DM Brainiac's Stolen Fate: Table 1

Game Master Brainiac

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Kashrishi Thaumaturge 12 | HP 116/116 | AC 31 | Fort +17, Ref +19, Will +21 | Perception +21 (+0 Init) | Class DC 31 | Exploit Weakness 8

"A tattoo shop... perhaps where this unfortunate woman got her latest skin decoration?" Sanjana wonders aloud, thick fingers trailing the page edges of the ledger. "Ahhhh, a pity we did not arrive sooner. She might still be alive." There is an edge of tension in the kasrishi's voice, otherwise the epitome of serenity.

"Well. Which one is closest to here?"


Consulting the map, you see that Kraken's Ink Tattoo is the closest shop to Three Moves Ahead, so you make your way through the crowded Bazaar to get there. Kraken’s Ink Tattoo is an old business in the Docks district, but the shop’s secondary stall in the Grand Bazaar sees a good deal of business. The timbers of the sturdy wooden shop retain the salty smell of the ocean, as they were mostly recovered from an old ship. The scent mingles with the earthy smell of tattoo ink.

Every surface in the shop glistens from regular cleaning. Art in simple frames lines the counters, mostly ink drawings filled in with bold color. The shop is well-made, with only two tattooing stations, and tucked in the corner sits the bartered goods counter. Generally six or seven objects appear on display at any given time, with their prices marked in elaborate calligraphy on small white placards. To the left of this counter is a desktop organizer with dozens of small compartments, each one containing a different type of pigment source, sorted by color. These range from charcoal to ruddy cinnabar and other minerals, each labeled meticulously. Various jars of clear alcohol sit alongside a number of mortars and pestles, each with the residue of a different color along the bottom.

A mild-mannered mastiff hound perks her head up from her bed near the front door and woofs softly. Behind the front desk is a handsome man who must be the proprietor, Arhan. A female kobold organizes the inks, while a deep sea azarketi hangs about, chatting with Arhan. All three turn towards you as you approach. "Welcome to Kraken's Ink. Looking to get some work done?" Arhan asks with a shy smile.

This investigation makes use of the influence subsystem. A single round of attempting to influence a shopkeeper takes 1 hour to complete. Each shopkeeper grants rewards after gaining a certain number of Influence Points with that person.

Each of you may attempt a Discovery or Influence check. Arhan's Discovery skills are Art Lore, Perception, Scribing Lore, and Society. His Influence skills are Arcana (to discuss magical tattoos or harrow cards), Crafting (to discuss ink and tool creation), Deception (to insinuate some information regarding Dieral), Diplomacy (to ask about Dieral openly and honestly), and Intimidation (to deliver threats about Dieral).

Horizon Hunters

Female Gnoll Spirit Barbarian 14 | DC: 32 | Resistances: Fire 14 Neg 1 7, Pers 3 HP 171/248(262)| AC 34 (32) /31(AR)| F+27(+29) R+21(22) W +22 |P +21(23sight) | Speed 3550(AR)ft | Hero 0/3 | Reactions: Aoo, Embrace the Pain| Conditions: Sanguine muta, Fly, Rage, Enlarge(4)| Exploration:

Briar seems content with going to the nearest first, once alerting authorities of what happened in the game shop and explaining there was little time to waste. And also that there were other locations in need of checking and protection if they've got the manpower to aid the group.

Taking some time to simply examine Arhan and measure up his demeanor Briar doesn't seem to be one of the persuasive folk, tending to rely on her physical might rather than that of her charming personality.
perception(Discovery): 1d20 + 18 ⇒ (20) + 18 = 38


Observing Arhan, Briar deduces that the man is very passionate about his craft. He also seems mild-mannered and somewhat overwhelmed by the the liveliness of the enormous market around him.

Crafting and Intimidation are the skills with the lowest DC.

Additionally, Briar gets the sense that Arhan seems like the type to lose himself in his work, allowing him to focus more on what's happening.

Arhan can best focus while he works. If one of the characters agrees to get a tattoo during the Influence round—whether a moderate piece costing only 2 gp or something more expensive—reduce the DC of checks to Influence in that round by 2.


Active Conditions: endure elements Female Elf Wizard 14 | HP 91/118 | AC 33 | Fort +21 Ref +23 Will +23 | Perc +24(+2 initiative); darkvision, low-light vision| spell DC 33, attack +23 | focus 2/2 | hero 1 | Familiar: Puck the Ceru | HP 70/70 | Perc +19; darkvision, scent |

Pen has little patience for chatting, but the meticulous organization of the shop makes her eyes sparkle in interest. "Hello, um..." she starts but then almost instantly shifts over to the kobold to talk about the pigments, about their properties, ingredients, how they are ordered, so on...

craft: 1d20 + 22 ⇒ (2) + 22 = 24


Kashrishi Thaumaturge 12 | HP 116/116 | AC 31 | Fort +17, Ref +19, Will +21 | Perception +21 (+0 Init) | Class DC 31 | Exploit Weakness 8

Sanjana goes up on their tiptoes to get a better view of the art pieces on display, as well as the other goods on the counter. This is very good work. When I was younger, my friends and I would spend hours getting our hands and faces painted. It would fade away after a couple of weeks, but it was lovely while it lasted!" The kashrishi shifts their gaze to Arhan. "Do you do anything like that here? There are plants that have lasting pigments in their leaves, or flowers, or roots."

Craft: 1d20 + 17 ⇒ (3) + 17 = 20

Sanjana is willing to get a temporary tattoo.


Female Ulfen Huscarl of Amulets and Axes, Shielded by Fortune 14 - HP 194/194 | AC 36 | F +23 R +23 W +26 Perception +25 | Hero Points 1 |

Visna thanks Briar earnestly, but the air with which she extends her limbs and bares her wounds makes it clear that she's being tended to as no more than her due after her exertions.

***

"War paint, proper war paint, can do much the same, Sanjana. But to contract with someone like Arhan, or any other painter of skeletons' coats, I would not waste his time when his canvases are too brief as it is. Why fear when your body is finite, and his skill is vast?" Visna's words

"But artists only truly create when their work may rouse th' observer's passions. I regret to tell you that your work has captured the eyes and minds of at least one Hell to date.

"Lest some breeder of shameful deeds come and strike you down as well, sing us a tale of your needles and inks, sing us a tale of visions and knowledge unexpected, sing us a tale of fate."

Intimidate: 1d20 + 23 ⇒ (4) + 23 = 27 Yeesh. Hero point just so we don't get totally shut out of this round
Intimidate: 1d20 + 23 ⇒ (9) + 23 = 32


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Arhan nods to Sanjana. "Yes, we can accommodate you. Nara, will you bring the henna?"

"Yes, Nara, be a good kobold and do as you're told," the azarketi teases near Arhan teases the kobold, wagging his brow.

"I've got a thing or two I could tell you, Brine," Nara retorts, "but we're not on the docks right now, so I'd rather not start cussing like a sailor at the moment!"

Brine sticks out his tongue, and Arhan chuckles. "Alright, settle down, you two."

As Arhan gets to work, Nara chats good-naturedly with Pen about the wares the shop has to offer. This seems to put Arhan at ease, as does the detailed design he is drawing on Sanjana's body.

Visna's mention of Hell gives Arhan pause. He looks up at the Ulfen woman warily. "I was born and raised and Cheliax, so I know all too well the dangers of Hell. If you know of some infernal threat, I would pray you tell me so that we are not caught unaware. In the meantime, though, I'll tell you my story..."

Arhan's Tale:
Arhan Benimaya grew up in a music-loving Shelynite family who owned a small instrument repair shop in the outskirts of Egorian, Cheliax’s capital. When Arhan showed great promise as an artist from a young age, his parents were overjoyed, scrimping together every copper saved to support his artistic pursuits. Growing up in a family of active worshipers in a small but steadfast Shelynite community deep in the heart of a diabolist nation, Arhan knew well the scrutiny his parents were under from the authorities. Even so, nothing could have prepared him for the turn his life would take shortly after his fourteenth birthday. Deep in the night, an urgent banging on the door awoke the Benimaya family—a fellow Shelynite with sources in the capital’s bureaucracy had come to warn Arhan’s parents that they had been accused of heresy, and that imperial guards were on their way. With no time to pack all their belongings, the family grabbed what they could and fled.

