| Yoltzin |
Though she can tell her companions are heavily injured, she holds out hope that perhaps, with a lucky strike of her bow, she might help put this beast down so that they might recuperate in peace.
Bow Strike: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
| Yoltzin |
Once she's sure that the creature has thoroughly passed, the elf let's out a breath and begins gathering the divine energies within herself. They all needed a momment to breathe after such a violent encounter.
Channel energy: 3d6 ⇒ (4, 6, 3) = 13
Channel energy 2: 3d6 ⇒ (6, 3, 5) = 14
I'll save the last one for an emergency, or if we're resting later
| rando1000 |
After several hours of searching the current area, you are comfortable that you've explored the nooks and crannies of all mine corridors off the origin point you were brought to.
Rocko Gathers up the chest-full of gems Djack found, and pushes it back into the main hall in a mine-cart.
It's a few more hours until your Kobold guide returns to check on your progress.
"You kill the bad rock-monsters like Chief Udo asked?"
| Yoltzin |
"Moreso than that, there were other strangeities to be found in those depths. A wall that watched, a brain which walked... Have you heard of these things before?"
| rando1000 |
What you mine for... what do with it?
"That's easy. Mine copper! Mine lead!" Then, the guide, a green-ish tinted kobold, notes the chest Rocko brought back in the mine cart.
"Oh! You find box of pretty rocks! We keep finding those, but desert traders have no use for most of them. So we keep."
| rando1000 |
How long has it been since you've noticed either the men of stone or the eye?" The elf asked.
"We notice here most recently. Have lunch may 7 times since then." The miners seem not to keep time by days or the sun, which makes a certain amount of sense; most of them rarely go outside the caves.
| Yoltzin |
Tilting her head in thought, her earrings clink softly amidst the cavern sounds. "Did anything out of the ordinary happen before then? Uncover a strange item in the mines, or were visited by anyone new?"
| rando1000 |
Later...
After hours of marching, the exhausted warriors make their way back to the Kobold stronghold. The heroes never thought they'd be so happy to see dark, dingy, low-ceilinged Kobold caves.
Chief Udo thanks and congratulates you on your battle and offers you to stay the night in the caves, as it is now several hours after sunset in the outside world.
Udo also gifts you the chest full of uncut gems you found; it has relatively low trade value to his people, and in his eyes you've more than earned a reward.
| Yoltzin |
"I'm sure you will find them useful," The elf spoke to her companions, toying with a glittering amethyst. The purple color was rather fetching in how it matched her eyes. Though she considered the stone, it was placed back into the chest not too long after.
With a soft sigh she leaned against the rockfsce from where she sat near the chest. While the caves were full of wonders and peculiarities, little about it compared to the joy she felt walking under the thick canopies of her home. What would her parents say if they were to know how often she tread in places so far removed from life and decay of a forest?
These thoughts and more were acknowledged by the wildling before being carefully dismissed as passing fancies. There was more work to be done and new roads to be tread as the moons passed overhead. Where will our feet take us next, I wonder?"
| rando1000 |
Aprium 3
While Yoltzin though of her home, that grand Elven forest named Yaxikichi, the time had come to be heading back to Albarra. Maybe she could make time for a return later this year.
Stepping into the light, the open mountain air is a great relief to the party, each of whom is much more at home under the sky than under tons of rock. Especially, they reflect, when that rock is trying to kill you.
Overland Map updated.
| rando1000 |
The trip down out of the mountains is much easier than the climb up was. Of course, it takes special care to get the animals (and poor Momo) down. All, that is, except Kaki, who Rocko was sure was laughing at them from up there.
The temperatures arm as you climb down, both with the rising sun and the decrease in altitude. But it is still a very pleasant day; a nice breeze blows through the mountain passes and follows you down. You reach the grasslands before mid-day.
Now able to ride, you cover over 20 miles through the course of the day. It's getting on toward evening, when you hear a very boisterous bunch of Gnolls approaching from the East. They're about 150' distant when you spot them.
| rando1000 |
1d20 + 11 ⇒ (13) + 11 = 24
Rocko can tell they are definitely not farmers. They are armed with large flails, and armored. He doesn't know anything about this group specifically; perhaps if they get closer he can discern more information about them.
| Yoltzin |
"Ibleave it to you, how we best approach your peoples." The elf spoke, hesitant as she was on Momo's reigns. Perhaps the sight of an undead beast would be enough to dissuade hostilities.
| Djack Nymball |
Let's see if they like... humans.
Raising his hand, Djack half canters towards the pack of gnolls.
Hail... noble warriors! I come in peace! He offers in their language.
Approaching at 20' per round. Not sure if that greeting requires a diplomacy check.
| rando1000 |
From about 60' out, Djack (still mounted on Djill) greets the Gnolls loudly.
