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"Well we certainly don't intend to attack you. Especially if there really are some adults to attend to. Instead I'll cut you a deal. Drop your weapons and we'll allow you to pass." At a motion from the captain some of the bandits begin moving to get around the log barricade. "Of course, if you plan to play heroes we'll gladly play along - although, fair warning, we do play rough." ![]()
"They says they're just orphans," the trap-tripper shouts back. "They may say they're just orphans but they're quite heavily armed orphans at that," Borosha eyes you warily and then draws a javelin to point in your direction. "What business have you children out here in the woods? Furthermore, if we're talking cost versus benefit ratios, I'd equate the effort in robbing a group of children with taking candy from a baby. And you clearly carry possessions worth far more than a baby's candy." ![]()
Shortly after Ren lets loose a clump of gravel, someone in the bushes lets loose a clump of expletives. "We been spotted!" You all just barely manage to turn in time to catch the man in the bushes cut a nearby vine. Before any of you can react further a huge log comes crashing down from the canopy. Although most of you are too far ahead to be in any danger, Ren takes a nasty clipping to the shoulder as he moves just a little too slow. 6 points of damage to Ren. Furthermore, the log landed right in the middle of the expedition, cutting you off from the adults behind. "We have been spotted." The trail ahead opens up into a sizeable clearing, the other end of which is blocked by another felled tree. Atop this tree stands a fearsome looking woman, armed to her alarmingly white teeth. "'We been' is simply incorrect, although honestly 'we have been' isn't much better, as it uses the passive voice. 'They have spotted us,' is the much stronger word choice." From the edges of the clearing emerge five more brigands - two more crouch, bows drawn, in the undergrowth surrounding the clearing. The man who set off the trap still has yet to move from his hiding spot. "How come you always pick on me for the lessons, huh? Wait a minute, what's this? Captain Borosha, these is just children, I coulda sworn there's more of them a second ago. We been tricked! I mean...they been tricked us!" Although the other bandits have their weapons drawn, they hesitate, looking to their captain for guidance. ![]()
"Trees, trees, trees! Is there nothing to talk about but trees!" The Professor suddenly seems to be paying attention to your discussion of dreams and trees and hastily moves to change the subject, beginning a (probably lengthy) diatribe about the strange carved stones and images which have been discovered in the forest and are allegedly cursed. Perception DC 18:
Trees, trees, trees! Nothing to see but trees and the man hiding just off the trail in the undergrowth you just past. P.S. Some of you have made skill checks that I've seemingly ignored - I haven't in fact ignored these skill checks, but rather introduced the information that would've been gained from them via other characters in an attempt to simulate the fact that you're all mere children. ![]()
Blast! The most convenient time to post is always never! I've just been fired from my job (for sleeping) and tomorrow I'm flying to New York (not for sleeping). Posts may be a bit slow this week, but we shall prevail! We, here meaning we the players, not the characters, who most certainly won't prevail. ![]()
Eventually, the Professor reluctantly calls the innkeeper back so that the orphans may be fed, and the six of you settle in at a separate table to tuck into some barely tolerable scraps. You overhear the adventurers discussing some alarming news about a group of traders that left the Avauntz Inn a few weeks ago but never arrived at their destination on the southern edge of the forest. A single survivor of the group of traders was found, hopelessly mad. Apparently he was kept at the inn for a few days, but disappeared in the night and hasn’t been heard from since. Shortly after the meal is finished and you are whisked away to the barn for (hopefully) a night of peaceful slumber. === Agana:
Last night you dreamt of flocks of black birds, like the crows that the party has already seen, flap through tree branches, staring and calling out with human voices. Aisling:
Last night you dreamt of hunting some great unknown beast, but you woke up before the dream could reach any sort of conclusion. Fezont:
Last night you dreamt you were alone in the darkness, surrounded by flitting movement and black figures that could be glimpsed only vaguely. Leera:
Last night you dreamt you were chained to an altar, menaced by shadowy figures with bone knives and necklaces that resembled human figures crafted from tree twigs. Ren:
Last night you dreamt of a meal far more delicious than the one you'd had previously. Venthrus:
