Still struggling with time and motivation. I'm sorry.
Vesera's bullet hits Gaedren in his grimacing face and he lets out a frustrated growl. Milena rushes forward and grabs the man by the shoulders and wrists as they begin to grapple.
When Gethric advances towards the alligator, it snaps its great jaw several times, hungrily glaring at the halfling. His attack cuts the great beast across the snout, and Chavakala's bullet only intensifies its pain, smashing into its soft side.
Yenrry steps closer to the door, maintaining his gruesome verse to signify Gaedren's fall.
Gaedren attempts to get out of Milena's fierce hold, yet he fails. "Let go of me, you freakish whore of a corpse worshipper!"
The alligator engaged with Gethric attempts to crush the halfling with its great jaw. It gets a great hold around Gethric, its great fangs biting into the halfling and wrenching him down into the ground - its crazed thrashing almost snaps him in half. It is only a stroke of luck that it doesn't drag Gethric with it into the depths of the river as it rolls into the water...
The other alligator advances towards Vyshael, who has grown larger as his spell reaches its finale, yet his newfound size does not stop the similar terror that unfolds: it forces the half-elf into the ground, its great jaws twisting his leg and hip. Like its brother it rolls off the walkway and crashes into the depths of the river, leaving Vyshael bleeding...
I wish to apologise for my lacklustre participation the last two weeks - which does not help since I'm supposed to be the DM.
I am physically not doing very well and am perpetually exhausted. I am mentally stressed. I don't know when this will subside. I want to be more active but I have a lot of commitments IRL as well: studies, pets, ect.
Having said that, I will try to participate more. You deserve that.
Many apologies for my delay. I am still struggling with RL and motivation...
Vesera's bullet hits Gaedren in the side of the head and he curses in your direction. Yenrry begins to recite a dramatic ode dedicated to Gaedren's destruction, its brutal verses all inspiring you to hasten his demise.
Yenrry, Perform (Oratory)1d20 + 7 ⇒ (20) + 7 = 27
His ability to perform is outstanding...
DMPCing Yenrry, he sets into a bardic performance: Inspire Courage.
"Heh, six of you..."Gaedren mutters as he steps away from Milena. He draws a hand-crossbow and aims it at her."I know when I'm outnumbered... Gobblegut, Rabblerot! Get your stinkin' arses up here!"
He points the crossbow to the hole in the floor and fires twice... Two great alligators come thrashing out of the water, ugly rows of malformed, bloodstained fangs flashing, their eyes hungry...
The air in this large room is somewhat chilly and stinks of the river, no doubt thanks to a huge opening in the floor that drops away to the river shore five feet below. Several pilings emerge from the waters to support the roof above, with mossy ropes slung between them. In two places, rusty manacles hang from the ropes over the water. Two five-foot-wide walkways cross the hole’s edge to the other side of the chamber, where a collection of old cabinets, lockboxes, and piles of clutter are strewn about. Chipped porcelain plates, a cracked goblet, badly rusted silverware, an old wooden shield with a crossbow bolt embedded in it, the odd dinged helm, and other “treasures” litter the floor of this entire chamber. Three tables, their tops heaped with additional clutter, stand amid this mess, while just west of that a wooden door seems to provide access to a walled-off section.
Gaedren is gritting his teeth furiously, cursing as Milena rushes up to him in one single burst of speed...
Will need to finish Round 1 to see what happens before Round 2 happens.
Gaedren is much more prepared when Milena assaults, only scarcely blocking the fierce fury of her fist. There is a burning hatred in his eyes."No wonder your husband was drinking and boasting so much. No girl should ever hit a man, don't you think?"
He shoves Milena away, a smirk in his eyes. He then darts into the darkness, out of sight, though you can hear his hurried footsteps across the woodwork...
Baffled at your arrival, Gaedren only stares as the great void engulfs him; he lets out a groan of frustration.
Gaedren fort save: 1d20 ⇒ 5 (fail)
He almost jumps in surprise at Vyshael's crossbow bolt lodges itself into the frame of the doorway, though he slowly regains his composure."Figures the brat's sister wants a piece too, eh?"he calls out to Chavakala."She kept asking for more, y'know, ain't my fault she had a weak mind."
