune Orana has departed already. I trust her to know what time is required to arrive safely on time. I really hate to press you all, but if we want to get off on a strong footing with those we must influence, being early is our best bet. Leaving this evening and camping, or at latest a few hours past midnight would put us in good stead. If any fatigue results, we have magic to refresh us!"
"While I agree it is important to be punctual, I have no real desire to camp out at night the day before an event as important as this Jubilee. I think we'll be safer and better off spending the night in Betony rejuvenating, then traveling in daylight. If we leave early enough, we should be able to get there on time."
Assuming there is still time today, Elen will travel with Kort and Kamari to visit the pump house.
Anselm Basri |
Anselm listens to Elen and responds slowly when she finishes. "I would feel comfortable leaving a few hours before dawn. So, some hours to rest before departure. Several of us see perfectly well under starlight, so we should be safe traveling by dark." He meets Mama D's gaze, if she is present. "I suspect with a little arcane magic and prayers, we can quickly dispel any fatigue and frump that accumulates as a result of the early hours."
Assuming others agree, he readily joins the expedition to the pump house.
GMEuan |
Anslem and Elen return from town shortly and update everyone on what they have found there.
Then most of the group (well, everyone but Muri) plans a journey to the Pump House, to at least ascertain the nature of the damage to the canal and pump. It’s a good 7 hour walk through the marshland on foot, but only 2 hours poling by flat-bottom barge. There are several such barges in Stachys tied up to the very rudimentary docks on the lake. Renting one is just a handful of silver (and even that seems a generous surprise to the owner who does not join you into the monster infested swamp).
You pole out to the north and a little west, keeping in the marshlands and avoiding the lake. Mostly it’s a more direct route, but it’s also safer (no skill checks needed). You arrive at the pump house from the south without incident by noon or so munching on lunch as you go.
A sturdy stone building straddles the berm separating an algae-cloaked marsh from the stagnant canal waters. A long sluice looks as though it might have once accommodated a mill, while a stone walkway wraps around the southern portion of the building. Moss almost completely obscures the slate roof.
The ‘deep’ water in southern area is only about 4-6’ deep, while to the north it’s about the same. The marshland is difficult terrain, and will get your boots wet, but that’s about it. You see no doors as they have long since rotted away…
New map up!
Myrna, in her usual efficient way, has the horses harnessed and wagon ready well before you are. Virigl is sitting next to her as usual, idly watching the area while they wait for you to appear from Betony Manor. Mounted, you burst from the house into the early morning sun of this vibrant spring day, and you’re on the road in no time. You’ll note the wagon is empty, save for a couple empty wooden crates, an empty barrel, and some tarp/rope to tie down the purchases on the return journey.
Myrna and Virgil, as usual, ride on in silence as Underfoot capers around them. Underfoot moves at a 40. The wagon 30. Unencumbered the horses can manage 50.
- - -
Major K'Aldrian Kort 1ATD, Ret. |
He looks a bit sheepishly at Kort and Mama D as he shares his advice, not wanting to demand discomfort from his elder peers.
Kort listens and grunts stiffly (as if that were such a thing), but conveys neither agreement nor disagreement, but that Anselm has been heard.
"I can get up early, no worries about that, but another night of sleep in the library would be nice. There is a cat there, and that's nice. Very nice, so I'd like to leave early, if possible," Kort agrees with Elen.
* * *
Kort unlimbers *Destiny's Barb* as the party reaches the pump house. He's not excited about stepping through mud, but examination of this building was going to be essential for fixing what needs to be fixed.
He moves forward and keeps an eye out.
1d20 + 12 ⇒ (5) + 12 = 17 Perception
"You may want to wait in the craft, M'Della. This might not take long and no need to be-muddy yourself," he offers stiffly.
Anselm Basri |
Anselm moves forward and picks up a stone. With a short prayer, the feldspar glows with light. He then asks Shelyn to sharpen his senses (Perceive Cues) before listening for any movement inside.
Perception: 1d20 + 11 + 5 ⇒ (18) + 11 + 5 = 34
Kamari |
"The pump house looks like it's halfway to becoming a ruin. Maybe three-quarters."
Kamari starts inspecting the area to see if there's any area that might support the windmill she had considered earlier in the day.
