GM Euan's Jade Regent

Game Master Euan

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The Crown of the World


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Durgan Far-Walker wrote:
Durgan has more healing if needed, but out of prudence he will wait to see if Ameiko or Koya offer any healing before he continues.

”Of course dearie, a very excellent suggestion.” Koya remarks to Durgan. She gathers the horses together, and any other wounded too, and channels.

channel (heal): 2d6 ⇒ (6, 4) = 10

Kisaiya would know that Ameiko does in fact have cure light wounds as an available spell from accidents in the kitchen.


As the ogre falls, Storm, having bitten the ogre's ankle, plants all four of his paws shaking the ogre's leg and growling until Mukluk plants his pick in the creatures head. Satisfied that the ogre is dead he releases the pantleg and begins to lick his wounds. Meanwhile Rory relieved to see the ogre fall, wipes his blade one the fellows shirt as he congratulates everyone. "Well done everybody, I thought Storm and I were goners there for sure."

As Durgan and then Koya start healing folks, Rory nodding to the healers, "Thanks Durgan, Thanks Koya"

moving towards Storm, he inspects the wolfs wounds. Quickly realizing the wolf is totally healed, he pats the wolf on the neck. "Maybe I should learn some of those healing spells, what do you thing boy?" In response the wolf licks his face, then returns to cleaning the blood out of his fur.

Leaving Storm to his task, Rory checks the bodies for anything of value, starting with the ogre then working his way to the goblins.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
Rory Cornelius wrote:

"Well done everybody, I thought Storm and I were goners there for sure."

”You gotta be careful with them there giants and their friends. A wee thing like you will just get smashed. Better leave them to sturdier folk,” Mukluk nods at Durgan as Mukluk himself is not that sturdy, but will try to protect his friends. ”We nearly lost both you and Stormsy there.” He shows his clear worry, and then remembers that he hadn’t check to see if Moose was injured and goes to do that. If Moose has any injuries, he’d be sure to bring them to the healers for prompt healing.

Then he will help Rory search the bodies for anything of interest.


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As expected of goblins and ogres - you find little of value. Maybe a few gold worth of this and that, nothing worth tracking unfortunately.

Sandru works to get the caravan back in order. Once the horses have calmed, you can proceed on with your journey.

The rest of the journey to Brinewall takes the caravan from Sandpoint up along the Lost Coast Road and passes through the villages of Galduria and Wolf’s Ear. You’ll reach each of these villages in the first week. They’re each similar to Sandpoint in that they anchor wide flung farming communities. Unlike Sandpoint, they aren’t as flush with the cash of nobles to boost their towns.

Still, they are pleasant places, and Sandru and the other traders spend part of a day in each village trying to buy and sell trade goods. The villages are otherwise fairly unremarkable, being typical to the region. Nice enough, but rural.

Traders may make their rolls, D20 +5. Two rolls please, one for each village per trader. To be clear, I intend to double your rolls to determine the success of trading. It seems to balance better overall, but we may discontinue it if the bonus grows too great (though I don’t think it will).

Oh, I almost forgot. There was actually a bandit raid between the two villages, but it was folly. Unlike the goblins who don’t know when to run away, the bandits learned quickly, only to be hunted down by Shalelu and Rory in their flight. You even managed to take a few alive and turn them in at the next town. One had a reward on his head for 200 gold! Stripping their ill gotten gear nets another 150gp in cargo (1) which you can sell or carry along your choice.

Sandru estimates you've another week of travel before reaching Brinewall thanks to the new undercarriages. He advises that it's getting more remote and there may only be one more village for trade and resupply.


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

Durgan does his best to trade in the small villages, making it a point to review his knowledge of local customs and culture so that he is at least well-mannered and courteous.
Assume he will normally Take 10 on Knowledge (Local) for a 13.

Trading First Village: 1d20 + 5 ⇒ (1) + 5 = 6 In the first village, it happens that the locals just are not interested in the wares the caravan has brought (or at least the part that Durgan is trying to trade). It just isn't what they need.

Trading Second Village: 1d20 + 5 ⇒ (12) + 5 = 17 The second village finds more to like in the caravan's goods, and Durgan is more successful.


