| GM Euan - Jade |
You all turn in eventually, the stars winking up above. In the morning, a fresh new day and a fresh new month, fittingly enough. It is Lamashan 1, a Sunday, and you begin your descent. You travel the better part of a week, slowly and carefully making your way down out of the mountains. The mood of the caravan is high as the temperatures climb - and before you know it, civilization appears before you!
On Lamashan 6, a Fireday, you approach the city of Ordu-Aganhei - the gateway to the mysterious Dragon Empires of Tian Xia, or, as Tians prefer to view it, the last outpost of civilization before the wilds of the Crown of the World and beyond.
Named after the Tian explorer who first charted the route over the Crown of the World, Ordu-Aganhei is the primary trade hub on the Tian side of the Path of Aganhei, and represents the first major outpost of civilization really since Kalsgard. Oh sure, there were a few villages and small (very small) towns. But this is a proper city. Civilization!
You should reach it by mid-day with your speedy wagons. Do you have any preparations prior to approaching the city?
| Unk the Conjurer |
Unk seems to have figured out how to make his Phantom Steed last all day, and has been riding it every day after reaching the surface again.
"I foresee that I could sneak us into the city tomorrow if we wish to avoid the gates." Unk says while holding up a hand to hide his mouth as if to whisper to Kisaiya, but while speaking at quite a conversational volume.
Spell-like Abilities
. 11/11 Diviner's Fortune
. 1/1 Stabilize
Spells Prepared
. 5th 2+1/day {S} Quickened True Strike, Overland Flight, Summon Monster V, (unprepped slot)
. 4th 4+1/day {S} Arcane Eye, Dimension Door, Resilient Sphere (DC 22), Summon Monster IV, Wall of Ice (DC 22), (unprepped slot)
. 3rd 5+1/day {S} Tongues, Fly, Haste, Phantom Steed, 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
| Durgan Far-Walker |
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Durgan's eyes brighten at the city on the horizon.
Civilization! Laws, customs, culture, trade... Praise Abadar.
"I would not advise that, Unk. If we wish to trade, we should enter the city properly, not sneak in like thieves. If there are questions to be answered, or forms to fill in triplicate, you may rely on me to handle such tasks."
He is clearly looking forward to the urban experience.
| Mukluk Muletender |
Mukluk is slow to want to approach, let alone enter, the city, but does muckle up and grouse his way into action. He has no particular preparations, figuring his dislike of cities will be enough. He will tend to Moose and the caravan first.
He's good to go.
| Kisaiya Shiraishi |
Kisaiya has had the barest indication of a smile all day, for reasons known only to her.
”I think Durgan has the right of it. We are obviously from far away, so our presence will be noted no matter what we do, short of being completely unseen the entire time we are here. This place is a trade hub, so it would be odd for them to turn us away at the gates as well.”
| "Snowball" |
"Do we have any way to disguise Ameiko? We don't want repeats of the yetis targeting her." Snowball says, standing up and stretching after napping on the rump of Unk's steed.
| Unk the Conjurer |
"I can go shopping and prepare a glamer for her tomorrow." Unk says, not noticing the flaw in the plan of entering the city without the disguise in place beforehand.
| GM Euan - Jade |
| 2 people marked this as a favorite. |
The caravan enters the city through its north gate, a decorated tower with a single 30-foot-high reinforced iron door and some 30 guards inside. A caravan coming out of the Crown of the World in the off-season is an almost unheard of occurrence, and the gate guards examine the Sandru’s paperwork with barely hidden suspicion despite Durgan’s excellent documentation. The guards’ examination is strict and thorough as a frowning sergeant watches quietly, wind blown dust swirling around them as they work. It drags on and on...
You expected the language barrier to be more of a barrier, but they seem used to this and had a nearby speaker of Taldan Common, though it’s very rough. The trouble seems more due to the odd time of year of your travel.
Anyway, just as it looks like they aren’t going to allow the caravan into the city, a well-dressed man appears at the gate from within the city, prostrates himself (quite literally) before the party, and makes a formal speech in much smoother, if accented, Taldan Common.
”Honored guests! Welcome, welcome, and three welcomes more!”
”Please ignore these slithering worms beneath your feet - I assure you they shall be punished for their insolence. Prince Batsaikhar, golden orb of sunlight at the black portal of barbarism, bids you welcome to Ordu-Aganhei, the City at the Edge of the World. My most munificent lord invites his honored guests to his humble palace to rest, dine, partake in polite conversation, and perhaps indulge in some pleasure.”
”The Golden One says he hopes you will honor him with your clever speech from strange lands, a speech that he of all men in Hongal has mastered. He is eager to hear of your journey across the Crown of the World in this most difficult time of travel.”
- - -
| "Snowball" |
Know local: 1d20 + 8 ⇒ (12) + 8 = 20
Snowball mewls in Unk's direction, then slowly walks under him to do figure eights between his legs.
| Unk the Conjurer |
know local: 1d20 + 21 ⇒ (11) + 21 = 32
"Yes, of course Snowball. I think so too. But I foresee that we'll be fine." Unk replies to her in Taldane, kindly.
"I foresee that we ought visit 'The Golden One', perhaps with caution." Unk announces to all present, again in Taldane.
| Mukluk Muletender |
1d20 + 15 ⇒ (14) + 15 = 29 Know (Local)
Mukluk nods along.
