The sheriff listens quietly while everyone’s story is being told. Shortly after Wayilant employs his connection with the mayor, the sheriff opens a large side drawer and pulls out a number of gasses. He then sits the glasses in the center of the desk and offers a fill them with a fiery-red colored honey mead. “This is a strong honey mead. It will help take some of the chill off if you like.” He offers while removing a decanter from the same drawer. “To be honest. Those clown-hats over at the Fatman’s Feedbag where my first choice of dip-s!%@s who might be involved with the disappearances. I have been keeping an indirect eye on them. For instance, I’m aware that Vhiski is running that place off the books. I also know he is pulling the strings of the Bunyip club. Granted knowing this and proving it are two entirely different things. That said, I wouldn’t put it past him to be involved in some skullduggery involving slavery. Proving something like this has been more than a little challenging, so I appreciate you coming forward with this information. We recently heard about his new interest in the Pixie’s Kitten and have been monitoring that situation. That brings me to a couple questions when considering his involvement with the disappearances. On the night the most recent girl went missing, Vhiski was under close surveillance, so I know he wasn’t directly involved. Granted he could still be orchestrating it from a distance, which is his MO in a nutshell, but I don’t see how disappearing one of the Pixie’s Kitten’s newest potential money makers is aligned with his recient arrangement with the brothel. I say this because, the girl went missing after his deal with Kaye was well underway. Why eliminate the girl after you have been employed to protect her. That seems counterproductive to me.”
After pouring himself a half-glass of mead, he continues. I’m guessing that cage you spoke of is likely quite heavy. With the weather being this bad, I would say there is a small chance it might still be there. Proving you where captive in that cage will be a different matter. I will head over to the Pixie’s Kitten immediately and hopefully that damn-thing is still there. You are welcome to come along if you like. Or I could simply let you know what we find. The choice is yours.
Cage Roll!:
1-29 (The cage is still there.) 30-70 (They are in the process of removing the cage.) 71-00 (They have removed the cage, and it is nowhere to be found.)
Trip to the Garrison: Wayilant, Gravi, and Govrina head out into the pouring rain. Cliff Street, which is beginning to flood, leads all the way across Sandpoint where it eventually curves to the left and becomes Mainstreet. It takes you past Junkers Way and then Tower Street. Slightly past Tower Street you see a stone fortress like building to your right. Posted up outside the building are a couple unfortunately men who have obviously drawn the short straw and landed guard duty on a night like this. Both men are wearing tabards depicting Sandpoint’s guard. As you approach the garrison, you spot a forward-facing sign the reads, “Sandpoint’s Garrison”. Before long, you enter through the small fortress's main gate, both guards look over at you and nod. Nither guard seems overly concerned, nor do they come off as being pleased to be standing in the downpour. Once inside, you see a smaller stone building in the center of the garrison along with a series of combat training posts set up along your right. Off to the left, you see the remnants of an unoccupied smithy that appears to be shut down due to the storm. Through one of the buildings windows, you see Sheriff Hemlock sitting at a desk while going over some papers. After entering the building, you note that the sheriff, a dark-skinned Shoanti man, has notice your approach and is now sitting back in his chair with his arms crossed.
“Wow, must be important to bring you three out in a downpour like this.” He states as an introduction. His eyes quickly shift over to Govrina for a moment but then adjusts back to the group once he realizes he got caught off guard and is on the verge of being rude. “What can I do for you this fine day.”
White Deer (Main floor) : Muziel finds himself sitting all alone while nursing his ale. By dwarven standards, the drink seems a little flat, but he has come to recognize that as a standard for human brew. While glancing upstairs and thinking about his books, he observes Garridan close down the bar and grill. Before the barkeep retires for the night, he hands over a set of keys to a stocky, red-headed female dwarf who Muziel presumes runs the Inn throughout the night. Garridan eventually heads upstairs and enters the first room on his right. The female dwarf begins cleaning up around the bar, which includes sweeping and wiping down the bar’s counters.
White Deer (Sleeping area) : Those that retire for the night see Bryndis posted up outside her door as if she is waiting to get the drop on someone. Fortunately, her caution turns out to be unneeded. The day simmers down to a quiet evening with nothing more disturbing than the cascade of rain beating off the inn's roof.
The way it looks to me, I would say Bryndis posting up outside the rooms door, regardless of who stayed behind, is valid. This is simply one of those quarks that come with PBP. People have different posting rates and sometimes it can be a little confusing keeping track of the order in which things occur.
As I understood it, your rendition of the timeline is accurate. As Bryndis stated, I think the only confusion revolved around which one of you went downstairs.
The way it looks to me, I would say Bryndis posting up outside the rooms door, regardless of who stayed behind, is valid. This is simply one of those quarks that come with PBP. People have different posting rates and sometimes it can be a little confusing keeping track of the order in which things occur.
As I understood it, your rendition of the timeline is accurate. As Bryndis stated, I think the only confusion revolved around which one of you went downstairs. Doesn't break anything.
White Deer (Main floor): Garridan comes off as a being a bit anxious when he realizes that Gavi and Govrina intend to stay. The room continues to dwindle to the point that only a hand full of people continue with their meals while enjoying the sound of the outside rain. “I apologize for my hesitation. With all that’s gaining on with the Worldwound, if my place gets a reputation of harboring someone like her.” He points over at Govrina. “I doubt I’ll be able to recover. You must understand, so many have lost so much to those crusades.” He says while hoping to develop some resemblance of understanding for the less than warm welcome.
“Anyway, thank you for the offer to pay for my lost revenue, but it’s not necessary. I will accommodate you for the night.” He offers as a concession for his shocked response earlier. He looks over at Govrina one last time before turning and walking back to the bar.
White Deer (Sleeping area): With no small effort, Talienda and Alina both manage to put themselves together shortly after Wayilant left the room. Muziel, on the other hand, continues with his studies while being somewhat thankful for a moment of peace and silence.
White Deer (Main floor) : The warmth of the inn’s interior impacts both of you as you enter its main entrance. Between all the conversations taking place, and the instrumentalists in the background, the room seems to have a life of its own. At least it did before you walk in. The moment Govrina walks through the door, the room falls silent. Everyone, including the establishment’s proprietor, stops what they are doing and stairs directly at the demonic looking Tiefling.
“OH-NO! No, no-no-no.” The proprietor, a tall dark-skinned man, blurts out as the room falls silent. “Please, this isn’t the place. Surly you two would be more comfortable at the Fatman’s Feedbag or the Hagfish.” He suggest as both of you make your way over to the bar. You notice a couple people, who were sitting in close proximity to the entrance, get up and quietly leave before finishing their meal. With trepidation, the barkeep pulls out a couple glasses and pours two drinks. “OK, a couple drinks and then you go.” He implies after Gravi starts looking around the room for an open table. During this process a couple more patrons get up and leave, and then a couple more. The musicians, who were in full swing, appear to be packing up their instruments in a somewhat rushed fashion. It doesn’t take long before Gravi finds a remote table in the corner, which is literally arm’s length from the room’s hearth.
White Deer (Sleeping area) : During the brief moment that you find yourselves awake, you notice the normal ambiance of the inn’s background noise, fall silent. The cadence of drums along with the establishment’s overture of voices, abruptly stops, giving away to an uncomfortable silence. A distant voice, which sounds like Garridan, stands out momentarily. “HO-NO, No, no-no-no.” His words fade off into the silence.
Out of rounds. From the window to the street, it’s about 30 feet.