Muri Daybreaker |
When the road winds, Muri gives Underfoot license to steer clear of the horses, so Myrna and Virgil can navigate without distractions. When the road straightens, and Underfoot can parallel the road and the pace, Muri engages the two in conversation.
"So, do you think you'll enjoy your time in Stachys? Before accepting your positions, did you have other possibilities? I was surprised to learn of our good luck in becoming responsible for Betony. Do you have family in Taldor? Mine is split between Oppara and just north of Tregan." Muri uses the first several inquiries to understand the temperament of both servants. He's never been shy around Old Raff, and he doesn't see a difference with Myrna and Virgil.
Mallë-o i Otos Elen |
Elen disembarks, keeping near to Anselm and Kort should either somehow lose their footing.
She wades cautiously through the water blind sense, should it apply.
Ugh! These ruins!
"The pump house looks like it's halfway to becoming a ruin. Maybe three-quarters."
Elen holds her arms out helplessly gesturing. "Who builds castles in swamps?"
She points to the remains of what might have once been a mill. "That would be enough of a foundation for a windmile, Kamari -- were it not for all the water contamination... do you think, would it be less of a project to just build a new pump house? You know -- with the most important parts on more stable ground?"
"Oh, I just hate chicken and egg problems."
Nonetheless, she heads for the stone walkway into the remains for further investigation.
Kamari |
She points to the remains of what might have once been a mill. "That would be enough of a foundation for a windmile, Kamari -- were it not for all the water contamination... do you think, would it be less of a project to just build a new pump house? You know -- with the most important parts on more stable ground?"
"Oh, I just hate chicken and egg problems."
"Whatever we build, it should be something that lasts. I don't want this to be a quick fix and then have the next generation cursing our names. We should strip things down to whatever is solid and build from there. If the whole thing is rotted to the core, then it might be simpler to start over. We'll need to scrape away and see what lies beneath. If this place was truly once run by magic, I'd hope the builders took enough pride in their work to at least lay a solid foundation."
GMEuan |
A few get out of the boat, and begin to look around. All the good Major gets is a snoot full of swamp gas while Kamari thinks of the future. Anselm, and perhaps Elen, detect something moving under the water to the east - just as it bursts forth!
From a deep-spot in the marsh, a giant mass of plant growth and rotten flesh lurches from its hiding place in the muck. This three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its massive sides.
- - -
It squelches toward the party!
- Round 1 -
Elen - 20
Kamari - 18
Mamma D - 15
Anselm - 14
Major Kort - 11
Good Folks - 7
Elen: 1d20 + 4 ⇒ (16) + 4 = 20
Kamari: 1d20 + 6 ⇒ (12) + 6 = 18
Major Kort: 1d20 + 2 ⇒ (9) + 2 = 11
Mamma D: 1d20 + 1 ⇒ (14) + 1 = 15
Good Folk: 1d20 + 0 ⇒ (7) + 0 = 7
Apparently the party is ready for it, as they leap into action!
Everyone is up! Remember, the marshland makes everything difficult terrain. Also, the watery bits are deep enough and the mud soft enough you'll need to swim to stay afloat.
"So, do you think you'll enjoy your time in Stachys? Before accepting your positions, did you have other possibilities? I was surprised to learn of our good luck in becoming responsible for Betony. Do you have family in Taldor? Mine is split between Oppara and just north of Tregan.” Muri uses the first several inquiries to understand the temperament of both servants. He's never been shy around Old Raff, and he doesn't see a difference with Myrna and Virgil.
Virgil doesn’t even glance in your direction as you ask your questions while traveling. You’re having an easy time of it, but the road here is rather rough, and the wagon is not as springy as the carriage was. Myrna dodges holes in the road as she responds, ”Well, the carriage house is nice - or will be once we get some supplies laid in. Not sure we’ll enjoy the public house much though…”
”Oh, before we came to work for you you mean? We worked for Lady Martella Lotheed for a while. Not much to do with her mind you. She wasn’t always in Oppara, where she stationed us, and when she was, she’d often walk, or take her own horse. We were mostly window dressing for fancy events, or when she traveled with others.”
She wouldn’t have heard your conversations in the carriage on the way up, so she doesn’t know of how you became Lords. ”Oh, my lord? You had a spot of good luck there?”