"As long as we're sure the Golden One won't try to make us murdert, I'm happy to go, doubly happy to go if avoiding him would increase the chances of getting murdert by him. I don't think we should be crossing him, in any case," Mukluk agrees, patting Moose on the neck.
"Yeah, sure, the sooner we get through with him, the sooner we can get to trading, then get out of here, which everyone would appreciate," he concludes, readying to go meet the Golden One.
| Unk the Conjurer |
Snowball speaks something else to her master, and Unk clears his throat loudly.
"Also, please deal gently with the guards who were just taking extra caution with an oddly timed caravan." Unk adds.
| Durgan Far-Walker |
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Knowledge (Local): 1d20 + 4 ⇒ (4) + 4 = 8
Durgan speaks Tien and Minkaian, though not yet Hongali. Tien is probably enough of a trade language in this part of the world that it is more familiar than Taldane. Still, he is grateful for the Taldane speaker.
He does have Tongues prepared and will cast it at this time with the Extend rod (2 uses left). It will last all day, which is convenient.
| GM Euan - Jade |
| 1 person marked this as a favorite. |
Tien is totally sufficient as a local language. There is a more particular dialect, but the language is very similar, and has the same alphabet, as Tien. No one looks at you oddly for speaking Tien and you can readily make yourselves understood in that language.
You accept the strange man’s offer and enter the city. It’s somewhat overwhelming though. Totally alien to any city you’ve visited before.
The capital of the nation of Hongal, Ordu-Aganhei is also the northernmost city in Tian Xia. It lies on the edge of the Arctic Circle and is an oasis of luxury and hospitality in an icy desert. The city is famed for its thermal hot springs, which have formed a sulfur-rimed lake in the center of the city, frequented by residents and visitors alike.
Prince Batsaikhar, Mukluk expands, is the younger brother of the khan of Hongal, and rules Ordu-Aganhei. Called the Golden One by his subjects, who live in both awe and terror of him, Batsaikhar is a man known to smile and sing as he has those who have angered him torn apart.
Ordu-Aganhei is crammed between stout timber walls 40 feet high, topped with spikes replete with the severed heads of bandits who preyed upon the Path of Aganhei. The city’s layout is confusing, with narrow, winding streets. Buildings are timber framed and have high, gabled roofs and ornate, decorated eaves.
A large, parklike garden surrounds Ordu-Aganhei’s central lake, which lies more or less in the middle of the city. The park is flanked on one side by the Palace of the Prince, a forbidden place guarded by hundreds of soldiers, and on the other by the temple of Abadar, known in Tian Xia as the God of Walls and Ditches.
Paper lanterns light the streets of Ordu-Aganhei at night (it’s only just mid-afternoon now). The streets are immaculately clean (Prince Batsaikhar hates dirt) and regularly patrolled. Prayer flags of all colors dance in the wind from every gable and roof. Everywhere one turns a shop is selling something, and the heady scent of incense mingles with the smell of unfamiliar cooked foods. On the city’s outskirts, huge corrals contain herds of prized Hongali horses, and numerous caravansaries cater to the caravans coming down from the Crown of the World.
The signs, faces, language, and culture are all alien to you. Many of you speak the language, but they seem to speak it more quickly here than you’re accustomed to. And of course the dialect and accents are very different.
Your guides name is apparently Chua, and he’s a powerful servant - the guard defers to him and signs off on your paperwork without delay. Chua guides you through the streets of Ordu-Agenhei to the enormous wooden Palace of the Prince.
Chua hurries the PCs past countless guards and groveling slaves to the palace’s central courtyard, a vast chamber nearly 100 yards across built around a steaming lake. Orchids grow in gardens overlooking the lake, while colorful herons swoop through the air, all beneath a ceiling hidden by prayer flags.
Any preparations as you enter the palace and your wagons partly circle the lake on the palace side?
| Unk the Conjurer |
Unk... doesn't really seem to notice much. Until Snowball paws his back.
| "Snowball" |
Snowball says something that Unk nods at before hopping off the Phantom Steed and sneaking off into an alley.
Bluff (Acting like a cat until down the alley): 1d20 + 13 ⇒ (4) + 13 = 17
After she feels like she's out of sight, she flies off towards their destination and tries to scout around before they get too far in.
Stealth: 1d20 + 26 ⇒ (14) + 26 = 40
| Durgan Far-Walker |
Durgan does not make any special preparations.
He observes the layout of the city, making a mental map in his mind. He notes the condition of the architecture and of the civic infrastructure, such as walls, ditches, roads, and bridges. He notes with favor the cleanliness of the city and the orderliness of the patrols.
He glances at the severed bandit heads atop the city walls, but his gaze does not linger. It is a harsh justice here in Ordu-Aganhei, but such is the penalty for banditry in much of the world.
Durgan bows to the Temple of Abadar as the party passes. "Esteemed Chua, after meeting the illustrious Prince Batsaikhar, I should like to formally introduce myself to the local clergy of the God of Walls and Ditches. I am a servant of his."
I figure it's too far to go there first.
| GM Euan - Jade |
”Of course Lord. Prince Batsaikhar is a great supporter of Abadar.”