The wind and the rain test your resolve during the process of scaling down the side of the Pixie’s Kitten. On more than one occasion, you find yourself clinging to the side of the building, just in time, to avoid an embarrassing fall. With no small effort, both of you manage to successfully navigate the climb. Looking around, you find yourselves on Hook Street, or at least at the end of it. Now standing on the rain-soaked street, between the Pixie’s Kitten and the entrance to a shop called Hanna’s, you decide to quickly make your way down the street and away from the brothel. Looking back, you catch sight of two men standing in the window you just escaped from, pointing in your general direction. Soon, the image blurs into the foul weather as you make your way across the city, towards the White Deer.
Off in the distance, the sight of the White Deer feels inviting. Its well-lit entrance occasionally gives way to a lively main floor each time one of its patrons enters or exits the building. The sound of song and dance emanates from the building, while a blazing hearth reflects through one of its windows. The aroma of pepper-crusted venison can be smelled, even from your distance. The rain feels as if it has increased, leaving most things beyond twenty feet blurred and difficult to see. The wind, on the other hand, has diminished to about half of what it was only moments ago.
Round 8
After crossing the room, Gavi lowers a thirty-foot makeshift leather-braded-rope out the window.
After searching the heavy chest, Govrina does indeed find her belongings, which she quickly gathers.
While exit arrangement are being discussed, the room’s door thuds against the iron cage. A number of malcontent voices can be heard outside while the door slams up against the barricade.
“What’s holding the door?” A winey voice asks.
“Not sure but It’s big and heavy.” A deep voice responds.
The cage lifts slightly off the ground as the door presses heavily into it a second time. It eventually comes crashing back down as the edge of its base digs deeply into the wooden floor. The sheer weight of the cage slams the door shut with such force that it launches whoever was pressing on it a fair distance away.
“Aggg! Damn-door just broke my tooth.” The whiny voice exclaims.
“Hehe, serves you right for being a weakling.” The deeper voice responds.
“Have someone go outside and watch the window. I don’t want this fool to make off with my prize.” A stern, commanding voice instructs.
“But boss, it’s raining hard outside.” The deep voice states.
A moment of silence follows the last comment.
“OUCH! OK, OK, I’ll go watch the window.” The deep voice blurts out.
"While he's doing that, you go get Bob so he can open this damn-door." The commanding voice instructs.
"Yes boss." The winy voice replies.
You estimate you have about four rounds before whoever it is makes their way out of the Pixie’s Kitten and around to the back of the building.
Round 9 Gavi (16) Govrina (11)
Thug 1 (11)
Thug 2 (5) -14 HP / 14 NLD)
Gavi moves over and begins working on the iron chest. In moments the chest’s lock cracks open.
Finding a second wind, Govrina works her way around to the front of the cage and begins pulling on its bars. Before long, the cage begins to slide, making its way across the room. While Govrina makes her final adjustments to the cage, she hears booted steps coming from beyond the now heavily bared door.
Round 8 Gavi (16) Govrina (11)
Thug 1 (11)
Thug 2 (5) -14 HP / 14 NLD) Gavi and Govrina are up.
Gavi moves over to the rod-iron cage and begins pushing with all his might. The cage lifts slightly, as if it might move, but then becomes suborn after the edge of the cage catches part of the room’s wooden floor.
Govrina observes the Varisian’s effort and decides to lend a hand. She quickly moves to the back of the cage and begins pushing along with the man, but the stubborn cage bits in deeper, making it feel virtually impossible to move.
Retry attempts are possible if you decided to continue working on the cage.
Round 7 Gavi (16) Govrina (11)
Thug 1 (11)
Thug 2 (5) (-14 HP / 14 NLD) (Unconscious)
Round 5 1-10 Guard 1 has the keys. 11-20 Guard 2 has the keys. D-20 Roll:1d20 ⇒ 20
Gavi glances around the room, looking for something to bar the door with. He concludes that the only two things in the room are a four foot by four-foot rod-iron cage and a large reinforce chest. Although the chest looks a lot easier to move, he doubts it would stop anyone from forcing the door open. The cage, on the other hand, looks heavy and would likely create a stubborn delay. (Strength check DC 15) to push the cage over to the door. Aid another, granting a +2 to the check, is possible if both PC’s attempt to push the cage. This would take one full round to attempt. After glancing around the room, he unravels a second whip and then effectively ties them together, creating a 30-foot length of leather rope.
Govrina opens the cage and then moves over to the unconscious thug. She begins searching the man and easily finds a key ring with two keys on it. One is obviously the key to the room. The other looks as if it will fit the chest.
Round 6 Gavi (16) Govrina (11)
Thug 1 (11)
Gavi and Govrina are up.
Round 4
The look on the man’s face, who has been receiving the lash, furrows with anger. “You’re going to pay for these marks’ backslider! The demon vixen is off limits till the boss says so. No early chaca chaca for you!” His words are cut short as Gravi’s whip cracks for a third time in front of him (Attack misses) .
Govrina conjures a second blue-white mist, which creeps out and envelops the leather plate a second time. Unlike the first time, the plate is now sitting across the room where it becomes apparent that she is manipulating the object from a distance. Within moments the plat elevates and streaks directly at one of the guards (Thug 2) . The mist covered projectile slams into the man’s lower back, sending him lurching forward. The impact was much greater than one would expect from a simple splotch of hard leather. Gravi see the man’s eye squinch in pain as he crumples to the ground (Attack Hits -14 HP).
The remaining guard carefully backs away from Gravi and then quickly moves out of the room and down the hall towards the stairs. (Withdraw 30’)
Surprisingly the guard refrains from a loud verbal alert about what’s going on. You suspect he doesn’t want to bring unwanted attention from the wrong people. None the less, you presume he is heading for reinforcements. Because there were two other guards sitting at the bar, you estimate his return will be quick. (About 4 rounds give or take.)
Round 5 Gavi (16) Govrina (11)
Thug 1 (11)
Thug 2 (5) (-14 HP / 14 NLD) (Unconscious)
Round 3
Slightly surprised the thug weathered the crack of his whip, Gravi decides to strike the man a second time. The Varisian’s whip coils into the air and then strike out at the man’s face a second time. The blow strikes true, leaving a second bright red mark across his face (Attack hit +4 NLD / Is not considered flatfooted.). Although aware of the whip, the other thug manages to get caught off guard anyway, and then jumps slightly at the sound of its crack. (Enforcer intimidate 24 vs DC 13 = Success).
Govrina conjures a blue-white mist, which envelops the hard leather plate at her feet. Within moments the plat elevates and then streaks across the room. The mist covered projectile slams into the doorway just above one of the thugs.
Both thugs’ glance at Govrina before turning and moving close to Gavi with heavily weighted leather sacks. Both men take heavy swings at the agile Varisian but end up missing horrifically. Both heavy saps clank together as their target quickly dodges back in time to avoid the blow.
Govrina moves back into her cage and pulls the door shut. After setting her hard-leather plate on the ground, she waits patiently for the two men to enter the room. Her plan appears to be simple, create doubt, which has been used throughout history to gain an advantage.
Gavi quickly recognizing the winged woman’s intent and then steps off to the side, taking full advantage of the darkened room.
The two men, outside the door, fumble endlessly in an attempt to quickly open the secured door. Soon, the occupants inside the room hear the key insert and click into place.
Round 2
Govrina maintains her ploy in anticipation of the men entering the room.
Gavi unravels a whip and sets himself up to strike. (I’m going to apply a ready action here seeing you had more than enough time to do so.)
The two men quickly enter the room as the door abruptly swing open. Both men lock eyes with the glowing stair of the demon-woman within the cage. (Bluff 14 vs. DC 13 = Success) They pause for only a moment while they consider the fact that the demon is exactly where they left her. Although the pause was brief, the distraction was long enough for Gavi to unleash the frightful reach of his whip. (Ready attack hits. +10 NLD) The sound of the whip resonates throughout the room as it lashes one of the men (Thug 2) across the face. The other man (Thug 1) jumps back at the sound of the whip (Intimidating enforcer 14 vs. DC 13 = Success) and begins shaking in his boots.
