The party goes around the corner into the western room which proves to be wardrobe/cloak room. Folded siswa robes are on shelves on the western wall and pegs for cloaks line the eastern wall. Alki says "The Siswa don't maintain any guards on the outer walls or the entryway to the temple. All of the security measures seem to be internal...siswa guards, magical traps, wandering beasts. All deadly enough but it seems like all can of people can just wander in." Ikky: Alki seems honest, you can hear movement in the distance.
Sorry about the wait. I'm going to try to update at least 3 times a week will I recover, I actually think I can do 5 times a week but we'll see. I got a nifty wheelchair, a pair of crutches, a walker, and a protective boot thing for my leg that looks like storm tropper armor from the knee down. I also get my blood tested every few days for signs that the antibiotics aren't working. That's the good news, the bad news is that since I'm a prediabetic (a real condition, that I've had for years and years) my healing is slower than normal in regards to things like cuts and incisions (like a surgery that leaves a six inch scar on my ankle). Therefore my recovery is going to run longer than what they expected at first. Still I'm back to being able to spend at least sometime everyday sitting upright in front of a proper keyboard. Thank you all for your best wishes and your patience.
Sorry about the wait. I'm going to try to update at least 3 times a week will I recover, I actually think I can do 5 times a week but we'll see. I got a nifty wheelchair, a pair of crutches, a walker, and a protective boot thing for my leg that looks like storm tropper armor from the knee down. I also get my blood tested every few days for signs that the antibiotics aren't working. That's the good news, the bad news is that since I'm a prediabetic (a real condition, that I've had for years and years) my healing is slower than normal in regards to things like cuts and incisions (like a surgery that leaves a six inch scar on my ankle). Therefore my recovery is going to run longer than what they expected at first. Still I'm back to being able to spend at least sometime everyday sitting upright in front of a proper keyboard. Thank you all for your best wishes and your patience.
"I'm Alki Galathil", says the elf Eldrain encounters at the top of the stairs in quiet voice. "There's Siswa all over the place. A group of brigands just made off with some of the 'tithe' the Rahib demands and the guards are trying to find them before they leave the compound." He looks warily about him "I don't know why there isn't alarms going off or shouting but there's an unused cloak room just around the corner and if we're going to have a longer conversation I'd rather not have it in the open." He moves toward the room to the west, not waiting to see if you follow.
So I got sick. The first sign you’re in trouble is when you visit the doctor’s office and the last thing they say to you before you leave is “We’ve called the hospital and they’re expecting you”. The second sign is when the doctors at the first hospital transfer you to the second hospital because the specialist they would normally have you see has gone home for the day and they say “We don’t think waiting until he gets back in the morning is a good idea.” The third sign comes when you realize that it hasn’t even been 24 hours since you visited you doctor’s office and they’re taking you into surgery. The panic sets in after the surgery. Strangely enough it is when they say “You’re so lucky you went to the doctor when you did. We caught this early enough you’ll get to keep your leg” you realize that it could have killed you. The funny thing is I didn’t go to the doctor because of the fever or the pain in my ankle, in fact I almost didn’t mention it. It was just my regularly scheduled visit because of my high blood pressure, but my doctor saw me limping, and he dragged the whole story out of me. How everybody got a cold and then got better, except for me. How whenever I stopped taking ibuprofen the fever came back. How I had twisted my ankle the week before. Turns out everyone else in my family probably had just a cold. I didn’t. An antibiotic resistant bacterial infection was lurking in my system but it wasn’t strong enough to effect my mostly healthy organs. Then, I hurt my ankle and it attacked, setting up shop in my bone and started pumping out all sorts of nasty stuff into the rest of my body. The surgeons went in and cut it out. I spent about a week in the hospital and have at least a month or so of recovery ahead of me. I’ve managed to avoid the at home IV antibiotics, by taking massive doses in pill form of a powerful antibiotic that doctors weren’t sure would even work, but it did. I’ve been at home for a few days now and I can’t say for sure when I’ll be up to posting regularly. I’ve been feeling guilty about not posting but I haven’t been feeling up to trying to post a coherent message from my tablet either. I’ve finally grabbed my daughter’s laptop and typed this up. I’m just not sure how long it’s going to be before I get back into the swing of things. If I’m a player in your game I’m sorry. If it makes sense please run my pc as it makes sense. For those of you who I’m the game master … well it’s going to be a few more days.