The Benimaya family eventually settled in Absalom, Arhan’s parents working as music teachers for children of the city’s affluent merchants. During this time, Arhan stumbled upon a shop selling a serum of sex shift, a potion of transformation that would allow him to become his true self. The potion cost sixty gold pieces, which seemed an unimaginable sum to the young artist who sold quick portraits to travelers on the docks for mere coppers to help his family, so he sought out the most successful artist he knew in the area: Maelara, the tiefling dwarf tattoo artist whose shop, Kraken’s Ink Tattoo, was a Docks district institution. She took on Arhan as her apprentice, and he picked up tattooing with a natural flair both creative and technical. Arhan’s skill was obvious and before long he already had more than the necessary sixty gold pieces he needed to become his true self. After close to a decade working in Maelara’s shop, the elder artist retired, passing ownership of the shop to Arhan. Now a grown man, Arhan carries on the legacy of Kraken’s Ink as the premiere tattoo parlor in Absalom.

Arhan finishes up Sanjana's tattoo about the same time he finishes his story. "There. All done. You know, I've can offer you more than just mundane tattoos, as well. I learned the secrets of magical tattoos from a New Thassilonian a few years ago. I don't offer those to just anybody, but you seem like decent folk.

"So, is there anything else I can help you with?"

You have gained 2 Influence Points with Arhan. He is now willing to sell you magical tattoos. You gain access to the following tattoos: arctic vigor, crown of insight, enveloping light, reflexive tattoo, familiar tattoo, and warding tattoo.

You may engage in a second social round now if you wish.


Kashrishi Thaumaturge 12 | HP 116/116 | AC 31 | Fort +17, Ref +19, Will +21 | Perception +21 (+0 Init) | Class DC 31 | Exploit Weakness 8

Sanjana admires the designs that Arhan has drawn. "What an interesting reimagining of the classical lotus flower motif! Tell me more of these magical tattoos. You must use special ink, is that not so? And are the glyphs not destroyed if the skin is damaged?" The kashrishi inclines their head to Visna. "Someone seems to have an unhealthy interest for Harrow cards. Unhealthy for those who hold them, apparently. So, tell me, have you recently tattooed a Harrow design, perhaps?"

Arcana, to talk about magical tattoos: 1d20 + 21 ⇒ (11) + 21 = 32


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The mastiff hound rises from her bed, yawns, stretches, and walks over to Arhan. The artist rubs the dog behind the ears as he chats with Sajana. "Most magical tattooing requires the same tools as traditional methods, just using magical inks and, sometimes, magical implements, such as needles, bone tattooing rakes, or the like. The New Thassilonian method, though, etches the magic directly onto the skin without puncturing it. The pain remains the same, unfortunately. And the magic persists and renews itself even if the skin is damaged."

He frowns when Sanjana brings up Harrow cards. "I did a design for All-Seeing Hajeck a few weeks back. She's the owner of the game store Three Moves Ahead. I got my inspiration for the design from Dieral Myrnese, who runs a mobile cart called the Harrow Barrow."

At the mention of Dieral's name, Brine rolls his eyes. "Oh, don't get him started on Dieral. Arhan gets all starry-eyed every time that handsome elf comes around!"

Arhan blushes. "Brine! He's just a good friend!" the artist insists.

Brine chuckles. "Sure thing, lover boy! It's okay to have a crush, but you just remember who your actual boyfriend is, okay?" The azarketi points to himself with a mock stern expression.

The mastiff woofs loudly, and Arhan laughs. "Easy, Apple! Easy!" He rubs the dog again and looks back to Sanjana. "Hmm, now that you mention it, I haven't seen Dieral in several weeks now. That's an unusually long time for him not to come around. You don't think something happened to him, do you?"

You have gained 1 Influence Point with Arhan (3 total now). Everybody else may still act in this influence round.


Active Conditions: endure elements Female Elf Wizard 14 | HP 91/118 | AC 33 | Fort +21 Ref +23 Will +23 | Perc +24(+2 initiative); darkvision, low-light vision| spell DC 33, attack +23 | focus 2/2 | hero 1 | Familiar: Puck the Ceru | HP 70/70 | Perc +19; darkvision, scent |

Pen's lip curve into a soft wistful smile. A life shared is such a precious thing. Reminders of warmth in another's arms, just laying for hours... then the wrenching pain of loss when that warmth was smoothered time and again by fate.

That is the past, all of it, she reminds herself, and busies herself with looking at the magical tattoos. "This magical process is amazing, and coupled with the skill of your art... Marvelous." she joins in with Sanjana to discuss the artwork.

arcana: 1d20 + 23 ⇒ (16) + 23 = 39


"Thank you!" Arhan says, beaming at Pen. The artist greatly appreciates the elf's arcane insights, and they speak at length about the various magical tattoos he knows how to create. The banter between Nara and Brine as they trade good-natured barbs provides a delightful background burble in the shop.

Critical success! You gain 2 Influence Points (5 total now).

"I can tell you all are good people," Arhan eventually says. "If you're going to be under threat of attack, especially by infernal forces, then you're going to need protection. I'm willing to inscribe some tattoos for you, free of charge, if you'd like."

Arhan agrees to scribe either a greater enveloping light tattoo or a fiend warding tattoo upon anyone who wants one free of charge (up to one per PC).

"I know Dieral mentioned a couple of other contacts in Grand Bazaar in the past. There's Erikanesh at Historia Reliquary and Clemeth Falk at Reclaimed Paradise. I've had a few interactions with both them. I could give you some pointers on how to talk to them."

Arhan's suggestions gives the PCs a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks used as Influence actions for both of these individuals.

Briar and Visna may still make checks this round.

Horizon Hunters

Female Gnoll Spirit Barbarian 14 | DC: 32 | Resistances: Fire 14 Neg 1 7, Pers 3 HP 171/248(262)| AC 34 (32) /31(AR)| F+27(+29) R+21(22) W +22 |P +21(23sight) | Speed 3550(AR)ft | Hero 0/3 | Reactions: Aoo, Embrace the Pain| Conditions: Sanguine muta, Fly, Rage, Enlarge(4)| Exploration:

While the others do most of the actual work in speaking with Arhan, Briar notices their reluctance to speak of the death of the one who had the vision tattoo back at the games shop.
Perhaps it was simply Absalomnian culture to not speak of the dead openly. Or perhaps they were afraid that it would drive him to silence despite it being important to alert the man of the potential danger that he and others like him were in. Either way she continued to remain silent, but watched with a particular interest when he began to work on Sanjana. Almost reflexively twitching at any pin-prick that might have caused pain for the diminutive rhino-beetle like being.

perception: 1d20 + 18 ⇒ (20) + 18 = 38

uh we'll do resistance and weakness to see if Arhan has another


Female Ulfen Huscarl of Amulets and Axes, Shielded by Fortune 14 - HP 194/194 | AC 36 | F +23 R +23 W +26 Perception +25 | Hero Points 1 |

Visna chuckles loudly at Arhan's fluster, patting him heavily on the shoulder. "Fret not, my friend. Who among us can withstand entire Calistria's sting? No, better to relish, to savor her barbs, even if you do not grant the full measure of your ardor to the unquenchable fire."

Still smiling, Visna begins to undo her armor, setting her gauntlets aside first to allow her fingers full range of movement, and then works her way through the various pins and buckles that fasten her breastplate. "I favor the look of one of those designs, the circles of yellow-gold." Turning her well-muscled back towards him she asks, "I trust this span is sufficient to your art?"

I'll take the Greater Enveloping Light!

"Thank you Arhan. I fear we may have need of your gifts sooner, rather than late. We have come from Three Moves Ahead, and the news of All-Seeing Hajeck is grim. Whatever you can tell us of Dieral, Clemeth Falk, and Erikanesh may help us shield them from the same fate."