Both men, who appear to be somewhat startled by Gavi’s whip, are supporting clubs at their side and are wearing studded leather. Aside from the club, they also have a heavy-looking sap, which is currently in hand and ready to use.
Round 3
Gavi (16) Govrina (11)
Thug 1 (11) (Shaken -0/1 rd.)
Thug 2 (5) (10 NLD)
Gravi sloshes over to the front of the cage and begins working on the lock. With only a small amount of effort he manages to work the locks tumblers into place, freeing the iron slider that holds the door secure. Looking around the room, he notes that there is no bed or bedding within the room. Everything, aside from a single heavy chest, has been stripped and removed for some reason.
From outside the door, a couple voices can be heard.
“Hay did you hear that?”
“No, what did you hear.”
“I heard a man’s voice. Go in there and check it out.”
“Hell-to-the-no! You go in there and check it out.”
“If she gets away, the boss will kill both of us. Let’s both go in at the same time.”
“OK, I’ll open the door. Then we both go in.”
“OK.”
After the voices cut out, the sound of the doors lock being manipulated signifies they are attempting to enter the room.
Note: A map has been added for this encounter. Both of you have two rounds to perform something before they enter. First round, they are working on the lock. Second round, you both have initiative. They enter at the bottom of round two.
The wind is beyond frustrating as you make your way across the side of the building. You bypass two windows, which each create a handhold challenge of their own. The first window leeds to a room that looks empty with a darkened interior. The room’s window, much like your own, is a wooden framed window with a wooden dowel wedged in its frame to insure it stays shut. After reaching the second window, you realize that the room is occupied when you make eye contact with a heavy set, naked man, standing over a woman who is curled up in a set of fine bedding. After clearing the second window, which also has a wooden dowel in it, you come up to the window you think corresponds to the room you are interested in. Surprisingly, unlike the other windows, this one doesn’t have a wooden dowel in it. For some reason, someone has removed the dowel, leaving the window unsecure. Peering through the window, you see a four-foot by four-foot rod-iron cage with someone or something moving around inside it. The room is very dark making it difficult to clearly see much. Aside from a heavy metal bound chest, which is sitting close to the room’s door, you don’t see any other furnishings. The figure in the cage seems to have a human form but is oddly different. If you had to guess, you think you see wings, but because of the extreme weather and the fact that the room is dark, it’s hard to be sure.
After opening the window, you slide into the room, brining with you gobs of rain and water. (Please describe yourself to Govrina.)
Govrina:
Not to long after the man leaves, you start hearing a rustling sound from outside. Your mind begins to chalk it up to the foul weather but then it escalates, getting louder and louder. It doesn’t take long before you realize it isn't the wind. Soon you see movement outside your room’s window. A man, clinging to the side of the building, begins peering through the window. He looks wind beaten and soaked to the bone, yet he seems to be skilled enough to be able to scurry along the side of the building in this extreme weather. Eventually he pulls out some fine tools and uses them to wedge open the window. Once the window is open, he slides into your room. (Please describe yourself to Gravi, keeping in mind the room is dark and he is human.)
After looking out the window, you realize it's mid-day, but the weather is blotting out the sun and many of the city’s residents have taken shelter from the heavy storm, leaving a window of opportunity to shimmy over without being seen. Because of the heavy rain, the building's surface is slick, and the wind is without a doubt going to make the attempt that much harder. After considering it, you feel it can be done (Acrobatics DC 18) . Looking down, you estimate it's about a thirty-foot drop (3d6 damage) if you fall.
Date: Abadius 31th 4712 AR | Time: Mid Afternoon | Weather: Heavy Rain with Strong winds: :
PC Tracker Wayilant: HP -0/20| Channels -0/6 | Spells Used:
Bryndis: HP -0/22 | Rage -0/6
Gavi: HP -0/24 | Spells Used:
Muziel: HP -0/19 | Acid Cloud -0/7 | Spells Used:
Taliendra: HP -0/20 | Bardic Performance -0/9 | Elemental Ray -0/6 | Spells Used:
Alina: HP -0/8 | Delegate -0/4 | Inspiration -0/2
Govrina: HP -0/28 Temp HP -0/3 | NLD 0 / Burn +0/6 | Shatter -0/1
Bryndis & Muziel: Although the trip back to the White Deer is quick, the heavy wind magnifies the torrential downpour to the point that both of you find yourselves soaking wet by the time you reach your destination. You find the inn’s crispy warm interior welcoming as you shake off as much water as you can upon entering the establishment. Dario, who has been endlessly entertaining the main floor seems to be taking a break, while the lute player indulges in a solo that is fairly good and seems to be keeping the room's attention. Spiced meat with roosted potatoes and greens are being served to multiple tables, keeping the room’s strong aroma lingering.
Gavi:
Kaye seems to relax after you reassure her your presence is not meant to be hostile. She retrieves a small key to one of the rooms upstairs and then slides it across the bar. “I think you will be impressed with this room. It has top of the line linens and the room is scented with lavender. Please, take your time.”
After ascending the stairs, you quickly find the corresponding door and note two men, similar to the ones at the bar, posted up to each side of a room further down the hall. Shortly after you arrive, the dark-haired man exits the guarded door and then walks past you without a second thought. He heads down the stairs where you can hear another onslaught of questions coming from the awaiting escorts, who have been waiting for a second go-around with the man.
Govrina:
The man shrugs in response to your question. “I suppose it's more or less a business transaction. As such, I will likely have you sign an agreement to one year of service under penalty of a heavy fine if you violate the agreement. The contract will also serve as a guarantee of my responsibility as well. If I thought you intended to defy our arrangement, I could finance magical means to guarantee you hold up your end, but I would rather simply trust in our arrangement. I mean, I did spend a hefty sum of coin in order to secure your freedom. If you decide to make your own way, and not live up to our arrangement, then I would be lying if I said I didn't expect some form of compensation for my investment.” His words come across as calm and sincere, but it is clear what he is asking you to do. He is wanting you to work as a prostitute for him in exchange for your freedom and a share of the profits you earn. “Please don’t feel rushed. Give it some thought. I will come back later tonight with a hot meal and some wine. I will bring it to you myself and we can speak more of this then.” Without delay, he then turns around and walks out the door.
Because of your exceptional role play, please award yourselves 1 Hero Point each. This will bring Talienda to 2 and Wayilant to 3 points, assuming my math is correct.
Gavi:
Virtually at the same time as you look up, so does she. After a deep breath she apologizes for the disturbance. “Please excuse the unusual ruckus. They brought in some kind of animal or something to that effect last night. It was caged, but it is creating a lot disturbing racket. Anyway, Mr. Vhiski has always been considered a competitor until recently. About two weeks ago he came to me with this offer, which I must admit, I mauled over for almost a week. After considering all that it entails, it sounded like a win-win.”
You notice a very uncomfortable pause when you mention Kaer Maga and the fact that you are checking on her. “I see, so you are here representing my distant investor?” She asks in a tone that is obviously concerned.
After glancing over at the two men further down the bar, she nods. “Yes those two are employed by Mr. Vhiski. They have been posting up, guarding the room they have the animal in. I sure hope they don't damage my room. It’s an expensive room.”
Almost on que, as his name is mentioned, Mr. Vhiski excuses himself from the gaggle that has been following him and then heads up stairs.