So I got sick. The first sign you’re in trouble is when you visit the doctor’s office and the last thing they say to you before you leave is “We’ve called the hospital and they’re expecting you”. The second sign is when the doctors at the first hospital transfer you to the second hospital because the specialist they would normally have you see has gone home for the day and they say “We don’t think waiting until he gets back in the morning is a good idea.” The third sign comes when you realize that it hasn’t even been 24 hours since you visited you doctor’s office and they’re taking you into surgery. The panic sets in after the surgery. Strangely enough it is when they say “You’re so lucky you went to the doctor when you did. We caught this early enough you’ll get to keep your leg” you realize that it could have killed you. The funny thing is I didn’t go to the doctor because of the fever or the pain in my ankle, in fact I almost didn’t mention it. It was just my regularly scheduled visit because of my high blood pressure, but my doctor saw me limping, and he dragged the whole story out of me. How everybody got a cold and then got better, except for me. How whenever I stopped taking ibuprofen the fever came back. How I had twisted my ankle the week before. Turns out everyone else in my family probably had just a cold. I didn’t. An antibiotic resistant bacterial infection was lurking in my system but it wasn’t strong enough to effect my mostly healthy organs. Then, I hurt my ankle and it attacked, setting up shop in my bone and started pumping out all sorts of nasty stuff into the rest of my body. The surgeons went in and cut it out. I spent about a week in the hospital and have at least a month or so of recovery ahead of me. I’ve managed to avoid the at home IV antibiotics, by taking massive doses in pill form of a powerful antibiotic that doctors weren’t sure would even work, but it did. I’ve been at home for a few days now and I can’t say for sure when I’ll be up to posting regularly. I’ve been feeling guilty about not posting but I haven’t been feeling up to trying to post a coherent message from my tablet either. I’ve finally grabbed my daughter’s laptop and typed this up. I’m just not sure how long it’s going to be before I get back into the swing of things. If I’m a player in your game I’m sorry. If it makes sense please run my pc as it makes sense. For those of you who I’m the game master … well it’s going to be a few more days.
Ikvvy and Arean:
The gems have minor enchantments on them. They allow the person holding the gem to trigger the spell imbued on it three times before becoming a nonmagical stone worth 100 gp.
Eldrian: You open the doors quietly and pearing inside you seen an Elvish warrior - who clearly isn't a Siswa- looking right at you with an expression of surprise on his face. He quietly blurts out "You're not a Siswa either!"
Ikvvy and Arean:
The jars are non magical but you can't tell if anything inside the jars are magical or not. To your surprise all six of the gems appear as magical. At the top of the stairs are a pair of double doors, your stealth roll was certainly good enought do open them silently if you want to, do you?
C.S. Reflex save: 1d20 + 7 ⇒ (1) + 7 = 8 C.S. Will Save: 1d20 + 3 ⇒ (9) + 3 = 12 2d4 ⇒ (1, 2) = 3 1d4 ⇒ 2 The swarm takes full damage from Tassira's spell, Kariel's spell has a devasting effect as well as the the centipedes suddenly stop moving. Vigar is up to finish the top half of the round, then Rowan, but Kariel's spell has knocked out the swarm for 3 rounds, and rendered them combat ineffective for another 4 ... So combat is over assuming you all post logical actions that will finish off a swarm.