Diplomacy: 1d20 + 23 ⇒ (16) + 23 = 39


Arhan gets to work applying the magical tattoo to Visna's back, as well as for anybody else who would like one. He seems stricken with grief when Visna tells of Hajeck's fate. "That is terrible to hear! She deserved better than that. You must ensure a similar fate does not befall Dieral! Please, keep him safe!"

He takes a brief break to get his emotions under control after that revelation, relying on the mastiff, Apple, to regulate himself. Once he has calmed down, he turns back to you. "There is one thing that I just remembered. Dieral was looking through a book of tattoo images a while back when he remarked that one of them reminded him of a safe place he knows. It’s where he’d go if he were ever in trouble. Hang on a minute.”

Arhan rummages through his books until he comes upon the image, which he shows to you. The image depicts a stylized horse in profile. ”Sorry. It’s not much, I know, but hopefully it helps.”

By the time Arhan has finished with the magical tattoos, several more customers have arrived, patiently waiting as Nara the kobold mollifies them. Arhan grimaces. ”I can’t talk much more right now. But if you ever want to make a purchase, come back again and I’ll give you a nice discount. And if you ever want to learn how to make magical tattoos, I would be happy to teach you. Take care!”

Arhan offers you a 10% discount on all uncommon wares sold by Kraken’s Ink Tattoos. Additionally, Arhan can provide you with access to the Tattoo Artist skill feat and Arcane Tattoo, Ornate Tattoo, and Virtue-Forged Tattoo human ancestry feats. Arhan can help one PC retrain into one of these feats each day, although this takes an entire day.

You have learned all you can here.


Kashrishi Thaumaturge 12 | HP 116/116 | AC 31 | Fort +17, Ref +19, Will +21 | Perception +21 (+0 Init) | Class DC 31 | Exploit Weakness 8

Recall Knowledge, Esoteric Lore, Diverse lore: 1d20 + 22 - 2 ⇒ (2) + 22 - 2 = 22
Recall Knowledge, Brooch of inspiration: 1d20 + 22 - 2 ⇒ (4) + 22 - 2 = 24

Sanjana had studied maps of Absalom, of course, so they close their eyes, calling those images into their mind, searching for anything connected to a horse like Arhan had shown them.


Unfortunately, there are hundreds of places in Absalom that could match that description. You're going to need to find some more clues first in order to narrow down your search.

Horizon Hunters

Female Gnoll Spirit Barbarian 14 | DC: 32 | Resistances: Fire 14 Neg 1 7, Pers 3 HP 171/248(262)| AC 34 (32) /31(AR)| F+27(+29) R+21(22) W +22 |P +21(23sight) | Speed 3550(AR)ft | Hero 0/3 | Reactions: Aoo, Embrace the Pain| Conditions: Sanguine muta, Fly, Rage, Enlarge(4)| Exploration:

"I have to politely decline the offer of inking."

She examined the horse picture for a bit. "This however..."

society: 1d20 + 16 ⇒ (9) + 16 = 25 she scratched her head trying ti make heads or tails of it before they were run out of the shop.


Briar is similarly unable to recall anything useful without more information. Leaving Kraken's Ink Tattoo, you make your way through the bazaar towards the Historia Reliquary.

An intricate maze of well-ordered exhibits and shelves, the Historia Reliquary is almost more of a museum than a store. The front is covered with a heavy black curtain that is pinned in place with wooden stakes to prevent passersby from sneaking a look at what is inside. The proprietor, Erikanesh, is a tall, blue-skinned iruxi who dresses fashionably, with no thread out of place. They peer at you through their monocle as you approach.

"Salutations, fellow scholars," Erikanesh says in greeting. "Have you come to see the relics in my collection? I only ask you pay a modest fee of one silver piece each for the privilege."

Once you have passed the initial barrier of the entrance fee, the shop welcomes you inside with a well-lit interior illuminated by multiple orbs floating above the displays, which give off a soothing light. Scents suffuse the air inside the building, mainly that of sweet rolls and fresh tea. Erikanesh offers these refreshments at no further cost.

"Each of these items has a fascinating and robust history! I would be happy to educate you about any of the displays that catch your eye," the lizardfolk says proudly.

Discovery Skills: Academia Lore, Perception, or Society
Influence Skills: Academia Lore (to discuss educational opportunities), Deception (to imply some false connection to Dieral), Diplomacy (to indicate honest appreciation of Erikanesh’s knowledge), Intimidation (to warn Erikanesh to back off from Dieral), Society (to leverage social connections the antiquarian appreciates)


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Active Conditions: endure elements Female Elf Wizard 14 | HP 91/118 | AC 33 | Fort +21 Ref +23 Will +23 | Perc +24(+2 initiative); darkvision, low-light vision| spell DC 33, attack +23 | focus 2/2 | hero 1 | Familiar: Puck the Ceru | HP 70/70 | Perc +19; darkvision, scent |

absalom lore: 1d20 + 20 ⇒ (16) + 20 = 36
academic lore for discovery: 1d20 + 18 ⇒ (11) + 18 = 29

Pen both liked the design and benefit of the enveloping light tattoo. She has never gotten a design on her body before, the idea of still enjoying something as the many decades pass by seems strange to her, as well as keeping a memory that probably will just be painful.

She was going to decline but seeing the design come into being on Visna's back made her reconsider. Nothing to do with the back itself, Noooo...

Pen's start in her lower back with the concentric circles extending around her waist stopping just before connecting in the front. The benefit was allowing her to just pull up her shirt, not take it off. She fidgets under the needle, never quite settling, even after being reminded repeatedly.

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She doesn't pay enough attention to horses it seems to know about that particular one.

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The elf loves the Historia Reliquary. As soon as she steps she wants to stay a LONG time. "Are you here most days, sir?" already planning to come back. Now though she looks over the artifacts to see if they will help know how to talk to this wonderfully dressed person.

Horizon Hunters

Female Gnoll Spirit Barbarian 14 | DC: 32 | Resistances: Fire 14 Neg 1 7, Pers 3 HP 171/248(262)| AC 34 (32) /31(AR)| F+27(+29) R+21(22) W +22 |P +21(23sight) | Speed 3550(AR)ft | Hero 0/3 | Reactions: Aoo, Embrace the Pain| Conditions: Sanguine muta, Fly, Rage, Enlarge(4)| Exploration:

Briar pays the silver fee for herself and Sanjana, knowing well that the kashrishi enjoys ambling about with relics.

Once inside she continues her observation of the atmosphere of the place to see if she might be able to determine where the artifacts within are from, and thus what might hold the interest of this scholar.

perception: 1d20 + 18 ⇒ (19) + 18 = 37


Kashrishi Thaumaturge 12 | HP 116/116 | AC 31 | Fort +17, Ref +19, Will +21 | Perception +21 (+0 Init) | Class DC 31 | Exploit Weakness 8

Sanjana lets out a small gasp as they enter the shop museum, taking in all the wonderful displays. "Oh, I have not seen such a collection since my time at the Magaambya! I can see that you are very discerning. And to know each item's history! Your knowledge is very impressive!" The praise is sincere, and the kashrishi looks like they could happily spend a few years perusing the items and learning their stories.

But, they were on a time-sensitive mission.

"My personal interest lies with items that are connected with prophecy and fortune-telling, if you know anything of such." Sanjana wields their ornate scepter, showing it to Erikanesh. "I am... well, it is a long story, but my people have a prophecy that I am attempting to decipher, as their chosen representative."

Diplomacy to influence: 1d20 + 25 ⇒ (1) + 25 = 26


Active Conditions: endure elements Female Elf Wizard 14 | HP 91/118 | AC 33 | Fort +21 Ref +23 Will +23 | Perc +24(+2 initiative); darkvision, low-light vision| spell DC 33, attack +23 | focus 2/2 | hero 1 | Familiar: Puck the Ceru | HP 70/70 | Perc +19; darkvision, scent |

Pen was enjoying the space, taking a deep breath of the smell of tea and sweet buns, when she perks up at Sanjana's mention of Magaambya. "i enjoyed my time there as well." the elf says in a light tone of memory. "Sir, do you know there is a tutor of the magical arts just a few streets over... ". Pen had tea with her a few times a year.
Bess was delighted prone to babbling about magical theories, mingled with complaints about the tutor's pupils. "... If she knew of your place, I am sure she would funnel every student in until they could recite the histories of each and every piece by heart."

academy lore: 1d20 + 18 ⇒ (2) + 18 = 20


”I am here every day,” Erikanesh says to Pen. ”The Historia Reliquary is my pride and joy—the largest collection of Avistani antiques in all of Absalom. Nowhere else will you find such a vast and varied trove of treasures as you will here.”