"You might kill someone again at that rate,"he adds, turning to Vyshael."Not every day a murderer gets loose after that horrible business at the Academae. Serves you right."His voice is dripping with acid.
From the other side of the door you can hear and feel the hurried, angr footsteps of someone. The door is opened wide and the ugly, greasy face of Gaedren Lamm is standing in the doorway. He is holding a lantern, its light momentarily blinding you."What in the blazes of the nine hells... wait, YOU!?"
As you tread across the lower boardwalk and spread out, you find that it isn't quite as slippery as the one above, nor does it seem to creak and crackle as much either. It seems to be able to maintain your weight somewhat...
Apologies for forgetting co-ordinates on the previous map. I put Gethric between Yenrry and Vesera for simplicity's sake, I don't know how to adequately represent squeezing in Maptools.
As Chavakala, Gethric and Milena slip into the hull, you can all hear a door being slammed open, and then an eerie silence. Within the minute you hear the door again, this time being slammed shut, and the silence carries on...
Listening at the door, Milena finds that there is a voice talking, or laughing, it's difficult to tell. The words are difficult to discern, though you can hear some words: 'wench', 'foolish', 'idiotic children', 'ought to feed'. As you check if the door is open, you find that it is - and it makes an audible creak as you test its handle."Who's there!?"
Chavakala finds a slightly bigger gap in the woodwork, and with some carefully applied force the door slides open. Dust and atrophy defines the smell, and moonlight is shining in through a hole at the rear end of the barge.
You do spot what appears to be a hole in the fishery's floor. A small hole with chains protruding down the edge, with bloodied hooks dangling. You also hear voices, a shrill, sadistic tone, and quiet sobbing. You cannot see a feasible way to get to the hole, however...
Chavakala:
As you grace the side of the boat gently, you find a strange chasm in the woodwork. Tracing it, you find what looks to be a sort of door that leads into the hull...? You're not quite able to open it, however...
With Chavakala's aid, both Gethric and Milena manage to get out of the murky waters while the shark violently thrashes about for the seal that is not there.
Down in the hull the spiders scurry away, almost invisible to the naked eye, and they eventually crawl into the darkness, away from eager eyes. Vyshael's eagle dives down but fails to grab any of the spiders. The shackles that bind it to this world eventually vanish and it whisks into the shadows. With Vesera's aid, Yenrry manages to stave off the after-effects of the poison.
The shark is swimming around the lower boardwalk, patiently waiting. It seems reluctant to attack you on the boardwalk, though. There appears to be no way up to the barge from the lower area...
Yenrry manages to shake the spiders off of him, and only barely does Vesera manage to pull the halfling up from the hull, yet he successfully climbs up to the shaky edge of the hole.
Chavakala's spell seems to distract the shark as it thrashes around and darts into the water. Milena is unable to get a solid hold in the water...
Chavakala manages to leap down to the lower boardwalk without difficulty, bracing against the side of the ship and the building. Milena is unable to get proper aim at the great shark - following Chavakala, she fails to leap down - she slips and crashes into the water, right next to Gethric...
Gethric attempts to leap over into the barge, though his effort falls short. He braces against the side of the old ship,yet when he attempts to grab the boardwalk to get back, he slips - and plunges into the waters...
Yenrry, Vyshael and Vesera all manage to leap onto the barge - though the instant you land, the floor collapses underneath your feet. Both Vesera and Vyshael manage to jump to the edge, Yenrry falls into the hold of the ship.
Yenrry, you suffer 2 points of damage from the fall.
The upper area of the barge is treacherous. The stairwell down to the hold is all but collapsed. The waters of the Jeggare river is calm and cold, and full of filth and oil. And there is something stirring in the water as well...
You feel something crawling on your person - and then stings of pain. The moonlight casts a dim light into the hole above, and you can see them: large spiders, five of them, the size of rats, swarming all over you and biting...
You are prone. You suffer 2 points of damage, and 4 points of Strength damage. You are poisoned for the next 6 rounds. You will need to make fortitude saves.