Govrina:
The room has been kept somewhat dark, seeing all the loose objects have been removed from the area. Your cage, which is a four-foot by four-foot square cage, keeps you slightly hunkered over if you attempt to stand. Because of that, sitting on its solid iron base is the most comfortable you can get within its confines. Rabble looking guards frequent your new room but do their best to not stay long. The do bring you enough nourishment to sustain yourself, but without any utensils for obvious reasons. They have created a makeshift hard leather plate, which you have tried to pelt them with, but have ultimately concluded that it's not heavy enough to do any real harm. Similar to the leather plate, they have fashioned together a hard leather mug, which holds liquid just long enough for you to drink. You have determined that any longer than five minutes and the liquid seeps out, spilling all over the floor. Since the last transaction, which you overheard taking place, your captors have made every attempt to gain your trust. They have fed you better than average food and provided you with an occasional cup of win. You have seen a large number of different humans during your transit, which took place aboard multiple ships. All of them seem similar in one way or another, with the exception of one. When you made landfall, a massively muscular half-orc caught your eye. He seemed to give directives to your human captors. You have heard him be addressed by the name Bob on more than one occasion, but he never seems to interact with you directly. You get the sense that he is in charge, but not fully. Until now, you haven’t met the main boss.
A sliver of light appears as the room’s door cracks open. A pause takes place as whoever is on the other side seems to be aware that you can propel things. A soft male voice begins speaking through the cracked door. “Please don’t throw anything at me. I wish to speak with you about your release.” The voice offers as the door opens a little more. “I have no desire to hurt you. I only wish you to consider my proposal.” Moments after his last statement, the door opens in full revealing a tall dark-haired man with a finely groomed goatee. He is wearing leather armor and has a dagger and a rapier at his side. You note that both weapons are currently tied down. After stepping into the room, he closes the door and casts a spell, which sends small globs of light dancing all around the room. “Now, that’s much better.” After taking a good hard look at you he continues. “Wow, you’re an amazing looking woman. Men would pay carts full of gold just to spend a moment in your company. I can’t say I have ever seen such a promising prospect in my entire life. Please allow me to sum up what’s going on. You must be scared and endlessly confused. From what I understand, you were abducted by a band of slavers. They in turn sold you to a black-market liaison, who then placed you up for sale. When I heard about you, I could only imagine how uniquely qualified you might be for our line of work. Boy, was I underestimating your qualifications. You are absolutely exquisite. Anyway, I bought you and here you are. Please don’t judge me to harshly, for I reviewed your other prospects and believe me when I say they weren’t good. Unlike those other prospects, I don’t wish to keep you as a slave. I simply wish to offer you a job as an escort within our fine establishment in exchange for your freedom. You won’t owe anything to me for what I have already paid. That will be chocked up as simply a business investment. Your share of anything you earn will be yours to keep and I expect you will have endless opportunities to reap a lot of coin.” After summarizing your situation and presenting you with his offer, he stands quietly waiting to hear what you have to say.
@ Bryndis & Muziel: The Gnome jumps back slightly when Muziel thumps his meat shank of a hand down onto the map. While doing more than simply wrapping up the map, Muziel begins looking over its complexity. The map does indeed display Sandpoint and enough of the coast to reflect the older map. At least as much as he can remember of it. A couple spots stand out as somewhat different and could indeed be enough of a difference to present a possible place to start looking. Concerning is the fact that one of the locations is dangerously close to a red outlined area indicating Orc activity. The outline is labeled “Belkzen settlement.” After a good look over the map, Muziel allows the Gnome to roll up the map, insert it in a leather scroll case, and then set it on the table in front of him. After collecting the platinum piece, the Gnome smiles and bids both adventures safe travels.
Knowledge Local (DC 15):
Belkzen: After emerging on the surface of Golarion from the Darklands at the end of the Age of Darkness (-5102 AR), the orcs were driven back into the desolate regions of north-central Avistan by their ancient enemies, the dwarves. One particular orc warlord known as Belkzen counterattacked, vowing to reclaim lost holdings and drive the dwarves back underground. His determination and success rallied thousands of orcs to his banner of a black sun. The orc horde quickly reached and besieged the dwarven fortress of Koldukar in -3708 AR, one of the ten Sky Citadels. In the climactic finale known as the Battle of Nine Stones, the orcs captured Koldukar and put the population to the sword.
With the citadel in his power, Belkzen consolidated his position by fortifying Koldukar and renaming it Urgir (meaning "First Home" in Orc); to this day it remains as a symbol of orc power. The unity of Belkzen's realm was short-lived and did not survive his death, immediately collapsing into dozens of squabbling tribes lusting for power.
Knowledge Local (DC 18):
Government: There is no unified government ruling over the whole of the Hold of Belkzen. It simply is not in an orc's nature to try to maintain an organised government. Certainly orcs respect the rule of the mighty, but even this grudging respect is only given to those who are powerful enough to force other orcs to obey them. Until recently, the most powerful orc in Belkzen was Grask Uldeth, the ruler of the city of Urgir, but even his rule did not stretch much further than the city walls. The rest of the country is inhabited and ruled by various semi-nomadic squabbling tribes (see Inhabitants below) who rule over whatever land they currently reside in. The most powerful of these include the Black Sun, Blood Trail, Broken Spine, Cleft Head, Empty Hand, Gutspear, Haskodar, Murdered Child, Twisted Nail, and Wingripper tribes.
Knowledge Local (DC 20+):
Other Pertnant Information: The Thassilonian ruins located on the western plains of Belkzen are known to be the home of a few brave Shoanti tribal members of the Shundar-Quah, the Spire Clan. Due to the orcs' often violent interactions with humans, half-orcs are also frequently seen in this land. It is also home to a few small pockets of oni-spawn tieflings, which were the result of the lusts of various ogre mage mercenaries that have found work within the Hold of Belkzen.
Knowledge Geography (DC 15):
Geography: The territory generally referred to as Belkzen is a dry, wild, and dangerous river valley sandwiched between the Kodar and Mindspin Mountains to the east of your location, (where it borders Varisia) and Ustalav). In the north it runs from the frigid Algid Wastes that stretch up into the Realm of the Mammoth Lords down to the more fertile southern plains of what was once the nation of Lastwall, but is now known as the Gravelands.
BTW: I noticed that some of the players have Drawbacks and extra Traits. I was thinking about getting the Focused Mind trait, but passed on it since we are only allowed 2. If I can, I will go ahead and take the 'Meticulous' Drawback so I can get the Focused Mind trait as well.
@GM Nightfiend: With my Hero points, should I only start with 1? I know max is 3 and I'm third level, but I thought only 1 point would probably be more appropriate starting out where she is.
The drawback is acceptable and yes on one hero point. I don't think I covered that with Gravi either, but it would be the same for him.
While Bryndis inquiries about a general map of the coast, the older Gnome walks over to one of the shelves and pulls out a small scrolled up parchment. “I believe this should meet your needs. It has all the landmarks and is fairly detailed.” He states while opening up the map so she can see it. "It’s not overly complicated and should give you a good idea what the countryside is like. It also identifies known hazards and humanoid activity. The map is ten gold.” After stating the maps value, he rolls it up and places it in a leather scroll tube. The tube is then placed on one of the three tables that line the center of the room.
Ok, I’m going to assume everyone in the room is heading to the Way North.
Bryndis, Muziel, and Talienda gather up what items remain on the bed and head downstairs. Like earlier, the Tavern/Inn is busier than usual. You make note that neither Wayilant nore Alina are present downstairs, but Dario is still working on a dance that resembles something akin to a Tribal Belly Dance. The bar has slowed down quite a bit, allowing the proprietor to focus on the grill. The aroma of garlic and herbs lingers throughout the building as a result of his efforts.