Excited to be working with Shalelu again, Rory and Storm help her track down the bandits. Returning to the group with prisoners, the boy and his dog halfling and his wolf keep a keen eye on them until they can turn the criminals over to the 'law' in 'Wolf's Ear.' As they return from the constable's office, Rory, having not really paid a lot of attention to how things were being handled, turns the money over to Kisaiya. Smiling, "Towns called 'Wolf's Ear' I think we should stop again on our way back from Brinewall."

Should Rory help 'trade'? Maybe sell the stuff they found? If the modifier is charisma, might be better if someone else does it.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk will tend to tend to Moose while on the road, and then again moreso while in any small town. He will ensure that Moose’s foodstuffs are up to stuff and that there are plenty of treats stored on the ol’ ass to ensure his cooperation on the long trip.

Not sure if Mukluk should be rolling a trade roll also, but I don’t think so.


Roll20 Map - Tracking Sheet

Trader can be anyone with at least one rank in Bluff, Diplomacy, or Profession (merchant). If you have that rank, you can make a roll. The roll is a caravan roll, currently at +5 so your charisma strangely doesn't matter.

You can make 5 trader checks per community, and you can only make one check a day. We currently have three traders (Durgan, Sandru, and Ameiko) and so could use two more if you meet the requirements.

Sandru: 1d20 + 5 ⇒ (2) + 5 = 7
Sandru: 1d20 + 5 ⇒ (3) + 5 = 8

Ameiko: 1d20 + 5 ⇒ (13) + 5 = 18
Ameiko: 1d20 + 5 ⇒ (19) + 5 = 24

Ameiko, a much smoother talker than Sandru who tends to be more abrupt, does well in the two villages. Together with Durgan, the caravan made 100gold.


F

Kisaiya, having been practicing her ability to win friends and influence people of late, decides to try her hand at trading. She tries to follow Ameiko’s example.

Trader: 1d20 + 5 ⇒ (13) + 5 = 18
Trader: 1d20 + 5 ⇒ (13) + 5 = 18

She also recommends selling that extra 150 gp of cargo they picked up, as the extra space might be needed depending on what they all find in Brinewall.


Roll20 Map - Tracking Sheet

Thanks to the undercarriages, you should reach Brinewall in about a week, maybe a little less. However, a little bad weather slows the caravan slightly so it takes eight days. The week passes calmly for the most part. There is but one small village, hardly a speck, but quite eager for the goods you carry. Roderic’s Cove by name, in the northeastern reach of the Chrulwood.

Traders, please make your rolls.

From there, Sandru prefers to avoid Riddleport entirely though he misses the trade opportunity He prefers to follow an old track north of Roderic’s Cove that skirts the southern Stony Mountains, then winds up into the Velashu Uplands, following the river northwest to a low pass in the mountains and then due north into the Nolands and, eventually, to Brinewall.

The farther north this route goes, the more disused the roads become. By the time the caravan winds through the Velashu Uplands, the road is little more than a track. ”With the loss of Brinewall as a viable port, most trade between Varisia and the Lands of the Linnorm Kings has been via the sea route” Sandru explains.

The trail the caravan follows isn’t completely abandoned however. Sandru is quick to point out that several Varisian caravans take the route yearly, although he does admit that they generally make a wide detour around Brinewall, which is believed by most to be haunted, cursed, or both.

You’ll pass one of these caravans headed south early in the week. They’re traveling ultimately to Magnimar, from further north and are some nine wagons! They report a clear road ahead, and there is some trading done and sharing of supplies and stories. Both groups are in a hurry however, so there is little socializing. For the most part. A meal is shared - of course - but caravans will often settle in together for a day or more to trade among themselves. That doesn’t happen in this case, primarily due to the rush of the other caravan.

The night before you arrive is Taxfest - an Abadarian holiday! In honor of Durgan’s presence in the caravan, Ameiko offers a short celebration that night after supper, though she’s feeling a bit ‘off’. Naturally, as these things go, the celebration blends into the night as everyone enjoys themselves though Ameiko isn’t quite herself all night. Perhaps just fending off a bug.

