Rust Monster

GM of Rust's page

194 posts. Alias of Knight of Rust.


RSS

1 to 50 of 194 << first < prev | 1 | 2 | 3 | 4 | next > last >>

This is kind of scattered, sorry for that.

Plot:
The party will find the mining town to be devoid of life, as expected. Easy tracks going into the mines, more information can be found in town. Specifically in the foreman's office you'd find a journal full of great information referring to The Mountain. As you climbed, you would actually make will saves every hour to see how the magic took hold of your mind as it called to you. It starts off really easy and gets harder the more you climb, but it refreshes you on a failure and gives you morale bonuses to climbing the mountain.

"Interesting" mining notes

1. Finally found the silver after four months of digging. Ain't seen nothing like this before, nuggets, man, nuggets!
2. I've mined a lot of silver in my day, but nothing like this. Doesn't look like any kind of silver vein I've seen before. Not that I'm complaining! Retiring early in another 50 years! (Dwarf)
3. Had to rub it in my brother in law's face. Easiest gig I've had in my life, the silver practically jumps out of the rock! Nuggets, everywhere!
4. Hit what I could only describe as a LAKE OF SILVER. Whoever dowsed this out for the Senator could not have been paid enough.
5. Johnston doesn't seem satisfied with this. B&+%+$%*. Says he wants to start digging out the next tunnel. Well, if he doesn't want the easy work, then who am I to judge?
6. Johnston's been working really hard lately. I offered him a break, but he seems hellbent on working. Heard he and his lass fell out. Maybe I should treat him to drinks instead.
7. Something has changed about the mines. Johnston and his crew haven't come back out yet.
8. I evacuated the mines today. Few more have gone missing. There's been some talks around town. Should I go into the mountain? Part of me says to stay out, but another part of me says to do my damn job.
9. Alright, people have been going into the mountain. I don't know what's going on, but I'm going in after them. I'm the foreman here, I should go and see the Mountain, too.

I was going to refine those, but we didn't make it that far.

The orcs are led by the son of the chieftain, a hunchback who would never become chieftain if it weren't for his sister, the tribe's champion. He figured out something was wrong almost immediately. He split the tribe between people who believed them and those who didn't and, after a scuffle, left. Those who stayed succumbed like the mining town.

They took up residence in a Kapre's forest, which had an aura to make survival checks harder and could breath smoke to nauseate. This is where you guys left off. After some time you would have been greeted by the orcs who wanted to see what you came for. The son is very amiable and smart, he would have tried to dissuade an ascension up the mountain but wouldn't stop you, instead trying a (not very helpful) blessing. The champion rides a large (young) bulette but they did not send the ones that attacked the town. The metal bulette was one raised by her and got too large/ornery to control and released. Raised as part of a tribe, it gathered its friends, hence the pack.

Inside the mines! You'll find that there is, actually, a lake of silver that the miners were mining. Very strange. No sign of actual people though. The Will Saves are coming more frequently now, and the excitement of going deeper will have grasped some of you. Shadows of people would start to appear, chains of shadow linking them to deeper in the mine. They don't attack, but warn you. One in particular would say "don't look up, they become real if you see them." If anyone looks up, then you'd be in a fight with Chokers and Cloakers with the Protoplasmic Creature template. At some point there also would have been a Carnivorous Crystal, likely in the climb.

At the end of the mine, following a river of silver, you'd come across a hole in the wall leading to a large room in the middle of the mountain. Inside is a Titan-esque creature lost in time and hidden, so there's no knowledge on it that isn't super obscure. This is what was compelling people into the mines so it could feed and grow in power. Unfortunately, it is mostly starving even after the miners and orcs, and it can't escape yet. Depending on the will saves, some might be able to run, but others will have to stay although they are not compulsed to jump directly into its mouth.

A fight would ensue. The titan would put its arm through the hole and that would be your fight vs tramples, attacks (50/50 from blind) and its numbers are high, but there are points to help even the fight. Those not under the Compulsion could flee at the expense of your comrades. I was planning on fudging this for dramatic purposes, with whoever fails more stays instead of making it a certain number of fails.

After the fight, the titan will retreat into the darkness of the room and the Compulsion will end. Going into the room yields nothing, it's in the ethereal to rest but no longer a threat for a while (longer than your lifespans). The gods locked it up for its hubris, wanting to become a god itself, and the miners stumbled across it.

The blood on everyone from the fight will start to cool into a silver color. It's not metal, but the blood of the titan with some of the same properties. Hence the river and lake. This was mostly done in secret, and the coins were only minted because someone discovered it and the Senatorhad to use it.

The Senator is working with an extra-planar being who wants to use the titan's blood to make a new body (powerful wizard looking for metal body) and perhaps become some sort of demi-god in the process. If there's time.

