| Zorblag |
3:35 PM on Djinsdag, the third of Eostre, 3517 I.R.
Simon shudders a bit at the mention of night. "Nobody goes out much at night here in the Camp. People that do tend to disappear. I think it's the doings of that death church myself, but don't tell 'em I said so. I don’t want them coming after me. Funny thing is, anyone who stays inside is usually alright, even if it's just in a tent or a lean-to."
| Khoran of the Bone Bears |
"Did you say 'death church'? I thought you said 'death church', could you expand on that a bit? Also, does that people disappearing include guards outside occupied structures?"
| Zorblag |
Simon nods, "Yeah, the death church. That Chapel of the Dying Light where they worship some sort of death god. Don't seem to bother most of the folks around here that much, but I don't trust 'em and I keep my distance.
"And no one around here is going to be foolish enough to stand guard outside during the night. Everyone knows to stay inside whatever they're using for shelter."
| Khoran of the Bone Bears |
"Hmmph. At least if something is eating people out in the dark, it means no one is raiding you two hours before the dawn...Well then we better figure our where we are staying before dark. I guess we need to move along Simon."
What's at area 4 Zorblag?
| Zorblag |
Simon nods as you prepare to depart. "Even though you're new you all seem more trustworthy than most around here. Keep me in mind if you need any jobs done, will you?" With that he turn his attention to the area around his shelter, doing the minor, regular tasks it takes to keep it in good condition.
3:40 PM on Djinsdag, the third of Eostre, 3517 I.R.
You approach location 4 from Simon's wickiup. An adobe house in very poor repair fronts a fenced paddock. A few broken down nags munch on the sparse grass within. A large barn of faded planks stands next to the crumbling adobe with a sign painted on its side in large pink letters stating that this is Finn’s Livery.
| Tristan Luckbringer |
Tristan looks at the nags. don't think those will be much use to us
He turns to the others... shall we explore further or start looking for a good place to set up for the night?
| Khoran of the Bone Bears |
"Got to admit, I don't see any need for horses this instant. We got another couple or three hours before sundown; I think we can do both at the same time. For our camp, I would like to find a spot where there's enough terrain relief to protect us from prying eyes, and that means looking around... Over there next?", Khoran points...
At area 5, which I suspect is the Pounders former camp...
| Khoran of the Bone Bears |
(assuming the group is out of earshot of strangers)
"I'm not absolutely sure that my shelter (Sylvan Hideaway) will be left undisturbed, but I figure we'll pitch a tent overtop of where I put it... If we get really enthusiastic we could build a little lean-to." He looks around to make sure no-one else is close by. "I'm pretty concerned about this Church of the Dying Light. A death-cult operating here, when we know Tsar was originally built by the followers of the goat-buggerer (Orcus; he has a goat's head)... If they are his, I suspect they're going to be a problem with our job."
| Zorblag |
3:45 PM on Djinsdag, the third of Eostre, 3517 I.R.
Leaving Finn's Livery behind the party makes it's way around the paddock to the northeast and towards location 5. As you approach you can easily see that the remains of campfires, midden pits and tent stakes show that this is a regular campsite that was recently abandoned. An inordinate amount of garbage and stinking wastes show that the inhabitants were giantkind.
| Grimm Wald |
Grimm will detect magic and will help Groff search the area.
Perception: 1d20 + 12 ⇒ (10) + 12 = 22
| Tristan Luckbringer |
Hey guys watch out for me while I "consult" with the people
Tristan has 3 casting of Ears left for the day..He'll spend one or all of them to get answers on the following questions. Meaning if his gather info rolls don't gather enough info he'll cast the spell again until he rolls well and gets good info
1.Where is the safest place for us to set up our Sylvan Hideaway for the night and can we expect to sleep through the night or will we possibly packs of undead?
2. Info on the Usurer?
3. Info on the Death Cult?
#1Ears of the city gather info
diplo: 1d20 + 19 ⇒ (13) + 19 = 32
diplo: 1d20 + 19 ⇒ (9) + 19 = 28
diplo: 1d20 + 19 ⇒ (9) + 19 = 28
#2Ears of the city gather info
diplo: 1d20 + 19 ⇒ (11) + 19 = 30
diplo: 1d20 + 19 ⇒ (17) + 19 = 36
diplo: 1d20 + 19 ⇒ (18) + 19 = 37
looks like 2 castings is sufficient to get good intel
| Zorblag |
For the future, Tristan doesn't actually know what he rolls. He gets information that he can be satisfied with or not, but he wouldn't have a way to tell if it was accurate based on something like a roll. This sort of thing (diplomacy checks in general, among others,) should probably be a hidden DM roll, but that's not how pathfinder (1E anyhow,) tends to do things.
Ears of the City results:
As long as you're anywhere in the camp and in some sort of shelter you're usually going to be fine at night. Attacks from Desolation are rare, though not unheard of. If you're out and wandering around you're asking for trouble.