Your caravan is parked, more or less, in front of a huge dias, atop which sits an enormous bed. On this bed, surrounded by colorful silks, artfully designed screens, and beautiful white-painted women sits a fit and smiling man barely dressed in voluminous robes - Prince Batsaikhar. Immediately behind him stands his bodyguard Izume, a tall figure in full samurai armor, carrying an enormous, and drawn, sword.
Prince Batsaikhar claps twice, and servants seem to appear from the ground itself (but probably just from behind the many screens), carrying trays of victuals and drink. They swarm your caravan, providing a late lunch to all aboard. Other servants unhitch your horses and mules, and lead them off to their own pampering, Moose included. Still others eye the wagons, many of which have seen better days. They seem ready to begin repairs, until Sandru puts a stop to that. He’ll not have random folks he hasn’t vetted pawing all over his wagons. At least not yet… Negotiations are ongoing and are somewhat comical due to the language barrier.
However, Minister Chua gestures for you to follow as he presents you to the Prince, carefully introducing you each by name (or by whatever name you gave him if you’re trying to be sneaky - just let me know). When Unk is introduced however, the Prince raises his hand, and Chua stops mid-speech, daring not even to continue the syllable, or even breathe for that matter. You watch him, and wonder how long he’ll last.
Chua, ”. . .”
Batsaikhar stands amid a swirl of silk robes and approaches you. ”My noble friends,” he glances politely at Unk, ”You are welcome in Ordu-Aganhei. Most welcome! But you must tell me. What made you cross the High Ice so late in the season? Was it bravado? Are you escaping the law? My curiosity is peaked and I cannot rest until I know. Please join me, and tell me a story.”
Chua, ”. . .”
His politeness is bubbly, and infectious - as is his never ending smile. He’s ever the polite host and, if you accept, rather large comfortable chairs are brought forth for you (the party + Ameiko). Trays are set next to the chairs, so you have but to reach out and you’ll have all the delectable food and drink you could wish for. There’s even a saucer of milk for Snowball, though your host is too polite to note the absence of your caravan-cat.
Chua, ”. . .”
”For heaven’s sake Chua, stand behind me, you are in my light.”
Chua breathes deeply and quickly moves behind the Prince. Though he’s a little wobbly from lack of air, he’s recovering quickly. When Chua has moved, the Prince turns back to Unk and the party. He grins, expecting a story - and he politely waits for one of you to begin.
| Mukluk Muletender |
Mukluk's eyes go from Chua to Batsaikhar and back from Batsaikhar to Chua, and then again, almost trying to hold his own breath in sympathy.
He considers the exchange. Oh, we're going to get murdert here today for sure. These folks are nuts, but I like how they treat Moose. Maybe they will take good care of him after we get murdert.
He looks at Unk and Durgan, hoping one of them has the sense to get out of here right quick.
He holds his tongue.
| Durgan Far-Walker |
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Durgan bows before sitting and eats his food with what he believes to be the customs of this land, both by calling upon his knowledge and by observing others. He does not eat too quickly, and he takes breaks to converse with the Prince.
"Prince Batsaikhar, your keen judgment and perception are most evident. It was bravado in large part that brought us here at this time. A most daring adventure across the Crown of the World and the High Ice late in the season, as you say. For the full sweep of our epic tale you will have to wait until it is finished, at which point I shall send you a bound copy. In it you will find intrigue, betrayal, hardship, miracles, and most of all resolve. I cannot tempt Fate by giving away too much at this time, but I can shed some light on our journey.
No, we are not escaping the law, for I bring the law with me wherever I go, do I not? Indeed we have brought the judgment of Abadar to bandits that have crossed our path. A group of particularly tough bugbears sought to bar our way, and paid for it. As well, though I do not follow Pharasma, I pay due respect the Lady of Graves and her role in our world. So as a service to Golarion we have brought the peace of Pharasma to some who had been denied it. The High Ice is now one small part safer for travelers than it had been before.
Trade has been a major part of our journey, especially for me as a priest of Abadar. We have traded in Jaagiin, Ul-Angorn and Iqaliat, and Kalsgard before that. Perhaps it was being an off-season caravan that allowed us to have some respectable success, offering goods that would not normally be available at that time of year.
As to my companions, it may be that exploration and wanderlust were among their desires, seeking to reach the lands of Tian Xia. There are a fair few from this land who have made their way to Avistan, so we have heard rumors of the wonders to be found. Most certainly Ordu-Aganhei has exceeded those rumors."
Durgan is going for a bit of flattery, a bit of truth, and a bit of redirection, to give the Prince enough information to be satisfied and not prying any more, but not so much information as to risk Ameiko's mission.
A roll to see if the Prince is satisfied with this account?
Diplomacy, Silver-Tongued Haggler 1 of 7: 1d20 + 16 + 4 ⇒ (16) + 16 + 4 = 36
If this would instead be Bluff, it is a 30.
| Unk the Conjurer |
Unk first looks strained, as he tries to remember why they came. When Durgan speaks up, he looks suddenly very happy and nods along vigorously.
"Snowball does love exploring." Unk adds, not remembering her present scouting mission.
aid another (bluff): 1d20 + 8 ⇒ (7) + 8 = 15
for +2 if it's bluff.
ten less for +0 if it's diplomacy
| GM Euan - Jade |
| 1 person marked this as a favorite. |
Diplomacy is perfect… you’re concealing through omission, but you’re not outright lying, so all good! Well done!