After returning to the guild and making the report, Teladora will appear and offer to your team of being the Layla/Konishi equivalent in the new Oppara branch. Take a few teams, make decisions, keep an eye on Senator Falls because Teladora doesn't trust it.

This is the point where I haven't gotten much thought out. Running a guild would play prominently and I'd give you choices in missions you could take or send your teams after. I had one mostly thought out about a town in the middle of nowhere that might have ties to the Senator that had stopped sending tax money to the capital. Turns out the mayor was being seduced by a succubus that "just wants to spread the chaos of democracy and move away from the empire." Problem is, everyone is much happier with the way things are, which would cause the crux of the conflict. Slay the demon and return the town to the empire or allow its chaotic nature to lead people into a life of freedom. No evil has been done yet, not blatantly at least.

This would go on for a while before getting clues about the wizard, and that would ultimately be the Big Bad Evil Guy. Also, a lot of titan-blood clockwork minions. So many.

Then, victory. Or not. But would be fun.


Good morning, everyone.

Unfortunately, I have to put an end to the game. I just don't have the time compared to before, and less time means less energy. I'm sorry to have dragged for this long, but I'd like to thank everyone for what they've done here and helping to make my story come alive.

If anyone wants a rundown on what was going to happen, feel free to reach out. Otherwise, I'll mark the campaign as inactive sometime next week.

Once again, thank you all for applying for and playing in my campaign.


1 person marked this as a favorite.

Good morning, everyone.

Unfortunately, I have to put an end to the game. I just don't have the time compared to before, and less time means less energy. I'm sorry to have dragged for this long, but I'd like to thank everyone for what they've done here and helping to make my story come alive.

If anyone wants a rundown on what was going to happen, feel free to reach out. Otherwise, I'll mark the campaign as inactive sometime next week.

Once again, thank you all for applying for and playing in my campaign.


I think I've miscommunicated. The smoke only lasted for one round, everything is clear currently


Crow: 1d20 + 15 ⇒ (14) + 15 = 29 Crow: You spot something like footprints, but they're huge and compromised of several gnarled segments. A Survival check (at a -15) would be necessary to get any more clues.

Edmund: You can't quite place it. It's not a spell you're aware of, at least.

So what will the party do? The smoke disappeared but everyone's minds are hazy. The easy three choices are press on, wait, or leave the forest. If anyone has other plans, feel free to enact those if you like.


All of the vials, both the intact and the shattered, contain Protection From Evil. It seemed like he might have been concerned with only one thing. And with a 23, you believe you could take a shortcut that would save you an additional 20 minutes on your trip.


Edmund Will: 1d20 + 9 ⇒ (10) + 9 = 19

The smoke lingers shortly before disappearing completely, leaving River coughing out her words nauseated for one round. However, there is nothing where the smoke came from, and everyone feels... light headed, whether they breathed in the fog or not.

As you look around for some sort of assailant or creature that could have done this to you, a feeling of dread passes through your minds. If it weren't for the entrance of the forest being directly behind you, you aren't sure if you'd know where you were.

The DC of all Survival checks is increased by 15, and creatures trained in Survival are no longer able to automatically determine true north. On top of this, any creature who failed a DC 21 Will saving through takes a -4 penalty on concentration checks, initiative checks, and skill checks. Only Crow succeeded on this saving throw.


Byron:
The axe is a +2 Battle Axe. It is currently broken, so it will incur penalties until fixed with Make Whole. As for what you see:

Before you are two orcs. One a female taller and broader than Drask, her hand on the hilt of a massive axe much bigger than the one you see now. The other is severely hunched over, covered in cloth and trinkets. Though his skin is scarred, he does not have the tattoo around his eye that signifies adulthood in the Gouged Eye. The axe you hold in your hand is pointed in his direction. Orcish is spoken by the one you view events through. "I will follow this false chieftain no longer, Kadejah! We should have gone up the mountain with Chieftain Frazen, not follow this child who could not hold an axe. The only thing keeping us from going up is him, so I will remove him!"

The axe raised out of sight, but Kadejah's axe was faster. The axe you hold now was cracked, and the vision ends.

Maggart:
It seems as though each of the vials are a Protection from Evil at Caster Level 5. I'll use your last roll as a Spellcraft check, but that's +1 Mountain Striding Bulette Breastplate.

Now that everyone has Spider Climb... If you like, the party can be a little more adventurous when it comes to approaching the town, though it would be more dangerous. Survival checks are needed for any information about off-roading this mountain and getting back to a road.


Working together, the group excavated the orc without any major incidents.

The orc has not decomposed as much as expected. While certainly not in a state where he's not pleasant to look at, and the smell was atrocious, you can clearly see the red tattoo around his left eye that signifies his affiliation with the Gouged Eye.

Heal DC 16:
He appears to have been dead for roughly 4 days. The rocks falling did not kill him though that's a small miracle, it meant he foodie a slow, painful death of being crushed.