Rowan you don't notice anything out of ordinary in this room, you also can't find any tracks. Vigar these supplies are spoiled but they don't look that they are hundreds of years old either, something weird about that. Also it is very likely that their may be other store rooms around. Vigar's initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Vigar pokes the grain bags with his spear and because he's expecting something he's able to leap back before being engulfed as a swarm of centipedes comes boiling out! Initiative Group One: Vigar, Kariel, and Tassira Group Two: Centipede Swarm Group Three: Rowan Group One is up
The Water Wyrd shudders from the blows the party delivers to it, but it's reaction the spell that Aearn reads out aloud is worse. It shimmers and pulses in and out repeatedly and rapidly. Suddenly it explodes and showers the party and the courtyard and party with water. Fresh cold clean water, the other result of the purify food and water spell. In fact the entire pool is now as clear and inviting as the illusion that the water wyrd projected as a lure, except instead of a mosaic at the bottom of the pool there are 2 clay jars and a scattering of precious gems. I went back and checked the source material. Water Weird's get no saving throw vs purify food and water they just die. Made this fight a bit anti climatic, soory
Tassira: Two things catch your eye. 1)One of the rotted robes has something in it's pocket, without looking closer you can't deal exactly, but your gut says something hard and metalic. 2)There's something moving under the rotting grain bags, again without looking closer you're not sure what but your guess is one or more small animals.
Splintered furniture and heaps of debris fill this room. At one time, a row of wooden pegs along the wall probably held anumber of dark, hooded robes, but the pegs have disintegrated and the robes are small piles of rotten cloth on the floor. Against one wall there are several sacks of rootten graain and the sour smell of old vinegar fills the room. Vigar: your perception and traking checks from before you opened the door didn't turn up anything.
grab: 1d20 + 9 ⇒ (5) + 9 = 14 The water weird surges up out of the pool and attempts to engulf Braden but fails. As a side note Ikkvy realizes that this beast has a reach of at least 15 feet meaning it is an old and larger than normal water weird and nowhere on the stairs would have been safe. Initiative Order Party
The party figure out how to open the secret door easily and then find no traps. They do notice that the footprints of the undead that they spotted going into this crypt also go door the hallway behind the secret door. The party cautiously makes their way down the long passage way until they com to where the passaway branches as show on the map. The party can proceed to the west or continue south either way the map show a secret door ahead. You can west to room 3 or south to room 4
Ikvvy: Water Weird: Magical Creature made of water, They feed off the life of the things they attack. Typical attack is to grab creature and drag it under water squezing it until it drowns or dies via crushing. Can appear in any shape, snake most common. The lager the water weird the father the attack range out of water. Mininum attack range is 10 feet. Almost immune to piercing and slashing weapons (1pt of damage per hit) full damage from blunt weapons. Can not be killed by weapons only "disrupted" and forced to reform. Cold base spells slow them. Fire based spells do have or no damage. purify food and water spells and similiar spells kill water weirds instanlty unless it makes a saving throw.
You realize that the symbol you are looking at is the symbol of the ancient temple. The map you have says that a secret door is hidden behind it. It doesn't take long before you find the opening switch. With that doorway open you know that you face a tunnel of over 200 feet before you reach the temple's lower levels. Kariel can have everyone back up to full hit points in 3 to 5 minutes using minor healing. Tassira your mage armor should last at least another 170 minutes after that.
The party makes it way accross the courtyard to the stairs, staying away from the fountain/pool as best they can. When they get to the stairs however they realize that northern edge of the pool is built up next to the stairs. It is possilbe to stay 10 feet away from the water by hugging the wall opposite of the pool while going up the stairs in single file. Once you reach the middle landing, you'll have stay away from the edge of the landingby the pool to be safe because the landing is ten feet above the surface of the water. As long everyone takes there time and is careful you can move up the stairs with no problem. If anyone wishing to hurry up the stairs a DC 10 Acrobatics check is needed, moving normal speed up the stairs requires a DC 5 Acrobatics check. Going up the stairs at half speed requires no check. Can I recommend a knowledge Arcana skill check?