"Har! A Human speaks the language of The Warlords!" They kind of snicker-laugh, a sound Gnolls are prone to make, given their physical similarities to hyenas.
Djack finds this response hard to qualify, but at least they weren't rushing him with their flails in the air. One of the group approaches.
The rest of the party moves in behind, but Amideo hangs back a ways. If these are lawless Gnolls, he'd rather not know. Plus, his presence as a government official could aggravate them.
The mention of the Gnoll Warlords, a dark period in Gnoll and human relations that ended over 200 years ago but still hangs over interactions, bothers Rocko. It's dangerous.
| Djack Nymball |
Letting history and the arrogance of the dead, both human and gnoll, come between us is dangerous. We are our own people after all.
Let us know of one another. If you would rather not, let us walk away in peace.
Djack dismounts, still amicable.
Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19
| rando1000 |
"I am Loryc, human Djack. That's eh...quite a war-party you got there. Heading anywhere interesting? Is there business to be had?"
1d20 + 4 ⇒ (15) + 4 = 19
Djack believes Loryc thinks the Djack and his friends are a group of bandits. He's still not acting hostilely or threating in any way. More like admiration.
| Djack Nymball |
Djack moves forward leaving Djill a few paces behind, extending his arm for an arm clasp.
You honor us and appear to be rather capable yourselves. He motions with his head indicating the gnolls behind the leader.
Banditry or honest work are you after, good Loryc? We tend to cleave to honest work. We travel with a Judge and though understanding at times he is not one to look favorably on those who prey upon the weaker or less fortunate.
We travel home, to Albarra. You can come with us or find is there if you need our services. If it is honest work you seek, perhaps I can help you find some. Good work, good pay... but, leaving banditry behind.
One more word of advice. Eyes to the sky, my friend. There is a Blue Dragon that fancies this mountain range his own.
You are blessed, with many options and... opportunities.
Is Loryc wearing armor?
| rando1000 |
1d20 + 4 ⇒ (10) + 4 = 14
"We are soldiers for hire, Djack of Albarra. We'll keep in mind your offer; you may yet hear from Loryc again. But for now, we travel back to our huts in the grasslands. Good day!" With that, Loryc seems intent on continuing on his way, with his group in tow.
Does anyone wish to talk with them further, or take any other action? If not we'll progress from here.
| Djack Nymball |
Wait... Djack moves back to Djill and loosens something from her saddle pack.
Returning, he offers Loryc a folded chain shirt. For you, from me. It is a little heavier that what you wear now. May it keep you safe.
MW Chain Shirt.
| rando1000 |
"Hmmm. Requires some resizing, to be sure, but...the quality is amazing. I accept your gesture of kinship, human Djack."
Kinship is the closest Espan word; Djack understands it to mean something like "warrior of the same tribe" or similar. Merely a metaphorical nicety, not indicative of a deep connection. But hey, it's a start.
With that, they're off again, and the party is free to continue back toward Albarra.
Setting camp within site of the Albarra-Santa Merceda road, the group sets watches and relaxes a bit, dining on an elk Rocko is able to hunt down, along with the remains of produce and spices from Santa Merceda.
No dangers disturb you during the watches of the night, though some late night revelers coming from Santa Merceda cause a bit of a ruckus during the first watch.
| rando1000 |
Aprium 4
Come morning, all are fed, rested, and ready to head for home. The day dawns bright and sunny, but by noon, rainclouds roll in.
Shortly after lunch, the rain beings. The section of road here is paved, at least, if overgrown, meaning you're not getting stuck in muck trying to move. The temperature is uncomfortably warm for the level of humidity.
The rain lasts until mid-afternoon before tapering off, and then the heat increases. Insects from the grasses on either side of the road provide an uncomfortable screen of buzzing and biting. Fortunately, the party reflects, no Quishat beetles this time.
You pass a few on the road after the rains stop, merchants or rural residents. A couple Amideo recognizes as a young husband and wife he met while journeying around his circuit. They chat briefly and continue on.
The night passes uneventfully yet again.
| rando1000 |
Maybe Rocko get Kaki to learn a new little stunt or two. Nothing big or combat related.
Go ahead and pick on trick to try for to add to Kaki. Make the roll per the Handle Animal rules.
Aprium 6 - Mayum 12
Rocko manages to train two guard dogs to help out the local watchmen. He also meets an aspiring Ranger named Juan Del Valle, and takes the young man under his wing, teaching him some tricks of the trade.
Doing these jobs earns Rocko 28.6 gp, after deducting the cost of living.
When he's not working, Rocko spends time with his friend José Olmos from the Albarra Town Council, having drinks at the Friendly Mesa and discussing the new library, as well as the townhouses under construction by the arena.