On the body:
If you take stock of his gear, he has on him: a mostly intact bulette hide armor, a broken battle axe of superior make, and 2 unbroken potion vials, you see 5 more that have been crushed by the rock slide. If you detect magic, these all show up as magical.


As River runs and yells forward, she only makes it a few steps away from Jebediah when a cloud of smoke rolls in from the forest near where the orc departed.

None can see the assailant through the lingering smoke that overtakes River and Jebediah, but you can hear a very threatening voice coming from behind it.

"YOU DO NOT BELONG HERE, LEAVE MY FOREST AND NEVER RETURN!" The voice is unnaturally deep, and the bellow is loud enough to scare off birds from the trees.

I need River and Jeb to make a fort save, and I need everyone to make a will save.


GM stuff:
GM stuff: 2d20 ⇒ (16, 15) = 31

With enough daylight to fuel you for a few hours, the group decides to make use of their time and gifts to visit the orcs. The tracks are very easy to follow to the point where even River may subconsciously follow the trail while her mind wandered. It was very hard to move a group that large stealthily and it appeared as though they didn't bother trying.

As you follow, you come to realize that the orcs are avoiding the threshold of the mountain even as they move around it, sticking to the flat ground of the plains and even going out of their way if it would be quicker to move into the hills.

The trail leads you to a small, dense forest of thick trees sporting green fascicles. Not generally the type of tree you find in this climate, not this far down the mountain, anyway.

If you enter the forest, perception checks!

Perception DC 19:
Between the trees you can see an orc spot you and duck out of sight, using the trees as cover to head deeper into the forest.
___________

Perception DC 33:
The orc appeared to have been talking to a huge-sized humanoid. Squinting to get a better look, you see that the human-shaped being is actually comprised of roots and branches twisted together and that two burning embers where its eyes should be are looking at you straight on. You can make the check in the next spoiler.
___________

If Per DC 33, roll a Nature DC 22:
This is a Kapre, a Huge Plant creature that takes on the shape of a human. They are secretive and wary, very territorial, and have a very strange concept of friendship. While many myths paint them in a bad light, they are really only dangerous to those who threaten the forests under their protection. You get one question, and an additional question for every 5 you exceed the DC.


1 person marked this as a favorite.

GM being GM things:
Stuff: 1d100 - 60 ⇒ (79) - 60 = 19

Don't worry about it: 4d20 ⇒ (14, 1, 13, 15) = 43 | S, F, S, S
Really, don't worry: 4d20 ⇒ (13, 11, 5, 17) = 46 | S, S, S, S
Will you stop worrying?: 4d20 ⇒ (7, 14, 16, 15) = 52 | S, S, S, S
Why are you worrying?: 4d20 ⇒ (2, 17, 15, 1) = 35 | S, S, S, F
Be worried, I guess: 4d20 ⇒ (8, 5, 1, 4) = 18 | S, F, F, S

As the group decides that it would be prudent to avoid the orcs, they settle in for the night setting a watch order and resting for the arduous trek ahead. The night passes without incident other than the paranoia those on watch may feel when looking out over the silent plains. While this spot was chosen with care, there should be movement somewhere.

When the sun rises and the web shelter decays and falls apart, those still sleeping are met with the harsh rays of light assailing their eyes. Breakfast is prepped and consumed, spells are prepared (if needed) cast, and the uphill hike begins.

Any animals called will avoid going near the mountains at any cost, and will need constant handle animal or intimidate checks to make the climb. It'll take roughly 9 hours of travel, barring any events, to get to the mining town.

Everyone knows what lies ahead of them as they stare up the mountain from the base. A gradual slope with a clear trail that still had the faint tracks of wagon wheels leads you to your destination.

An hour passes. You are adventurers; the hike doesn't bother you nearly as much as the silence that puts you on edge.

Two hours pass. The slope starts to get gradually steeper. To those of lesser perception it doesn't seem like much, but you feel it in your legs.

Three hours. There are copses lining the road now. Any trails have been washed away by the rains and the wind. While passing by you listen for what you would expect; lizards skittering, rocks falling, something. Anything.

Four hours have passed. The world sits still around you as if waiting for permission to take a breath. Have your comrade's footsteps always been so loud?

The fifth hour. Over halfway there. The gradual incline now takes a sharp increases and the world around you seems to open up. The plains around the World's End Mountain are a welcome change to the dull grays and browns the mountain has become.

It is here the first hurdle lies in wait. While there have been times where rock slides have caused you to have to climb over or go around the, a more dire climb awaits. The road leads to a winding path up a cliff that had been broken in several places by the rain and the rock slides that came with it.

Perception checks and spoilers galore!