Arean:
The enchantment on the water is not a standard spell instead you can tell it's an ablitiy of some magical beast that lurks in the water. The intent is clearly to lure prey into striking range.
since this creature was never written up for pathfinder I think Knowledge arcana is the best fit for figuring it out The Tasilman is hidden in the hallway of statues which is up the stairs to the north of the pool and then along side the eastern wall When crossing the courtyard or going up the stairs please state how close you come the pool.
four skeletons left. Tassira smashes another skeleton as does Vigar, Rowan has some bad luck and misses again while Kariel continues to try to avoid being hit. attack on Vigar: 1d20 ⇒ 6 for damage: 1d6 ⇒ 4
None of the skeletons connect with anyone this time. Party is up.
Vigar and Rowan both miss, Tassira shatters a skeleton to tiny pieces, and Kariel defends herself. Six skeletons left attack vs Rowan: 1d20 ⇒ 6 for damage: 1d6 ⇒ 1
Kariel takes another hit and all the remaining undead in the room shudder but none go down. Party is up
Tassira uses a spell to magicaly armor herself and Rowan smashes another undead. attack vs Rowan: 1d20 ⇒ 19 for damage: 1d6 ⇒ 3
confirm crit on Rowan: 1d20 ⇒ 11 The remaining skeletons attack again, with only the ones facing Rowan and Kariel hitting anyone, a fact they would regret if they had minds as all of the undead take damage as Kariel Angel blood fills the air. The remaining skeleton that Tassira had injured before crumbles to dust. 2 pts of damage to all the skeletons from Kariel's blood. 6 skeletons left. Party is up.
No one finds anything else of intrest here. Eldrian, you're right that's the value of the coins. Ikvvy:
No signs of magic, in the room rember that this room has an open doorway to the outside and you haven't mentioned looking out there After finishing the fight it is easy to that this room is actually open to the outside courtyard. The courtyard is 80 feet deep and 90 feet wide. Once well cared for, the dirt floor is now choked with weeds. In the center of the yard sits a large pool. Just beyond the pool is a set of stairs leading to the main doors of the temple itself. Four wooden sheds are attached to the west wall, and another four to the east wall. The southern corners of the courtyard are occupied by the building you are standing in and it's twin, small octagonal stone buildings, each covered with a delicate looking dome. Searching the Sheds:
All the sheds are empty except for number 7. Two bags of 250 cooper coins each (500 coins total) are marked with the word "Tithe" and the two black panther symbol. Will Save please If you get a 20 or better:
The courtyard pool is 40 feet long and 30 feet across. Its stone rim rises three feet above the ground. The water has gone brackish and putrid, looking almost glossy black. If you get below a 20: The courtyard pool is 40 feet long and 30 feet across. Its stone rim rises three feet above the ground. It's waters look cool and refressing. Crystal blue you can clearly see the elegant mosaic at the bottom. You are so very thristy.
Marcos delivers a powerful blow which finishes off the last gargoyle. There are thousands of silver coins on the ground behind the dead gagoyles. Mixed in with the silver is the ocassionaly gold coin as well as scraps of chewed leather bags. Counting and sorting the coins reveal 4000 silver coins and 80 gold ones. Perception check DC 20: A scrap of leather which says "Taxes" and is embossed with two black panthers is found among the coins.
Rowan and Vigar each destory a skeleton, but two more simply step into there place! Tassira's bolts of magic that fly from her fingers fail to destory the undead on either side of her but both are hurt badly. attack vs Rowan: 1d20 + 2 ⇒ (5) + 2 = 7 for damage: 1d6 ⇒ 5
confirm crit on Vigar: 1d20 + 2 ⇒ (20) + 2 = 22 for damage: 1d6 ⇒ 5
The skeleton's mostly fail to strike home, except for blows to Vigar and Tassira. Karil to Finish Round One, Then the rest of the party to start Round Two Vigar is "Spin attack" poetic license or a specific maneuver that I should know about?
As you creep closer into the crypt, trying to see what kind of emblem watches over the warrior's rest. You hea an odd creaking sound, and whirl just in time to see the bronze door slam shut! The darkness would be total but for the light Kariel has provided. You suddenly hear the rustle and clinking of rusty mail all around you as the skeletal warriors rise from their biers and move toward you. skeleton intiative: 1d20 + 6 ⇒ (11) + 6 = 17
There are 12 skeletons six on each side of the party, you are all flanked at the start of this combat. Tassira, Vigar, and Rowan act first.