After exiting the Inn, you veer off to your right and approach the single-story building that is right next door. When you approach the buildings entrance, you make note of a sign hanging just above its door. The sign reads “The Way North” in large capital letters and “Veznutt Parooh” in smaller letters just under the larger ones. As you enter the map shop you see a couple small barrels sitting directly off to you right with a plethora of maps sticking out of them. The maps look somewhat new, displaying bright, fresh colors. On the barrel is a sign that reads “Treasure Maps 5 GOLD”. Along the walls of the shop are several larger maps displaying Golarion in several different formats. The coast, which includes Sandpoint, is also displayed along the right side of the building. Several bookshelves line the left side of the building, while a couple display cases sit to the right. Behind what looks like a short version of a podium stands a spry Gnome wearing a leather head cap. His long white beard covers the upper portion of his chest, but you can tell he is wearing a tan colored robe once he moves a bit.
“Well met strangers. Can I interest you in a treasure map?” He asks in a warm and inviting tone.
Gravi:
(Gravi) Perception:1d20 + 9 ⇒ (12) + 9 = 21
While continuing with your casual conversation with Kaye, you make note of several unusual sounds coming from upstairs. It sounds almost like something being thrown across one of the second story rooms. You also pick up on a weird conversation that is taking place a little further down the bar. The conversation is between two grimy looking characters who are each nursing a large, stout ale.
“My damn-shift is over. I don’t want to see that evil vixen ever again.”
“Ya, I did my turn yesterday. That sucked. Hit me in the head with my own mug, she did.”
“I heard they shipped her in from fare away. That must have cost a hefty amount. You know the dark market is never cheap when it comes to stuff like that.”
“Aye, I would spend a full days pay to roll with that one. Always wanted to make it with one of them exotic girls.”
“Tenniwar would have your hide if you so much as look at here before she’s properly on the menu.”
“Hehe, I heard Bob already bed that one. Probably isn’t much left.”
I believe the only thing that didn't get identified was the whistle made of a clear material. Currently, its Bryndis, Talienda, and Muziel in the room. If you wish to look into the map before the others return, let me know and I will move things forward.
After wielding the sword, Bryndis gets a feeling pleasure just before the sword lets itself be known. Byndis isn’t sure if her newly acquired knowledge is part of the enchantment or a variant of the feelings she has been dealing with, but almost immediately after wielding the blade, she feels as if she has a better understanding of it.
In the spirit of simplicity, Bryndis simply understands what the sword is capable of. She knows that, in order to activate its abilities, she simply wills it to be so. The sword’s ability to Bane and Detect Chaos are both spell like abilities that act the same as the spell and take up a standard action to fully invoke. The swords CL for those spells are at Level 6.
Fire-forge Steel
Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its wearer or wielder. When it is crafted into armor, heat is channeled away from the wearer, offering some limited protection. Armor crafted from fire-forged steel grants the wearer fire resistance 2.
Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 points or more of fire damage (such as from an opponent’s fireball or by holding it in a campfire for 1 full round), the weapon adds +1d4 points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged armor and using a fire-forged weapon, this bonus damage increases to 1d6 points of fire damage and lasts for 4 rounds. This bonus damage does not stack with fire damage from weapon enhancements such as flaming.
You also detect a presence. The blade is sentient. It is aware of its surroundings and is able to communicate. You get a deeper feeling of chaos the longer you hold it, which you begin to realize is literally part of its design. It speaks to you, not in words, but more with empathic impressions. You feel your group relax slightly, as you had a death grip on the blade and didn’t even realize it. The blade has been sending you feelings of trepidation, which led you to feel a heightened level of anxiety. As that feeling begins to fade, the blade lets itself be known to you.
Anarchic
An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It bestows one permanent negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Because of her strength, I assumed Bryndis was the one who originally gather the sword and possibly carried it. At no point has the sword react in a harmful way towards her. Granted, the swords identity hasn't been clearly known.
After completing the question, Bryndis gets a feeling of excitement and anticipation.
Dark Elves to date: The knowledge of dark elves is a closely guarded secret buy surface elves. Bryndis might have heard something about them, but it would have been vague at best. More likely a story or a rummer. Any humans, at this point, are simply unaware of their existence. Dwarves, depending on their experience underground, are aware of their darker cousins, the dark dwarves. Muziel's personal experience with dark elves is very uncommon, but not impossible, due to the dwarves insistency about living underground. I imagine that Dwarves and Dark Elves had to of had some sort of occasional run in, from time to time. More or less, that's how I invision Muziel's past experience.
Once Muziel finishes his inspection and discloses the true nature of the sword, Bryndis gets a feeling of calm.
Gravi:
From my perspective, you are on point. A new investor with the Pixie’s Kitten would be considered important news to the Tallow Boys. Considering their distant relationship with the brothel, you would surmise they likely haven’t gotten word about it yet. The fact that this individual has been spending time at the Fatman’s Feed bag is of particular interest to you. It’s also worth mentioning that the brothel is arguably within the top five largest coin makers in Sandpoint.
Kaye picks up a couple nearby glasses and begins cleaning them while continuing with her greeting. “Well nice to meet you Mr. Magravi. I would say that we are one of the longer existing establishments in Sandpoint. Seems our trade never spoils, if you know what I mean. Because of that, our establishment is a bit dated, but a lot of our patrons seem to enjoy its appeal.” You notice her eyes look down at your holy symbol just before she bears a small smile. “Calistria? An interesting muse for sure. Are you one of her clerics?” She asks in a somewhat playful tone just before changing the subject back to business. “Well, its been a while since we considered taking on a new investor. We now have a couple business partners, one of which is quite distant.” She concludes without going into too much detail about the investors. “Mr. Vhiskis came by after getting word about our current dilemma and offered his services in exchange for a small piece of our proceeds. His offer included direct referrals from his other interest, the Fatman’s Feedbag, which is a notable port side tavern that seems to draw a lot of Sandpoint’s Sea faring visitors. In addition, he would provide security for our escorts. I mean, we have always had a problem with the wayward customer getting a little heavy handed, but recently we've had multiple escorts simply disappear. The sheriff is currently investigating the problem while Mr. Vhiskis is seeing to our more immediate needs. Personally, I believe the arrangement is a win-win. The added business from the direct referrals more than compensates us for his cut and we get increased security out of the deal. All was going well until recently. One of our new girls, a Ms. Nataly Wood, I think, failed to show up for her first day on the job. After looking into it, the Sheriff determined that she has been missing for the last couple days. Ever since that, Mr. Vhiskis has been knee-deep in providing some since of safety for our escorts. I think he's more than earning his cut this month.”
The heavy rain left Gravi’s clothes moderately wet, while the storm’s endless wind did nothing good for his overall appearance. Fortunately, everyone else in the room looked just as muddled. While approaching the bar, you made note of a middle-aged woman who appears to be pouring drinks for several patrons. Based on the description you have; you believe she is most likely the Pixie’s owner “Kaye Tesarani.” The woman has a slightly dark complexion with long dark hair that is tied together in multiple places with ribbon. Her obviously expensive attire is well kept, but slightly soggy from the rain. She wears matching knee-high boots, which hold in place a pair of loos fitting pantaloons. She looks over at you once you reach the bar.
“Well met stranger. What would you like to drink?” She asks in the form of a general greeting, which you assume is standard for a barkeep. Responding to your request, she produces a shot of grain liquor and a glass of white wine. When asked about the darkhaired man, she leans over the bar and responds in a soft, cultured voice. “Oh, that’s Jubrayl Vhiski. He recently became one of our business partners and is now providing security for our escorts. Unfortunately, his dance card filled up quickly with the news about the missing new girl. That is the third one this month, leaving everyone on edge.” The information that this man is somehow connected with the Pixi’s Kitten comes off as odd to you, seeing you have seen him at the Fatman’s Feedbag on more than one occasion. During those times, you recall seeing him being served as a patron. On the day the thugs burst into the tavern, you observed the bar keep walk over and whisper something to the man, who then got up and went to his room almost immediately after.