Briar can clearly see that Erikanesh is a well-educated iruxi and it would be easiest to connect with them on an academic level. Pen also realizes that the scholar seems to take most things at face value and thus would be susceptible to trickery.

Academia Lore and Deception are the skills with the lowest DC.

Erikanesh brightens up a bit when Sanjana mentions the Magaambya. ”Ah! I, too, once attended that illustrious institution. Perhaps you are familiar with my final thesis, Choral’s Forced and Accidental Renaissance: On the Cultural Union of Issia and Rostland in Brevoy’s Initial Art? It made me an acknowledged authority on antiques.”

Their expression darkens again when Sanjana mentions fortune-telling. ”Hmm. I never much cared for fortune-telling, truth be told. I find the whole idea of mystically divining one’s future via playing cards or tea leaves a bit silly. You will not find such items in this collection, I’m afraid.”

The iruxi patiently listens to Pen’s story, nodding at the appropriate points, but seems less than impressed.

Briar and Sanjana may make rolls for the second round. Visna may roll for rounds 1 and 2.

Horizon Hunters

Female Gnoll Spirit Barbarian 14 | DC: 32 | Resistances: Fire 14 Neg 1 7, Pers 3 HP 171/248(262)| AC 34 (32) /31(AR)| F+27(+29) R+21(22) W +22 |P +21(23sight) | Speed 3550(AR)ft | Hero 0/3 | Reactions: Aoo, Embrace the Pain| Conditions: Sanguine muta, Fly, Rage, Enlarge(4)| Exploration:

Briar watched as the Iruxi stone walled her companions a bit."Well if you aren't seeking or interested in matters of fate. Perhaps you'd like to discuss something along the lines of acquiring more pieces for your little museum with someone quite familiar with the depths of Mwangi?"

society: 1d20 + 16 ⇒ (13) + 16 = 29

"For example I'm sure such a widely explored Iruxi such as yourself knows the tales of the dreaded maw of the jungle Kaldazah? What would one do to learn of the resting place of the beast's remains I wonder?" She offered, obviously knowing more than she let on to attempt to bait the curator into follow-up conversations.


Female Ulfen Huscarl of Amulets and Axes, Shielded by Fortune 14 - HP 194/194 | AC 36 | F +23 R +23 W +26 Perception +25 | Hero Points 1 |

Visna walks into the museum with a beaming smile on her face, and the gold ringed splendor of the Prow of Honeyed Waves in her hand.

"Hwaet! Now this is a worthy collection at last. You will forgive me though if I must ask what guides your eye in making your selections. The museum reflects the wisdom of its curator at least as much as the treasures it contains. If you have chosen not to preserve divinatory tools then that choice holds meaning, but I would also cherish the knowledge of hwaet artifacts you most esteem."

Diplomacy: 1d20 + 22 ⇒ (20) + 22 = 42 +1 more if this is Making an Impression
Diplomacy: 1d20 + 22 ⇒ (13) + 22 = 35 +1 more if this is Making an Impression


"Am I familiar with Kaldazah? Of course I am," Erikanesh says in a dry tone. "I know quite a bit about the history of Garund, but it is Avistan that draws my interest more. This region of the world has such a long and storied history. For example, let me tell you about the founding of the empire of Taldor..." The iruxi antiquarian drones on for some length on this topic, but Briar manages to keep their interest engaged.

As Visna joins the conversation, Erikanesh happily shows her around the museum, expounding at length about the many curios in their collection. The largest and best-maintained displays are the Avistani relics in the front of the shop. Each item is encased in glass, with any smudge marks or fingerprints cleaned almost immediately by the shop owner’s unseen servant. Tucked away in the rear of the building, though still protected and maintained, are pieces of Garundi history. Erikanesh keeps a perfect inventory of every acquisition, with incredible historical knowledge on each item.

Eventually, Visna steers the conversation back to divinatory practices. "Well, if you must know, I do purchase harrow cards from time to time from a traveling merchant named Dieral Myrnese. From a purely academic perspective, fortune telling is unscientific nonsense, but Dieral occasionally acquires some truly rare finds amid the dross in his Harrow Barrow. If a harrow card has historical importance, I do my best to acquire it, though I do not have any right now."

Erikanesh gossips a bit about some of the other proprietors in the Grand Bazaar, including those Dieral seems to know best: Arhan Benimaya at Kraken’s Ink Tattoo and Clemeth Falk at Reclaimed Paradise. Erikanesh considers both individuals to be utterly lacking in academic discipline or good business sense.

This gossip gives the PCs a +1 circumstance bonus to attempts to Discover for both of these individuals.

The iruxi then steers the conversation back to some of their wares. "You are the adventuring sort, aren't you? I insist you take one of my items with you before you depart today. If anybody asks, make sure you tell them that you got it from Historia Reliquary. It will be great advertisement for my business here!"

The party receives either an amaranthine pavise, a greater staff of final rest, or a cape of the mountebank embroidered with vibrant patterns for free, as they prefer. If the PCs can’t agree on a choice, Erikanesh defers to whichever PC succeeded at the Influence check that brought the group’s total to this threshold (Visna).

You now have 4 Influence Points with Erikanesh. Sanjana may still roll for the second round and everybody may roll for a third round now.


Kashrishi Thaumaturge 12 | HP 116/116 | AC 31 | Fort +17, Ref +19, Will +21 | Perception +21 (+0 Init) | Class DC 31 | Exploit Weakness 8

Sanjana appears not to take any offense at Erikanesh's dismissal of divinatory practices. "I understand your perspective. The thought of all of us being pawns of fate, our agency diminished or non-existent, it is not a pleasant one."

Diplomacy: 1d20 + 25 ⇒ (5) + 25 = 30

The harrower continues. "This Dieral, I have heard that name before. Have you seen him recently? And did you say you had Garundi artifacts as well? I hail from Jalemray, so I am curious to compare notes."

Diplomacy: 1d20 + 25 ⇒ (2) + 25 = 27

Horizon Hunters

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Female Gnoll Spirit Barbarian 14 | DC: 32 | Resistances: Fire 14 Neg 1 7, Pers 3 HP 171/248(262)| AC 34 (32) /31(AR)| F+27(+29) R+21(22) W +22 |P +21(23sight) | Speed 3550(AR)ft | Hero 0/3 | Reactions: Aoo, Embrace the Pain| Conditions: Sanguine muta, Fly, Rage, Enlarge(4)| Exploration:

Briar attempted to get a point in that she was in fact the slayer of Kaldazah, but the iruxi's droning managed to drown out any attempts to continue that line of topic as he discussed the academic points of things she had learned mostly from presence, but even he managed to point out a few things she hadn't picked up in her years.

The whole thing left her a bit bored and perhaps she made a social faux pas as her stomach loudly grumbled, perhaps from the axe-beak leg, perhaps from accidentally ingesting the rust devil and parts of it's companion, either way she was a boorish speech partner as she unleashed a uncouth burp towards the iruxi on complete accident. One that threatened to peel the varnish from the carefully preserved artifacts if it lingered too much.

Society: 1d20 + 16 ⇒ (1) + 16 = 17

She covered her mouth after the incident and cleaned her maw with the back of her arm. "Pardon."


Female Ulfen Huscarl of Amulets and Axes, Shielded by Fortune 14 - HP 194/194 | AC 36 | F +23 R +23 W +26 Perception +25 | Hero Points 1 |

Visna turns to Briar with a deathstare. "How do you expect to conquer your foes hwaet you cannot do the same to your innards?" Quickly moving on she asks Erikanesh to examine The Paladin that she carries in a reliquary of her own at her hip. "Surely this card holds beauty, but beyond a rose's blush, does it bear some fragment of the lore of ages?"