Round One
Kariel:
Your detect magic finds no signs of magic except what your compainions carry. Marcos you can take the sword that you gave to Kraig Rowan takes his time and carefuly unlocks the door. From outside you can see that the crypt is very dark and moldy, and seems far older than the other crypts in the cementary. The ceiling is low, and the stone flooring is cracked and unevern. black mud oozes in the joints and cracks of the stone dressing. To either side, cobweb fouled buriel niches hold the moldering remains of ancient warriors in rusted hauberks of mail. At the back of the crypt you can see an unusual sign or seal of some kind, glinting in the weak daylight.
The remaining gargolye with arrows sticking out of it from the party's archers attacks Marcos. claw 1: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 for damage: 1d6 + 2 ⇒ (2) + 2 = 4claw 2: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15 for damage: 1d6 + 2 ⇒ (5) + 2 = 7 bite 1: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 for damage: 1d4 + 2 ⇒ (3) + 2 = 5gore 1: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21 for damage: 1d4 + 2 ⇒ (4) + 2 = 6 But it can't manage to hurt him thanks to still being shaken by Aearn. Ikvvy, Brad, Aearn to Finish round Two
Please decide who other then the active PC's you want to accompany you if anyone. The graveyard is in just as much disarray as it was the day before. Vigar's good work of putting it in order has been undone. As you most likely expected the crypt that contains the entrance to the secret passaage into the temple is the same one Vigar had noted as being undistrubed yesterday. A close examination of the outside of the tomb reveals tracks and other signs that people (people shaped undead) have been going into and out of the crypt recently. After you decide who is with you: The door to the crypt is locked, and the door is quite sturdy.
Arean tells the creatures to surrender and while the creatures do not surrender they do seem shaken by her words. Braden succesfuly grapples one of the creatures holding it still long enough for Furnok to kill it. Ikvvy's arrow meanwhile goes into the other gargoyle. As far as I can tell Arean needed a 15 to cause the shaken effect and that's what she managed to get. I added a Flank bonus to Furnok's attack roll and that plus Braden's grappling let him hit that gargoyle. Eldrian is up to finish the start of round 2.
Link to map at top of page and on campaign tab From the you have found you see that the lower levels can be reached by a secret entrance disguised as a crypt in the graveyard or by a stairwell in the upper level that Brother Giles the historian/tomb raider must have dug out. Tassira: Performing a new ritual is beyond your skill, but you have ever confidence in you ability to restore the original one if you can find the missing "Rod"
Brad's attack in the surprise round manages to just barely hurt the gargoyle. Furnok's second blow doesn't seem to bother the gargoyle at all. gargoyle 1 vs Furnok claw 1: 1d20 + 7 ⇒ (5) + 7 = 12claw 2: 1d20 + 7 ⇒ (8) + 7 = 15bite: 1d20 + 7 ⇒ (9) + 7 = 16gore: 1d20 + 7 ⇒ (7) + 7 = 14 Gargoyle #1 attacks Furnok in a flurry of blows but all miss! gargoyle 2 vs Marcos claw 1: 1d20 + 7 ⇒ (7) + 7 = 14claw 2: 1d20 + 7 ⇒ (1) + 7 = 8bite: 1d20 + 7 ⇒ (10) + 7 = 17gore: 1d20 + 7 ⇒ (11) + 7 = 18 Gargoyle #2 atacks Marcos but all its attacks miss! Ikvvy, Brad, Aearn to Finish round one, then Eldrian, Marcos, and Furnok to start round two.