Gethric:
Swim check:1d20 ⇒ 6 You fail to keep calm and the water is almost engulfing you; in your panick, you manage to barely stay close to the surface. The filth and slime is almost overwhelming, yet you somehow manage. Then you see sSomething stirring in the water, darting towards you - you can barely make out its features at first... and then you see it, a great shark whose great teeth are upon you...
You suffer 6 points of damage. You need to make a DC 10 Swim check every round or be off-balance. You can only a quarter of your speed on a successful swim check - or half your speed as a full-round action. (page 433 of the Core Rulebook for adjustments when fighting in water)
The slippery boardwalk clings to the side of the fishery, held together by barnacle-thick pilings that have been worn halfway through their thickness at the waterline. As you cross, you find that it creaks and rattles underneath your feet. At some point Yenrry and Gethric both almost fall into the depths of the sea - though they maintain their balance only barely. You take to moving slowly, though as you all gather at the corner of the fishery, the combined weight of you all leaves you to think it might just break... soon...
Leilani returns as soon as you leave Zellara's home. She is chirping happily to you as she lands on your shoulder."There is fish! Lots of fish, chee! But I saw no-one inside. Too dark, chee! But one man entered! Small man, chee!"
I apologise for my infrequent posting as of late. I am currently overburdened with real life, and will be so until Saturday or Sunday. While I will do my best to respond to your actions, I ask that you drive the plot forward with character interaction, and that you try to maintain the momentum while I recuperate and deal with my difficulties.
Zellara offers pleasant company, with average quality bread and wine, before you finally set out to the fishery once more. Twilight has settled in and there is a quiet chill. Korvosa is quiet. The overwhelming stench of the fishery is all that greets you when you arrive...
Zellara comes out of the adjacent room with a lantern in her hand. She smiles at you and gestures for you to enter."Of course you may. I'm afraid I can offer little comfort but the chairs you occupied earlier."
She begins to light up candles so the home is sufficiently lit up...
Gethric & Milena
There is light when you approach the fortuneteller's home, and you can hear the voices of the others inside...
As you sneak away from the old fishery to the rendezvouz, you find that a guard is standing in front of the entrance to Bailer's Retreat. He looks at you both and sighs."Sorry, the establishment's closed."
Chavakala, Vesera, Vyshael & Yenrry
When you return to Zellara's home, you find that the windows are dark. Knocking on the door elicits no response at first, though the front door isn't locked... Pushing the door open, you find that one of the adjacent rooms are lit up, and you can hear Zellara's voice call out."Hello?"
The path to the wharf side creaks as you cross the old wooden docks, though when you reach the corner of the building, there are no signs or reaction of having been spotted or heard.
You see the rear end of a barge, and the rushing waters of Jeggare River...
The old fishery ... smells. The reek of brine and the stink of week-dead fish hang thickly in the air here. The old double doors in the side of this weathered building are tightly closed, with a drooping signpost hanging above. The sign it once displayed is long gone, leaving behind only a single short length of rusted chain. The building looks abandoned. . .
When you approach the Bailer's Retreat, you find that it has been closed after last night's riot; the innkeeper had almost died, valiantly protecting his patrons by ushering them into the basement and locking the door. The guard on the scene glances at you with some curiosity.
"Yeah, who wouldn't want a drink after last night?"He tells you, with a sigh."Establishment's closed. The priests haven't found time to remove the corpses inside yet. And you didn't hear that from me."
Zellara rises from her seat and pulls out a parchment from the insides of her vest."Here is the last I can offer of aid. It isn't much, I'm afraid, but..."
She rolls out the paper on the table - it is a map."It is in your hands now. I believe you will succeed."
Zellara gathers all the cards on the table and starts to shuffle them once more. Upon mention of tangibility she offers only a sigh."I cannot fault that some of you are disappointed. Chavakala has the right of it, truly. Harrowers deal with maybes and vague terms - blasphemous of me to admit this - yet there is also truth behind the cards, even if you close your eyes to it. I ask only that you are cautious, whether or not you heed my reading."
One of the mechanics of Curse of the Crimson Throne are Harrow Points, which you receive at the beginning of every part. Edge of Anarchy is of the Dexterity Suite, and as such you may use your Harrow points for the following:
Dexterity Rerolls: Spend a Harrow Point to reroll any one Initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based skill check. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).
Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge bonus to your Armor Class for one encounter. You can spend up to 3 Harrow Points per encounter to increase your Armor Class in this manner.
Speed Increase: Spend a Harrow Point to increase your base speed by 10 feet for one encounter—you cannot spend multiple Harrow Points to increase your speed multiple times in one encounter.
You all receive 1 Harrow point - in addition, Gethric and Vyshael, you gain another Harrow Point (so you have 2). I also wish for you both to mark the card you picked in your profile (Crows/Avalanche respectively) - it will bear relevance later.
Zellara nods as she gestures for you all to sit, her shuffling of the deck never-ending. When you've all settled down around the table, she draws out nine cards, face-down, and lays them down in a three-by-three pattern. She gestures to you all."First we must conduct the choosing. Pick a card."
As you all pick a card, she speaks to you in turn:
"Gethric, you picked the Crows; they represent the loss of loved ones."
"Chavakala, you picked the Dance; it represents harmony, and the consequences of missing a step."
"Vesera, you picked the Demon's Lantern; it represents hopelessness, but also the glimmer of hope in the horison of a new dawn."
"Vyshael, you picked the Avalance; it represents an unbending, relentless disaster."
"Yenrry, you picked the Cricket; it represents travel and good luck."
"Milena, you picked the Locksmith; it represents the many doors of life, and how they can all be opened."
She gathers the cards from you shortly after, leaving you to ponder what roles you have in this Harrowing. Shuffling her deck, she draws nine new cards, spreading them once more in a three-by-three pattern face-down. The light in the room seems to dim slightly as she flicks her hand, the left-most row of cards revealed: The Survivor, the Liar and the Midwife."The past...through great ordeal you have only grown stronger. In spite of the evil that made you suffer, you have also found great worth in something unexpected - yet with these boons were danger..."
Her voice grows louder when she turns the middle row of cards: The Avalanche, the Publican and the Carnival."The present... There is a great disaster looming over you - yet it can be averted! You can prevent it so long as you do not give in to delusions and false dreams. Never relent - only by facing the danger as relentlessly as it would crush you can you prevail!"
She grows even more intense, even though she lowers her voice to a whisper. She turns the last row of card: The Waxworks, the Crows and the Empty Throne."The future... it brings good tidings. It is a certainty that you will have great resolve and energy to prevent another grievous loss - but be warned... failure will cause more dire consequences than you could possibly fathom..."
She looks at both Gethric and Vyshael, as she has Harrowed your fate...
The Harrowing dice rolls:
LG spot: The Survivor (NG) (partial match)
1d9 ⇒ 2 1d6 ⇒ 3
LN spot: The Liar (CE) (partial misaligned match)
1d9 ⇒ 9 1d6 ⇒ 6
LE spot: The Midwife (NG) (partial misaligned match)
1d9 ⇒ 2 1d6 ⇒ 5
NG spot: The Avalanche (LE) (misaligned match)
1d9 ⇒ 7 1d6 ⇒ 2
TN spot: The Publican (CG)
1d9 ⇒ 3 1d6 ⇒ 5
NE spot: The Carnival (CN) (Partial match)
1d9 ⇒ 6 1d6 ⇒ 5
CG spot: The Waxworks (CE) (Partial misaligned match)
1d9 ⇒ 9 1d6 ⇒ 3
CN spot: The Crows (NE) (Partial match)
1d9 ⇒ 8 1d6 ⇒ 2
CE spot: The Empty Throne (LG) (Opposite match)
1d9 ⇒ 1 1d6 ⇒ 6
Cards you pick:
Gethric - The Crows
1d9 ⇒ 8
Chavakala - The Dance
1d9 ⇒ 1
Vesera - The Demon's Lantern
1d9 ⇒ 9
Vyshael - The Avalance
1d7 ⇒ 7
Yenrry - The Cricket
1d7 ⇒ 2
Milena - The Locksmith
1d7 ⇒ 4 Used d7 for Vyshael, Yenrry and Milena because their d9s all showed 8s!