Last night you dreamt that rats had crept into the barn where you slept and put on a very disturbing song and dance number in their mysterious rat language. After a night of decidedly un-peaceful slumber in the barn, the expedition sets off once more. Within a few minutes, the safe haven of the Avauntz Inn vanishes among the trees and you begin to feel truly alone. The party moves slowly westward along a narrow, overgrown track that leads straight toward the foothills in the Quillande Ferosc. The rain continues with steady intensity, the land rises slowly, and as you go the trees grow thicker and even more ancient. "...and I'll have you know that most of these trees haven't been felled in centuries! Legend has it that the Ancient Ones drew power from their wild spirits. As to the veracity of these claims, we can merely speculate, but in my professional opinion..." Sarrus is taking the opportunity to give a long-winded and impromptu history lesson with none of the other academics seem too interested in. Indeed, the adults seem to have slept even worse than the children. At one point Sylva interjects, "I'm almost inclined to believe it, last night I had the queerest dream in which we were all marching through the forest just as we are now. For some reason I felt quite nervous, as if I knew we were being watched, but when I looked around I saw nothing. Then my point of view shifted, and I saw us, as if I was the observer, as if I was one of the trees." ![]()
As Aisling sets out, she's stopped by a pipe-smoking man relaxing just outside the inn. "Going out for a hunt are we? I'm not sure what surprises me more, the fact that a girl so young is out so late or the fact that you look like you actually know what you're doing. So here's a hunting tip: don't. I ventured out just west of these parts the other day and there wasn't a single bit of game to be found. What I did find was that someone," with a lean in for emphasis, "or something stole all my gear and spoiled all my food while I was away from my camp." ![]()
"The question is not whether you know eachother," Professor Togren calls out from the group of adults of horseback, "But why you bickering children would want to know eachother in the first place. I've brought you all along to keep us safe, not find to make friends and meet new Wizard Chess partners." Wizard Chess (not to be confused with Wizard's Chess, part of another intellectual property entirely) is a game of Togren's own devising, which he has painstakingly and unsuccessfully tried to teach all of you. It's nothing like chess and only thinly related to any sort of wizardry, rather relying on an absurdly complicated set of rules which always seem to conveniently serve the Professor. Nymea breaks the awkward silence that follows. "Why not leave the children to their games just this once? Surely they all must be excited at the prospect of being in the wilderness for the first time. Besides, my faint elven senses tell me that something lies ahead." In spite of her ominous words, the only thing looming in the distance is a brief travel montage which saves everyone a lot of hassle. === Now, in the depths of the forest, morning and afternoon are scarcely distinguishable, but your body tells you that it is late in the day when the road turns west, revealing a venerable wooden building with a gabled roof and a stable. Smoke rises from its chimney, and a moss-covered sign outside announces that you have arrived at the Avauntz Inn. The Inn is a welcome change from the deprivation of the past few days, although it quickly becomes apparent that due to lack of rooms, you six will be consigned to the barn tonight. Before going to sleep the Professor and the other scholars stop by the dining hall where they grab a table and have their orders taken by a young girl, presumably the innkeeper's daughter. Although none of you were invited, you notice a group of colorful looking adventurer types sitting at the bar. ![]()
The relative safety of the Yolbiac Vale’s main road vanishes quickly behind you, and soon you find that the Quillande Road runs through a dark, threatening forest. You are deep in gloom, with only wan grey light and fat droplets of icy rainwater filtering down from a grim sky. The trees are old, with black bark and heavy branches sprouting thick needles. The only living things you see are black crows that roost among the boughs and stare coldly down on you, flying off only when Regis Tenebro wings pinecones at them. The track ahead of you is narrow and in places overgrown, or blocked by fallen trees, requiring frustrating delays to clear. From time to time you ride past weathered waystones, thick with moss, their inscriptions barely legible, referring to settlements long lost to time — Timberval 120 leagues. There are a few newer stones as well — Avauntz Inn 20 leagues. Just checking in to see if Venthrus is all set before getting into the adventure proper. ![]()
Gedney smiles brightly at his fellow gnomish traveller. Well, my boy, I'm not quite involved in the "technical details" side of the expedition, but I assume it should be no more than a quick jaunt from here. A few many hundred paces. A pleasant saunter through the wilderness." After giving such a disappointingly vague answer, he begins happily humming to himself. Note to self: Never have another character smile brightly or hum happily again. ![]()