Prince Batsaikhar seemed at first more interested in what Ulf had to say, but as Durgan’s rolling timber tells a tale, he shifts his focus as if considering him for the first time. His grin broadens as you’ve turned his head. Still, he begins by lightly chastising, ”That’s not much of a tale, merely an overview, priest of Abadar. I want to hear the details. The blood, the sweat, the horror of the endless ice. The cold. Wasn’t it cold?”
”But you are correct. This,” he gestures to his retinue, ”is hardly the audience or venue for such tales and prowess! There shall be a feast! Nay, there shall be a week of feasting! In your honor, as royal guests!” He pronounces boldly.
He instructs his staff to provide you with the best rooms available. They are immediately to begin preparations for the Five Feasts of Hongal in honor of the new guests. The first feast will begin that very night, with the last a festival day across the entire city. Everyone shall celebrate his new found friend. Friends.
”You must be tired from your journey and here I’ve kept you all to myself. How rude. Please, take to your rooms and find your comfort here. We shall speak again tonight at the first feast!” He stands up from his bed, and scores of retainers, guards, and other hanger’s on drift with him, staying out of his light, and heading deeper into the palace.
Chua kowtows to the retreating Prince before rising and addressing the remaining servants in Tien. Those who speak it, readily identify commands for your comfort, and the comfort of your own retinue. The party breaks up, and you are lead to quite impressive individual suites along a corridor all your own. Your ‘servants’ and other caravaners are given rooms of their own in a separate part of the complex, though readily accessible to your own - and still most impressive.
By the time everything is quickly arranged, it’s 3pm or so (still Lamashan 6). The first feast begins at 7pm, so you have some time to yourselves. How do you propose to fill it? You won’t be able to trade today. You have access to your caravans, but they are horseless and muleless so not going anywhere for the moment - though Sandru has permitted some repairs while he and a few select associates keep watch.
| Mukluk Muletender |
Mukluk doesn’t have the best words in crowds or audiences, much less when he is with anyone other than Moose. He listens and keeps his mouth shut, which he hopes will prevent others from wishing he was murdert.
He is surprised when the audience ends and the party is welcomed, and is sure the Durgan’s speech made that happen. He is grateful for it.
He’s not used to having servants, and would sleep next to Moose (or brings Moose to the room) for his maximum comfort.
Despite his fears of civilization, while he is here he might be interested in making some purchases, that is, if the caravan has things to sell and he gets a good share.
Nothing special from Mukluk, happy to cash our and go to market at some point.
| GM Euan - Jade |
Ahh yes.
Please take a moment to examine the tracking sheet and see if there is anything you want to keep. There isn’t a lot to sell right now, but the king’s ice-club will sell for its full value - due to the gemstones embedded in it. It’s quite a remarkable piece really - but let me know if you'd rather keep it.
| Durgan Far-Walker |
| 1 person marked this as a favorite. |
Still, he begins by lightly chastising, ”That’s not much of a tale, merely an overview, priest of Abadar. I want to hear the details. The blood, the sweat, the horror of the endless ice. The cold. Wasn’t it cold?”
"And you shall hear more. I should give you fair warning, the clergy of Abadar are not known for creating works of art in our storytelling. That falls more to the followers of Shelyn. But I will do my best.
Clergy such as myself provide accounts of our journeys."Durgan gives a slight smile at his theological humor.
"My most sincere thanks for your gracious hospitality, Prince Batsaikhar."
---
Durgan looks around his suite, appreciating the finery of the decor and the craftsmanship of the materials.
He then heads over to the Temple of Abadar. There isn't anything particular that he needs other than to make an introduction, share details of the trading part of the journey (such products in demand, natural hazards, areas of potential road/tunnel/bridge construction, and cannibal villages to avoid). Basically he spends the afternoon discussing trade routes and caravan experiences with the other clergy of Abadar, while not giving anything away about Ameiko's mission.
"What is the situation here in Ordu-Aganhei and in Hongal? Does trade prosper? How is travel to neighboring realms?"
| Durgan Far-Walker |
Diplomacy to Gather Information, Silver-Tongued Haggler 2 of 7: 1d20 + 16 + 4 ⇒ (3) + 16 + 4 = 23
Durgan's natural Dwarven charm is a bit hindered by his truly sincere and somewhat nerdy interest in an engaging discussion of caravan routes, exchange rates, tariffs, and trade agreements. As a result, he perhaps misses some key gossip about less mercantile matters... but maybe he still learns something.
| GM Euan - Jade |
Durgan heads off to the Temple, nay, Cathedral to Abadar! Such an impressive construction! The building reaches for the sky while being sensible in its construction - and defensible of course. As he leaves the palace grounds, two servants and four guards escort him, or try to, around the lake to the temple. One is a translator, the other a personal gofer, and the guards are well trained if a little eager.
Still, you make it the couple hundred yards safely and without trouble...
Substantial wealth lies within the cathedral no doubt, and the guard give Durgan a careful once over before accepting him within. However, he gets the strong sense that, at the gates anyway, his status as Royal Guest, counted for more than his holy symbol. The servants try to follow you within, though you can tell them to wait. The guards wait outside since the church will be responsible for you within.
