| Unk the Conjurer |
Seeing the last yeti collapse, Unk lets the "cave wall" fade and begins climbing over the yetis to get in range of Durgan's healing.
The Flaming sphere rolls closer too.
I presume that it can just roll over pink since pink collapsed, but if it should hit pink (it stops when it enters a creature's space, doesn't technically say it can roll over if they're down), then go ahead and move it back and roll the 3d6 damage for pink, please and thank you ^^;
| "Snowball" |
Snowball pounces on Unk, giving him Guidance to match her own.
| GM Euan - Jade |
Yeah, pink is down, no need to stop the sphere in their square unless you wish to. Otherwise, it'll just roll over them...
Mukluck to go!
| Mukluk Muletender |
Round 13
Mukluk fires some divine piss at the ghost.
Divine Mule Piss: 1d20 + 6 + 2 - 4 ⇒ (15) + 6 + 2 - 4 = 19 touch to hit;
1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8 divine fire
Melee:
[ dice=Trepanator]1d20+3[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage
Mule Bite:
[ dice=MuleBite]1d20+5[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage
Mule Kicks:
[ dice=MuleKicks]1d20+5[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage
[ dice=Divine Mule Piss]1d20+6[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire
Acid: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 touch to hit;
1d4 + 2 ⇒ (1) + 2 = 3 acid
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (2, 4) = 6 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.
Toss some fire at the creature.
1d20 + 6 + 1 + 1 - 4 ⇒ (6) + 6 + 1 + 1 - 4 = 10 touch to hit;
2d6 + 3 ⇒ (5, 5) + 3 = 13 fire damage;
1d6 + 3 ⇒ (6) + 3 = 9 burning DC21 Reflex for half for 1d3 ⇒ 3 rounds
+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.
With a spell, Mukluk offers the party 9 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
He again casts a spell that turns the ground all oozy and hot, like a fresh mule meadow muffin. 4d6 + 4 ⇒ (3, 3, 3, 3) + 4 = 16 fire damage, DC 22 Reflex for half and to avoid being entangled. 20' radius burst, should get the leads and maybe more.
Heroism on the heroic Kiss'ya, 180 minutes. And on hisself, also for 180 minutes. Mage Armor (18 hours).
AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+16 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 47/47
Resist 10 cold/acid
Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/9 used
Rod Extend Lsr: 2/3 used (endure elements MM/Moose alt days, mage armor)
Helgarval
Aid once a day.
Daylight as needed (though only once a day).
Detect evil and know direction at will.
“A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time”
Aid. 1d8 + 3 ⇒ (3) + 3 = 6 temp hp. (The morale +1 won't stack with Ameiko's song.) While Hergarval is nearby, Storm gets "+2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures."
| GM Euan - Jade |
Durgan channels to heal himself and Kisaiya. Mukluk from up on high, shorts a line at the ghost - and connects, bypassing her DR and various energy resistances. Kisaiya slashes the ghost twice - and the second hit vaporizes her!
The freezing blizzard surrounding Katiyana explodes as she implodes - her wispy essence destroyed. Everyone within 10’ is affected by sever cold and wind, taking a little cold damage. (I think this affects Durgan and Kisaiya)
Cold Damage: 6d6 ⇒ (2, 5, 6, 3, 6, 2) = 24 and fatigued. Reflex DC 18 for half and no fatigue.
Durgan - 6 (-9hp)
Mukluk - 21
Kisaiya - 18 (-22hp, -2lvl)
Unk - 16+ (-23hp)
Ameiko - 16 (-50hp, -2lvl, blur)
Katiyana - 16- (-112hp, destroyed)
• We are out of initiative.
There are two yeti still alive, but most were splashed with fire from the many orbs that Mukluk sent in or have simply bled out. Let me know if you save the remaining yeti. Some time can pass if you like - nothing immediately jumps out at you over say the next thirty minutes. Naturally you could do something before then that may trigger an encounter, just giving you some space to do stuff.
| Unk the Conjurer |
"I foresee that without Katiyana's influence, the yetis will be much less aggressive. Please stabilize the survivors, Snowball."