Forgive me dearly, my attentions had been waylaid. The following six orphans I have selected to participate in miserable activities: Aisling Frost-Wing
I'd like to thank all those who didn't apply - you made the correct choice. A gameplay and discussion thread have been set up, we'll take it slow over the weekend. ![]()
The day dawns, and with dawn come soaking rains. The morning of your departure is miserable — even with scraps of night-fog still clinging to low ground and tree branches, the rain pours down from the sky like the wrath of an angry god determined to dissuade you from your course of action. The next several days prove uneventful, for the “road” to Coelum Town (SEE-lum) is not heavily traveled. You are fortunate enough to find inns and shelter along the way, through the mountain pass into the Yolbiac Vale, and after four days of hard travel you eventually reach the spot where the narrow and ill-maintained Quillande Road breaks off from the main road into the forested foothills known as the Quillande Ferosc. ----- Aside from you poor orphans, other members of the expedition include the following: A dedicated scholar, Sarrus Togren has spent the last 20 years intensely studying the ancient history of the Sinnar Coast region with special attention to the Yolbiac Vale and its most obscure inhabitants. He sincerely believes that it's earliest human inhabitants, the Ancient Ones, possessed significant knowledge that could benefit modern civilization, and dismisses tales that they consorted with demons and evil creatures as meaningless folklore or outright lies. Sarrus is tall and spare, with sparse grey hair, a wispy beard and a studious, thoughtful manner. A true friend to orphans everywhere Togren's kindness and generosity is legendary, as he has adopted several orphans purely out of the goodness of his heart. Because sarcasm is difficult to convey through text, I'd like to clarify that that last sentence was entirely untrue, other than the adopting orphans part. The professor's manic obsession with academia leaves little room for kindness and his primary goal of adoption would seem to be access to unpaid housecleaning, butlery, etc. Quiet, intense, intelligent and even beautiful in a reserved, subtle way, Sarrus Togren’s half-elven academic assistant Nymea Goswynn. She dresses and behaves modestly, spending most of her time with books or assisting the professor in his researches. She endeavors to keep him insulated from worries or trouble and anyone who wishes to speak with Togren usually needs to go through her first. Thankfully, Nymea is unsarcastically kind and one of the few who don't point and whisper behind the academy orphans backs. If metaphors were still in fashion, one might describe her as a faint ray of hope in an otherwise dark, dark, dark...er...place? Sigra Ironshoulders is a professor of engineering and geography who is along on the expedition to do some mapping and surveying. Like many dwarves, her manner is gruff but ultimately comradely. Physically she is solidly built with broad shoulders, strong arms and red braided hair shot with grey. She wears her chain shirt at all times without apparent fatigue, and carries a masterfully-crafted warhammer inscribed with the runic symbols of her clan, because every expedition needs a ridiculous dwarven stereotype. Maiesse Tolivant is an athletic, resourceful young woman who has some experience in the wilderness, and has picked up a few survival skills. She jumped at the chance to go on this expedition, since she dreams of one day being a freelance adventurer. I sincerely hope for her own sake that she isn't too dead set on those dreams. Gedney Foulkes is a gnomish student of arcane history, Gedney hopes to find new information about ancient spellcasting and magical procedures. Like most gnomes he is friendly and almost pathologically optimistic. He and his enthusiasm are about to learn the meaning of the phrase "sorely tested." Sincere, bearded and ever so slightly overweight, Drew Connat is an enthusiastic if undistinguished history student, but he is totally unprepared for life on the road, frequently falling off his horse or losing the trail. There is absolutely no way that this can end well. Poor Drew. Another of Professor Togren’s history students, Sylva Montrose is bright, bookish and friendly, with freckles and strawberry-blonde hair. She holds a great distrust of beautiful half-elves (cough, cough, Nymea, cough, cough), although between you and me I think it's safe to say that she's just jealous. No one is really sure why Regis Tenebro is here. He’s dark, sallow and surly, constantly wrapped in a dark hooded cloak, usually complaining about conditions or grunting in monosyllables. The less said about him, the better. Terry and Harry bear tents, blankets, rope, tools, and sufficient food for a week in the wilderness. Their interests include grain and long walks. They are mules. ![]()
Ammon Knight of Ragathiel wrote: in the original post you said small was optional, that might be the reason. either that or the recent mythweavers data loss messed everything up. either way i'll check it and report back sometime tonight or tommorrow morn Small is optional, I thought that you had taken the option. ![]()