Diplomacy: 1d20 + 21 + 1 ⇒ (9) + 21 + 1 = 31


Erikanesh warms up to Sanjana a bit more as the kashirishi pleasantly inquires about Garundi artifacts. The iruxi shows them the back of the building where the antiques from the southern continent are located. Erikanesh proves to be even more knowledgeable about these pieces, but the conversation is dry and lacking the fervor with the which the lizardfolk talks about Avistani history.

The antiquarian looks askance at Briar as she lets out a massive belch. "I would ask that you refrain from that sort of behavior within the reliquary! If you cannot control your digestive distress, I may have to ask you to leave."

Erikanesh then peers through their monocle at the ornate harrow card Visna presents. "Oh, my, yes. That is truly a work of art! While I put no stock in the fortune-telling aspects of the harrow, I am familiar with its significance within the Varisian culture. I've not seen the like of this card before, though. Is it for sale? I can offer you quite a handsome price for it, I assure you!"

You gain 2 Influence Points but lose 1 for Briar's critical failure, for a net gain of 1 point (5 total now). Pen may still roll for the third round and everybody may roll for a fourth round now.


Active Conditions: endure elements Female Elf Wizard 14 | HP 91/118 | AC 33 | Fort +21 Ref +23 Will +23 | Perc +24(+2 initiative); darkvision, low-light vision| spell DC 33, attack +23 | focus 2/2 | hero 1 | Familiar: Puck the Ceru | HP 70/70 | Perc +19; darkvision, scent |

academia: 1d20 + 18 ⇒ (13) + 18 = 31

Pen is never one to talk a lot, so as time goes on she starts becoming socially weary. She does join in on the discussion of Garundi history, making a slight suggestion on framing of a particular set of battle wands from the university. "From my understanding, she always crossed them, for flare, not any mechanical effect, so displaying them as such..." she demonstrates with her fingers.

it listed academia for education suggestions, but proper display of museum pieces might be considered educational <shrug>

Absalom lore?: 1d20 + 20 ⇒ (3) + 20 = 23
"Do you have a section on Absalom history? I've lived her on and off throughout my life, seeing some parts never change while others change constantly like..." she drones on a bit, never to be a polished presenter iruxi is. When she finds herself yawning she realizes that she should stop. Now.

Horizon Hunters

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Female Gnoll Spirit Barbarian 14 | DC: 32 | Resistances: Fire 14 Neg 1 7, Pers 3 HP 171/248(262)| AC 34 (32) /31(AR)| F+27(+29) R+21(22) W +22 |P +21(23sight) | Speed 3550(AR)ft | Hero 0/3 | Reactions: Aoo, Embrace the Pain| Conditions: Sanguine muta, Fly, Rage, Enlarge(4)| Exploration:

society: 1d20 + 16 ⇒ (13) + 16 = 29

Briar looks sorry for a while before remembering that no.. she just got into a scrap with demons earlier today. "Devil had a bit more fight left in it afterall I guess." She thumped herself just above her belly as if telling it to behave. "Thought perhaps that was a friendly custom here."

"I'll try to make sure the next devilish being we face doesn't find the sharp end of me then. Perhaps i'll drone it to death with a speech? wrote it couldn't bear to erase it even if it's super of character for that mishap XD

Taking ponderous steps throughout the tour and letting the others get their say in Briar finally speaks up again once assured that her body isn't going to spontaneously combust.
"Actually we came here after information because devils invaded and killed one of the nearby storefronts. Three moves ahead you know the place? Anything about one made of rust, the other skeletal with a sharp pointed tail and wings? Not sure what business a game store, tattoo artist, antique keeper, scrap junker, and harrow dealer have in common to make them so interested in you lot. But it's probably best that they died. In that vein do you have any Chelexian artifacts of interest?"


Kashrishi Thaumaturge 12 | HP 116/116 | AC 31 | Fort +17, Ref +19, Will +21 | Perception +21 (+0 Init) | Class DC 31 | Exploit Weakness 8

Sanjana shakes their head ruefully. "What would I do without you to keep me on track. Here I am, getting distracted by scholarly pursuits, when we are dealing with matters of life and death." Turning to the iruxi, the kashrishi bows. "Esteemed Erikanesh, we are not here just to admire your peerless collection, but also to give warning, and to inquire. Your esteemed establishment was marked on a map we found in the game store, after we found the owner murdered and devils running rampage in the shop. It is our most fervent hope that no further losses are suffered on this matter, so anything that you could tell us would be most enlightening." Sanjana thinks for half a moment, then raises a thick-nailed finger. "We did visit the tattoo artist Arhan on our way here already, and he mentioned Dieral as well."

Diplomacy: 1d20 + 25 ⇒ (8) + 25 = 33


Erikanesh happily prattles on and on with Pen about historical matters, showing particular interest in the elf's knowledge of Absalom lore. When Briar and Sanjana warn the iruxi about the devilish threat, though, they take heed to the words.

"I see. Thank you for the warning, friends. I feel secure here in my reliquary, but Dieral could very well be in grave danger. I will tell you what I know about where to find him, but I will admit it is not much. I only knows that the Dieral said he’s been living somewhere in the Eastgate district of the city. I hope you can find out more information and get to him before it's too late.

"In the meantime, my reliquary is open to you. If you have extra coin to spend, you may find my wares useful."

You now have access to the wares offered by Historia Reliquary: amaranthine pavise, drum of upheaval, private workshop, rampart shield, rhino shot, transposition ammunition, and vampiric scythe.

You have learned all you can from Erikanesh. It is now late evening, so you would do well to find an inn an rest before continuing.

Horizon Hunters

Female Gnoll Spirit Barbarian 14 | DC: 32 | Resistances: Fire 14 Neg 1 7, Pers 3 HP 171/248(262)| AC 34 (32) /31(AR)| F+27(+29) R+21(22) W +22 |P +21(23sight) | Speed 3550(AR)ft | Hero 0/3 | Reactions: Aoo, Embrace the Pain| Conditions: Sanguine muta, Fly, Rage, Enlarge(4)| Exploration:

As the conversations and day drone on Briar makes it apparent with a large Yawn and head shake as they make to leave.
"I love traveling around the busy city as much as everyone else, and I know time is of the essence. But I think it's time we retire nearby for a meal and a good night's rest, besides next business won't be open by time we get there anyroad. Any of you know a good place to make up for the evening?" She looks at her companions old and new for suggestions, Sanjana knows if none are proposed then the Gnoll may very well just follow her nose to the nearest best smelling place to sleep on the hard ground.


Active Conditions: endure elements Female Elf Wizard 14 | HP 91/118 | AC 33 | Fort +21 Ref +23 Will +23 | Perc +24(+2 initiative); darkvision, low-light vision| spell DC 33, attack +23 | focus 2/2 | hero 1 | Familiar: Puck the Ceru | HP 70/70 | Perc +19; darkvision, scent |

"I've lived here on and off for a while now" Pen offers, though it is obvious she seems inclined to hurry off by herself, probably for a warm nook and a book. After worrying her lower lip for a moment, she decides that staying close makes sense "I know of a place that is close and accommodating."

If no one has any objections, she leads the party through the streets to a cozy place with a warm fire, aromatic broths, and a nice selection of wines and ales. Also potatoes, this place LOVES its potatoes, if you can imagine anything on a potato this place probably does it.

just rambling, so feel free to take over and move us to a proper inn


Female Ulfen Huscarl of Amulets and Axes, Shielded by Fortune 14 - HP 194/194 | AC 36 | F +23 R +23 W +26 Perception +25 | Hero Points 1 |

"Hwaet? This is Absalom, the Jeweled Navel of Avistan, not some backwater where none know the Daughter of Freydis nor owe her friendship!"" Visna thinks for a moment then snaps her fingers. "Starshine! Beirivelle Starshine. She may no longer have a manse of chambers wherein we might sink into luxury, but her table is well set, and her mood often welcoming. We may also trust that a Stiller of Whispers will not set tongues to wagging with tales of where our heads find rest, nor will her ears be open to the blandishments of fiends."