The Usurer is recognized as a figure of authority in the Camp, some say because he was here first. He's the source of the iron bits the camp uses as currency. There are rumors that he never sleeps, but stays awake all night thinking of new ways to make money. Whatever the case is with nights, he can almost always be found at his workshop during the day.
The Chapel of the Dying Light isn't a death cult, but it is a chruch of Nergal, an ancient (and largely forgotten by most) god of death. As the only religious establishment in the Camp it's tolerated, though not well loved by most of the inhabitants. You'll be able to get services and spells cast like you would at any other church, though prices will likely be higher than you're used to.
| Khoran of the Bone Bears |
"We could set up here, after all, we know the Pounders aren't gonna argue the issue, but Groff's right - there's got to be someplace better. I guess next place to go is across the road, is that a veggie garden over there?" area 9
More Q's for Zorblag. 1) When is sunset? 2) Are the hatched spaces on the map crops/gardens?
| Zorblag |
4:00 PM on Djinsdag, the third of Eostre, 3517 I.R.
Sunset is around 6:30 this time of year, and it'll be completely dark by 7:00. The hatched spaces on the map are where people are at least trying to grow crops or cultivate something. Most of what you've seen until now it is pretty unimpressive in your estimation.
You head west across the road out of town to location 9. A collection of crumbling adobe buildings, lean-tos, and tents surround a patch of surprisingly healthy and bountiful garden. The mud-brick adobes are of obviously ancient construction and have many gaps in their walls and roofs covered by stretched animal hides and blankets.
| Helgash |
"I am good with staying outside - Khoran's magic provides more than enough shelter" - Helgash comments - "But we still have time to explore further, so why not? Maybe there is a really welcoming Inn waiting for us all" - he chuckles.
----------
"This place is very well maintained" - he looks for someone around the garden.
| Zorblag |
As you're looking over the garden a human dressed in leather armor emerges from one of the tents, apparently having heard your party approach. She gives a whistle and a large dog comes running from around the other side of the makeshift structures. She looks at you carefully, though without obvious hostility. "What can I do for you folks? You here to hire a guide for the Desolation?"
| Khoran of the Bone Bears |
"We just got into town here, and we're looking around, figuring out what's what, and where we can set ourselves up for tonight. Pleased to meetcha, I'm Khoran..."
diplomacy: 1d20 + 7 + 3 + 2 + 2 ⇒ (16) + 7 + 3 + 2 + 2 = 30
7 rank +3 trained +2 cha+2 racial
| Zorblag |
The woman nods at you. "Welcome to the Camp. I'm Alicia, one of Skeribar's Rangers. This is our base of operations. Most who turn up here are on there way to explore the Desolation out there," she gestures to the north and the road out of town. "Like I said, if that's what you're up to then perhaps we can help guide you past some of the dangers, though I'll let you talk with Skeribar if that's your goal.
"As for setting yourself up for the night, you should be fine setting up a tent anywhere that's not claimed or in the middle of an obvious road. If you're looking for something more like an inn you can check with the Bender Brothers over there," she points towards the structure made of wagons to the southwest. "They run the only place in town that you'll be able to rest shelter for the night.
"Whatever you're looking to do you should do it by dark though. People around here have a habit of disappearing if they're out and about after dark. You should still have a couple hours, but you'll want to get that sorted."
| Helgash |
"Well met Alicia - I am Helgash" - the half-orc nods - "Thank you for the information - so 'Skeribar's Rangers' hire as guides in the region? That is good to know" - he adds - "Say, you wouldn't have any idea what may have happened to that giant fellow's band... Gurg's mercenaries? We encountered him as soon as we arrived here at the Camp, and he seemed completely deranged. We heard he has recently returned from a job which involved going into the Desolation?"
| Zorblag |
Alicia shakes her head at Helgash's inquiry. "I can't say what happened to Gurg and his Pounders out in the desolation. They set out four or five days ago escorting a caravan, so they probably kept to the main road. It's the sort of thing that the Pounder would normally be able to handle without trouble. Apparently something went wrong. Happens out there in the desolation from time to time, and it's why a guide who can point out the dangers can be a better idea than a group of mercenaries who are just there to rough things up sometimes." She shrugs and doesn't seem to have anything more to add.
| Khoran of the Bone Bears |
"That seems sound advice, we'll keep that in mind." Khoran nods and continues "'Skeribars Rangers' hey... I guess we'll keep looking around, if we don't find anything better, we'll come set up by you guys - seem's like you'd be ok neighbours."
On to 8?
| Zorblag |
4:05 PM on Djinsdag, the third of Eostre, 3517 I.R.
Just a bit to the south you arrive at location 8. This building is unlike any other in town. Of tightly fitted mortared stone, it is obviously ancient but has weathered the years well. It consists of an octagonal building with a conical roof, also of stone. A stout wooden door—not the original—opens towards the Common.