”We’re all we have left, Virgil an’ me. Parents got the pox when it came through, oh, ten years or more now. But I’m not complainin’. We’ve got it pretty good, though mind Virgil could use a newer crossbow. His has seen perhaps a bit too much use and is showin’ its age.”
You glance, and the crossbow is indeed well worn - not even masterwork!
- - -
Anselm Basri |
Anselm's eyes grow large as the shambler draws near. Wary of its long tentacles, he takes a moment to focus before letting out a scream.
Concentration: 1d20 + 8 ⇒ (9) + 8 = 17
Ear piercing scream: 2d6 ⇒ (6, 5) = 11
Fort save DC 15 or dazed for one round; half damage on success
HP 30/30
AC 16
Teamwork Feat: Scion of the Lost Empire
1st level spells: 3/4
2nd level spells: 1/2
Summon monster: 7/7
CLW wand: 45
Lesser Restore wand: 50
Major K'Aldrian Kort 1ATD, Ret. |
Elen, I'd like to help but it's just not good to ask for it once the combat as started. I can't get it to you this round anyway as difficult terrain makes it impossible. But also, maybe Mama D can help.
Round 1, Init 11
"Perhaps another time," Kort replies stiffly, his hands full and boots sticking in the mud.
Kort stares at the abomination, uncertain how best to tackle it.
1d20 + 4 + 1d6 + 1 ⇒ (1) + 4 + (2) + 1 = 8 Know (dungeoneering)
"Bah!" He moves back 10', and fires at the creature.
Dignity's Barb:
1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 to hit; (+PBS)
1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9 magic cold iron damage;
Bolts: 49/50 cold iron
hp: 28/28
AC: 15/13/12
Saves: F2/R6/W7 +3 vs. enchantment, +1 vs. illusions +2 vs. poison
Lowlight. PBS.
Aroden's Verve: 0/5 used
Adhere to the Law: 0/1 used
Extend GammaRadiation: 0/0 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
0: (create water, detect magic/poison, light, stabilize,read magic)
1: 0/7 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 0/3 used (Inv*0,RE*0)
Cane:
[ dice]1d20+2[/dice] to hit;
[ dice]1d6-1[/dice] damage.
Dignity's Barb:
[ dice]1d20+6+1[/dice] to hit; (+PBS)
1d8 + 1 ⇒ (1) + 1 = 2 magic cold iron damage;
Bolts: 50/50 cold iron
Kamari |
HP: 30/30
AC: 19 (+1 mithral chain shirt +5, ring of protection +1, Dex +2, Nimble +1)
Touch: 14
Flat-footed: 16
Fort +1; Ref +7; Will +5 (+2 vs enchantments, +1 vs mind-affecting)
Initiative +6 (Dex +2, Elven Reflexes +2, Swashbuckler Initiative +2)
Speed 30
Load 31.5/100 lbs (33 is light. Buckler 5 lbs. Backpack with items 5.5 lbs)
BAB +3
CMB +3
17 CMD (14 Flatfooted) +2 vs. disarm of rapier
+1 MIthral chain shirt
+1 Ring of Protection
Rapier +9, 1d6+2+3+2 (Dex for Str from feat & Precision & +2 weapon), 17-20x2 (anatomist)(Quick draw, Weapon Finesse, & Weapon Focus for rapier only)
Masterwork Dagger +3, 1d4, 18-20x2 (anatomist) - Always hidden. Take 10 Hidden Blade is DC 23 to spot.
Sap +1, 1d6 nonlethal, x2
Koriana’s Blade: +2 defending rapier. Once per day, the wielder can trigger the white gemstone as an immediate action to absorb and negate all darts targeting her from a magic missile spell.
When the wielder transfers at least 1 point of the weapon’s enhancement bonus to her AC using the defending special ability, she also chooses one creature other than herself within 10 feet to gain a +1 bonus to AC until the wielder’s next turn. This additional bonus is always +1, regardless of how much of the weapon’s bonus the wielder transfers to her AC.
dungeoneering: 1d20 + 6 ⇒ (17) + 6 = 23
"It's some kind of otyugh! Be careful! It can..." special attacks?
Kamari goes to throw her dagger and puts her hand in an empty pocket forgetting she gave it to the talking cats.