Talienda, Muziel, and Bryndis are in one of the rooms where Talienda has spent some time attempting to identify various bits of loot and found that the demonic looking sword doesn't like her much.
Meanwhile, Wayilant and Alina are in a private room while he tends to her sprained ankle and flirts with her. (By the way, there should be a water basin in the room. That would be a lot cleaner than using the chamber pot, just sayin'.) :P
Gravi, on the other hand has go on to complete his mission with the Pixie's Kitten, a place that is bound to make both Alina and Talienda burst into flames from embarrassment if they ever find themselves there.
You drop your things off at the White Deer and bid everyone a good afternoon while they are distributing oddball items on the room’s bed. After leaving the Inn you make your way back across Sandpoint towards the city’s docks where you locate Salmon Street. Shortly after turning right on Salmon, you see the brothel off to your left. The establishment, this time of day, is usually expected to be somewhat slow. As you approach, you notice a well-dressed dark-haired gentleman with a delicately groomed guotie standing on the establishment’s porch. He seems overwhelmed with an assortment of scantily dressed escorts who are persistent about questioning him about something. The whole spectacle seems a bit over dramatized. In an attempt to regain his composure, he begins answer their questions as fast as he can but can’t seem to keep up with it all.
Dark-haired man: No, no, that's not what the sheriff said. He said she has only been missing for two days.
Woman in green: “I heard there was tremendous blood in her house. Is that true?”
Woman in blue: “Do you think they will find here?”
Brown haired man: “I heard they found body parts spread all around.”
Dark-haired man: “NO! None of that is true. The only thing that’s true, is the fact that she has been missing for two days. Please stop spreading this stuff around. Its complicating the investigation.”
As you get closer to the brothel the man moves back inside the building, followed by the small heard. The door closes just as you get there, cutting off what sounded like another series of conjectures and questions.
Wayilant:
The innkeeper smiles and nods his head. After sliding a key across the counter, he winks at you. It's almost as if he had a room similar to your request on standby.
After Talienda tosses the sword back onto the bed, Muziel makes an attempt to examine it. After invoking a spell, he begins concentrating on the weapon, which is laying ruffled in bedding. After a few moments pass, he picks up the blade and begins closely examining it.
Muziel:
Round one: The blade is undoubtedly magical.
Round two: There seems to be at least three auras that you can see. All three are fairly faint. After focusing on each individually you can discern that two of them are in the enchantment sphere. The third, you're unsure about.
Round Three / Spell Craft (DC 21): You pick up the blade and begin to thoroughly examine it, which surprisingly renders no ill effects on you. Your fingers carefully trace the curves that intractably weave into the blade’s jagged exterior. Then you trace its name, "Shadow Talen", with your pointer finger. You determine the crafting of this blade was no small feat. A master craftsman, or more likely, multiple master craftsmen must have spent a significant portion of their existence working on this project. Its material, a rare form of steel known as “Fire-forged Steel” was a long-lost art of your kin generations ago, yet the evidence of its existence now sits in your hand. The material was, without any doubt, a creation only known by the dwarves, which makes this blade even more puzzling. Based on the distinct craftsmanship style you can tell the blade shows sign of elven craftmanship. The hammer that worked the material is much smaller than one a dwarf would have use, and the detail is intricate to the point that it is almost dainty. Considering the blade is fairly intimidating in design. It’s hard to believe that such intricate detail could exist within its craftsmanship. From your recollection, you can’t remember ever hearing about surface elves ever getting their hands on Fire-forged steel, so you believe the blade might have been crafted by dark elves.
Fire-forge Steel
Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its wearer or wielder. When it is crafted into armor, heat is channeled away from the wearer, offering some limited protection. Armor crafted from fire-forged steel grants the wearer fire resistance 2.
Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 points or more of fire damage (such as from an opponent’s fireball or by holding it in a campfire for 1 full round), the weapon adds +1d4 points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged armor and using a fire-forged weapon, this bonus damage increases to 1d6 points of fire damage and lasts for 4 rounds. This bonus damage does not stack with fire damage from weapon enhancements such as flaming.
You also detect a presence. The blade is sentient. It is aware of its surroundings and is able to communicate. You get a deeper feeling of chaos the longer you hold it, which you begin to realize is literally part of its design. It speaks to you, not in words, but more with empathic impressions. You feel your group relax slightly, as you had a death grip on the blade and didn’t even realize it. The blade has been sending you feelings of trepidation, which led you to feel a heightened level of anxiety. As that feeling begins to fade, the blade lets itself be known to you.
Anarchic
An anarchic weapon is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It bestows one permanent negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
The Sarcophagi room
An ornately decorated flask filled with something, which displays dragons in flight and people working in fields. (Un-appraised) (Unidentified)
A whistle made of some odd transparent material that has been worked into a dragon who is curled up like a snail. Dwarven ruin stating “Azen-gund” is etched on it. (Unidentified, Un-appraised)
A candle, which burns continuously. (Unidentified, Un-appraised)
First goblin barricade
A masterly crafted nonmagical silver flask displaying dwarves hiking up a rugged mountain. The flask was crafted by a well-known Dwarven craftsman named “Drugul Dugman.” (Un-appraised)
Dragon room
Dragon shaped, Jade-carved figurine. 20 gp
A crystal goblet 5 gp
Full twenty-four piece set of silverware. 1 gp
Sealed carved bone scroll case with a Dwarven ruin on it saying “Khundrukar” / Translation "Glitter-hame" (Un-appraised)
Goblin KING Room
Great sword made of an unusual material that gives an uncomfortable feeling when held. Dwarven ruins spelling out the name “Shadow Talen” is inscribed on it. (Unidentified, Un-appraised)
2x Onyx figurines (One dragon, one lion) 100 gp
2x small vials of antitoxin 50 gp
1x scroll of knock. 75 gp
1x potion of cat’s grace 150 gp
1x wand of CLW with (12 charges) 90 gp
Talienda:
An ornately decorated flask filled with something, which displays dragons in flight and people working in fields.
Appraise (DC 20): The flask in itself is well crafted. Its unique features would easily fetch a high price by itself. Estimated value: 100 gp
Knowledge Arcana (DC 16) The flask also contains a a liquid in it that has a faint abjuration aura radiating from it.
Spell Craft (DC 16): You are able to determine that the liquid is a potion of Endure Elements.
A whistle made of some odd transparent material that has been worked into a dragon who is curled up like a snail. Dwarven ruin stating “Azen-gund” is etched on it.
Appraise (DC 25): This item is an oddity. Its value completely alludes you.
Knowledge Arcana (DC 20): You can tell that there is some sort of aura, but you don't recognize it.
[b]Spell Craft (DC 20): Weird is the only thing you can come up with. Its magical, but well beyond anything you have ever seen.
A candle, which burns continuously.
Appraise (DC 20): You can't recall what these things sell for.
Knowledge Arcane (DC 17): The aura that this item is giving off is too weak to identify.
Spell Craft (DC 17): The candle is more or less a mundane candle with continual flame cast on it.
A masterly crafted nonmagical silver flask displaying dwarves hiking up a rugged mountain. The flask was crafted by a well-known Dwarven craftsman named “Drugul Dugman.”
Appraise (DC 20): This flask reminds you of other items you have experienced in some of the more prestigious homes that you have had the pleasure to visit. It would be a prized possession for anyone of extreme wealth. Bragging rights are a value to the wealthy and this item would undoubtedly measure up. Estimated value: 1,500 gp.
Sealed carved bone scroll case with a Dwarven ruin on it saying “Khundrukar” / Translation "Glitter-hame"
Appraise (DC 20): An old (about one hundred years) crumbling parchment lies within. Age and water damage have destroyed most of the parchment, but a short message in Dwarven remains: “. . . the remaining few. By order of Durgeddin the Black, we have created a secret Dwarven redoubt. None shall find us; however, . . .” Though the information is piecemeal and makes little sense even to most dwarves, a sale of the entire artifact to any Dwarven community would fetch a good sum. Estimated value: 100 gp.