Once within however, priests recognize priests. His knowledge of Tien, his status as Royal Guest, and of course the fact he’s freshly in from Avistan - all make him the center of attention. Durgan is invited to meet the high priestess, an older woman with a stern gaze, but friendly countenance. She graces him with a formal, and lengthy, tea ceremony with light cakes. He and a dozen other priests while away the afternoon and slightly into the evening chatting away like hens.
They are quite happy to chat about trade and the wealth of Hongal, and Ordu-Aganhei in particular. It’s the off season, so fresh trade from the north is relatively unheard of at the moment. However, storehouses are still somewhat full from the recent seasons trade, and caravans are trickling south along the Spirit Road and into Minkai laden with goods. Durgan is sure Sandru will get good coin for his full wagons here, and be able to load up for the southerly trip cheaply. They even recommend a trade house or two that might give Sandru a better deal for his goods.
The relations between Minkai and Hongal are good, and the roads are kept safe by Minkai’s Jade Regent’s samurai. One priest complains that the samurai are as likely to rob as they are protect, but the others agree that some graft is unavoidable in trade today. Some caravans do disappear on the Spirit Road, but more folks believe it’s the haunted Forest of Spirits that lines the passage most of the way. Still, the samurai have been known to demand cash and goods for their so-called protection. They caution you to have some light weight handy goods available to cover the ‘tax’ and you should be fine.
Let me know if you have further questions. In the general way of conversation, you are also asked many questions about the trip, trade along the way, and the church’s presence in Avistan. Eager for any morsel, the priests hang on Durgan’s words. Also given the general back and forth way of conversation, you can have two more questions answered before you must return for the first feast.
Mukluk is going to head to market and see what’s available. Ameiko will go with him. Anyone else doing anything? Most of the rest of the caravan is resting, guarding the wagons, and generally lazing about the palace - happy to be spoiled for the moment.
| Durgan Far-Walker |
Durgan's two general questions as the conversation continues:
"Tell me of this Jade Regent. Are they a wise and just ruler?"
and
"What can you tell me of this Forest of Spirits?"
| GM Euan - Jade |
| 2 people marked this as a favorite. |
Well. The priests are not one to gossip of course! But. Whispers of rebellion or outright civil war are coming out of Minkai. The emperor is in hiding and has not been seen in public in several years, and his appointed viceroy, the Jade Regent, is far from a popular ruler. Many groups oppose the Jade Regent, and they could topple him if they ever joined together. The church is officially neutral, concerned more with the possible disruptions an overthrow of the government would cause.
A young priest tells that the Forest of Spirits has existed since the dawn of all things. It is not a place for people. People do not live in the Forest of Spirits, nor do they cross through it, as the place is well known to be haunted. Only one well-patrolled route leads from Hongal to Minkai, called the Spirit Road, which bypasses the forest along its southern border rather than entering it.
An old priest, missing a few teeth, laughs brightly. The Forest of Spirits is not really haunted. In fact, it is the birthplace of the kami, spirits who protect the objects and creatures of the natural world. Though perhaps more spiritual and less religious, a discussion then evolves around the creatures called kami, and the creatures called oni.
Kami are spiritual beings created by the gods and tasked with maintaining the balance of the natural world. This maintenance comes in the form of protecting the various creatures and things on the Material Plane that are often unable to protect themselves. Each kami has a particular “ward” that it watches over, such as an inanimate object, a plant, a creature, or even a region.
Intelligent beings (such as most humanoids) and objects that exist outside of the natural order (such as undead creatures and constructs) do not have kami. One can predict the strength of a particular kami by the nature of its ward: A rock or frog kami may be a relatively impotent thing, but a redwood kami, a blue whale kami, or the kami of a mountain often exercises massive power. The vast majority of kami are good or neutral in alignment.
Those rare kami who fall to evil - usually after failing their ward in some way - generally have their physical forms revoked by the gods, and are condemned to become wandering spirits who either perish in their aimless voyages or are pushed to become hateful and vengeful oni.
- - -
Oni are a race of evil spirits, native to the Material Plane, that manifest physical bodies based upon the shapes and desires of humanoid mortals. In pure spirit form, an oni is nothing but a disembodied evil longing for the sins of the flesh. In this form, oni are harmless and invisible. The majority of these bodiless oni were once kami who failed their wards, or more often, who deliberately abandoned them. As punishment, they were stripped of their ability to form a physical body and then cast into the void. Rarely, a mortal creature’s soul can become a disembodied oni upon death, or in even rarer cases, after a truly evil individual has undergone a particularly vile ritual that ends in suicide. These oni are more often destined for positions of great power and strength than must.
Eventually, an oni’s spirit manifests a physical body on the Material Plane. The methods by which this may occur vary, but the process generally takes place in areas already despoiled by sin, tragedy, or cruelty. The type of oni a spirit transforms into is influenced by a wide variety of variables, ranging from the nature of what the oni spirit was before to the location where it is reborn into the realm of flesh and blood. Once an oni manifests its physical body, that body becomes its true form for the rest of its life - all oni are shapechangers, but this original form is the form in which they are born and the form they revert to upon death.
- - -
The rest of the party rests as Mukluk and Ameiko go shopping and sell off the lighter goods they’ve accumulated so far.
Party Divvy!
Each of you receives 8,850gp in cold hard cash.