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Visna leads the way to the Precipice Quarter. In its prime, this district featured ancient magical towers, brightly colored homes, and a resplendent fairground, but all of that turned to rubble after an earthquake shattered the sector two decades ago. The quake sheered entire cliffs from the district and cast countless historical monuments into the harbor and the Docks, leaving the Precipice Quarter ruined. It has seen a resurgence in recent years, though, thanks in part to Watcher-Lord Ulthun II, driven out of Lastwall by the Whispering Tyrant's Rise. He and many of the remaining Knights of Lastwall have relocated to the Precipice Quarter and work to purify the undead and other threats that roam the district. Additionally, Acting Primarch Wynsal Starborn has recently established a new guard unit called the Edgewatch that has had much success in protecting the district.

You head to Vigil's Hope, where the Knights of Lastwall have set up their base. The former guard armory and barracks has been further reinforced by archers’ platforms, palisades of scavenged support beams, and other defensive measures. An open-air shrine to Iomedae underscores the martial nature of their camp.

Among the knights here, Visna quickly locates her old friend, Beirivelle Starshine. The knight's eyes light up and she grins as she moves to embrace Visna. "Visna! Blessings of the Inheritor upon you! How long has it been?"

After introductions are made, Beirivelle agrees to house you for the night at her own comfortable abode, providing warm meals and warm conversation throughout the evening...

Feel free to use spoiler to retcon any conversations you want to have with Beirivelle or each other that night.

***

The next morning, you return to the Grand Bazaar and make your way to your third destination. Parts of Reclaimed Paradise look more like an upscale spa resort than a vehicle scrapyard. A 14‐foot‐tall white stone wall lines the large yard’s perimeter. Within, smiling employees wearing matching overall jumpsuits help customers locate parts throughout the yard. Silencing spells are cast when moving heavily damaged vehicles to mitigate noise pollution, and each piece of equipment is treated with the care and attention it deserves.

The proprietor, Clemeth Falk, is a tall orc in extraordinarily good shape. She wears a comfortable uniform complete with all the necessary safety gear of her trade: goggles, knee pads, thick gloves, and a heavy leather apron.

”Welcome! Haven’t seen you folks around before,” she says with a warm grin. ”Always happy to meet new potential customers! What can I do you for?”

Clemeth’s Discovery skills are Engineering Lore, Labor Lore, Perception, and Society. Her Influence skills are Athletics (to demonstrate physical fitness), Crafting (to discuss repair work), Deception (to invent a fabrication about Dieral), Diplomacy (to openly talk about the PCs’ problems), and Intimidation (to threaten Clemeth for information).


Female Ulfen Huscarl of Amulets and Axes, Shielded by Fortune 14 - HP 194/194 | AC 36 | F +23 R +23 W +26 Perception +25 | Hero Points 1 |

"Hwaet! That's slipping!" Visna briefly dashes past Clemeth to seize hold of a loose hawser, skidding along the ground for half a pace before digging her heels in and hauling a scuttled longboat back onto the rigged up frame they had been transporting it on, pulling it hand over hand with all her might. No sound escapes the bubble engulfing her, but the look of strain, focus, and satisfaction on her face says it all.

Athletics: 1d20 + 23 ⇒ (18) + 23 = 41

Last Night:
"Come now - one drink more!" Visna offers her drinking horn around the table again. She has doffed the heaviest pieces of her plate-and-chain, her fur-mantled cloak giving her an altogether barbaric appearance when draped across bared arms and shoulders. "We've not even emptied a single horn as yet," she chides with a wicked gleam in her eye. "Briar! You must have a mighty thirst to match your warrior's hunger, surely one such as yourself can drain the Prow of the Honey Waves"

It looks like Beiriville is about to say something, but Visna pats her on her thigh, and she stifles a smile instead.


Active Conditions: endure elements Female Elf Wizard 14 | HP 91/118 | AC 33 | Fort +21 Ref +23 Will +23 | Perc +24(+2 initiative); darkvision, low-light vision| spell DC 33, attack +23 | focus 2/2 | hero 1 | Familiar: Puck the Ceru | HP 70/70 | Perc +19; darkvision, scent |

Pen resigns herself to a couch, instead of going back to her own single room apartment which barely enough room for her desk and soft bed. Not nearly enough room for four, maybe two... no. The elf excuses herself to a private space, to use her magic and decanter of endless water to clean the road's dust off herself.
Her gear is removed, but placed carefully in easy reach. Even reaching out once she is settled on the couch to see that they are. Not in an anxious way, but practical. Only then does she curl up, still in her travel clothes. "Good night" she says pleasantly and then starts to drift off.

--------------

Pen has heard Parts of Reclaimed Paradise before, but never had time to visit. With the size of this city, finding the time to see every interesting thing might take three lifetimes.

While engineering has never been an intellectual pursuit for her, or a means of earning, but how one piece fits so easily with another calms her, in a way.
As with the other places, the semi-awkward wizard leaves the other more extroverted companions to talk about why they are here, and instead she asks questions and makes observations about how things will be used for repairing and improving.

"This... sprocket?... slips through this bolt... and then... OH!" wiggling and turning the device with amazed glee, even if she doesn't know what it is for. She is rather enjoying herself, not really paying attention to the rest of the conversations.

craft: 1d20 + 22 ⇒ (5) + 22 = 27


Kashrishi Thaumaturge 12 | HP 116/116 | AC 31 | Fort +17, Ref +19, Will +21 | Perception +21 (+0 Init) | Class DC 31 | Exploit Weakness 8

Sanjana greets Visna's friend affably, begging the use of her kitchen to make some tea for everyone. Out of her pack come small vials, boxes and carefully wrapped packets, which are sniffed, tasted, prodded and either set aside or placed back into the pack. The result is an extraordinarily aromatic tea with a spicy-fruity smell, and a warming and slightly acidic flavour.

"What a curious day it has been. My heart is aching for a life cut short, but rejoices at the meeting of so many new friends."

In the morning, Sanjana spends some time with their Harrow deck, laying a spread and pondering its meaning. The past column hints at a vast power of implacable determination, the present shows that perhaps something was stolen to keep it out of nefarious hands, as well as an irrevocable union of people or ideas - likely the fortuitous meeting with Visna and Pentella - and the importance of knowledge in tackling their current tasks. The future cautious against foolishness and strife, but also offers a glimpse of opportunity in channeling energy to the right place at the right time.

=============================

The profusion of mechanical parts holds little of interest to Sanjana, who bows respectfully to Clemeth Falk. Today the kashrishi is wearing a practical outfit of rust-orange loose pants gathered with an embroidered band at the ankles, with a long, loose tunic of deep, earthy red cinched with a wide leather belt embroidered with golden thread.

"A very fine morning to you. We have matters of grave significance to discuss, if we could perhaps retire to somewhere more private? You may have heard of a tragic incident in the bazaar yesterday, and something we found there led us to your establishment."

Diplomacy: 1d20 + 25 ⇒ (20) + 25 = 45


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Clemeth lets out a whistle at Visna's display of strength. "Damn, girl! Those are some muscles on you! A fine physical specimen, indeed. How much can you bench?"

The orc nods to Pen as she examines the tools in the workshop, explaining how everything works and how she repairs all of the vehicles that come to the scrapyard, everything from wagons to boats to clockwork walking machines.

She looks over to Sanjana when the kashirishi asks for privacy. "Of course, friend. Right this way. Let's get to know one another better before we discuss grave matters such as that."

Reclaimed Paradise’s well‑built, gray slate garage sits in the middle of the yard. Inside, the main hall splits off into five small meeting rooms where staff privately interview customers. Clemeth sits down across from you and begins to interview you. At the start of every job, Clemeth has a long conversation with her clients, asking mundane questions about their past, current occupation, and even life goals. She likes to call this step “collecting scraps,” and any scrap of information might come in handy when working on a repair. While some consider this approach tedious and unnecessary, Clemeth’s sincere enthusiasm for getting to know her clients usually endears her to them, though she takes care never to push too far in her questions.