However, she does remember that she bought some alchemist fire. She takes that out (move action) and throws it at the otyugh.
Should have bought more of these.
She quick draws Koriana's blade as she figures out how to get closer in the muck.
throw alchemist fire (BAB+Dex-distance): 1d20 + 3 + 2 - 2 ⇒ (18) + 3 + 2 - 2 = 21
damage: 1d6 ⇒ 1
Muri Daybreaker |
"...We’re all we have left, Virgil an’ me. Parents got the pox when it came through, oh, ten years or more now. But I’m not complainin’. We’ve got it pretty good, though mind Virgil could use a newer crossbow. His has seen perhaps a bit too much use and is showin’ its age.”
Muri heartens to learn of their decently long stint with Martella Lotheed, as he feels more comfortable seeing the couple as willing volunteers on an expedition into the countryside, rather than as chattel without a say in their destiny. It might be more the latter than the former, but the halfling does his best to see it his way first.
The rider and mount continue to break in the saddle, taking note of the condition of the roads and skimming the populace as it rears its heads as they get closer to Pensaris. He also makes a mental note to inquire with the local businesses for a possible upgrade on Virgil's weapon, without uttering a promise that might not come to fruition.
"Well, I'm glad for your help. I think the others would agree. We're all getting used to our new roles. You can come to us with any problems, small or big. You support us, and we support Lady Martella, so I think we're all on the same page. I don't know about the others, but you can call me Muri. This is Underfoot. And yeah, when we have to be formal, titles are fine. I'm not used to it, if I'm being honest, so you'll have to bear with me." The halfling suspects they already are, for his third wheel imposition on the foray into Pensaris. He'll have to figure out the master-servant dynamic, if he's going to live up to others' expectations.
His belly makes a sound not unlike a toad complaining in the back of a hollow log. Muri grins as he rubs it, and looks forward to a little repast when they hit town.
GMEuan |
By the way, there was a wand of mage armor that Elen gave to Major Kort, but that I took back when Mama D returned and was given back the pearl of power. So it’s like the wand never happened.
Elen swings quickly, but is caught somewhat by surprise and swings wide of the creatures girth. Kamari hurls a flask of burning fire, and while it does not take any extra damage, it is displeased and on fire next round. However, he does not learn anything more than the basic information. Mama D steps into the muck and casts mage armor. She also tries to identify it, but it eludes her memory. Anselm screams at the top of his lungs, causing a whole flock of birds to rise up out of the marsh in fearful flight! He also damages the mound, though it does not seem to be dazed for now. Major Kort connects through only partial cover due to the beasts size harming it quite a bit!
Fort: 1d20 + 3 ⇒ (19) + 3 = 22 vs DC 15 for 5hp damage
Reacting angrily, the creature dips itself into the water to put out the flames on its body (which I think provokes from Elen) before taking a bite out of Elen (reach).
Bite: 1d20 + 7 ⇒ (11) + 7 = 18 damage: 1d8 + 4 ⇒ (7) + 4 = 11 and Fort DC 13 vs disease
Alas, the mage armored Elen is missed.
- Round 2 -
Elen - 20
Kamari - 18
Mamma D - 15
Anselm - 14
Major Kort - 11
Otyugh - 7 (-15hp)
Everyone is up!
"Well, I'm glad for your help. I think the others would agree. We're all getting used to our new roles. You can come to us with any problems, small or big. You support us, and we support Lady Martella, so I think we're all on the same page. I don't know about the others, but you can call me Muri. This is Underfoot. And yeah, when we have to be formal, titles are fine. I'm not used to it, if I'm being honest, so you'll have to bear with me.” The halfling suspects they already are, for his third wheel imposition on the foray into Pensaris. He'll have to figure out the master-servant dynamic, if he's going to live up to others' expectations.
Myrna simply nods as she keeps most of her focus on the road ahead. Speaking of which, the road improves, slightly, when you reach the Oppara Highway. Turning east and south, you head to Pensaris.
The remaining journey is relatively quiet, though you get some other road traffic as you get closer to town. You wonder, idly, if any of the traffic northbound is headed to the Tanager Jubilee, but short of stopping the other travelers there’s no good way of telling.