Mukluk and Ameiko too are joined by guards and servants of the Prince, and the merchants flock to them for purchases and sales. In fact, while they may have been originally annoyed by the retinue, their presence improved the merchants offers considerably. Your sales were 10% higher than they would otherwise have been - a boon of 4,022gp! (already factored in the above amount)
| Mukluk Muletender |
Party Divvy!
Each of you receives 8,850gp in cold hard cash.
The first thing Mukluk does after getting divvy'd out is pay back Ameiko. The last thing he wants is to be murdert in the city while being in debt, that wouldn't be right. Now he will probably be murdert and not feel as bad about it. He'll just then have to worry about who is going to take care of Moose when his corpse is floating in an icy river.
"That's a good haul," Mukluk thanks Ameiko for the loan, wondering if he should be kneeling to her new majestyness.
"Now, let's go find Big Fur and Kiss'ya and see what they all are up to." Mukluk doesn't have any purchase yet. Yet.
| Unk the Conjurer |
Unk takes his share and savings from earlier to market, hoping to find a Rod of Extend Metamagic.
The 11k gp one; is it a guaranteed find? Or should I roll? Or is that item not an option?
| GM Euan - Jade |
| 1 person marked this as a favorite. |
Unk is able to acquire the rod he seeks without a great deal of difficulty.
I'm pretty loose with purchases and time in this campaign. Reasonably, it could take days for such a rod to be found/made locally - but the adventure could overcome your available time and you might have to leave it behind. And that's no fun for anyone...
| Unk the Conjurer |
all day Phantom Steed for every PC interested + Ameiko GET
:D
| GM Euan - Jade |
Snowball eventually returns to Unk with a few stories to tell.
The Palace is enormous taking up quite a bit of space. It’s full to the brim of servants/slaves/guards/merchants/etc. There’s also room for more guests - you suspect the Prince loves to entertain caravans of note coming through. This is the off season, so you’re it - his focus for the moment.
Snowball was nearly sunk however as she investigated the servants areas, in particular the kitchen. Cats are eaten in this land, and one so plump as Snowball lead to a short chase before she was able to properly get away - without blowing her cover. She suggests great care out among the people, as those who are hungry will be even more aggressive in their attempts on poor Snowball’s life to fill their bellies.
There’s not much to say about the Palace that isn’t already somewhat obvious, but if you have any particular questions, let me know and I’ll try to answer them!
- - -
| Unk the Conjurer |
(That Snowball found, naturally)
Unk spends some quality time with Snowball after shopping, giving her neck scratches while chatting with Mukluk about donkeys and oracular techniques.
| GM Euan - Jade |
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She almost certainly found a secret door or two. I presume she's not opening them however...
- - -
| Mukluk Muletender |
Mukluk asks Ameiko to stay with him as he purchases some supplies so that, when safely on the road again, he and Moose might craft up something nice. He's thinking about a new belt, but also might do something else, so he buys the necessary reagents and crafting supplies.
"That's all I need, you A'me-majesty," Mukluk says, huffing his load onto his back so he can carry it back to Moose.
| GM Euan - Jade |
Over the next few days, Prince Batsaikhar will host five feasts in your honor. The feasts are lavish affairs, and take place in the prince’s throne room courtyard with hundreds of guests, including Batsaikhar’s wives, courtiers, concubines, subjects, and slaves, who all react in exactly the same way that he does. It’s eerie. The Prince orders his chefs to create the finest meals from only the rarest and most luxurious foods imaginable, and the chefs take him quite literally.
Of course everyone is eating with chopsticks… which makes the meal that much more entertaining for your host as you fumble through. You watch the others though, and slurp your soups and learn to scoop with your chopsticks, though likely poorly at least at first.
By the rules, it’s a Dex DC 15 to use chopsticks, which seems a bit extreme to me. No need to roll. Suffice to say, it’s difficult, and will take you some time to get used to. Until then, you struggle to feed yourselves, and look somewhat buffoonish especially in the more formal settings. This does result in a minor penalty when diplomacizing, as you’re viewed as an uncouth barbarian. It will pass in time as you gain aptitude.
There is also entertainment during the feasting, and you are expected to contribute as the guests of honor. Prince Batsaikhar is particularly keen to see what Avistan has to offer compared to Ordu-Aganhei.
- - -
The first night is the Feast of Three. The feast consists of Spicy duck heads; ox forehead; turtle casserole; pigeon brains; fried chicken feet; and tiger, dragon, and phoenix soup (made with cat, snake, and chicken meat). The courses are brought out to much fanfare by dozens… nay hundreds! of servants.
Then the Prince’s royal guards perform an exhibition of the Three Games of Hongal - namely mounted archery, bareback horse racing, and wrestling. It’s actually quite impressive! Clearly they spend a lot of time training for such a display.
The Prince is especially eager to hear what Durgan has to say about His royal guard.
When it comes to your turn, only one player may compete at a time. There are three competitions as with the guards. You cannot aid another with these three - though of course you may cast spells and the like in support before the event begins.
Mounted Archery
DC 10 ride to fight from your mount. Then shoot a ranged target at high speed - so a -8 to the attack roll.
Horse Racing
DC 20 ride to fast mount, then DC 15 to spur the mount to greater speed, then DC 15 to leap over obstacles.
Wrestling
It’s a grapple competition. To simplify, please make two grapple CMB checks (we’re not doing a full combat).