Albarra map updated with two new constructions, and increased population.
| rando1000 |
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Aprium 10 (Firstday)
One warm spring morning, Yoltzin approaches the Temple of the High Seven, located on the docks of the river. She'd never actually be in before, but the Wild Elf figured contacting them would be her first step in ingratiating herself with the local spiritual community.
The Temple was very formal looking, all stone and sculptures, elegant paintings of deeds mythical or long-past. Friar Darius greets her curiously after several long minutes of waiting (and enduring the occasional awkward look from parishioners.
The two clerics have a long discussion about various views of faith, the gods, and the divine world. Yoltzin is surprised to learn that there is already a local festival of the dead, Dia de los Descendentes, on Octum 31. It's even in line with season of her own culture's festival. The Friar, though, laments it's mostly just an excuse for the local populace to drink to excess, and for children to play pranks on their elders. He's quite interested in learning more about her own festival. Perhaps she'd be interested in giving a teaching during this year's festival, still a long way off. Hearing a different view of the sanctity of the dead might actually help some of his congregants become more observant, Darius reasons.
Yoltzin's offer of producing charms is met with some skepticism, and he asks the Elf hold off on that for now. Divinities being what they are, he'd like to read the spiritual signs to ascertain the Seven's approval before going that far toward integration.
Darius closes by letting Yoltzin know she is quite welcome to come to the Temple again and interact freely with the parishioners, but that she should take it slow.
Mayum 3 (Thirday)
Yoltzin, staying at the headquarters above the Courthouse, descends one day and is surprised to find a visitor. Friar Darius is there to ask her assistance. One of the families that came to Albarra as refugees, and has since relocated here, has had some trouble being taunted by undead spirits. Darius has some knowledge of such things, but Yotlzin's experience would be welcome.
Together, the two clerics manage to communicate with the undead spirits in question. Yoltzin is surprised to find these ghosts followed the refugees here from Santa Merceda, and that they represent rebels that died under the influence of the Quishat beetles. After a harrowing experience in which poor Darius is supernaturally aged years (Yoltzin being largely unaffected due to her long lifespan), Yoltzin manages to cleanse the spirits of the Quishat influence. After this, the ghosts are never heard from again.
Yoltzin gains the ability Exorcise Spirits as if she were an occultist of the same level. She can even attempt to (as in this case) exorcise the spirits themselves of some negative influences, returning them to their alignment in life. Instead of Charisma, Yoltzin adds her Wisdom to this check.
| rando1000 |
Aprium 6 - Mayum 12
Djack has many ideas going through his head during the evenings organizing Mistress Espindola's various scrolls, books, and magical baubles of varying degrees magical significance. He gets a slight chuckle as he sees the Lanterna Venerada, remembering their adventure to rescue the artifact. And good old Chaucier, the famous Bard with a heart of gold who joined the group briefly.
So it is by Mayum 2 (Seconday) that he finally gets the courage to put his plans into action. The first step is to gather a group of workers, people who can help the Watchmen keep the streets safe now that the population seemed to be booming. And, they might also double as a labor force for his other project.
Djack is no dummy when it comes to the streets, and this growing town is the same as every other he's been to in his young life; there is a darker side. Not a lot of graft and crime supported by a town of 2100, but not none, either. Thus it is that he enters the Guild Hall, looking for the right people. It's not hard for Djack, being a popular fixture at The Friendly Mesa, to gather information on who might be on the more shady side of the law. His goal, though, is not to join them, or even rule them, but perhaps to redeem some of the youngest among them.
Inside the Guild Hall, in the chambers dedicated to the Local Albarra Carpenters Guild, Djack meets with Senhor Balboza. Senhor Balboza is an intimidating man to talk to, certainly. His hair jet black, he seems to face anyone in town with a scowl of disdain, save only his small cadre of insiders. Djack actually (and somewhat ironically) recognizes some of the men surrounding him as construction crew that helped repair the long disused Courthouse in which Amideo now holds court.
Explaining his need for low-cost young men for civic improvement, Djack gears the conversation toward keeping out-of-town competition "honest" as it were, knowing such a tact will seem more appealing to the questionable Balboza. In the end, Balboza agrees; this would be good for the town, and for his own organization. Djack is up-front that should Amideo catch wind of any illegal dealings in Albarra, he'd be honor-bound to deal with the situation. Balboza just laughs, but does not comment further. He agrees to arrange something for Djack, for a cost of 30 gp per month.
I've deducted 360 from the party funds, for one year worth of your Boys and Girls Club.
A few days later, 7 young men and one young lady report to Djack at Mistress Espindola's house, all in their mid to late teens. They're reporting for duty per their parents' recommendations. Parents, probably, either indebted to or working for Balboza.
Djack has little luck on the farm/co-op project. Not many wanting to sell land right now, and besides, he's kept busy with his work for Mistress Espindola AND his new project with the street youth of Albarra.