Eldrian and Ikvvy feel free to look up the gargoyle information on the PRD. Ikvvy, we're in the eastern stairway, which if I'm reading the map right is room 13. ''''''' Marcos and Furnok attack the creature closest to the party and deliver powerful blows to the creature. It staggers and clearly very injured but it does not go down. Furnok you realize that it seemed take far less damage from your blow then it should have. Initative: Eldrian 21
About HascyaBefore you stands a large, imposing man. He stands more than six feet tall, and is broad of shoulder. He’s also pretty much naked, save for a loincloth and the harness which holds his massive sword across his back, along with some elaborate tattoos. A smallish owl flies down from the rafters of the inn to settle on the leather strap crossing his shoulder, cooing softly. He turns his bald head towards it and says, matter-of-factly, “Hoot,” in a manner which seems forced and awkward, but the owl bobs its head a few times, rustles its feathers, and closes its eyes to sleep. Male Human Savage Barbarian (Whirling Frenzy) 4 / Beast-Bonded Witch 3 / Ashlands Seeker 2
Defenses:
AC: 22, Touch:15 (uncanny dodge) (rage:24/19)
FRW: +11/+6/+6 (rage:+12/+8/+6) (+3 vs. fear and bonus on successful save, +4 vs. supernatural abilities) CMB +9, CMD 21 (rage:+11/23) Traits, Feats, and Abilities:
T: Indomitable Faith T: Noble Savage B1: Fast Movement B1: Whirling Frenzy Rage (18rds/day) F1: Raging Vitality F1: Focused Discipline B2: Auspicious Mark B2: Uncanny Dodge W1: Cantrips W1: Feral Speech Hex W1: Wisdom Patron W1: Familiar W1: Transfer Feats F3: Extra Rage B3: Naked Courage W2: Tongues Hex F5: Twohey: Skill Focus (Sense Motive) B4: Knockdown F7: Alacritous Cogitation S1: Discover Omen S1: Favored Pilgrim S2: Channel Spirit Form S2: Spirit Expert F9: Vital Strike Skills:
Acrobatics+16, Bluff-1, Climb+8, Diplomacy+3, HandleAnimal+5, Heal+7, Intimidate+4, K(Arcana)+5, K(Nature)+11, K(Planes)+6, Perception+8, Ride+6, SenseMotive+6, Spellcraft+9, Survival+9, Swim+10 Twohey Skills:
Acrobatics+12, Climb+3, Fly+7, Heal+7, K(Arcana)-3, K(Nature)+4, K(Planes)-1, Perception+17, Sense Motive+14, Spellcraft+2, Stealth+15, Survival+9, Swim+5 Offense:
Greatsword +9/+4 (2d6+5) (4d6 if single, not charge) Greatsword Single Rage +11 (4d6+8) (2d6 if charge) Greatsword Frenzy Rage +9/+9/+4 (2d6+8) Mace attacks as greatsword (1d8+3) (2d8 if single, not charge) Chakram +8 (2d8+3) Charkram Rage +8 (2d8+5) Equipment:
Bracers of Armor +2 Hand of the Oakfather Belt of Giant Strength +2 Ring of Protection +2 Ring of Featherfall Cloak of Resistance +1 +1 Mithril Buckler +1 Greatsword of Binding +1 Greatsword of Raging MW Silver Heavy Mace Boots of Tumbling Wand of Magic Missile: 49/50 Wand of Ray of Enfeeblement: 49/50 Wand of Unseen Servant 46/50 Divine Scroll of Raise Dead 6 Chakram Belt Pouch: - 5x Shoanti Chew - Distilled Terrap Sap - 2x Bodybalm - Nushadir - 3x Deodorizing Agent - Padzhar - Healy Myrrh - 2x Troll Styptic - Allnight - 2x Air Crystals - Ambrosia - 313.13gp Spells:
Italics indicate spells cast
Known: 0: All; 1: Cure Light Wounds, Identify, Enlarge Person, Unseen Servant, Sheild of Faith; 2: Delay Poison, Fog Cloud Memorized: 0: Detect Magic, Mending, Dancing Lights, Spark; 1: Identify, Enlarge Person, Shield of Faith; 2: Delay Poison, [EMPTY] Twohey:
HP 39/39; Speed 10 Fly 60; AC 17/15/14; Saves +3/+6 (Improved Evasion)/+2 The 100-minute backstory ”Strong I may be, but in the eyes of my ancestors I am a fool. For this reason, I do not trust my own sense, but trust in Twohey to guide me. He points, and I strike.”