Knowledge History or Geography DC 15:
The colony of Brinewall was founded over 250 years ago in 4442. Construction on Brinewall Castle began soon thereafter, but funding problems and several disasters along the way slowed construction to a crawl. An early disaster occurred when the castle’s partially completed eastern wall collapsed into a cavern network below. Hideous demon worshiping creatures known as dire corbies emerged from the now exposed cavern complex to attack the colony, and final construction on castle was not completed until 4469 as a result.

When Magnimar was founded in 4608, Brinewall finally began to come into its own. Trade picked up, and several important and powerful merchants, among them the Kaijitsus, took an interest in helping the town grow. But Brinewall never saw the success that visited Korvosa, Magnimar, and Riddleport, and finally fell to an enemy more swift and efficient in dealing death than the dire corbies, Nolanders, and Linnorm Kingdom raiders combined.

What that enemy was, and how it overcame the scrappy residents, is a topic of conversation and storytelling late into the night, but no one has a firm answer.
- - -

The following day, Gozran 16, a Sunday, you rise early - eager to make your destination - today with luck. However, by now Ameiko is pale, and clearly suffering as she struggles through breakfast. Koya ministers to her, with special tea and a lessor restoration, which revives some color in her cheeks, but not as much as you’d hope from such powerful magics. And tea.

You expect to reach Brinewall today, and might want to change up your spell prep from travel to adventure.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

1d20 + 5 ⇒ (13) + 5 = 18 Know (Geog)

”I think we’re getting close! Ain’t that right, Moose?” Mukluk says aloud. ”Moose loves the ivy patches around there, he does. Now, what else should I remind you about as we get closer to Brinewall? Well, listen good, listen good just like Moose does…”

Mukluk will explain the spoiler above.


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

Roderic's Cove Trading: 1d20 + 5 ⇒ (5) + 5 = 10
Durgan finds the small village charming, and does his best to find goods to meet their needs.

He takes diligent notes on the condition of the trails and bridges, and joins Sandru in lamenting the loss of the port. "A viable port can indeed greatly increase trade. Especially given proficient sailors such as the Ulfen of the Lands of the Linnorm Kings."

He greets the caravan traveling the other way and swaps news in the short time they have. They seemed to be in a rush.

Durgan is quite happy to celebrate Taxfest! As he is not in a city, he does not spend the day monitoring tax collectors, nor thanking the citizens for their payment, nor extoling the great civic improvements to be funded. He simply offers a brief prayer dedicating the celebration to Abadar, and then buys several bottles of wine from the caravan's stores for everybody to drink. "It is customary for the Church of Abadar to sponsor these celebrations, as you know."

Not sure what quality of wine the caravan has with them, or how much will be needed (one good-sized pour each, as is standard, we are not Caydenites after all), so let me know how much gold that is.

Knowledge (Geography): 1d20 + 3 ⇒ (10) + 3 = 13
Durgan doesn't know the history of Brinewall, but nods as Mukluk explains.

Having seen Koya minister to Ameiko, Durgan begins to grow concerned. This is not merely over-indulgence from the previous night.
"Koya, have you the skill to diagnose illness or affliction? I can attempt if you do not, but given your greater experience I would defer to you and seek to only assist."

Heal to Aid Another on diagnosing condition: 1d20 + 7 ⇒ (9) + 7 = 16


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Koya Heal: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 (aid)

Koya isn't sure what it is, though she feels it's abnormal whatever it is. The tea should have worked better if it was just a cold or the like. So she's concerned, but has no immediate solution beyond the lesser restoration she cast.

She does keep her eye on Ameiko though and suggests she stretch out for the last short bit and get some rest. Ameiko protests, but is convinced by her senior.

Durgan, Koya is casting create water for the trip. No need for two of you to prep that cantrip if you want something more interesting. She's also covering mending for the odds and ends that need to be done.


ninja'd by Euan, will edit:

Not minding the 'bad' weather as much as some, Rory kept his hood up, and spread out, to keep him and Storm as dry as possible. Meanwhile, Storm was able to avoid most of the puddles that bogged the wagons down. While the others were trading with a few of the folk from Roderic's Cove, Rory roamed the town, looking for any gnomes or halflings he could get information from; the small folk tended to see the worlds news a little differently than the 'long shanks.' Even when they shared a meal and some trade with the other caravan, Rory made sure he was in camp long enough to get plenty to eat. But he hadn't taken enough time to make anything, other than to mend a few harnesses and a saddle strap.