Perception DC 26:
At the very bottom of the rock slide, you can see a large hand that can be easily recognized as belonging to an orc. Perhaps this rock slide was not one that came with the rain, but some time after. It would take time to excavate them, but it is possible to do so with roughly 20 minutes of manual labor.
____________

Drask:
Around an hour into the climb, any weariness you may feel washes away from you. You actually feel really good physically, like you can go on forever. Just before you reach the cliff path, your energy levels spike up again. Gain a +1 on checks vs the cliff and moving forward.
____________

Hyacinth:
Around the fifth hour into the climb, any weariness you feel washes away from you. You actually feel really good physically, like you could move forward forever. Gain a +2 on checks vs the cliff and moving forward.
____________

Maggart:
Around the fourth hour into the climb, any weariness you feel washes away from you. You actually feel really good physically, like you could move forward forever. Gain a +1 on checks vs the cliff and moving forward.
____________

Byron:
This spoiler is for you! =D
____________

The Climb (Everyone):
The cliff is 70 feet tall, though you can start from 10 feet up by following the path. I'll require either climb checks to climb up to the next tier of the path or acrobatic checks to try and cross the rubble without falling and triggering another rock slide which, as you could guess, gets deadlier the higher you are. To start, I'll need 20 feet worth of climb checks, or two acrobatic checks.

Feel free to make these checks in a spoiler if you make the perception check so that we have them at the ready.

Climbing rules; DC 15

Acrobatics DC 20

Feel free to use any tools or magic to your advantage.


Go ahead and give me a Local check, those who can make it.

Know Local DC 17:
This was no hunting party. Taldan nobles "hunt" in large groups as a social activity, but Orc tribes hunt in small groups, less than 10. It's more likely that this was a war band or a splinter group of the Gouged Eye, or a completely different group. Reconnaissance will be needed.

I'll move us forward either later today or tomorrow, time pending, and it looks like consensus is to search for the orcs.


I'm going to set up the trek up the mountain either later today or tomorrow since it looks like consensus leans towards avoiding the orcs.


GM stuff:
GM stuff: 2d100 ⇒ (69, 72) = 141
Don't worry about it: 4d20 ⇒ (8, 10, 20, 1) = 39 S, S, S, S

The discussion doesn't seem to go very far, and the group decides to camp for the night. With the assortment of knowledge and talents comprising the team your party is able to find a place away from the game trails and hunting grounds of the Gouged Eye Tribe and set up both a Web Shelter and Campfire Wall.

As you settle in, it suddenly hits you on how quiet it is out there. Over the sounds of the campfire, gentle breeze, and scurrying of an errant hand, is an foreboding lack of noise. No birds singing the sun away, bats tracking prey, or even crickets. You are alone on the plains, the only company yourselves and the mountains looming over you.

It seems as though the only strong opinion belongs to Byron on avoiding the orcs and, out of character, he said he could be persuaded if it's what the group wants. Hyacinth had not weighed in due to their absence, but where are we at now? Feel free to roleplay it out, if we don't come to a conclusion then I'll assume that we're climbing the mountain per Byron's request.


GM stuff:
Stuff don't worry about it: 2d100 ⇒ (85, 52) = 137

More stuff don't worry about it: 4d20 ⇒ (16, 1, 2, 2) = 21 S, F, F, F

Even more stuff don't worry about it: 4d20 ⇒ (20, 1, 15, 17) = 53 S, F, S, S

The walk through the plains north of Pol is surprisingly peaceful, if somewhat dull. The group manages to keep themselves busy through the slow hours of travel with stories and (mostly) cordial conversation.

Night falls and you camp out, alternating guard shifts as adventurers do. With night falling, the baying laughter of hyenas reach your ears, but they do not seem hungry enough to try to approach your campsite (a few spare bombs from the good doctor certainly wouldn't embolden them, either.)

The next morning you wake, refreshed and ready for another thrilling day of travel. The World's End Mountains could be seen from Pol but as you close the distance they only get bigger. Those of you without an athletic streak may begin to worry about the climb. The mining town is another 18 miles from the base of the mountain, a daunting climb for those who are unprepared.

Crow begins seeing signs of hunts. Errant arrows carelessly lost, tracks of humanoids near watering holes, and signs of camps left behind. Each track inevitably ends towards the same place: to the mountain.

It's not much longer before you are at the base of the mountain. The sun begins to lower along the horizon. It is nearly 6 PM by the time your group arrives. The mountains seem to be looking down at you from here.

Important things to discuss.

Being at the base of the mountain will put you near enough to where the Gouged Eye is said to be, so whether you want to approach them or try to go around them is up to you guys to discuss.

3) With it being only 6 o'clock, you guys could certainly continue onwards. Going up the mountain on a road is 3/4ths speed, 1/2 if you have to go off the path, so for mathematical convenience we'll go with 2 miles per hour, or 1-1/2 when off-roading. You have roughly 18 more miles to go.

To help decide things, I need a Survival checks and, if you guys are trying to avoid the Orcs, a stealth check from everyone. Crow, you already have access to the DC 13 spoiler.