Zellara is smiling, her deck fluttering betwixt her fingers."May I offer you a Harrowing before you set out to bring an end to Gaedren? I'm afraid I know little more of him or his henchmen, except that he has at least two loyal 'subjects'. The cards may reveal more of the ordeals to come, however..."
I apologise for my lack of replies this evening - and I apologise once more for not advancing tonight. I just came home from a night of board games, and I am horrendously tired. I also have a stinging headache. I will advance tomorrow.
You cannot find any tell-tale signs of dishonesty or betrayal in her manner of speaking or acting, nor does it feel like she is of malevolent intent.
"Vesera. Vyshael,"she adds, glancing at the half-elf with a soft smile,"The Wanderer represents those who collect - and their collection consists of appreciation for what others have discarded as worthless. It represents compassion, empathy and appreciation. You possess these qualities, both of you. That is why the card chose you."
She nods and glances at you both."Milena, the Forge represents strength through diversity. To endure the trials of life, you must be strong, not just of mind, but of body too. You represent such strength. That is why the card chose you."
"Yenrry, the Juggler represents the delicate rhythm of fate. It is no easy task to balance every act and actor, to balance every word and rhyme to its rhythm. You, however, possess this ability. That is why the card chose you."
Arkona as a family name is common knowledge - so DC 10. Knowing of Vesera, however, would require a higher DC check. The full story even higher.
The same applies to everyone else - high DCs, of course, and you are free to refute this. My reasoning is this: when Gaedren inflicted his brand of evil upon you, other people also noticed in some shape, way or form. Then word of mouth and rumours began to spread. A sufficient check and asking the right people would reveal information - unless you explicitly want your past to be hidden, if you made a right effort to remain hidden.
That is my justification. I understand background can be a bit of a 'personal' subject, though, so if you prefer to not be discernable through Knowledge (Local) checks that's fine.
"I apologise if any of you intended to keep your identities hidden. Names, however, are a stepping stone. Trust must be earned, I agree,"she nods in Gethric's direction,"But I bear you no ill will. I will not reveal more. Trust me in this, only this, nothing more unless you wish. I only want to see Gaedren brought to justice. Tell me, am I wrong in thinking you desire this as well?"
"Vesera Arkona."She has half an apologetic look on her face, the other part sad and hopeless. She turns to the rest of you, looking at you all in turn."Vyshael Invisus. Milena Teg. Gethric Orted. Yenrry Clockweaver. Chavakala. I know your names. I know what Gaedren has done to you. That is all the songs would tell me, and all I inquired of my deck."
She turns to Vesera with a sigh and a softer smile."As I said, I heard the music of Korvosa, and I consulted my cards. The cards do not lie. They say more to me than they do to most - that much pride I have in my Harrowing. I know what Gaedren has done to you. To you all."
You do not spot anything magical in the home - though you do feel a bit dizzy...
You cannot find any signs of poison in the bread or drink.
Milena:
She doesn't seem to be hiding anything, nor does she appear to bear any ill will. You do not think she is lying, nor do you think she plans to betray you.
"I listened to the music of Korvosa's streets."She looks at you with a smile."Your songs reached my ears. I consulted my deck, and the cards confirmed."
"I see Gaedren has left us all overly cautious."The lady who enters is fair, her eyes sharp. She has a basket in her hands."I am the one who asked you all to come. My name is Zellara. Please, sit. I am not your enemy, though I cannot fault your caution."
She smiles warmly, though there is a sadness in her eyes. Sadness mixed with determination. Zellara treads past the table, into the adjacent room, and she returns empty-handed."I apologise for my...unconventional means of contacting you. I have great reason to remain hidden. A terrible man would see great harm done to me if he knew I was reaching for help. A man you all know. Gaedren Lamm."
She sits down behind the table as you do, pulling out a deck of cards from her pocket. As she glances at you all, she begins to shuffle the deck - the cards float and dance between her fingers as she does."Gaedren Lamm is a man whose cruelty and capacity to destroy lives is only matched by his ability to avoid reprisal. A year ago, his thieves stole my Harrow deck - this Harrow deck,"she adds, lifting her hands for you to see it properly,"It is an heirloom, and my sole means of support. My son, Ezan, tracked them down and retrieved it for me. Gaedren murdered him for that."