You are not expected to be as good as those who do practice this daily, but you are expected to try… One player may compete at a time as I said, but it can all be the same player, or different players. Up to you. Good luck!
| Unk the Conjurer |
When you say we can prep buffs before, can we time our buff to be within 2 rounds of the start of the wrestling? I have True Strike and a Rod of Extend... technically I'd also need you to rule that Extend works on True Strike even though the text of the spell restates the 1 round duration (which RAW means extending the spell won't actually extend how long you can benefit from it)
If the two grapple checks represent exactly two actions, I can take a swift action before the second roll, and the above is possible; then Unk would like to do the wrestling for maximum lulz
xD
| Kisaiya Shiraishi |
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Kisaiya is quite impressed with the fare, and she does not balk at a single one of the cuts of meat. Who is she to be precious about a pigeon brain or a chicken foot? If a life must be taken to provide nourishment, then the most respectful action she can take is to not turn her nose up at it.
No, her mind instead works at trying to determine from taste and look alone how the dishes were prepared. What can she learn? How does a meat with this amount of fat pair with that sauce? If a mixture of ingredients doesn’t seem like it would have gone together well, how was that difficulty overcome?
Take 10 on profession (cook) for 30 to learn
Feeling compelled to participate in the physical activities, she picks the only one she thinks she might not totally embarrass herself at: wrestling.
CMB: 1d20 + 15 ⇒ (4) + 15 = 19
CMB: 1d20 + 15 ⇒ (17) + 15 = 32
She struggles at first, knowing how little she must know compared to a practiced grappler, but as she acclimates, she begins following her instincts and not getting caught up too much in her head.
| GM Euan - Jade |
Kisaiya studies the food as she consumes it. It certainly is an odd assortment of flavors and textures. Alien to your tastebuds for sure - but quite possibly alien to the locals as well from her glances around the tables as people feast. There's a lot of picking at unknown things - but the Prince's gusto and the actually pleasant taste of most of it overcomes even the most picky eaters - though that guy over there seems to be feeding his napkin more than his mouth...
She's sure the chefs here are excellent. This diverse a meal, feeding some three hundred guests is no light feat! There is an army of servants needed to pull this off, and skilled ones.
Wrestling
CMB: 1d20 + 15 ⇒ (18) + 15 = 33
CMB: 1d20 + 15 ⇒ (18) + 15 = 33
Kisaiya offers to wrestle. Contrary to what she might have thought, her opponent doesn't jibe her for being a woman, or lighten up. He has an excellent stance, and is clearly skilled in grappling. He introduces himself with respect as Huk, and the two contestants get to work.
Unfortunately, Kisaiya struggles at the opening, and Huk wins the first match handily. She starts the next match well however, and the two circle and test each other. In the end though, Kisaiya is pinned again - two wins to Huk and the end of the set.
He bows deeply to his opponent with respect for her skills as an amateur and returns to the line of guards. The Prince is delighted! It was a fair competition, and no total upset one way or another - though his 'team' did win, which likely contributes to his glee. He asks Durgan if you practice this sort of wrestling back home. (It's pretty basic stuff, so yes.)
| Durgan Far-Walker |
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Durgan takes in the spectacle of the feast.
The retinue is a bit eerie, there is that. Durgan has his own opinions about what might make a ruler demand this sort of behavior from his retinue, but he keeps such opinions to himself.
He samples the wide range of cuisine available, offering his compliments to the chefs and servers. While he doesn't know as much about cooking as Kisaiya, he knows a fair amount, and observes her studying the cuisine. Hmmm. Perhaps the caravan will have phoenix soup on our menu soon...
"Your Royal Guard are exemplary, Prince Batsaikhar. And Huk is an honorable and skilled wrestler. He took Kisaiya seriously, as well he should. I have seen her defeat opponents twice his size. I must say that I thought she had him beat there in that second match - it was a most cunning move to reverse that hold.
Yes, there is wrestling to be found across Avistan. Some of the greatest wrestlers we know of are the Tetori who follow traditions that I believe hail from somewhere in Tian Xia. Other exemplary wrestlers are the Ulfen Beast-Wrestlers, who test their might against giants and linnorms. Some say that the followers of Irori who hone their bodies and minds are the best wrestlers, while others would point to the followers of Kurgess. And among my people, the mightiest wrestlers tend to follow Trudd. Here and now, however, the mightiest wrestler is Huk of Prince Batsaikhar's Royal Guard." Durgan raises his glass to toast Huk.
| Mukluk Muletender |
Mukluk doesn't have much interest in the competitions, but a lot of interest in support his friends and so will try to be jovial and supportive of the sportsball activities. He wishes the greatest of lucks to those that may like the cerulean aviaries from the north, or the rapscallion azure evaders from the south.
He'll root for Kisaiya in the wrestling ring and outside of it.
Mostly, he has little interest in putting himself out there, as that is where people can end up murdert.
| Unk the Conjurer |
A single easy ride check and True strike for a single attack roll? Unk is a shoe-in for the mounted archery thing xD
Unk, only having his handy dagger, needs to borrow a crossbow for the riding-shooting competition.
Snowball gives him Guidance and as he lines up at the starting line, he gives himself a boost with True Strike.