Survival DC 13:
There have been a lot of people who have gone through this area. By your estimations, a group of at least 20, though it is hard to tell for sure as many footprints overlap each other. You could easily follow them, if you'd like.

Survival DC 23:
Through their steps and path, you can tell that the tracks are avoiding the base of the mountain. At all costs, it seems, as they take the long path around the environment if it means they don't have to move closer to the mountain.


Most excellent, then we're back! Thank you all for sticking with me!


Thank you all for sticking with me! I'll have a post up shortly (TM) but I have already started working on it, so it won't be too terribly long.


Good morning, everyone!

I hope everyone is doing well after this absence. Before moving along with our story I wanted to get a head count of who was still here and ready to continue investigating a mine and other wacky adventures.


Good morning, everyone!

I hope everyone is doing well after this absence. Before moving along with our story I wanted to get a head count of who was still here and ready to continue investigating a mine and other wacky adventures.


I am very sorry everyone. As you can tell, i did not get around to posting over the weekend. I'm going to have to call a hiatus until April 2nd.

Sorry, all.


I am very sorry everyone. As you can tell, i did not get around to posting over the weekend. I'm going to have to call a hiatus until April 2nd.

Sorry, all.


So apparently, things did not work out as planned. My metrics at work, uh... tripled. "Just testing to see if it will work" of course. Seeing as I did my updating at work, this has slowed me down considerably.

I'll get something up this weekend, but I'll probably be slower for the foreseeable future. Sorry, everyone.

Feel free to describe how you guys plan on making camp. Byron can be convinced to see the orcs but he didn't say it outright. Plus, depending on what you do for camping it might call them to you rather than you finding them.


So apparently, things did not work out as planned. My metrics at work, uh... tripled. "Just testing to see if it will work" of course. Seeing as I did my updating at work, this has slowed me down considerably.

I'll get something up this weekend, but I'll probably be slower for the foreseeable future. Sorry, everyone.

On the other hand, your role play gives me strength. I love the back and forth.


Roger that! Glad you're still with us.

I'll try to get an update going today but it's looking really busy for me. If not today, then tomorrow.


Byron is phone only until tomorrow and Paizo won't let him sign in. The short conversation I had with him was-

Him wrote:
He knows he can’t keep up with the others at full tilt so he’s willing to rest the night. He’ll try a stealth check even if no one else does. He’s not a fan of getting near the base of the mountain.
Me wrote:
And on seeking out the orcs?
Him wrote:

Stealth check :v

Yeah he doesn’t wanna unless there’s no choice. But if he gets outvoted he’ll accept that.

I'll try to get an update going today but it's looking really busy for me. If not today, then tomorrow.


So it looks like walking it is. Jeb giving Smol Crow a piggyback ride is now an image in my brain.

At Crow's speed, you guys can get to the base of the mountain in 2 days time. Depending on the road, you'll be able to make it to the mine after another day and a half of travel.

I've also noticed that Edmund has been pretty quiet lately. Everything alright?


Roger that, Hyacinth. Be safe!

Though, if you have time before you go, if you could add botting instructions to your profile. Just a few lines to give me an easier time, please and thank you.


DM Screen:
Stuff: 1d100 ⇒ 341d20 ⇒ 14

The ride through the plains is surprisingly peaceful. The mounts seem to get along well with everyone thanks to Maggart's magics, and the ride is as smooth as riding saddleless on horses and a buffalo can be. It seems as though some of the animals are curious at the sight of you, but none seem particularly perturbed enough to give chase.

Important things to discuss. 1) The spell lasts for 8 hours, will you be resting the animals within that time? 8 hours of travel at the Buffalo's (Bison's stats) speed will get you 32 miles, which is the base of the mountain. Assuming leaving at 9 am, that would put you there at 5pm.

2) That will put you near enough to where the Gouged Eye is said to be, so whether you want to approach them or try to go around them, that's up to you guys to discuss. Only Byron, so far, has mentioned an unwillingness to seek out the orcs if it can't be helped.

3) With it being only 5 o'clock, you guys could certainly continue without mounts. With Maggart being able to Wild Shape, Byron and Hyacinth are the slowest members of the party. Going up the mountain on a road is 3/4ths speed, 1/2 if you have to go off the path, so for mathematical convenience we'll go with 2 miles per hour, or 1-1/2 when off-roading. You have roughly 18 more miles to go.

To help decide things, I need two Survival checks and, if you guys are trying to avoid the Orcs, a stealth check from everyone.

In the fields near the mountains

Survival (Track) DC 13:
There have been a lot of people who have gone through this area. By your estimations, a group of at around 20, though it is hard to tell for sure as many footprints overlap each other. You could easily follow them, if you'd like.

Survival (Tracks) DC 23:
Through their steps and path, you can tell that the tracks are avoiding the base of the mountain. At all costs, it seems, as they take the long path around the environment if it means they don't have to move closer to the mountain.