You arrive in the productive little village of Pensaris after a good four hours of travel. Myrna heads first to fulfill the food and supply needs of the main house, as the hay bales you’ll need for the stables are lighter and will be piled on top. She pulls in front of the general store, and enters while Virgil remains on the wagon, guarding it.
- - -
Anselm Basri |
Round 2
Anselm focuses for a moment, gazing into the water with a silent prayer.
Concentration: 1d20 + 8 ⇒ (15) + 8 = 23
The water comes to life, a tendril slamming out at the creature.
Slam: 1d20 + 7 - 1 + 2 + 1 ⇒ (4) + 7 - 1 + 2 + 1 = 13 Power Attack, Flank, Water Mastery
Slamage: 1d6 + 6 + 3 + 1 ⇒ (2) + 6 + 3 + 1 = 12
HP 30/30
AC 16
Teamwork Feat: Scion of the Lost Empire
1st level spells: 3/4
2nd level spells: 1/2
Summon monster: 6/7
CLW wand: 45
Lesser Restore wand: 50
HP 17/17
AC 17
Duration 4 min
Major K'Aldrian Kort 1ATD, Ret. |
Round 2, Init 11
Kort takes a full round to load and fire his crossbow.
Dignity's Barb:
1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 to hit; (+PBS)
1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4 magic cold iron damage;
Bolts: 48/50 cold iron
hp: 28/28
AC: 15/13/12
Saves: F2/R6/W7 +3 vs. enchantment, +1 vs. illusions +2 vs. poison
Lowlight. PBS.
Aroden's Verve: 0/5 used
Adhere to the Law: 0/1 used
Extend GammaRadiation: 0/0 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
0: (create water, detect magic/poison, light, stabilize,read magic)
1: 0/7 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 0/3 used (Inv*0,RE*0)
Cane:
[ dice]1d20+2[/dice] to hit;
[ dice]1d6-1[/dice] damage.
Dignity's Barb:
[ dice]1d20+6+1[/dice] to hit; (+PBS)
1d8 + 1 ⇒ (3) + 1 = 4 magic cold iron damage;
Bolts: 50/50 cold iron
Mallë-o i Otos Elen |
"Thank you Mama D! It makes all the difference!"
"AHhhhhh!" Elen grunts, swinging at the Shamble as it shirks flame from its, uh... hide.
AoO: 1d20 + 9 ⇒ (9) + 9 = 18
for Damage: 1d8 + 3 ⇒ (3) + 3 = 6
"Ooo-tee-ugh"? Can't say it isn't aptly named...
Elen swings again as it lashes out at her.
Slash!: 1d20 + 9 ⇒ (15) + 9 = 24
for Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Kamari |
HP: 30/30
AC: 19 (+1 mithral chain shirt +5, ring of protection +1, Dex +2, Nimble +1)
Touch: 14
Flat-footed: 16
Fort +1; Ref +7; Will +5 (+2 vs enchantments, +1 vs mind-affecting)
Initiative +6 (Dex +2, Elven Reflexes +2, Swashbuckler Initiative +2)
Speed 30
Load 31.5/100 lbs (33 is light. Buckler 5 lbs. Backpack with items 5.5 lbs)
BAB +3
CMB +3
17 CMD (14 Flatfooted) +2 vs. disarm of rapier
+1 MIthral chain shirt
+1 Ring of Protection
Rapier +8 (+3 BAB, +2 Dex, +2 weapon, +1 weapon focus), 1d6+2+3+2 (Dex for Str from feat & Precision & +2 weapon), 17-20x2 (anatomist)(Quick draw, Weapon Finesse, & Weapon Focus for rapier only)
Masterwork Dagger +3, 1d4, 18-20x2 (anatomist) - Always hidden. Take 10 Hidden Blade is DC 23 to spot.
Sap +1, 1d6 nonlethal, x2
Koriana’s Blade: +2 defending rapier. Once per day, the wielder can trigger the white gemstone as an immediate action to absorb and negate all darts targeting her from a magic missile spell.
When the wielder transfers at least 1 point of the weapon’s enhancement bonus to her AC using the defending special ability, she also chooses one creature other than herself within 10 feet to gain a +1 bonus to AC until the wielder’s next turn. This additional bonus is always +1, regardless of how much of the weapon’s bonus the wielder transfers to her AC.