Unk says in his usual announcer voice.
| "Snowball" |
"Fine, but we're tying them up." Snowball replies.
Unk begins producing a very large coil of hemp rope...
Who has the highest CMB? We need as many aids as possible to make the DC high enough xD
I guess tying a knot needs exactly one helper to put their foot/finger in the right spot, huh?
| Durgan Far-Walker |
Well away from the Yeti, Durgan casts a healing spell. An aura of light glows around him and begins to expand.
Path of Glory, extended via the last daily use of the rod, is 18 points of healing to 4 people, 17 points of healing to 4 more, etc.
He then casts a pair of healing spells on Ameiko.
Ghost Whip to CMW: 2d8 + 9 ⇒ (7, 5) + 9 = 21
Instant Armor to CMW: 2d8 + 9 ⇒ (5, 8) + 9 = 22
That should take care of everyone except for 4 damage on Kisaiya and 5 on Unk.
| Mukluk Muletender |
"I foresee that without Katiyana's influence, the yetis will be much less aggressive. Please stabilize the survivors, Snowball." Unk says in his usual announcer voice.
Sometimes the Paizo search doesn't work well (and so nothing recent shows on my search), but I don't ever think I've noted that Unk has been using an announcer voice, I wonder how this will affect how I see his character. Sorry if I missed it earlier. Stupid search.
Mukluk hustles up, looking at the remains of the ghost, if any.
"Is she gone? Or will she return? What happened there?" Mukluk asks, hoping a more religious person among them might offer an explanation. "She ain't no good, that's for sure, and she sure was mad at us, no doubt."
Mukluk will offer his healing wand to Kisaiya and Unk. I'll mark off charges if you use it. He will keep watch from the air as others tie things up and make things right.
Given a moment, he will cast Detect Magic and scan the battle site for magic and things of interest.
| GM Euan - Jade |
Everyone is mostly healed, thanks to Durgan's deep pool of healing!
Knowledge Religion for more on Katiyana's ghostly survival.
You search among the dead and captured, and find little of actual value. However, Katiyana wore a suit of Breastplate, +1 ghost touched.
| Kisaiya Shiraishi |
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Knowledge (religion): 1d20 + 12 ⇒ (20) + 12 = 32
Negative levels and good hope cancel each other out so just rolling with no additional modifiers
Kisaiya returns to the ground and takes a seat before letting herself fall onto her back, arms outstretched, in the snow.
”Thank you, Empress of Heaven. That f@!&ing sucked. I think I need a nap.”
| GM Euan - Jade |
Good hope expired at the end of the fight, but a 20 is very nice considering the DC was much lower than 30. :)
She was what is called ‘Storm Torn’. Katiyana became a ghost when the Storm Sphere scattered her spirit on the polar winds. As a result, Katiyana does not have a normal ghost’s rejuvenation ability, and is permanently destroyed.
You have nothing further to fear from her. She has safely passed into the afterlife.
Additionally! I forgot Bormurg’s loot. The King did have a magic item - a Dark Blue Rhomboid Ioun Stone (Alertness).
Lastly, Durgan and Kisaiya still need to make a DC 18 or take 24hp of cold damage and are fatigued. Save for half and no fatigue.
| Durgan Far-Walker |
Reflex DC 18, Good Hope: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Okay, so Durgan was at 33 HP damage taken before the Path of Glory. Now 15 HP down.
Suppress Charms and Compulsions to CMW: 2d8 + 9 ⇒ (1, 8) + 9 = 18
Back to full. Still fatigued.
| Mukluk Muletender |
”I think Katiyana was a unique creature, one who won’t come back like the kind of ghosts I’m more familiar with.”
Mukluk nods along as if he understands such stuff; he does not. He appreciates the answer to the question that was bothering him, and the rest of the party, for a while.