Great sword made of an unusual material that gives an uncomfortable feeling when held. Dwarven ruins spelling out the name “Shadow Talen” is inscribed on it.
In general, you were unable to assess the blade’s magical properties, considering what happened. That said, during your connection to the item you felt a presence. Something menacing and chaotic. The item is, without a doubt, more than just magically enchanted. It felt as if it were sentient in some way. If you had to guess, you would say it's alive. Beyond that, you felt deep hatred as the ting tried to tear into your very soul.
A masterly crafted nonmagical silver flask displaying dwarves. Appraise (DC 20):1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 (+2 For being Noble.) Knowledge Local (DC 14-16):1d20 + 7 ⇒ (5) + 7 = 12
Sealed carved bone scroll case with a Dwarven ruin on it saying “Khundrukar.” Appraise (DC 20):1d20 + 6 ⇒ (18) + 6 = 24
The trip back to the White Deer is uneventful. While in rout, you make note that the Way North is literally next door to the Inn. After entering the establishment, you would estimate that the White Deer's traffic is notably busier than it has been in days past. Dario has found a comfortable niche to perform his art. The dancing bard has acquired a three-piece trifecta of instrumentalist, which includes a lute player and two drummers. The drums are dissimilar in size, creating a duel of sorts in base harmonics. Responding to the clashing of drumbeats, Dario spins around the room in a unique enactment of a battle between himself and several foes. The dance doesn’t include any weaponry, but you can obviously see the footwork of his fighting style being utilized in the performance.
After making eye contact with Garridan, who is running the bar while supervising a nearby grill, you head up to one of your two private rooms. Once inside, you pull out the items that still need to be appraised or identified and place them on the bed. Among these are an Ornate looking flask with something in it, a whistle made of some odd transparent material, a candle that burns endlessly and produces no heat, a silver flask displaying dwarves, a sealed carved bone scroll case, and a great sword made of an unusual type of material. Talienda takes her time examining each item and attempts to place a value on them. During the inspection, she casts a spell and begins concentrating on each item individually. She eventually gets to the Great sword. When she picks up the blade to inspect it, her eyes immediately darken. Her expression changes from slightly curious to absolute horrified. The pigment in her face darkens dramatically as she takes in a gasping deep breath. (Talienda immediately receives 1 negative level.)
Talienda: You feel all the knowledge you gained from the book you ready ripped out of your mind instantly. It leaves you with a feeling of dementia and uncertainty. It felt as if something, or someone, literally ripped out part of your soul.
Almost instinctively, Talienda throws the blade back onto the bed and begins gasping for air before trying to regain her composure. (After releasing the blade, Talienda immediately regains her lost level.)
During the process, Bryndis gets an overwhelming feeling of anger and hate.
Wayilant could not care less about going to the Cartographer, but the aasimar knows one can only argue with a Kalsgard bloodrager for so long until the swords come out. The cleric goes with the group.
You're not wrong.
Is everyone afraid of Bryndís or something? I hope so... :p
I was afraid of Bryndis before you made Bryndis. (Nico flashback.)
Wayilant could not care less about going to the Cartographer, but the aasimar knows one can only argue with a Kalsgard bloodrager for so long until the swords come out. The cleric goes with the group.
You're not wrong.
Bryndís Raelyosradinsdóttir wrote:
The map idea is to see if a detailed local map will help determine where exactly the locations on the Kobold map are at, and if the locations share any characteristics or not.
It's a long shot but it can't hurt to look.
I will work on an update and post it hopefully before that day's end. Are you going to have Talienda take a look at all the remaining loot?
So, am I correct in thinking that group's intention is to head back to the White Deer and asses the remainder of your loot. When completed, the following day you intend to head to "The Way North," which is a Cartographer shop and try to buy a map that you can then do a comparison with. The goal would be to see if there are any noteworthy differences between the modern map and the one you have. Let me know if I'm off in anyway, or if anyone wishes to do something other than this.
Oh, and one last thing. I had assumed that you brought all the extremely valuable other items with you, even though you weren't ready to sell any of it. I made this assumption because I simply couldn't imagine that you would leave such valuable items behind in a rented room. If I'm wrong in this, let me know.
I wanted to say that I have intentionally not posted anything in order to give the group time to sort out what your next move will be. As fare as Bryndis or Muziel being in the room, I would say it's their choice. They may have accepted Wayilant's invitation, or they could have simply declined and decided to stay at the table. It's not overly critical. Once everyone works out the details on your next move, I will post an update. I just didn't want you to think, because of my silence, that I'm not following along.
Small recap on the map for new players and so everyone doesn't have to scroll back and search for its description.
When inspected, the old scroll case crumbles slightly, sending dried bits of clay and dirt skittering across the table. Yusdrayl, the kobold chief, seems almost as intrigued as the rest of you during the opening process. “I found that old tube washed up along the cost many moons ago. I looked it over but couldn’t make heads or tails of it. If you can understand it, I’m more than a bit curious what it is.” She says while looking over Wayilant’s shoulder to get a better view.
The parchment is made of an old canvas, or something similar to it. It has darkened with age and looks to be stained in multiple places. From what you can tell, it’s a crude outline of Sandpoint’s cove and about two miles north and south of it. There are three locations marked on the map with a name associated with each. “Jasmin, Lowbrow, and Stefan are each designated to one of the locations. Across the bottom of the map, in cursive writing, is the name Johnny Meek. In addition to the names, something was written on the side of the map, but is now illegible due to age and discoloration.
Wayilant (Knowledge History DC 18+) After glancing over the map, Wayilant considers the names and weighs them against any historical recollection he might have come across. The first three names seem simple and less specific. More or less a first name without any historical significance. The fourth name, which has a last name associated with it, rings a bell. “Johnny Meek” also known as “Johnny the Meek” was a murder and an outlaw dating back almost forty years ago. The brigand was caught and convicted of murder and piracy, which lead to a public hanging in Magnimar. He was known to be a viable threat to all sea faring vessels from the Shackles all the way up the Varisian coast.
The sheriff takes a moment to consider Talienda’s offer, but then declines. “Your thoughtfulness is appreciated, but I intend to head right back out into the rain the moment we are finished.”
After lessening to the group’s narrative, he doesn’t seem overly surprised. “Well, considering the fact that no violence broke out, I would say the situation is over. At least for now anyway. Sandpoint is a little rougher than most Cities, so I would caution you to be vigilant when navigating its streets. Aside from the normal headache of dealing with the imported thugs that venture into our ports, I have to deal with that seedy tavern on a regular basis. I suppose I would rather have the city’s problematic residents have a place like that to end up, rather than cause issues elsewhere. In the end, it allows me to focus my resources in a more concentrated effort. I suspect they may not be finished with you. Unfortunately, I have a more pressing matter that is dividing my attention at the moment. If things escalate, please feel free to look me up. I will do what I can to remedy the situation.”
As he turns to exit the closed off room, he pauses. “Oh, one last thing. We have had a number of people come up missing. From what I can tell, the situation isn’t coincidental. I haven’t been able to narrow down what happened to them yet, but so far it looks bad. I have a strong feeling they were murdered or taken hostage. Anyway, stay safe and keep your wits about you. Until I put this situation to rest, it will continue to be a looming threat to everyone in the city.” After making his last statement, he pulls the French doors open and begins heading to the Dragon’s front door.
After the Sheriff concludes his business, your server moves all your drinks into the private room and offers to take your orders. That's assuming anyone is hungry for lunch.
The group now has a private banquet room, if you wish to discuss anything out of earshot of the main floor.