Few mistakes I've caught looking over character sheets:
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Leera Atmos wrote: Just how long have you been playing these games with people like me, anyway? Don't we all play such games from the moment we learn to walk and talk? These same games merely increase in complexity as we get older. You might say that we're destined to play such games from the moment we are born, or in Our case, the moment We aren't. ![]()
pinvendor wrote:
Late elementary through pre-adolescent/adolescent. ![]()
ReckNBall wrote: Why did Samurai Jack never clue in to Akuu's color scheme and attack him right away? Very poor perception checks. DarkestHeart wrote: So you bring us all here and send us off on this whole damn thing but you don't tell us anything about yourself? Superiority complex much? Ha! Anyway... at least tell me if you have ever read the Tomes of Steven Erikson, the Malazan Book of the Fallen epics? If you haven't I'd read it. Especially later on in the series there is a bit that is focused around Orphans. Might give you a sick kick! No, but color me intrigued. ![]()
pinvendor wrote:
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Agana Besken wrote: Do you have a favorite map projection? The Mercator projection. It makes Greenland so beautifully large, as it rightfully should be. Anyone who tells you otherwise is clearly in on the conspiracy, but you didn't hear that from me. All glory to the (spiritual) homeland! Phillip Gastone wrote: Paper of plastic? A tough question indeed, which I'm allowed to answer only thanks to the recent declassification. The convenience of suffocation via plastic bag almost sways me, but I'm a sucker for nostalgia, and oft recall those fond days where the paper bag ripped during an attempted strangulation which devolved into a good old fashioned knife and/or gunfight. ![]()
Newbonomicon wrote: Are we on Golarion? If so, where on it? I've found myself with an intelligence of 12, so I'll have a second language, and I'd like to pick something that makes sense. Alternate setting - Borderland Provinces. You all come from a major metropolitan city, Troye, so any language is really feasible. I'll provide some information below on said city. The entire expedition does take place outside of the city however, so consider it completely unnecessary to enjoy the adventure. Troye: Appearance
The high granite walls of Troye are resplendent with banners, and lines of colorful shields are affixed to the battlements, representing the various noble houses of the Duchy of the Rampart. Great towers stand at intervals above the walls, some crowned with trebuchets and ballistae, others with high, pointed roofs. Over it all rises the vast citadel of the Duke, greatest and most formidable structure in a city designed for war.
Description
Government
Factions
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Donnen Phelps wrote: When playing, what's your favorite Pathfinder class for your characters? So much to acquire and so little will to acquire it. We're all drowning in our own bathtubs, knowing that all we need to do to escape is lift our heads above the water. And yet we can't. We can't have anything without cost. Innate power which needn't be studied nor paid for is truly the ultimate escapist fantasy panacea for the dreary lives we real people lead. In other words, I like sorcerers. ![]()
Sapiens wrote: I had this funny concept of a levitating magic (Witch maybe, or Telekineticist) infant, but it would be impossible at level 2. Unless you wanted to somehow homebrew it (I would swear not to abuse it). Perhaps a 20' fly speed where I can't get more than 5' feet off the ground in exchange for the human bonus feat and cutting land speed to 10'? Professor Togren hates babies, so this request I sadly can't accommodate. ![]()
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In most stories, this is where the professor might hire a band of well-equipped adventurers to handily defeat (murder) any and all problems which come their way. Unfortunately, our dear professor is short on cash, so instead he's decided to rely on the aid of several suspiciously capable orphans who came into his care after their parents all died in bizarre and tragic circumstances. Orphans whom he expects to perform all sorts of unsavory and potentially life-threatening tasks without any hope of payment on account of his "charity." This is where you come in. =================
If you get easily attached to your characters, don't. This game will be a one shot, not to mention the high probability that some of you will die before we finish anyways. If any of the above sounds fun to you for some reason, then I'll presume you're the kind of person who doesn't get invited to dinner parties because your dark sense of "humor" tends to dampen the mood. This game might just be for you (although I still won't be inviting you to any of my dinner parties). ======================
=================== The Sickly Spoiler: =================== Just like the futures of six unlucky orphans, there's nothing much here. |