”I bet Moose woulda known that if I asked him, he would,” he continues. ”Let’s go check on the caravan and get rested. I could sleep. A lot. And make sure everyone is okay, especially you Kiss’ya, you seem pekid, you do, even Moose can see you need some rest.”
Mukluk will air trot back and check on things. He will check in with everyone and then hope to set up a camp. He’s drained. The entire caravan was almost murdert too, so that wasn’t great.
| GM Euan - Jade |
Injuries abound throughout the caravan, though Koya is tending to those injuries. She is however out of channels at this point and very low on spells.
Unfortunately, she wasn’t able to save everyone. Ealhild, one of your newer guards, died in the first wave of attacks. She bravely raised the alarm and held firm, buying the caravan members time to get into position to protect the wagons. Alas, the king felled her and Koya couldn’t get close enough to save her.
The two remaining yeti are bound and deeply unconscious. Do you camp here, or push the caravan deeper into the caves, or head back into yeti territory - for after all there are a number of yeti still there. They they are now largely leaderless save for a couple of savage brutes.
| Durgan Far-Walker |
Durgan sacrifices his last powerful spell to heal nine of the most wounded at once.
Disrupting Weapon to Mass CLW: 1d8 + 9 ⇒ (8) + 9 = 17
"I do not wish to rest within sight of this haunted tree, but I do think we should make camp relatively soon. Shall we press on up the broad corridor a ways?"
| Unk the Conjurer |
"I foresee that we shall want a Tiny Hut at the back of the Caravan if we head further in." Unk announces.
"Also that the ghosts will return if we do not." He adds less loudly.
"I don't like the ghosts very much." He adds.
I'm happy to camp in the next area past the tree, I'd like to make my Tiny Hut in the back so Unk and Snowball (and anyone else who wants to be in the rear-guard) can sleep behind everyone else
| Mukluk Muletender |
"I do not wish to rest within sight of this haunted tree, but I do think we should make camp relatively soon. Shall we press on up the broad corridor a ways?"
Mukluk nods and begins to prepare the caravan to move again. He'll sweet talk Moose after all the excitement, bringing him up to speed on what happened.
"...so just like you thought: the ghost was pretty weird, but should be gone now."
Mukluk helps direct the caravan to where Durgan feels comfortable.
| GM Euan - Jade |
Durgan brings the power, and heals the remaining injuries within the caravan. The party decides to enter the catacombs to distance themselves from the cursed tree. A little is said over Ealhild and the caravan mounts up and continues on.
Numerous small side passages begin to branch out from the main corridor, which slopes upward to the north. Hundreds, maybe thousands of burial niches have been carved into the rock walls of the catacombs. You don’t know how deep it goes from the main path. The ancient dead of the Uqtaal are buried here. A cursory examination of the nearest crypts reveals plenty of grave goods - still intact. However, the skulls have all been removed - presumably by the cult of Fumeiyshi for their many cairns and displays.
The passage continues to slope upward, flanked by more catacombs cut into the rock. Ahead, on each wall of the passage, huge red demonic skull faces with short tusks are carved into the stone. Your advance scouts are rebuffed, and cannot approach the skulls, or the passage, due to what will be determined to be two more antilife shells. One centered on each skull face. (Marked as ’a’ on the map near S10.)
If you can dispel one (DC 24 cl check with dispel magic) you will disable it for an hour and squeeze the caravan past - though it’ll be tight.
I’ve moved you on the map. It’s around supper time, or a little later and still Rova 29, a Fireday. The air is cold of course, but there's a mustiness to it as well which borders on the distasteful.
| Mukluk Muletender |
Mukluk cannot dispel his own fart, let alone any spell, let alone any of Moose's. He's out of 'high' level spells until he can get some sleep.