Finding the celebration of Taxfest a little confusing, he understood trade was a good thing, but taxes? He'd noticed the shape the road was in lately, not that he and Storm minded they were built for narrow paths, but whoever was collecting taxes to care for that road certainly wasn't doing their job. However, when Durgan offered the wine to toast his church, Rory held his oversized tin cup out for a dram, happily holding it aloft for Durgan's toast.

Having returned with Shalelu from scouting ahead, Rory is concerned about their benefactor's health, asking Shalelu to find out if Koya needed any particular ingredients from the local vegetation or if she needed him to take care of the mending. As he and Storm helped prepare for the evenings meal he tried to remember if he'd purified all the food and water they'd been using.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

"It's okay, Ameiko, you should take care of yourself and if start getting shivery, just let me know and I'll ask Moose to bed down with you. Ain't nothing better than a warm mule when the shivers come at you," Mukluk offers, trying to be helpful.

"And if you want, I'll make you a good batch of me Stew of Sisters Three, a good spicy batch that'll get you back on your feet right away, I will."


F

Trader: 1d20 + 5 ⇒ (7) + 5 = 12

Kisaiya tries to participate in the Taxday celebration out of politeness, but her heart is clearly not in it. While she has some respect for Abadar, he has always been associated in her mind with the parts of her father she liked the least, and though she knows that is unfair to put all on the faith, she is also only human and has not figured out *how* best to move on.

Noticing that Ameiko is under the weather, Kisaiya makes simple rice porridge and green tea with honey—her traditional sick remedy—for Ameiko. She never says that she is worried, but she tends to hover about and check in on Ameiko periodically, coming up with some excuse or another.

Profession (cook): 1d20 + 11 ⇒ (15) + 11 = 26


Roll20 Map - Tracking Sheet

Sandru trade: 1d20 + 5 ⇒ (10) + 5 = 15
Ameiko trade: 1d20 + 5 ⇒ (5) + 5 = 10

74 gp gained from trade.

Concern over Ameiko grows and everyone seems to be lending a hand one way or another. She continues to deteriorate with every hoof beat closer to your destination.

The track you’ve been following all this time passes about half a mile east of Brinewall, continuing north and crossing the Steam River into the Nolands over a weathered wood-and-stone bridge. An old and ragged signpost about a hundred yards south of this bridge reads “To Brinewall”. It points down an overgrown trail that winds through a forest. This track quickly fades away entirely into the undergrowth, and further progress toward the ruined village must be made on foot.

However, as the wagons begin to form a camp, Ameiko collapses! Her eyes flicker briefly, before closing as her body, shaking despite the warm day, flops to the ground. It’s about 11am as the members of the caravan crowd around the fallen noble each trying to do what they can to help.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

"Oh no, Ameiko," Mukluk hushes to Moose as he moves to see if there is anything he can do to help. He thinks of the surrounding area and if there is city or known healer around that the caravan might divert to.

1d20 + 5 ⇒ (4) + 5 = 9 Know (Geography)


Excited to speed down the narrow, overgrown trail into the Forest, Rory hears that Ameiko has gotten sicker. Waiting outside Koya's wagon he asks, "Should we forget about Brinewall for now and get Ameiko to a town?"


Roll20 Map - Tracking Sheet

GM Rolls:
1d100 ⇒ 3

Mukluk only knows of Roderic’s Cove, several days back. And that was a village with only a second level priest and a few elderly healers.

Rory Cornelius wrote:
Excited to speed down the narrow, overgrown trail into the Forest, Rory hears that Ameiko has gotten sicker. Waiting outside Koya's wagon he asks, "Should we forget about Brinewall for now and get Ameiko to a town?"

The nearest ‘town’ that Sandru knows of is Riddleport - a den of thieves and miscreants who will more likely rob and kill Ameiko than heal her. But it is an option with care, if a distant one. For it is not close either.