Ride + Guidance: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 vs DC 10
Xbow + True Strike - riding fast: 1d20 + 7 + 20 - 8 ⇒ (14) + 7 + 20 - 8 = 33
I hope the dice remain hot xD
Seems like Unk might be our best horse rider, so I guess he'll do racing too.
...I can at least use Diviner's Fortune & Snowball's Guidance to drop all 3 racing checks to needing a nat 10 or 11...
For the race, Unk again represents the caravan, somehow being the best rider from Avistan. Snowball again gives him a modicum of Shelyn's Guidance, and this time he prepares to climb onto the horse by peering into the future.
Ride +Diviner's Fortune +Guidance: 1d20 + 4 + 5 + 1 ⇒ (4) + 4 + 5 + 1 = 14 vs DC 20
Sadly, he can't find a future where he climbs the horse quickly...
Ride: 1d20 + 4 ⇒ (14) + 4 = 18 vs DC 15
But at least he pokes it in just the right way to get it going faster...
Ride: 1d20 + 4 ⇒ (10) + 4 = 14 vs DC 15
But too fast to dodge the obstacles well.
| GM Euan - Jade |
"Your Royal Guard are exemplary, Prince Batsaikhar. And Huk is an honorable and skilled wrestler. He took Kisaiya seriously, as well he should. I have seen her defeat opponents twice his size. I must say that I thought she had him beat there in that second match - it was a most cunning move to reverse that hold.
Yes, there is wrestling to be found across Avistan. Some of the greatest wrestlers we know of are the Tetori who follow traditions that I believe hail from somewhere in Tian Xia. Other exemplary wrestlers are the Ulfen Beast-Wrestlers, who test their might against giants and linnorms. Some say that the followers of Irori who hone their bodies and minds are the best wrestlers, while others would point to the followers of Kurgess. And among my people, the mightiest wrestlers tend to follow Trudd. Here and now, however, the mightiest wrestler is Huk of Prince Batsaikhar's Royal Guard." Durgan raises his glass to toast Huk.
The Prince positively beams with pleasure. He asks polite, and pointed, questions about the Ulfen Beast-Wrestlers - wrestling giants no less! Fascinating! He absorbs it all with glee. If there’s one thing you learn quickly about the Prince it’s that subterfuge isn’t high on his list. His emotions are very much on his sleeve as they say. And he is loving his time with Durgan.
Unk mounts up on the horse for the archery competition. Several eyebrows are raised when he requests a crossbow, not normally considered a mounted weapon given the difficulty of reloading. However, as only a single shot is required in this case, the murmur of wonder eventually quiets down.
Unk rides with the horse guided by his knees as if he’d been born to it! He blazes down the field where before your caravan sat - and you wonder idly where it is. He takes his shot on the fly, his magics allowing the bolt to strike true! He plants the quarrel right in the bullseye (AC 25) to a raucous round of applause, lead of course by the Prince. He leaps to his feet, bringing everyone else to their feet as well. The whole dinner party, some three hundred folks, applaud Unk’s success with gusto!
Unfortunately, a fresh horse is brought to him for the next task. This animal, much like the last, is some of the finest horseflesh Unk has ever seen outside magic. Tall and bold, glistening with oils and braids in her hair, as was the other. However, such fine steeds are also a bit skittish at times, and as Unk attempts to fast mount, his horse slides away from him and he lands, not comfortably on her back, but rather next to her. She turns her head to him and seems to snicker!
He mounts up normally, and quickly rushes downfield where some simple obstacles have been hastily erected for the task. As he charges the first barricade though his spirited horse again balks, and pulls up rather than jump over. Unk stays on her back at least, and so avoids the ignoble dumping to the ground, but the applause is merely polite as he returns to the feasters.
The Prince stands, ”You have done well! Our best against yours, and you beat us one in three. Not too bad! I thank you for entertaining our whims in this regard!” he hoists a goblet of wine and toasts the party. He claps and a gift is brought for Unk, a masterwork composite shortbow, with the insignia of the Prince upon it. Quite a gift!
The festivities last well into the evening. Eventually the Prince retires, and most of the crowd quickly disburses at that time. It’s late by the time you are left alone, well except for the constant pool of servants and guards who seem to surround you at all times. Even into the baths if you let them.
Anyway, you can spend the night in lavish comfort - down and silk with pillows galore - or as you please. No one messes with you, and you awaken refreshed on Lamashan 7, a Starday. The Prince does not command your presence all day, and so you have time until tonight’s feast to do as you wish.
| Mukluk Muletender |
Mukluk tries to enjoy the comforts, but they make him uncomfortable...especially if they are not equally offered to Moose. Mostly because Moose is a good mule and deserves equal treatment, but also because Mukluk won't hear the end of it if Moose is less well treated than himself. Moose has a valid sense of self-worth, and isn't afraid to make that known.
Outside of shopping, and possibly beginning a crafting project, Mukluk tries to avoid getting into situations where he might end up murdert.
| GM Euan - Jade |
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Mukluk returns to the never-ending stables to check on Moose.
What a transformation! I mean Mukluk takes good care of his buddy, one would assume, but Moose's hooves have been polished, his main washed and braided, and his tail done up with silks - for which he is not ashamed.
Your other steeds from the caravan have all been similarly treated. There's even a whole bushel of apples at the entrance so folks can readily treat the steeds.