He looks at Ameiko, then Kisaiya, wondering what to do next.
| Durgan Far-Walker |
"I suppose we can rest here. I can prepare spells to try to dispel that effect tomorrow. We can't get past it until then, I think."
| Unk the Conjurer |
Unk nods in agreement, stroking his very long beard a couple of times.
| GM Euan - Jade |
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Supper is a solemn affair, and the shadows themselves seem to jump and dance of their own accord. Spending the night in a crypt is a bit beyond what most of the troop had in mind when they set out months ago. It has everyone quite on edge. And of course there’s the loss of Ealhid. It all makes for a long night, and most folks turn in early. Usual watches I assume.
If it weren’t your third morning underground, I’d have said ‘bright and early’. Instead it’s just ‘early’. The watch shouts an alarm around 4:30am - on Rova 30, a Starday. You quickly assemble, and perhaps even burn a few spells in preparation - though you haven’t had time to prepare yet today. However, the yeti who approach you, do so under a white flag.
Of the clutch that approaches, only two are gutsy enough to make it all the way, while the others nervously linger back a little way. The two who approach are hefting a giant icicle club (sized for large), studded with gemstones. They approach and set the enormous icicle as close to you as they dare. One says a little speech in Aklo, and the pair immediately bolt back to the safety of the group.
Snowball is able to translate, ”We are sorry for what our king made us do. Here is his scepter of power. Please take it and go.”
They look at you one more time as if to make sure you understand, and then they flee into the catacombs, probably heading to the passage to the east you found from the other side (S10b).
Examination of the item reveals it is in fact magical. The ice never melts and it otherwise acts as a club, +2 cold. Just keep in mind it is sized for a large creature. Perhaps you can sell it to a collector.
Assuming you accept it, and the truce it implies.
| "Snowball" |
| 1 person marked this as a favorite. |
Snowball also makes sure to cut the ropes on the two that had collapsed nearby and explain that they're free to return to their tribe.
| Unk the Conjurer |
Unk waits a long moment for the yetis to leave before suddenly making an announcement:
"Just as I had foreseen. The yetis mean us no harm."
He begins to nods to himself and strokes his unreasonably long beard.
"Usually violent raiders are expelled from their tribe, aren't they?" he says to noone in particular and at a much lower volume.
He clears his throat loudly.
"I foresee that they'll keep this truce, now that they're free of that vile ghost's influence." Unk announces.
| Durgan Far-Walker |
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He begins to nods to himself and strokes his unreasonably long beard.
"Usually violent raiders are expelled from their tribe, aren't they?" he says to noone in particular and at a much lower volume.
"Depends on the tribe. In some cultures violent raiders are regarded as heroes. Like in the Lands of the Linnorm Kings, where we were before we met you."
"I have no problem accepting this gift and this truce."
| Mukluk Muletender |
Mukluk walks out groggily to help take in the offering of peace. He rubs his eyes, taking note that this is mostly how he thought the yetis should have been...but clearly that meddlesome ghost had stirred up some trouble.
He goes to explain things to Moose, and to prepare his day.
When it's time to move, and the caravan is ready, he'll give the dispelling a go. He hopes he does a better job than last time.
1d20 + 9 ⇒ (4) + 9 = 13 Dispel Magic
"Now Moose told me how to do this...I just gotta...focus-pocus!"
1d20 + 9 ⇒ (19) + 9 = 28 Dispel Magic
| GM Euan - Jade |
The party accepts the offered truce (assuming Kisaiya goes along?). Knowledge that at least the yeti will keep their distance lightens the mood at breakfast - though it is quite early for it. Still, now that everyone is already up, food and drink are prepared.
There are some negative levels to be dealt with. You have time to cast spells in the morning to deal with them, or you can wait until later in the day and try rolling out of them. Fort saves DC 16, one save for each negative level, but at your neg level penalties. So it’s up to you.
Mukluk’s dispelling is successful, but I assume he’s waiting until the caravan is ready to roll on by - and we’re not quite there yet.
| Durgan Far-Walker |
Durgan will prepare and cast the spells necessary to remove the negative levels, using 200 gp of the diamond dust the party had purchased. One casting for Kisaiya, one casting for Ameiko.