Koya offers to cast augury (link) as she does from time to time when questions vex the caravan. She takes out her sticks, and suggests a question of ”Should we return Ameiko to town for healing?”

That said, she feels this is supernatural, not just a cold or some plague. It came on relatively quickly, and seemed to accelerate as you got closer to Brinewall. So she thinks it is Brinewall related, but what it could be eludes her.

Ameiko, slightly frothing at the mouth with the effort, speaks in Tien, before collapsing insensible again.

Tien:
”One treasure beyond two seals in the third vault...”
- - -

Shalelu has no clues, but stands guard over Ameiko's form.

What would you like Koya to ask?

Oh! Koya does have scrolls of remove disease and remove curse, though she'd rather not use them without knowing which it is. But if the party is stumped, she'll try both readily enough. 'cause Ameiko.


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

As this is the same day that Durgan first noticed Ameiko being truly unwell, he will not have had time to change out his spell selection to options better suited to diagnosis.

Specifically, Detect Poison, Detect Evil, or Diagnose Disease.

He may be able to prepare such spells the following day.

"Koya, I would not presume to instruct you on how to contact the spirits. I do know that such a method is up to the will of the gods, and as I have heard it told, the answer may be vague or even misleading. They will not clearly mark our path for us, that much I know."

He thinks a moment.

"However, since you asked, I can't help but think that Ameiko's ailment is connected to our mission to Brinewall, and her family's history. It may be a curse of some kind. I wonder if recovering her family's treasure in Brinewall could improve her health.

That is... once she read the letter, she was cursed to find it, and suffers more until it is found. Something like a Geas.
Or, conversely, that she is cursed because she is trying to find it, and the safe thing to do is to abandon this mission.

My intuition is the former, but I propose this question: 'Should we bring the Kaijitsu family treasure from Brinewall Castle to Ameiko?'"


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
Durgan Far-Walker wrote:
'Should we bring the Kaijitsu family treasure from Brinewall Castle to Ameiko?'"

Mukluk follows along and was about 90 minutes behind Durgan in figuring out that this would be a good question to ask. He supposes that Moose had already figured it out and was just letting Mukluk make his own way to it, as he often did. What a good ass he was.

I don't have any better questions.


Waiting outside the wagon while the magical and medical folks see to Ameiko, Rory pondered what Koya meant by the disease feeling 'supernatural' and possibly Brinewall related. Worried about Ameiko, and almost as much for Shalelu their mutual friend, when Durgan offered to go to Brinewall to sort it out, Rory chimed in. "Count me in. I think searching Brinewall for the cause of a curse is a good idea. But maybe Shalelu should lead the wagons a distance from Brinewall, see if that improves things for Ameiko." He looks towards Kisaiya and Mukluk. "We could solve the mystery, hopefully lift the curse and then catch up."


F

Kisaiya is despondent as Ameiko collapses. She stays near her, offering whatever help she can.

Heal: 1d20 + 6 ⇒ (6) + 6 = 12

She has only a basic knowledge of anatomy and bodily health outside of matters of nutrition, so she has difficulty coming to any conclusions on what could be the cause of this catatonia. ”She’s never been sickly as long as I’ve known her, so a curse does make sense. Especially since this coincides with us coming close to Brinewall.” She shakes her head. ”I wish I knew what to do.” She stares at Ameiko. More than anything, she wishes she could hold her right now, caress her cheek. Finally, she tentatively places a hand on Ameiko’s forehead to check her temperature. ”Whatever is causing this, Ame, we will find it and put an end to it.”


Roll20 Map - Tracking Sheet
Durgan Far-Walker wrote:
"My intuition is the former, but I propose this question: 'Should we bring the Kaijitsu family treasure from Brinewall Castle to Ameiko?'"

Koya holds a cup of sticks and starts shaking them. She increases the rate as she intones the spell. It seems to take forever for one of the sticks to fall out of the cup, but when it does, Koya smiles.

”Weal.” she says simply, ”I don’t know what that means for you, but it will help Ameiko.” She glances at Durgan, ”You are correct, this is not always accurate, but it is a good indicator in most cases.”