Eventually, Clemeth sits back, clearly impressed. When you ask about Dieral, the orc nods. "He and I are friends, unlikely though it may be. Dieral needed his wheelbarrow fixed one day, and Reclaimed Paradise had the right resources for the job. Dieral assumed that the shop was only for people with large, complicated vehicles like clockwork boats or iron-plated carriages, but I insisted that I could have his broken wheelbarrow fixed within the time it’d take for Dieral to give an honest effort on an obstacle course of my own design. Dieral succeeded on his first try. Damned impressive! I've been fine-tuning his wheelbarrow ever since.

"I haven't seen him in a while, though. Truth be told, I'm a bit worried about what's happened to him. He talked a lot about some of his other friends in the Grand Bazaar, including Erikanesh at Historia Reliquary and Arhan Benimaya at Kraken's Ink Tattoo."

After informing Clemeth you've already spoken to those two, Clemeth asks you to follow her out to the yard. Here, she shows you her obstacle course, an outdoor training area featuring mechanical mazes, a wall of swinging robotic arms, and a huge mound of twisted and jagged scraps that Clemeth calls "The Leap."

"Wanna give it a try? Make it through the course, and I'll tell you more about Dieral."

Briar may still roll for the first influence round, but you've already gained 5 Influence Points with Clemeth! The rest of you may make your rolls for the second round as normal, but you can also attempt to Run the Obstacle Course.

RUN THE OBSTACLE COURSE (Exploration, Move):

You attempt to navigate the obstacle course Clemeth set up in the Reclaimed Paradise Scrapyard. Attempt a DC 26 Acrobatics check, a DC 26 Athletics check, then a DC 28 check using your choice of Acrobatics, Athletics, or Perception. Regardless of the check, each is a 1-minute activity. You successfully navigate the obstacle course once you earn 3 Obstacle Course Points without taking a break between checks. If you attempt this activity more than 4 times in a row, you become fatigued.

Critical Success: You earn 2 Obstacle Course Points and gain a +2 circumstance bonus to your next check to Run the Obstacle Course.
Success: You push forward on the course and gain 1 Obstacle Course Point.
Failure: You earn no Obstacle Course Points and must attempt a DC 28 Reflex save. If you fail, you wrench a muscle or otherwise hurt yourself and become enfeebled 1 for 1 hour.
Critical Failure: You lose 1 Obstacle Course Point and twist an ankle or otherwise seriously hurt yourself, becoming enfeebled 2 (a successful DC 28 Reflex save reduces this to enfeebled 1).

Horizon Hunters

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Female Gnoll Spirit Barbarian 14 | DC: 32 | Resistances: Fire 14 Neg 1 7, Pers 3 HP 171/248(262)| AC 34 (32) /31(AR)| F+27(+29) R+21(22) W +22 |P +21(23sight) | Speed 3550(AR)ft | Hero 0/3 | Reactions: Aoo, Embrace the Pain| Conditions: Sanguine muta, Fly, Rage, Enlarge(4)| Exploration:

Last Night:
Fort: 1d20 + 22 ⇒ (2) + 22 = 24 Although Briar's size would indicated she'd also be able to tolerate her alcohol, it seems she didn't have much of a stomach for that particular kind of creature. She took the offered splendorous horn with a swaying hand, Sanjana was happy and had their tea and Pen had curled up early for the day it seems. But to deny food and drink offered was a greater insult than she could bare especially when her duties as a guardian were made lax while they were in this place.

"That ish -hurp- True! A warrior worth their shhalt can faesh any challenge." She cackled that signature gnollish laugh as she stared into her most daunting foe so far this seemingly bottomless horn of honey mead. Taking a deep breath several times as her eyes tried their damnedest to focus. Finally she said damn to it all and started to raise it to her maw before stopping as the words caught up, "My ansheshtors watch me great Vishna they will not let me fail your challenge!"

The great gnoll swayed dangerously to one side before righting herself and taking another great quaff of the container, the whole practice feels like it takes an age but swiftly she hands the 'finished' container back to Visna and stands. "And now -hic-urp- they guide me ehlshwhere- Toglory and air." The gnoll stumbles out of the room hitting the doorway on the way out with her shoulder sending her into a deadly spin towards the outside and soon a quick sleep on the packed stone ground.

The previous night's debauchery seems to have not left Briar without her own atrocious commitments. Perhaps in time she'd be able to better fight off the Ulfen spirits, but for now they hounded her every thought and she swore she heard the moving pieces even beyond the supposed silence spells. Cradling her head as the others talked so loudly, how could she ever protect Sanjana like this, what secrets of defeating alcohol did Visna have under her belt, all things she'd like to know if not for the pounding between her eyes.
Ath: 1d20 + 22 ⇒ (7) + 22 = 29

During the initial talks and showing off Briar watched as Visna showed off by handling a longship, so why not show that she could also handle something hefty. She pulled at a cart not realizing it was full of rusted steel plates and other detritus of the workday. Her efforts serve not much than to expound on the hangover from the night before however and the vehicle doesn't budge as she gives a whining pout at the wasted effort.

Paizo please this is one of the things Briar was built for don't do me like this XD

While they travel to the obstacle course Briar is quite silent fighting off the demons of the night previous with more focus than before and it seems the mere act of trying harder is somehow working for her. Though not without undue cause and effect in the world. An armored carriage meant for extremely dangerous routes breaks from a frayed holster and threatens to tip out of the harness being used to lift it off to a workable location. Briar rushes over before any of the workers can be crushed and against any working guilds safety regulation places herself between the worker and the vehicle, keeping it from breaking free of the other restraint and crushing the man.

"Easy now." She then proceeds to push the whole thing to a flat stable area so that it can be reattached to the whole system.
Ath: 1d20 + 22 ⇒ (20) + 22 = 42


Briar’s feats of strength are more than enough to fully win Clemeth over, obstacle course notwithstanding. The orc opens up further about Dieral, expressing some worry about how he obsessed over his collection more than she considered healthy. He told her more than once that if he ever found a really rare, magical card, he’d consider giving up his card-peddling business. He thought for a minute, though, and admitted that if he did get a very powerful magic card, dangerous people might be after it, too. Clemeth laughed off Dieral’s worry, poked his bony shoulder, and told him that was a good reason to get into better shape.

"But now I'm worried he might be in real danger. Do you think you could help him? I remember Dieral seemed familiar with some of the specialty repair tools he saw me using. I expressed surprise—as he didn’t seem like someone good with his hands—and Dieral made a dismissive comment about an abandoned forge that he’d go to if he ever got into trouble. I hope that helps you find him!"

You have learned all you can from Clemeth.

With all three clues you have gathered, you know that Dieral's "safe place" is an abandoned forge in Eastgate marked with an image of a stylized horse in profile. Pen’s knowledge of Absalom allows her to confirm that there is one location that matches all three clues—a place called Stirrup & Barding.


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Female Ulfen Huscarl of Amulets and Axes, Shielded by Fortune 14 - HP 194/194 | AC 36 | F +23 R +23 W +26 Perception +25 | Hero Points 1 |

Visna flings herself over and through the obstacle course including some parts where that was not the intended path. She emerges from the scrapheap, bloodied, limping, but triumphant!

Acrobatics (lol): 1d20 ⇒ 16
Reflex: 1d20 + 16 ⇒ (9) + 16 = 25
Athletics: 1d20 + 23 - 1 ⇒ (19) + 23 - 1 = 41
Athletics: 1d20 + 23 - 1 + 2 ⇒ (11) + 23 - 1 + 2 = 35

Ancestral Remembrance This morning: 1d6 ⇒ 2
What Roll to Keep: 1d20 ⇒ 151d20 ⇒ 12 So I can replace a Fort Save with the roll of a 15

Walking off the pulled muscle in her leg, Visna asks, "Do you think hwaet Dieral's holdfast has remained unfound? Or is it like that a siege or a snare awaits us?"