Relieved to see that Kort's bolt had an effect on the otyugh, Kamari decides to brave the creature's tentacles. She doubts she could move quickly enough in the muck to reach the creature by anything else than a direct route. She leaps from the boat and rushes up.
rapier + flank: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
damage: 1d6 + 7 ⇒ (3) + 7 = 10
hidden strike: 1d4 ⇒ 2
Muri Daybreaker |
An empty wagon and a mute Virgil makes the decision easy for the halfling to investigate the general store. He bids Underfoot Stay alongside the wagon with the crossbow shotgunner.
Entering the store, Muri spends a little time taking a mental inventory of the establishment, then spends a little more time watching Myrna interact with the store keeper(s), getting whatever sense he can about how Betony will be understood through its primary staff. "Don't forget the apples." The halfling speaks briefly, then steps out of the store, after grabbing a single apple to settle his stomach.
Saddling up, Muri nods to Virgil, then takes a leisurely stroll about town, always keeping one eye on the wagon, expecting Myrna and the store keepers to take a little time loading up the purchases. For the different shops of Pensaris, Muri also takes an inventory of what the new nobles might expect to need eventually, other than food items or essentials. Kind business relations couldn't hurt, he figures. The amount of restorations for the Betony Estate and for Stachys proper will also plenty expensive. This leads Muri to further ruminations on their relationship to Lady Martella and Princess Eutropia. It goes over the halfling's head that the apple on which he's chewing is further rumination.
For their complete lack of education and experience in running an estate, and a small village, Muri starts to suspect that they're only faces for Eutropia. They will look like the ones bringing better conditions to the region, while their finances will simply be money laundering for the princess. After all, there is nothing generating income, however meager, in Stachys. For their initial infusion of 6,000 gold, the halfling speculates that they'll need at least ten times that before they're done.
Muri returns to the wagon, likely without a new crossbow for Virgil, and smooths Underfoot's nape, waiting for the wagon's return to Betony.
GMEuan |
Elen thwacks it with her blade, and then thwacks it again - much to its surprise and chagrin. Kamari closes quickly, provoking, but lands a very solid blow on the poor beast! Mama D draws her wand and plunks into the foul beast, adding to the tally. Anselm summons a water elemental, but even with flank, it cannot quite land a hit. Major Kort finishes it off however, plunking a bolt into its large maw - not a tasty treat!
AoO Bite on Kamari: 1d20 + 7 ⇒ (16) + 7 = 23 damage: 1d8 + 4 ⇒ (8) + 4 = 12 and Fort DC 13 vs disease
The otyugh looked to be opening its rather large mouth, ready to spew something foul upon the party… when it’s cut down in its prime. It flops back beneath the water, though you can still see it dimly through the murk - it’s only a few inches beneath the surface.
In the sudden stillness, everyone looks around, and, what’s that? You have an audience! A trio of ghouls has watched the last throws of the fight from the pump house. They shriek with joy at the possibility of fresh meat and descend to attack (image)!
- - -
- Round 3 -
Elen - 20
Kamari - 18 (-12hp, Fort DC 13 disease)
Mamma D - 15
Anselm - 14
Major Kort - 11
Otyugh - 7 (-49hp, bleeding, drowning)
Ghouls - 7
Everyone is up! Remember the marsh is difficult terrain.
"Don't forget the apples.”
Myrna smiles, nodding. Turning back to the shopkeeper she adds, ”And a bushel of apples. Got any rye whiskey?”
She continues with her rather long list as you slip back outside and investigate the town. You suspect that Myrna is going to be a while. She has two places to stop today, but large loads from both. Based on what the party needs for the reconstruction, and the amount the wagon can hold, you suspect it’ll be at least three trips before everything is supplied. Three days of loading in before you can get to work on the estate.
Pensaris is clearly oriented to the lake. I mean the town, on a slope, even faces the lake - but so do the people. Sure, the salt mine to the southwest brings in some ready cash, but few work there. Most of its profits go directly to the owner, whoever that is. But the lake is where the town gets its life. Everyone seems to be in the fishing business, or only one step removed.
Hell, even the weapons shop has racks of harpoons in the window. Oh hey! A weapons shop!
- - -