"Rory Cornelius” wrote:
”…maybe Shalelu should lead the wagons a distance from Brinewall, see if that improves things for Ameiko." He looks towards Kisaiya and Mukluk. "We could solve the mystery, hopefully lift the curse and then catch up."

Sandru frowns a little at Rory’s suggestion that Shalelu lead his caravan, but he’s not going to make an issue of it now certainly. There’s a larger issue at stake. He speaks up, ”This is dangerous country. With you lot in Brinewall, we might have some trouble if we come upon something on the road out here. I suggest we keep camp here - but without you and with Ameiko ill and in need of watching, the rest of us will need to be on our toes.” He suggests you go, and return quickly if you can.

”As it may be a curse, but unlikely a disease, should I try the scroll of remove curse?” Koya asks, willing to try it - just in case it helps.


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

"The scroll is yours, Koya, and so it is yours to decide what to do with.
If it were mine, I would hold onto it for now and try it tomorrow if Ameiko's condition worsens. I don't know of any way to detect a curse, unfortunately. Possibly a spell to detect magic or to detect evil might work?"

Durgan looks down the trail. He draws his axe.

"I am ready to go."

Durgan has the following spells prepared:
Create Water, Purify Food and Drink, Guidance, Vigor (I had meant to pick Virtue, but Vigor will do)
Liberating Command, Bless, Divine Favor, Shield (D)


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk won't opine on the use of the scroll, leaving that for more experienced healers to determine. He wasn't in charge of this caravan (he was barely in charge of Moose), and wouldn't overstep his place by offering opinions (lest he get murdert).

Mukluk will, however, take Moose for a good frolicking in a nice ivy patch before girding himself for the Briny Castle.

Eventually, he will be as ready as he can be.

"I am ready to go."


Roll20 Map - Tracking Sheet

The party holds off on the remove curse for now, though Koya agrees to try it tomorrow if Ameiko worsens - or maybe even if she doesn’t improve. If you’re gone that long, Koya will also try Detect Poison, Diagnose Disease, and Detect Evil tomorrow.

You begin walking on the trail to Brinewall, but as mentioned the particularly dense forest quickly swallows what was once a road - now long disused. Eventually it grows so thick you shunt to the riverbank and follow it in the direction of the village. It takes just over two hours to walk here from camp.

New map up!

I’ve noted where the party is on the map using Mukluk’s steady mule as a moniker. You’re in the NE corner currently following along the river. Ahead and slightly around the bend appears to be a ruined lighthouse before you reach the village proper.

The large grids on the map are 40’ across.

Let me know where you plan to go. Everyone should be able to move Moose to indicate a location. Nothing immediately jumps out at you and the region is alive with birdsong and insects. It feels truly abandoned.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

”Now, if I remember right, there is a tower or a lighthouse over this way. I guard tower, I think, but it should be over here. Might as well start there and see if we can get a looksee at the surrounds,” Mukluk offers and guides the party in that direction.

Mukluk is probably at the back of the party, and hoping that Moose won’t be too annoyed that Mukluk has abandoned him for a bit.

Moved Moose on the map towards the thing.


ninja'd by mukluk, will edit
Standing outside the wagon Rory hears more than see's what's going on. He presumes Koya has 'rolled the bones' when she declares Durgan's Idea would help Ameiko.

As they talk about the plan, Rory mentally shrugs at Sandru response to his recommendation. Clearly the man is not familiar with Shalelu's fighting prowess, she would be able to protect them here or further down the road. Hearing Durgan offer the scroll to Koya Rory smiles to himself. Admittedly Rory didn't know much about the 'god of merchants', but Durgan seemed to be really generous.

Hearing Mukluk say he was ready, Rory realized the dwarf had returned from the ivy patch. Mounting Storm he chimes in, "So are we." Giving Storm his head, the wolf ran down the trail sniffing and then back again. Having ran ahead and then behind, Rory adds, "Mukluk is right, there is a lighthouse around the bend." Pausing as Storm sits down and scratches his ear, smiling Rory adds, "We may get a better view of town from the top of the lighthouse."

As the group begins to head towards the lighthouse, Storm stands and bolts ahead, sniffing and marking his territory. As the others near, they bolt ahead again. As they near the building Storm stops and sniffs around the lighthouse, waiting to enter once the others catch up.