Last Night:
"Hwaet?!" Visna exclaims as Briar passes back her horn. She tilts the horn back and forth so that all can hear the mead inside still sloshing about. "You cannot heed the goose's siren call as yet, for surely but a swallow remains to you-" "Viz." Visna beams innocently at Beiriville. "Ah well, enough. Go and heed your plucked goose's honking then my friend. Fairer and kinder stars guide my path tonight. For a star that charts her own path through the heavens will e'er be the truest gleam in the sky, and I would not fain disappoint her noble wisdom..." Visna's grin turns a little sheepish "...again."

Visna considers, one corner of her mouth quirking into a smile. "I fear I have amends to make. Briar, you may take my cot and abut it with your own to better hold your mighty frame. Sanjana, your tea recalls the greatest sagas, layered with seeming contradictions, yet bound together by a true brewer's careful eye into a whole to keep you warm a winterspan. My Pen- Ah, but even now she listens to Desna's Song. My Beiriville, I do not offer you weregeld in penance for past wrongs, for I know that gold's luster is dulled by contrast with your eyes. Instead, I will stand a vigil at your side, until you name to me a burden that might be lifted from you, whether by the the wisdom of the sagas, labor of my hands, or the cleverness of my tongue."

"But not to swear service to Lastwall?" Beiriville asks ruefully.

"Alas, the warp and weft of my fate pulls me on. Not until the dust of every road and the salt of every sea has stung my eye will I know at what port my hearth-ship will dock."

Beiriville sighs, but isn't surprised. "Well then, come with me and we'll speak more of what term of service you might be sworn to..."

Horizon Hunters

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Female Gnoll Spirit Barbarian 14 | DC: 32 | Resistances: Fire 14 Neg 1 7, Pers 3 HP 171/248(262)| AC 34 (32) /31(AR)| F+27(+29) R+21(22) W +22 |P +21(23sight) | Speed 3550(AR)ft | Hero 0/3 | Reactions: Aoo, Embrace the Pain| Conditions: Sanguine muta, Fly, Rage, Enlarge(4)| Exploration:

Spurred on by her success at winning over the orcish lady and Visna's display, Briar laughs. "Surely if the Ulfen seer Visna can do it then I can show the might of Mwangi and do it twice as fast!" She readies herself at the start of the course and takes off.
acro: 1d20 + 2 ⇒ (15) + 2 = 17 reflex: 1d20 + 18 ⇒ (8) + 18 = 26
Immediately finds loose footing over the wheel stack, which twists her delicate haunch into an awkward position to which she yelps, but pushes on to the ever easy wall lift. It was an ingenious design to get them to slide upwards, though the last wall proves to be quite the challenge since she can't put all her strength on her injured leg.
ath: 1d20 + 22 - 1 ⇒ (17) + 22 - 1 = 38 ath: 1d20 + 22 - 1 + 2 ⇒ (4) + 22 - 1 + 2 = 27

So she runs a second round determined to do better and once again get's caught up on the damned wheels but learned from last time and catches herself, this leaves her flagging for the first lift wall but she manages to summon her strength for the final wall and press onward.
acro: 1d20 + 2 ⇒ (18) + 2 = 20 reflex: 1d20 + 18 ⇒ (10) + 18 = 28
ath: 1d20 + 22 - 1 ⇒ (3) + 22 - 1 = 24 reflex: 1d20 + 18 ⇒ (7) + 18 = 25
ath: 1d20 + 22 - 2 ⇒ (11) + 22 - 2 = 31

She also joins Visna at the winner's stack though slightly worse for the wear and breathing hard. "This.. city ground does not play well with my feet. Perhaps just a moment to rest my pads."

Last night:
Briar raises a hand at the offer of bedding, just before she stumbles out the door. "Iam of Mwangi sshhhtock don-eed fanshee beds." She's then gone for the remainder of the night, found easily the next morning snoring loudly out of the abode.


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Active Conditions: endure elements Female Elf Wizard 14 | HP 91/118 | AC 33 | Fort +21 Ref +23 Will +23 | Perc +24(+2 initiative); darkvision, low-light vision| spell DC 33, attack +23 | focus 2/2 | hero 1 | Familiar: Puck the Ceru | HP 70/70 | Perc +19; darkvision, scent |

Attempt a DC 26 Acrobatics check, a DC 26 Athletics check, then a DC 28 check using your choice of Acrobatics, Athletics, or Perception

athletics: 1d20 + 11 ⇒ (18) + 11 = 29

acrobatics: 1d20 + 17 ⇒ (6) + 17 = 23
reflex: 1d20 + 20 ⇒ (16) + 20 = 36
acrobatics: 1d20 + 17 ⇒ (2) + 17 = 19
reflex: 1d20 + 20 ⇒ (12) + 20 = 32
acrobatics: 1d20 + 17 ⇒ (12) + 17 = 29

perception: 1d20 + 19 ⇒ (15) + 19 = 34

Pen watches, her sharp eyes taking in both Briar's and Viisna's smashing conquering of the maze. The practical mage normally wouldn't be one to Spend time in an activity such as this for fun. It was too much like risking one's life in a ruin.

But... It. Looked. Fun.

The maze was the simple part, the wizard found, having mapped most of the parts so no matter what wall moved where she could track the potentials since there were only 3412 different potential configurations.

The Leap proved easy enough with the proper tools, though her teacher so long ago would drop their jaw and slap their own face in horror for a potent magical staff to be used for vaulting.

The arms though... "Chaos" she frowned, the whirling made no sense, the grasping completely without Pattern, making her retreat several times, narrowing avoiding getting smashed or hammered. Finally took a breath and simply charged, diving over a swing, rolling under another and then finally arriving out the other end.

The slim elf nerd girl stands next to the sculpted masses of amazing muscle, slightly out of breath, but smiling brightly. "Yes, that was fun." she says mostly to herself.


Clemeth applauds as each of you make it through the obstacle course. ”Well done! It isn’t easy, but you made it through!” She offers you cool water (”Gotta stay hydrated!”), as well as a ten percent discount on any vehicles you might purchase from the scrapyard. Unfortunately, it’s likely you won’t have much use for vehicles going forward.

***

You head into Eastgate, making your way to Dieral’s hiding place. One part stable and one part blacksmith shop, this forlorn stone and thatch building has the words “Stirrup & Barding” painted above a picture of an armored horse facing the street. The massive chimney rising from the structure emits no smoke and lists a bit to the side as though in danger of collapse. The windows are shuttered, and weeds fill the small corral to the side and behind the building.

The gate to the paddock and the front double door, as well as the windows, are all barred. The southern door to the forge appears to be locked, but upon anything other than cursory examination, it’s clear that this lock is broken, and the door opens easily.

The stable’s interior is dim and drafty. Several supplies are stacked in one corner, near a cold fireplace with an enormous anvil next to it. A few blacksmith’s tools hang on the wall. A small door to an interior room has a bit of light beneath it. A large wheelbarrow sits near this door. Its lower half is a complex clockwork‐like contraption with a single large metal wheel and a pair of handles affixed with leather straps, and its upper half appears to be a colorful miniature shop with its walls and roof line set with dozens of hinges and latches.

The complicated wheelbarrow itself is, of course, the eponymous Harrow Barrow. A closer examination reveals that the “shop” built on top of the wheelbarrow incorporates several dozen small images—54 in all, each referencing one of the classic 54 cards of the harrow. The wheelbarrow is in fact a complicated set of drawers and cabinets that can be opened and closed—all of which are currently locked. The lower portion of the wheelbarrow is fitted with a set of clever gears and clockwork machinery that allows a single person to haul the heavy contraption around with relative ease.

A search of the room reveals a +2 striking mithral longspear that has fallen behind the stack of supplies in the southwest corner of the room. Its head is marked with the symbol of the Post Guard, Eastgate’s neighborhood guard. A vanishing coin hangs with the tools on the wall.


Kashrishi Thaumaturge 12 | HP 116/116 | AC 31 | Fort +17, Ref +19, Will +21 | Perception +21 (+0 Init) | Class DC 31 | Exploit Weakness 8

Drawn by the intricate clockwork construction, Sanjana begins to examine the painted images, noting their position and configuration. Was there a pattern there?

Fortune-telling Lore: 1d20 + 23 ⇒ (17) + 23 = 40

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