In the mountains (If you don't go into the mountains, then we'll save these rolls for when you do)

Survival DC 18:
It looks like there hasn't been a lot of upkeep on the roads. Normally, the miners bringing down carts of material would clear out the roads after the rainy season. That obviously has not happened yet, and doesn't seem likely that it will. There will be times where you have to go off road and even avoid natural hazards.


River:
The rest of your stay is uneventful, but you learn some things about needlework. Leona doesn't speak even with more attempts to get her to do so.

The rest of dinner is spent in quiet conversation, tales of heroic deeds, and eventually drinking to the deceased and lost. Time slips away from everyone, with River eventually reappearing, and the lot of you decide that you have taken up enough of Samuel and son's time. With the recommendation of an inn nearby, you part ways with the mercenary crew in good spirits.

The May Pol is a small establishment but provides good lodging and food, both dinner and breakfast, for 2 gold pieces. The more investigative of the party ask around about the going-ons in town, but you don't get any information that Samuel hasn't been able to supply you with. In fact, some of the patrons turn into doomsayers the moment the Gouged Eye is mentioned, and it's easy to tell that the conspiracies they speak are not based on truth or reality.

The next morning, with one last gear check, your team heads to the north gate. Despite being called the "north gate," it really turns out to be an archway large enough for a few wagons to pass through side by side. Not even a fence, let alone a gate. Augustus' has been completely abandoned, or so you assume by the lack of noise and activity.

The plains lay before you, and off in the distance is your destination: the World End Mountains.

Alright, you guys have roughly 50 miles to your destination, how would you like to proceed?


Will be moving us along sometime tonight (est time)


Will be moving us along sometime tonight (est time)


Side quest get.

Alright, so y'all are ready to travel across the plains. I assume Drask on a buffalo, Hyacinth on a horse, and what of Maggart and Byron since there’s one horse left. I recall Byron having some kind of mount summoning spell as well?


Krel looks like he's going to argue more, but instead hangs his head and nods at Byron's words. "I guess that makes sense..." he admitted, kicking the dirt. "But I'll be waiting here at the gate every day, got it? So you better bring him back safe and sound!"


"He looks like me but taller and less handsome," Krel blurted out, though afterwards he looked like he regretted his impulsive words. "He... he's wearing a coat like this one, but without the patches. This is his old one. He usually has an oversized backpack with a big bedroll hanging off of it. But we do look alike."

Krel's eyes widened at the sudden arrival of horses and a buffalo, but manages to take his eyes off of them after Drask pulls his map out. After looking it over, he points in the mountain. Exactly where the Crimson Coin Mine was situated. "I think it was here. It was for the foreman, I think. I think that's what he said before leaving..."


Samuel nodded. "Well, I suppose that's that. Let's leave the shop talk off of the table and enjoy the meal before Samael's eyelids become wide enough for his eyes to fall out, hmm?

Samael and Saman seem to have been satisfied enough to comply, and began eating in earnest.

Unless anyone wants to discuss anything further, feel free to decide on what kind of message you'd like to send. It's still only 25 words sent and received and while you can do it twice a day, it still has a 10 minute cast time.

River:
Leona finishes half of the loaf of bread and drinks some water before setting the food down. The healing doesn't seem to have any outward effect, but as she picks up her work again River can hear her mumble. "You can watch," Leona says, quiet enough that it's hard to make out. "It's just a blanket."


Drask:
The kid seems worried and seems to be lashing out because of it, but other than his brash attitude he's honest.

At first Krel looked like he was going to start yelling at Byron's attitude, his face getting red and puffy, but the questions seemed to calm him. "Ren. My brother's name is Ren. He was hired to deliver a pickaxe up the mountain, but it should've been a quick job. He hasnt come home yet and it's been 10 days." Krel shook his head. "But I don't want to get left behind again, I still have the money He left me for when he's gone. It's yours if you take me with you to find him."

Animals: 1d100 ⇒ 1

Maggart, you almost immediately see the animals galloping towards you. Including a buffalo, which is strange as they don't generally graze near towns. Unlikely, but perhaps a sign of good things to come.


1 person marked this as a favorite.

For those of you staying in an inn, you find good lodging and food, both dinner and breakfast, for 2 gold pieces. Maggart, you stay in a ditch covered in petrol, on fire for free and eat either your rations or whatever you can find. The more investigative of the party ask around about the going ons in town, but you don't get any information that Gar hasn't been able to supply you with. In fact, some of the patrons turn into doomsayers the moment the Gouged Eye is mentioned, and it's easy to tell that the conspiracies they speak are not based on truth or reality.

The next morning, your group meets back up whether at the breakfast table or a ditch that was somehow worse off than it was last night. With one last gear check, your team heads to the north gate. Despite being called the "north gate," it really turns out to be an archway large enough for a few wagons to pass through side by side. Not even a fence, let alone a gate. The stables next to the entrance are also abandoned, or so you assume by the lack of noise and activity. Understandable, as this would likely be one of the first places hit in an attack.