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

Durgan follows the others, and looks for any recent tracks.

While the area seems abandoned, it may be worth closer examination.

Survival: 1d20 + 8 ⇒ (12) + 8 = 20


Roll20 Map - Tracking Sheet

GM Rolls:
1d20 ⇒ 9

You approach the lighthouse - a large stone affair, now little more than an empty shell after its roof caved in many years ago. The second floor looks particularly hazardous with several large holes caused by decay over the years. So let me know if you climb the rickety stairs to get a better view of the surrounding, investigate the lighthouse further, or avoid it completely.

Durgan finds some small animal tracks, but nothing of size has been here in some time - as far as he can determine.

You are able, even without additional height, able to see into the naturally deep harbor where the waters of the Steam River flow into Bunyip Bay.

Two ruined piers extend into the only relatively shallow portion of the harbor here, and once served all of Brinewall as moorings for visiting ships. While both piers are now mostly collapsed, the westernmost one has what appears to be a relatively recent visitor: a Linnorm Kingdoms longship is tied to the pier. The longship seems relatively new, but the vessel is partially destroyed and half-sunken.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

”Ayep, an abandoned lighthouse, as Moose would have told you if you had asked,” Mukluk narrates and declines to climb any higher. ”Doesn’t seem to be much to see here? Shall we scoot around this way?”

If not, Mukluk will guide the party to the red coloring that I’ve added to the map.


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

"Hold up a minute, Mukluk. This might be worth further exploration, if we can find a safe way to do so."

Durgan will attempt to determine the danger associated with climbing the lighthouse. If it is just a wooden staircase collapsing, that he can probably endure, but the stone lighthouse collapsing on him would be much worse.

Profession (Engineer): 1d20 + 5 ⇒ (17) + 5 = 22

Alternatively, Knowledge (Engineering) would be a 20.

If he can identify a safe way to climb, he will.


As they near Rory realizes that there was no fancy glass top on this delapidated lighthouse to climb to and look out. All that remained was a seconf floor which didn't really look all that save to him. On the bright side, he was able to turn and get a apretty good look at the harbor, the docks and the villiage beyond. Chuckling at Mukluk's gift for speaking the obvious, Rory uses his knees to turn Storm back the way they came. About to tell Mukluk that he wanted to hear Moose talk, Durgan chimes in asking them to hold up for a minute. Nodding, Durgan was right, if there was a safe way to explore it might be worth it. Leaning down he pats Storm on the neck, "Hold on boy, we're waiting a bit longer." As Storm sits down, Rory turns to watch Durgan, wondering if he'll find a safe entrance.


Roll20 Map - Tracking Sheet

The real danger is collapse of the wooden portions. The stonework seems solid enough. So you would likely take falling damage, and some debris damage if you climb above the first floor.

In game terms, you’re looking at 2-3 d6 in all likelihood if you step wrong but not more. Knowledge Engineering or Acrobatics to avoid. Relatively low DC.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk continues to wait for Durgan and then will move to the anointed spot when everyone is ready.


F

Kisaiya points towards the longship. ”That’s what has my attention. There may be others living here, or perhaps using it as a waypoint. If they are about and friendly, we may learn more than we would just from a quick look about.”


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

"Mukluk, I have seen that you command some magic. Do you have magic to protect someone from a fall?"

Assuming that Mukluk does not know such a spell, Durgan will follow him to the identified location.


As Storm sat there, Rory leaning in his saddle, Storm started to reach up with his back paw scratching at his ear. Inadvertently, nearly knocking Rory from the saddle. Swatting at his wolfs leg, Rory blurts out, "Ok, ok, your bored, let's walk around a little." As the long shanks consider longships, lighthouses and falling spells, Rory gives Storm his head and lets the wolf run around the light house a couple times to burn off some energy.


Roll20 Map - Tracking Sheet

Looking west, south of the docks, you see a number of ruined buildings. You find a smithy and several homes - but there’s one building that stands out a bit. It’s a glassworks in the same design as the Kaijitsu glassworks in Sandpoint - now owned by Ameiko and built by her father.