1 (5+1): Divine Favor, Shield of Faith, Remove Sickness, Liberating Command, Endure Elements, Shield (D)
2 (5+1): Path of Glory, Suppress Charms and Compulsions, Instant Weapon, Instant Armor, Make Whole, Barkskin (D)
3 (4+1): Invisibility Purge, Create Food and Water, Magic Vestment, Communal Resist Energy, Fly (D)
4 (3+1): Air Walk,
5 (1+1): Righteous Might, Overland Flight (D)
| GM Euan - Jade |
The caravan is lined up and the party heads toward the anti-life shells. Mukluk, on only the second try, manages to temporarily suppress one side. Sandru commands the wagons forward - and through the breech!
The next chamber you reach is a large one. This wide cavern soars into darkness overhead. A deep crevasse plummets to the north and east, while to the west a broad switchback road climbs to a distant tunnel mouth. In the center of the cavern, skull-topped columns surround an octagonal dais.
Age-worn steps lead to the top of the dais, where a stone seat rests between the tusks of a bull mastodon skull, a Tian-style banner draped over the top like a canopy.
The Uqtaal once performed their final rites in this cavern before laying their dead to rest, but now it appears to be a throne of sorts - though no yeti remain in this chamber at this time.
You begin to travail the switchbacks, which are many and somewhat steep, forcing many to walk, and a few to push on the tight corners. Eventually you make it to a wide tunnel leading out - but a few yards or so in, someone has summoned a wall of stone - sealing the exit!
It’ll take a half a day to chisel out the ‘plug’ enough to let the wagons through, though there may be other ways to do it as well. It would have made a good ambush point, but there is a truce with the locals and so you have time to deal with it however you wish.
| Mukluk Muletender |
Mukluk takes his time getting Moose ready to move. The mule is pretty pissy, but that's not unusual, but some days it's worse than others. Mukluk isn't going to judge Moose for that, we all have our good and bad days.
But, in the end, Moose is moving with the caravan, and Mukluk is driving and doing his best. He is pleased to see Kisaiya's deep wounds healt, and is glad that the party is no longer under threat of getting murdert by the yeti clan.
* * *
At the stone wall, Mukluk dismounts to look at it.
"I was gunna say that I wasn't expecting this, and now I'm still not," he says, rubbing his hand over his head and again forgetting that he has an angelic helmet on and accidentally goosing that instead.
"Not sure I have a good solution, but I do have my trusty pick. I bet I can get through it in a few weeks, maybe," Mukluk says, having never loved pick work to begin with.
"Any other solutions, Big Fur? Does your companion have any ideas?" he asks Snowball.
| "Snowball" |
Snowball, floating by Unk's head, rotates to look at him.
"Do you?" she asks pointedly after a long pause.
"Have any ideas." she explains, remembering who she's talking to.
| Unk the Conjurer |
I just realized I can use bigger tags for when he's being noisy xD
"I Uh- what? Oh right." Unk replies apparently very startled at anyone talking to him.
"I foresee that an earth mephit will be able to hasten our journey." Unk announces.
Snowball slaps the back of his head gently with her tail.
"Right, I'll get one." he explains before casting a spell.
SMIV
A few seconds later, an earth mephit appears by the wall.
Unk gestures towards the mephit proudly, showing off to Snowball.
Spell-like Abilities
. 11/11 Diviner's Fortune
. 1/1 Stabilize
Spells Prepared
. 5th 2+1/day {S} Quickened True Strike, Summon Monster V, Wall of Sound
. 4th 4+1/day {S} Arcane Eye, Dimension Door, Resilient Sphere (DC 22), Summon Monster IV, Wall of Ice (DC 22)
. 3rd 5+1/day {S} Tongues, Fly, Haste, Summon Monster III, Summon Monster III, Tiny Hut
. 2nd 6+1/day {S} See Invisibility, Flaming Sphere (DC 20), Glitterdust (DC 21), Glitterdust (DC 21), Levitate, Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 20), Magic Missile
. 0 (at will) Acid Splash, Detect Magic, Message, Open/Close
| Unk the Conjurer |
"Oh- I know this one!" Unk says before pausing a moment.