Under the arch, off on the side of the road, is a young human boy of perhaps 10 years. His oversized coat was dusty and worn with several patches throughout, but the rest of his outfit was like new. His shoes in particular were of good, solid leather. Strange for a still growing child.

Upon your departure, the child runs up to block your path. "My name is Krel," he says quickly. "My brother went up the mountain with a delivery and hasn't come back. If you're going there, take me with you. I'll pay!"


Samael and Saman listened to everyone speak, food forgotten in favor of words. Samael turned to his father. "Can we at least go meet them?" He asked with barely contained excitement. "That's no trouble at least, right? Just to see and maybe figure out what to do to make this place better. Pol, I mean. Home."

Samuel eyed his son before turning to Edmund. "First, I'm sorry for your loss. I wish I could say that I don't understand, only empathize, but times have been rough lately. I hope you're able to find your son or some news of him. Secondly," He turned back to Samael. "We've got nothing to offer a big fancy guild like that. We're backwater mercenaries at best."

"Not really, father," Saman spoke up. "We also have a near monopoly on Pol and the plains, minus the monestary. If they wanted to help develop Pol, get a new base of operations, and interact with the merchants and nobles passing through, it's not a bad deal. It's a little different from what they're usually into, I assume, and the nobles aren't as powerful as the ones in Zimar, but it's worth a go. Especially since your plans to retire... may have been put on hold for a while."

"Yeah, then you can stay here, and we'll just come back or work closer to home than I had originally hoped. Do you all think that might work out?" Samael asked. Samuel looked pensive, as though he was now considering it.

Dining Room:
The higher ups could go for it. You all know that Layla and Konishi handle a lot of the political maneuvering in Zimar. Teladora bought a noble title specifically so that she could get into more meetings and the reason why she's gone so often is because she's making and maintaining contacts and contacts. A town mired and unchanged due to the nobility not getting their act together could absolutely be a project that grabs her attention on particular.

You could also ask directly, as you still have the 2/day Sending Tablet that hasn't been used yet.

River:
Diplomacy: 1d20 + 18 ⇒ (3) + 18 = 21

Leona paused at River's words, the needles in her hands stopping their constant clicking. As if half asleep, she set down her work and slowly grabbed a loaf of bread and started nibbling on it. She still did not speak, but it was a start.


"Adventurer..." Samael repeated in between bites.

"I'd consider it more dangerous than mercenary work," Samuel said. "At least with mercenary work you have an idea of what you're getting into. Adventuring, it's mostly guesswork. Though I suppose that's why the pay's higher, too. Gotta be, if your job involves figuring out why people are disappearing from a mine and magic can't figure it out. I wouldn't take that job, no sir."

"It sounds like they have rules in place to take care of their own, though," Saman said, not looking directly at his father but still watching him in the corner of his vision.

"More interesting, too."

Samuel scowled. "I respect the life, I really do, but Pol's home, and at least we work in the Prefecture. You go joining some crazy guild, no offense, and even though it's down river we probably wouldn't see you for a whole year. Get you traveling all over the place. "

"Yeah?" That last part seemed to make the going man's eyes light up. "You all get to travel a lot? How far have you guys gone?"

Feel free to make up some stories about past missions.

River:
There is no response from the inside of the room except for the clicking and clacking of needlework in progress. Peeking in, you see a rather pretty young human woman with red eyes and nose perhaps around Saman's age. Even though she was unkempt she had an aura of beauty and sadness around her. A plate of untouched food sits on a table beside her chair.

She does not seem to register your presence at all, instead focusing all of her attention on what she's working on. You can also notice the swell in her stomach that she seemed adept at working over.


The animals in the plains suitable for riding include wild horses and cattle, buffalo as well but that would be a harder check.


You have roughly 50 miles to traverse, around half of that being mountain.


Not feeling 100% but I'm well enough. Sorry for the delay, everyone.

Discussion with Samuel continues to be amiable, and his knowledge of the local area is impressive. You learn that he's been a warrior for most of his life, but rarely left the Whitemarch Prefecture that he called home.

Within time, a veritable feast emerges from the door behind Samuel. Saman and Samael come out carrying trays of food including a plethora of poultry, bacon, a bevy of breads, and an abundance of vegetables, some roasted, some glazed.

Samuel looked back towards the kitchen and caught Saman. "No Leona?"

Saman looked to the group before leaning in to whisper to his father. "No, she's still in her room. I already brought her food."

The father paused for a moment before nodding. "Please, eat. As much or as little as you like."

Saman and Samael took seats where they were free, but Samael spoke first, seemingly fixated on the markings on Crow's chest. "That's the symbol for the House of Fight and Flames down in Zimar, right? Dad's been running Samuel's and Sons for a few years now, but he keeps telling us that we can't hold a candle to those big mercenary guilds. You guy's proved that right today. Are... are you guys hiring?"