To the southeast is an almost completely collapsed temple to Desna. South of the road is a rickety wooden fence surrounding the clearing beyond. The gates are made of iron and flanked on either side by statues of a beautiful woman with butterfly wings - Desna for sure!

The gates are firmly shut.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
Durgan Far-Walker wrote:
"Mukluk, I have seen that you command some magic. Do you have magic to protect someone from a fall?"

"Oh, that's all Moose's doing. I just do what he done show me. He's not big on falling, except to sleep, and so he ain't seen fit to share that kind of stuff with me. I'll keep it of mind to ask him, but I'm not so sure what he'll say to that," Mukluk replies, trying to imagine how that conversation might go with Moose.

Mukluk points to the buildings.

"If I done recall correctly, that there is the church to Desna, and over yonder is the Glassworks, and maybe there is a smithy about too. We should head over and give it a look through, especially the glassworks, and see if there is anything of interest," Mukluk says.

If no one objects, he will lead the party to the Glassworks when they are ready.


Hearing Mukluk say he didn't have the magic Durgan was looking for and they should 'head over and give it a look, Rory slows Storm down and turns him back to where the others are standing, "If you dwarves are ready, just say the word. Storm and I can scout out a little ahead."

Having heard the stories about the kinds of folks who sailed long boats, he looks towards Kisaiya, "Maybe see if anyone from the long boat is roaming about before we get too close."

If by lead you mean Storm and Rory riding past you three or four times going back and forth, then by all means lead away....


Roll20 Map - Tracking Sheet

You carefully climb among the debris to more closely examine the glassworks. There is little left, and the building is smaller than the one in Sandpoint. It looks like it was once nice enough, and is one of the more sturdy buildings in the area having been built of stone and brick. It wouldn’t have done much exporting you imagine given the size. Still, they probably provided all the glass for the castle - no small feat!

Still, you find nothing further of interest in the structure.

Where to next?


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

”Well, uh, that was a ‘pane’, wasn’t it? Time to move along…to the Church of the Butterfly. That’s right over there, Mukluk guides the party that way, wanting to be somewhat thorough.

”We don’t need to do all this today, but I can’t imagine Ameiko wanting to suffer much longer, but it will be worse if we miss something.”


Trusting Storm to move about through the rubble, Rory keeps a keen eye out but doesn't see anything worth mentioning. Chuckling as Mukluk calls inspecting the glass factory a pane, he nods, "Yeah, let's head to the temple."

Using his knees Rory turns Storm towards the temple, letting the wolf run around the collapsed building, he calls back to Mukluk, "True, but not a lot to miss here in the ruins anyway. The Castle is our best bet of finding something."

As Strom laps the building a second time, Rory calls back, "The chapel is about falling down, but the gate on the cemetery is just fine. Weird huh."


Roll20 Map - Tracking Sheet

The church of Desna is as ruined as the other buildings. It was a wooden building, and didn’t stand the test of time well. For reference, the gates to the cemetery are iron. The wood supports are somewhat rotten.

That said, there is some evidence that someone attempted some rehabilitation of the space in the last few years. Whoever did the work though, gave it up pretty quickly and did not return as the dust and debris are thick.


F

”That people have tried to rehabilitate this place but gave up suggests to me that whatever dangers were here that brought this place to ruin have lingered and continue to chase away speculators. A settlement at such a valuable location wouldn’t be left alone if it was not too dangerous to take up.” She looks about. ”We must remain wary.”


M Dwarf | AC 27, T 12, FF 25, CMD 24 | HP 65/75 | F +11 R +7 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +17 | Active: Vestment, GMW, Barkskin, Flight, Tongues, Haste

Or, being whimsical flightly Desnans, they lacked the diligence to continue their efforts. Durgan keeps this thought to himself and even reprimands himself a bit for thinking it. The Song of the Spheres is so far from Abadar that Durgan finds it hard to understand the ways of Desna's followers, but Koya has been responsible and thoughtful at least.

"When we have solved the mystery of haunted Brinewall, I will be happy to assist Koya in restoring this site."


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

I'm glad you all posted, but we also need pushes too. Please push to where you want to explore so it's not all on me.

Mukluk suggests, then guides, the party over to explore the old linnorm vessel.

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