Suddenly he turns to the mephit as it stands lazily, almost at attention, facing back at Unk.
Unk says before nodding proudly at his familiar.
| Unk the Conjurer |
"Just as foreseen." Unk says to explain the mound of clay before them.
After another nudge from Snowball, he reshapes the erstwhile grappling hook into a shovel and starts digging.
yay any-tool
| Mukluk Muletender |
Mukluk seems much more energized at the idea of picking out soft clay than digging out hardened stone.
"See? It's a good thing I asked, and Moose thought asking you would be a good idea, he did. Moose ain't wrong, I tells you," Mukluk says as he begins to pick and dig and drag.
| GM Euan - Jade |
You soften the stone, then carve away the clay-wall allowing passage beyond far faster than any chiseling. Well done!
You climb a relatively steep, but manageable, grade for most of the day. By evening, you reach the outer passage! You are just in time to catch the sunset over the Wall of Heaven mountains. Such a sight! Sandru ends the day - making camp in a clearing just outside the entrance. It has obviously used for that purpose for travelers long past, and now by you. The caravan members revel in the fresh air, after three days below ground. Even the steeds seem happier.
The skies above are clear, the kind of clarity that only comes after a severe storm. You can still see tree branches laden with snow and the bubbling of brooks, flush with storm water from the upper mountain snow rushing down from the peaks.
In the usual way of things, the party finds themselves apart with Sandru, Koya, and Ulf Gormundr at the end of the night. Ulf, a bit drunk if he’s being honest, nevertheless tries to figure out where you are. ”I make us about 150 miles from the Path of Aganhei. It lies to the east and south. I don’t know this range well, but it’s very old, and so somewhat worn down. We should make good time if our scouts are observant.”
He grins happily, for the most dangerous part of the trek across the Crown of the World is now past. Though you’re still far in the hinterlands, it can be said you have entered Tian Xia. You must still traverse the nation of Hongal and then presumably the Spirit Road before you reach Minkai. But at least it will be warmer as you descend from the high ice.
Sandru is eager to reach proper civilization as well. Aside from the trade opportunities, there are parts for the wagons, some fresh horses and mules, and more that he wishes to obtain for the caravan. Even Koya is excited, for after all she has taken this journey to visit Minkai, in part, and that feels possible now.
Ameiko is quiet, staring into the fire, watching the flames dance and feeling the warmth. She too is eager to reach Minkai - though in her case it will mean confrontation with whomever is in power. Will they accept her as the country's leader? What will that even mean? She knows so little about her destination, yet she is destined to rule it… if the fates are to be believed.
| Unk the Conjurer |
Unk sidles up to Ameiko. He sits down next to her and clears his throat.
"I foresee that all will turn out well in the end. You'll make a fine empress." he tries to say reassuringly.
| "Snowball" |
Snowball rubs herself on Ameiko's leg, and doesn't mention any coaching she may have given to Unk moments ago.
| Durgan Far-Walker |
Durgan says a quiet prayer thanking Abadar for the successful transit of the Path of Spirits. He also prays for a fair judgment of the soul of Ealhid. A caravan guard is a noble and righteous profession in the eyes of Abadar.
Does Durgan know anything about Hongal?
Knowledge (Geography): 1d20 + 4 ⇒ (9) + 4 = 13
Whether he does or not, he will ask Ulf who likely knows much more. "What can you tell us about Hongal?"
| Mukluk Muletender |
1d20 + 11 ⇒ (2) + 11 = 13 Know Geography
Seems that Mukluk knows about as much as Durgan about Hongal. He waits to hear if anyone knows more as it might help him and Moose prepare for what's coming better.
| Unk the Conjurer |
Eventually, Snowball will remind Unk to share what he knows too:
Know (geo): 1d20 + 18 ⇒ (12) + 18 = 30
| Kisaiya Shiraishi |
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Kisaiya gazes off into the distance, finally within Tian-Xia. It does not feel any different, not that she expected it would. She does not expect any magical feeling of belonging or purpose, and honestly, she’s not even sure she would want it. She has enough belonging, enough purpose.