LoL, I just realized I have been spelling Ameiko’s name wrong. I’m going to blame Wayilant for that .)
Hemlock catches Wayilant’s hand, out of the corner of his eye, and then begins walking towards the group’s table. He pauses for a moment when Talienda stands up and walks over to Ameiko, who listens patiently as Talienda makes her request. After which she looks around for a moment. “Well the place is fairly busy right now. I’m not sure if…” She cuts herself off as she recalls something. “Oh, wait, we just had one of our banquet rooms clear out. It’s normally an open banquet room, but it has French doors that can be closed, giving the occupants a small level of privacy.” She points over at the room where Wayilant caught the sailor stealing the server’s tip. “I’m sure the young lady in charge of that station would welcome you for the night. If you require more privacy than that, I suppose with sheriff Hemlock here, I could allow you to use our basement. We keep a lot of our higher end beverages down there, so I would ask that your carful when moving around.” After offering both locations as an option, Ameiko walks over to the bar and collects up a number of thick towels.
Without hesitation, the Sheriff agrees with Talienda about taking the conversation into a private room. While in rout, he begins explaining his presence. “So, I was summoned by a couple of Sandpoint’s citizens to respond to an incident occurring this evening at the Fatman’s Feedbag. No surprise really, as that location has been an ever-waking headache. When I arrived, I questioned the tavern’s innkeeper, who told me that a group of adventures accosted a few of his associates and chased them into his establishment. Although it sounds like no violence occurred, I would like to get your side of things.” Hemlock’s voice trails off as he heads into the private room and then closes the door.
Let me know who joins Talienda and Sheriff Hemlock and who, if anyone, decides to stay at the common room table.
Date: Abadius 31th 4712 AR | Time: Afternoon | Weather: Heavy Rain with Strong Winds::
PC Tracker Wayilant: HP -0/20| Channels -0/6 | Spells Used:
Bryndis: HP -0/22 | Rage -0/6
Liotierri: HP -0/24 | Spells Used:
Muziel: HP -0/19 | Acid Cloud -0/7 | Spells Used:
Taliendra: HP -0/20 | Bardic Performance -0/9 | Elemental Ray -0/6 | Spells Used:
Alina: HP -0/8 | Delegate -0/4 | Inspiration -0/2 | Spells Used:
As the afternoon wears on, The Rusty Dragon’s windows darken as the outside sky becomes blotted out with dark clouds. The wind picks up, causing a number of shuddered windows to calmer as their wooden covers struggle against the increasing pressure. What was once a light drizzle quickly becomes a torrential downpour. Ameko, who had been tending bar, quickly moves over to the front door and shuts it just in time to prevent the rain from wetting the entrance floor. A number of staff make hast and begin shutting windows and securing their shutters. The room continues to pulse with activity, as patrons enjoy their meals despite the foul weather. With the added distraction of the weather, you feel no one noticed the mention of the map or the distinct reaction that followed it.
Moments after Ameko gets the door secure, it comes flying open. A dark-skinned man, wearing a chain shirt, steps through the door. His leather trousers and undershirt, both dripping wet from the rain, instantly create a poodle as he begins walking into the establishment. The man creates a moment of silence as the room’s occupants sit and quietly observe what’s going on. Moments after he walks into the middle of the room, two younger men enter, also wearing chain shirts and carrying spears. They abruptly step in, increasing the size of the poodle with their wet clothing, and then step to each side of the door.
Perception (DC 13):
For those who have visited the White Deer, you notice that the dark-skinned man has similar features to Garridan, the innkeeper of the White Deer.
Once the Dark-skinned man has everyone’s attention, he speaks to the room in a deep voice riddled with authority. For those that don’t know me, I am Sheriff Belor Hemlock. I have just responded to an incident that took place outside the Fatman’s Feedbag. Locals there told me the ones involved come in here. So, I’m going to only ask this one time. Who in here was involved in that incident?” After stating his question, he waits for a response while looking around the room.
The would-be thief jumps out of his skin when Wayilant verbally chastises him. With a shaky hand he places the three gold back on the table, while declaring he was only going to bring the tip to the server, which you feel is utter malarky.
After the incident, the sailors realize they have out stayed their welcome, drink down the last of their beverages, and then exit though the Dragon's front door. During the process, you notice that a few of the sailors slap the failed thief upside his head and begin insulting him with words like idiot, moron, and looser for ruining their stay.
As a reward for you sharp eye and quick wit, Ameko offers to cover your tab for the group's meal and beverage.
Wayilant (Perception 27) For the most part, you feel that the individuals you just encountered are nowhere in sight. That said, your observation is a little sharper considering the situation and you notice a few other things taking place within the Rusty dragon. First, you catch one of the Sailers stealing a fairly large tip off one of the tables. You estimate the tip to be around three gold, seeing it was for a banquet that had just settled their bill as you came into the establishment. Secondly, you notice a shady looking character off in the corner by himself. He catches your attention when another man hands him a small pouch of coin in exchange for a small vial. The transaction, in itself, wasn’t overly alarming. The fact the vial had no label causes you speculate about its contents.
2 glasses of fine wine 1 gp.
2 tall ales 1 sp.
1 dwarven ale 1 sp.
Once the group gets settled, the table you ended up with is crafted from hand-carved pine. In the center of the table sits several small glass containers displaying a small collection of herbs and spices, which are obviously used to flavor your meal. Braced up against the containers are a couple of thick parchments that display what’s available from the kitchen and pantry. Among these are a couple specials that can only be found at the Rust Dragon.
Cheese Blossoms Spicy cheese-curd-stuffed artichoke hearts (1 sp)
Curried Salmon Spicy salmon served over asparagus (8 sp)
Raspberry Mead Sweet and tangy (5 sp per glass)
Seasonal Ales Varies—from Two Knight Brewery (6 cp per mug)
After dropping off your drinks, the young server, a woman who appears to be in her early twenties with shoulder length chestnut hair and a full figure, quickly heads back into the kitchen and then emerges moments later with multiple plates. She delivers the plates to a neighboring table and then begins distributing them. The smell of the Curried Salmon is strong but is accented with several spices that quickly change its odder from a fishy unpleasant smell to something that makes your mouth water.
The bar, where Ameko is working nonstop to keep up with, is inundated with about twenty sailors who look like they just arrived in port and are ready to drink their weight in rum.
Your drinks arrive in well-kept glass, which is obviously from the glass works in town, and are chilled to a perfect serving temperature.
I will leave it up to Liotierri how far behind the group he is, just in case he intends to do something other than collect his gear before heading over to the Rusty Dragon.
Liotierri enters the Fatman’s Feedbag and aside from some unwanted stares, he doesn’t encounter and hostility. During the process, the dirty little man with the top hat keeps an eye on him as he handles his business.
Outside, the group exits the alley onto Salmon Street and then turns left. Light drizzle begins to dampen the road, while darker clouds start to roll in. Following Salmon Street North, you end up at the crossroads of Salmon and Market Street, which intersects directly in front of the Rusty Dragon Inn. Fare above the old Inn looms a giant rusty statue of a bronze dragon. Because it is early afternoon, the Inn is now in full swing. People are both taking tables for lunch, as well as frequenting the Inn’s bar for an afternoon drink. Barmaids, which appear to be four in total, quickly make their way around the room taking orders and greeting customers. A young brunet woman with greying features seems to be in charge, as she directs the staff from behind the Inn’s bar. As the you enter the establishment, the smell of fresh baked bread fills your nose. The sound of utensils clattering stands out among a course of voices, which blend together as the Inn’s patrons laugh, joke, and talk throughout the building. By the looks of it, you suspect you caught the place during rush-hour.
“Please make yourselves comfortable.” One of the maids says to you as she rushes by with a handful of plates.