Concept Elements:
Hascya grew up in the Ashlands, son of the cheiftan of the Mosint Birburod, a minor tribe. Though a powerful warrior from a young age, as well as a promising herbalist, Hascya was mostly known as a fool, with a grip on reality that was tenuous at best. He talked to plants, and animals, and himself, and always ran off with crazy ideas. He was easily tricked, and not terribly capable of caring form himself, of identifying threats, or of generally making decisions for himself. Three years ago, Hascya’s foolhardiness became too much. He signed away the rights to 90% of his tribe’s silver-rich land to group of prospectors who he considered his friends (after only knowing them for a few hours. Despite his father’s protestations to the local Altin-appointed mediator, the contract was ruled valid because Hascya was nominally next-in-line to the cheiftanship, and the tribe was corralled into a small corner of their lands while workers from Altin moved in to begin digging in their sacred lands. Hascya was declared an enemy of the tribe, and exiled deeper into the jungle. In his despair, Hascya found a small owl, which he believes spoke to him, kept him safe from storms and jungle predators, and eventually brought him to Altin a wiser man. He named the owl Twohey (pronounced TOO-ee) and it has been his constant companion since. From Altin, Hascya boarded a ship to Windrip Isle, seeking work as a mercenary—he hopes to earn enough money to buy back his lands and redeem himself to his tribe—where he knew there was a war on. He worked for a few months as a guard at a warehouse on the docks, but found that city life was too expensive to save much money, so he fled the city into the woods to clear his head. After a few days, he had a dream of a man with a wolf, and Twohey clearly wanted him to go East, so that’s what he did. ”Someday, I will return to my lands, and reclaim my rightful place as our chief.
Goals:
To return and retake his tribes lands and become Chief, Hascya is going to need a great deal of money, as well as wisdom.
Of course, he has no idea how to get these things, so he’s just sort of wandering around wherever Twohey “tells” him to go. ”In the cities, you hide behind your secrets. In the Ashlands, a secret is something too boring to tell to your friends.
Secrets:
Hascya doesn’t really have any secrets. He’s honest, and blunt, and doesn’t have anything to hide. At least, not yet. The miners who bought Hascya’s lands dug too greedily, and too deep. They’ve unleashed something horrifying, and don’t have the resources to deal with it. They’d probably sell the lands back on the cheap. ”My father, the chief of my tribe, declared me an enemy. He sent me from our lands, and cut me off from everyone I knew.”
People:
Hascya’s greatest friend is his pet owl, Twohey. He sees Twohey as more than a friend, but as a spiritual and life guide, sent by his ancestors to help him mend the errors of his ways. Though Hascya can talk to animals, the two communicate primarily empathically. Back in the Ashlands, Hascya has a whole tribe. The years since his departure have not been kind to them, and they would likely welcome him back for his strong arm, if nothing else. The ship Hascya took to Carron was the Windy Day, captained by Ozzy Cutler. The crew took a liking to Hascya, treating him as their mascot, and would probably give him passage, free of chare, if he were to run into them again. ”On my ship, it was a topic of much debatin’ whether the big fellow could really talk to his owl, or to the spirits and such, or iff’n he was just crazier‘n a goblin’s momma. I think it’s a trick question—‘e was both. Most things he said could jus’ be ignored, but if I’d listened when he predicted the storm, two good sailors’d be alive today.” –Ozzy Cutler, Captain of the Windy Day
Mannerisms:
Hascya has sublimated his own personality to Twohey’s, or possibly what he imagines Twohey’s to be. He will speak of “we want” or “Twohey thinks” but rarely of what he himself wants or thinks. However, if anyone asks him about what Twohey thinks, he will look at them like they are crazy and point out that Twohey is a bird. Similarly, he’s likely to credit his own abilities to Twohey, which sometimes comes off as humble (tracking a monster) and sometimes as bizarre (a feat of strength). Hascya is friendly, honest, and outgoing. If his insanity is a little offputting, he makes up for it with charm. |