She sits down next to Ameiko. ”I can tell you are worried. You can worry if you want. But if you don’t want to, I can worry for you. Whatever you need, I’ll take care of it.”
Charisma Check DC 15: 1d20 + 2 ⇒ (19) + 2 = 21
| GM Euan - Jade |
| 1 person marked this as a favorite. |
Unk sidles up to Ameiko. He sits down next to her and clears his throat. "I foresee that all will turn out well in the end. You'll make a fine empress." he tries to say reassuringly.
”Thank you Unk. …and Snowball.” she reaches down and gives the kitty some cat-scritches.
She sits down next to Ameiko. ”I can tell you are worried. You can worry if you want. But if you don’t want to, I can worry for you. Whatever you need, I’ll take care of it.”
Ameiko leans against Kisaiya and puts her head on her shoulder. ”If I’m to be emperor, I’ll need to do some of the worrying.” She smiles however at the offer of solace.
You don’t know a lot about the country. Unk knows it’s located at the top of the Tian Xia. Hongal has long been considered too remote to conquer by the southern powers and there are no northern powers so it has enjoyed a long period of peace. Known as "The Tundra of the Horse Lords", Hongal consists mostly of tundra and rolling steppes. Wilderness.
Ulf knows a little more. He’s been there maybe three times, but never further. He’s escorted caravans to the city of Ordu-Aganhei, in the nation of Hongal, where he's leading you, but then he’s gotten another job leading back to Avistan. Still, he shares what he knows.
While Hongal is known for its two highly valuable trade routes - the Path of Aganhei that connects Tian Xia to Avistan, and the Spirit Road that connects to Minkai - the people of Hongal have historically seen them more as necessary evils, as they did not enjoy outsiders. Foreigners are tolerated as long as they traveled along those roads, spent their coin, and kept moving. Anyone who strayed too far from either of the two trade routes found themselves attracting the wrong kind of attention. These attitudes have subsided a bit as trade increased along the Path of Aganhei, and the younger generation is considerably more hospitable to outsiders than the older.
The vast majority of Hongal is untouched wilderness as few structures are able to withstand the endless winds that roar across the tundra. In particular the quqotengir (translatable as the "sky dragon's angry breath") is a storm that whips across the land in early spring and late autumn (so nowish - naturally). Some type of creature (or creatures) hide within the storm, leaving the mutilated corpses of its victims behind after the winds have passed.
Ulf is taken by your quest though, and offers to continue on. His skills as a guide will be less useful in Tian Xia however. Hiring a local might be advantageous in that regard to support him, though the Spirit Road is a plain enough path and should lead where you need to go. So maybe another guide isn’t a worthy expense.
Replacing the guard should be considered though - if you can find someone who speaks Taldan common. Elements of the party can speak the local language, but that doesn’t help Sandru and the other guards to share information in the heat of battle or on watch.
| Mukluk Muletender |
"Tundra? Ah good, that'll make Moose happy. Tundra is good eatin' sometimes. Sometimes not, but it's better than snow, I'll tells you," Mukluk says in response.
"We'll probably feel a bit safer once we get to the major trade routes, should be at least," he continues hopefully, and with mixt feelings. "Now that that angry ghost is gone, might be that our trip is safer if we can just avoid big cities. We'll probably get murdert there, for sure."
Happy with Ulf guard, or whatever works, but doesn't have a solution to the language barrier. I don't feel we need a guide.
| GM Euan - Jade |
Ulf is totally happy being one of the guards, and he agrees - with the main trade routes before you, you shouldn't need a guide for this leg of the journey.