As you approach a human arrives from the direction of the Celestial Emporium carrying a bucket. She pays you little mind beyond a tired nod acknowledging your presense, but opens the door revealing a stone well. She starts to turn the crank, and the chain moves, presumably lifting another bucket full of water from down below.
| Khoran of the Bone Bears |
Khoran addresses the woman, "Excuse me ma'am, but is there a fee to use the well?"
diplomacy: 1d20 + 7 + 3 + 2 + 2 ⇒ (18) + 7 + 3 + 2 + 2 = 32
7 rank +3 trained +2 cha+2 racial
| Zorblag |
The woman doesn't look away from her work as she answers. "As long as you close the door when you're done you can use the well all you want." She finishes pulling the bucket up from the well, fills the smaller bucket she brought with and heads back towards the Celestial Emporium, closing the door to the well house behind her.
| Zorblag |
4:10 PM on Djinsdag, the third of Eostre, 3517 I.R.
You round head south and round the building to get to the front of it. Two round mud-brick towers connected at the base and roofed by stretched tarps form this building. The mud walls have been stained a charcoal gray, and a large skull and scythe above a setting sun have been painted on the door in red.
| Khoran of the Bone Bears |
Khoran looks it up and down, then comments "Welp, I guess this is the Church of the Dying Light that folks have mentioned... Unless someone has something they want to say to the death priests, I'm for moseying along. Let's try the shed across the street."
Location 12
| Khoran of the Bone Bears |
"Could be a private house, it's certainly not an obvious business...So yeah, let's move along. I dunno what that is over there (location 13) but let's go take a look."
| Zorblag |
4:15 PM on Djinsdag, the third of Eostre, 3517 I.R.
You head to the west where an old, artificial mound rises 20 feet into the air here. Its sides are badly eroded from weathering, and a gaping hole opens in one flank beneath a heavy stone lintel. It has the look of an old tomb about it other than the garland of wildflowers and herbs hung around the door frame.
| Khoran of the Bone Bears |
"Welp, maybe Tristan can use his trick to find out about these places later... On to those tents over there?"(Area 14)
| Grimm Wald |
Grimm follows the others to the tents. He will detect magic and keep an eye out for danger.
perception: 1d20 + 12 ⇒ (20) + 12 = 32
| Zorblag |
Heading to the west you reach the outskirts of the clearing. This is a collection of hide tents clustered together around a rudimentary parade ground. In the center you see five orcs and half-orcs standing, having a quiet conversation, while off to the west side of the camp a single orc seems to be preparing an evening meal in two large cook pots. Most are dressed in medium armor and all are armed in some capacity.
As you approach you're noticed and a half-orc in scalemail looks up and leaves his companions behind to come hail you. "Greetings, you. Welcome to the camp of Clantock's Furious Fourteen! You looking for protection out in the desolation?"
As he talks you can see one of the orcs in the group behind him turn to the others, gesturing at Khoran and then pointing back towards the town Commons.
Grimm, concentrating on his detect magic spell, can sense moderate magical auras coming from a sheathed scimitar at the side of the the orc in front of you, and from a quiver slung over his shoulder.
| Khoran of the Bone Bears |
I've got a Rep!
Khoran smiles and waves "Hail and well met, we're new in town and just looking around, figuring out what's what and who's who... Where we should set up tonight, things like that. Although we might come talk turkey with ya before we move on from this here place."
diplomacy: 1d20 + 7 + 3 + 2 + 2 ⇒ (6) + 7 + 3 + 2 + 2 = 20
7 rank +3 trained +2 cha+2 racial
| Zorblag |
The half-orc nods, though looks a bit puzzled at the end. "No turkeys around here, but yes, you come talk tomorrow if you head out into the Desolation. Lots of good treasure out there. I can take you to it. You just pick it up off the ground while we keep you safe. Easy as that, huh? No one knows the place as good as me. You got money, huh?"
As he talks the orc that was gesturing towards Khoran finishes talking with his companions who nod in agreement to something. He walks over, nods at the half-orc who's been talking, and then addressing Khoran, saying, "Just want to let you know that we saw you in the Sip of Blood. Glad you found your way over to Clantock's Furious Fourteen. Pretty smart for one so new to the Camp." He turns and looks at the half-orc expectantly.
The half-orc takes just a minute figuring out what the orc is up to before smiling wide and nodding. "That's the sort of attention to detail you get when you hire Clantock's Furious Fourteen. We watch and listen and know keep track of what's happening around us. Good skills for mercenaries to have, for sure. Now you go rest for the night. Anywhere not claimed is fair game. In the morning you come talk to Clantock and we work out a contract for your protection in the Desolation!"
Looking pleased with himself, the half-orc, apparently Clantock, nods once more at you before clapping the orc on his shoulder and giving him another smile and a thumbs up.
| Zorblag |
"Don't be silly. Who would keep us safe while we picked it up? No, we keep you safe while you pick up treasure. You like treasure, right? In any case, we can talk tomorrow. Now you should make sure you have a spot to camp before dark. Don't want to disappear during the night before we can head out to the Desolation tomorrow."