Her voice grows sombre."I went to the guard. They turned me away. I began asking around. I paid bribes. I consulted my Harrow deck. I was eventually rewarded. I know where Gaedren currently dwells: an old, abandoned fishery north of here at Westpier 17. He trains his children there to be pickpockets, and counts his stolen treasures."
"I asked you here because I need your help. I cannot face Gaedren on my own. If I were to go to the guard, they would never act in time - not with last night's riot on their hands. And even if they did manage to arrest him... what guarantee do we have that he would be punished? He has evaded the law for decades, why would it catch up to him now?"
"The streets have told me of your suffering. Gaedren is no friend of mine, and he is no friend of yours. He has wronged us all. It is time for him to pay."
When you enter, you come to a home that does not reflect the mood of Korvosa. The cozy chamber within this small home is filled with a fragrant haze of flowers and strong spice. The haze comes from several sticks of incense smouldering in wall-mounted burners that look like butterfly-winged elves. The smoke itself seems to soften edges and gives the room a dream-like feel. The walls are draped with brocaded tapestries, one showing a black-skulled beast juggling men’s hearts, another showing a pair of angels dancing atop a snow-blasted mountain. A third tapestry on the far wall depicts a tall hooded figure shrouded in mist, a flaming sword held in a skeletal hand. Several brightly-colored rugs cover the floor, but the room’s only furnishings are a wooden table covered by a bright red throwcloth and several elegant tall-backed chairs. A basket covered by blue cloth sits under the table. There is a card with writing on the table.
I wish to apologise once more for not having advanced the plot yet. I will do so later today - though I would also like to see how you all react to Milena and her question. Will write up the advancing post now, though.
Caroline would annoy you on occasion during your creative hours, as she always does, though she also brought you dinner - a turnip and mushroom stew. As the day slowly creeps to an end, and you prepare to leave, she gives you a tight hug and a worried grimace."You best be careful, Yen, y'ear? I don't wanna 'afta find a spot in the Grey to bury you."
Getting to Midland and Lancet Street is easy - almost too easy. The sensation of being guided never quite leaves your shoulder... When you approach the house, one that looks to belong to a fortuneteller, you find a human and a halfling are speaking to one another - a tense discussion from what you can gather...
Gethric:
You gather a multitude of information of Lancet Street, all which conforms to what you already know. The house in question belongs to a Varisian fortuneteller named Zellara - a fair lady from what you know, she's also renowned for her precise readings. While gathering the facts, you also come across a different tidbit of knowledge: Zellara supposedly lost her son to Gaedren...
Vesera:
After taking care of all the familiar residents of Old Korvosa - Old Lem, Grandmother Frida, Little Iz in particular grateful for your time and tender care - you head out, setting towards this Lancet Street. You aren't quite certain how you made it here without getting lost in the labyrinth of Midland. The alleged house looks to be that of a fortuneteller's - and nearby are a halfling and human speaking to one another. It sounds to be a tense discussion...
Vyshael:
After your meal - a little soggy tonight; then again the barkeep was alone on his shift and the cook, little Ilena with those golden eyes absent - you once more navigate the sad streets of Korvosa. Finding your way to Lancet Street was hardly difficult - in the afterthought, it could almost have been considered too easy. The house mentioned on the card appears to be one belonging to a fortuneteller. Outside are a halfling and human, talking to one another. From what you can gather, their discussion is tense...
The location seems to be eerie - and eerier still is your simultaneous arrival in front of the house. Hanging over the door is a sign, spelling out 'Zellara's' - and almost as if on cue, the door creaks open. The interior is well-lit, and there is a warmth that rivals the sudden chill of the street. The sun has barely begun its descent into the horison. The streets are empty too - only you grace it with your presence...
I want to give Chavakala and Gethric a chance to socialise and get into their characters, but I will advance the plot today. Not just yet, however, am facing some IRL difficulties. When the time comes, ret-con any socialising if you must. I know Yenrry, Vesera and Milena are all preparing to meet at the designed location already.
Remember, there is a 1/day requirement. If you cannot post for a day, please inform me ASAP so I am aware of circumstances. Email me if necessary.