By Mayum 11, Djack has worked out who should be his "lieutenant"; Rivera Quiñonez, a somewhat forward but seemingly quite intelligent young man at age 16, has easily proved himself the most capable of the group, helping several new citizens of Albarra get moved into their townhomes by the arena safely and quickly, as well as ousting some wild animals back into their natural habitat (okay, Rocko may have helped him, a little, with that one).
| rando1000 |
Mayum 1 - Mayum 6
Amideo travels the areas of his circuit closest to Albarra, dealing with any disputes he's gotten word of that have not yet come in for litigation. He's grateful that he encounters no hostile creatures on his week-long journey; they have either been vanquished or are now suitably cautious about their activities in his area.
While traveling, Amideo puts the word out in every small village, hamlet, and ranch-house he finds that he's looking for deputies to act under his authority.
Mayum 10
Amideo swears in his first deputy, a native man by the name of Isatai De Omiche from a northern hamlet of 6 families. By Mayum 16, he has a total of six.
Mayum 15, evening Adventure Hook Below
A rider comes to the Courthouse from the East bringing orders from Puerto Nuevo. The message carries the seal of the Marques and reads:
The expedition was undertaken 250 years ago by Colonel Rosentos. The colonel led a troop of 100 soldiers, most of whom were on foot. Duke Estefan ordered Rosentos and his troops to explore and claim lands to the west of the Picos Cidãos.
The colonel sent periodic back reports of the expedition’s progress. But after Rosentos reached the small Elven village of Luln, in the Yaxikichi forest, the reports suddenly stopped.
There is speculation among the aristocracy that Rosentos found a fabulous treasure; while this speculation is only supported by local rumor, it bears investigating. Please send whatever agents you deem worthy to the area to do so. Return any treasure found, giving a reasonable percentage to your Circuit's treasury and to the agents at your discretion.
| rando1000 |
I'm posting this as Amideo because it's easier for me as DM to assign you a potential quest, rather than expect another player to do so.
On the morning of the 17th, a heavy wind blows through the windows into the bunks above the Courthouse; those of the party who reside there climb down the stairs to find the rest of the party already gathered in Amideo's office.
"My friends, a matter of some historical weight and potential significance has recently come to my attention via rider from Puerto Nuevo." Puerto Nuevo, the center of the Marques' government in the colonies.
"Approximately two hundred and fifty years ago, an Espan Colonel named Rosentos was commissioned by Duke Estefan to lead an expedition westward, beyond the Picos Cidãos, from whence we returned last month. He commanded a hundred soldiers, the majority on foot, and was tasked with exploring and claiming those distant lands in the Duke’s name.
"For a time, Rosentos maintained steady communication, sending reports on his progress. However, these dispatches ceased abruptly after he reached a small Elven settlement known as Luln, situated within the Yaxikichi forest."
Amideo looks meaningfully at Yoltzin; the forest of Yaxikichi is home to her people, the Wild Elves. She has, of late, been mentioning that perhaps a trip home would be in order.
| Yoltzin |
"Luln?" She uttered with mute surprise. Out of all the communities that could be named, to hear the name of her own village was unprecedented. A coincidence of this level could be nothing less than the will of Xenxolotl himself. It seems that she would be put under the baleful gaze of her parents far sooner than than the couple decades she'd planned for. Time enough that the ire her mother surely felt would've abated.
Carefully, the hesitation she felt was pushed to the side in favor of addressing the judge's other words. While the events described were a century and a half before she'd been borne, surely her elders would've mentioned something about the strange pale skinned visitors. She did her dutiful best to try and remember.
History: 1d20 + 5 ⇒ (11) + 5 = 16
| rando1000 |
There was something, but it was largely glossed over in her historic teachings; something about the village relocating to a different place in the woods, not long after that time if Yoltzin remembers right. As insular as her village is, it's possible they just up-and-moved once such a large force of outsiders discovered their location. But Yoltzin has an odd, nagging doubt in the pit of her stomach. Something feels wrong.
| Yoltzin |
Her uncertain thoughts wedged thickly in her throat as if she'd swallowed a toccari nut whole. Yoltzin tried her best to push it down with a gulp of fresh air, locking eyes with human before her. "I know little of what you speak, but enough to say the site of this encounter should be long abandoned by now. Why is this of interest to your people now, after so long?"
| rando1000 |
"Humans have short memories, my friend. The catastrophes of The Deadly Drought and the following Great Migration left most of Espa's settlements either depopulated or, as our own Albarra, on their own, for the entire time afterward, until a mere 50 years ago."
"Thus it was that regarding the mission of Rosentos no further word was ever received, and the expedition was presumed lost. In recent years, certain members of the aristocracy have revived speculation that Rosentos may have discovered something of great value—perhaps even a treasure of note. Admittedly, the evidence is tenuous and rests largely upon rumor, but the matter warrants investigation."