"Samael," Samuel started.

"It's just a question! I want to know what it's like in a big city!"


Not feeling 100% but I'm well enough. Sorry for the delay, everyone. Things to discuss in character:

1) It's getting late, it's around 6 pm now in-game. Do you want to rest and get an early start? Or do you want to head out immediately and trust yourselves to set up camp and stave away any bad things that might disagree with your presence?

2) How do you wish to make it to the mountain? By foot or by mount?

Once I have these answers I'll set up the next scene.


Thank you for your answers so far.

Sorry about not posting yesterday, I suddenly found myself very ill. If I can, I'll move us ahead tonight, but as of now no promises.


It's more advertisement than anything. For instance, it's not going to open (and close) as many doors as the Pathfinder Society logo, but it will have people talking.

I've found myself suddenly very ill, so I may not get a post up today. Right now with the way I'm feeling it's a not really, but I wanted to give everyone a head's up.


Out of curiosity and because I should have asked earlier, but whom among you openly wear the symbol of the House of Fate and Fire on your person? Wayfinder or otherwise?

Also, I'll be moving us into the next "scene" sometime later today.


Thank you for your appreciation!

And, out of curiosity and because I should have asked earlier, but whom among you openly wear the symbol of the House of Fate and Fire on your person? Wayfinder or otherwise?


Hyacinth:
"While being very careful, I hope," she said while patting the moose's snout. "If by some mistake you dont make it back, rest assured that I will find you and retrieve your seed so that you will continue your journey. However, I must ask. Your life is so precious, daresay even more than others not like you. Why throw yourself into danger? I don't mean to chastise, never that, but to understand."

---------

"Honey!" Kraka answered immediately. "Anything sweet. Or anything fish. Jerky is a maybe. This regal one will give it a try." Despite calling himself regal, the dragon is acting anything but. His legs dance atop Drask's shoulder like an overexcited dog waiting impatiently for a treat.

His eyes narrow at Maggart's words and his wings shoot out, missing Drask's head by a hair, to look bigger than he was. "Not that thing! The great, mighty, handsome, and hard-working Krakatoe!"

"Not that hard-working lately," Gar said, though not before a wink and a nod to Byron for his consideration. "I found him back in our adventuring days and he's just sort of stuck around since."

"This tent pleases me. That is all."

"Oh yes, and he's a delight."

Maggart:
Faerie Dragons are fey creatures before they are dragons. They like sweets, pranks, and loud colors. When a Faerie Dragon is drawn to a place or person they like they can be good companions as long as life doesn't get too stifling and stale. Some wizards will also take one on as a familiar. If they do, it's almost always by the choice of the Faerie Dragon itself.


"I don't know about any mines in the mountain. I mean, I know they exist, but I don't know much about them myself. But the current chieftain's son, I forgot his name, but I think he had planned for some changes to the tribe. It's a bit fuzzy for me, I think it's something I heard in passing."

From further inside the house, you can hear the sounds of someone rummaging through pots and pans. "Sounds like the boys are about ready to start. But, about the mines. What are you all thinking? That the orcs took offense to something and are making a move on the town because of it? Or is something else going on?"

About GM Fanguar

Zeitgeist:

spoiler=Initiative rolls]
[dice=Alsah Brightmoon]1d20+1[/dice]
[dice=Millicent Hargrave]1d20+2[/dice]
[dice=Kortemir Runemace]1d20+2[/dice]
[dice=Bryn Wilde]1d20+5[/dice]
[dice=Adam 'Preacher' Buchannon]1d20+3[/dice]
[dice=Baddies]1d20+[/dice]
[/spoiler

Savage:

spoiler=Initiative]
[dice=Ukufa]1d20+3[/dice]
[dice=Kellan Ved]1d20+2[/dice]
[dice=Spinnaker Jon]1d20+3[/dice]
[dice=Bhru Angraddson]1d20+0[/dice]
[dice=Phineas Flaunce]1d20+2[/dice]
[dice=Troy Gol]1d20+4[/dice]
[dice=Baddies]1d20+x[/dice]
[/spoiler

Shattered Star:

Individual XP:5202.5 (after b39)
spoiler=Initiative]
[dice=Rhesus]1d20+2[/dice]
[dice=Spasi]1d20+12[/dice]
[dice=Bibic]1d20+3[/dice]
[dice=Clement]1d20+0[/dice]
[dice=Enemy]1d20+x[/dice]
[/spoiler


WotBS:

spoiler=Initiative]
[dice=Gilfroy]1d20+1[/dice]
[dice=Arakar]1d20+1[/dice]
[dice=Destin]1d20+2[/dice]
[dice=Eleana]1d20+5[/dice]
[dice=Khardon]1d20+1[/dice]
[dice=Enemy]1d20+x[/dice]
[/spoiler