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With Gilda's magical enhancement, she's easily able to catch up to Celia and get her arms around the wizard. With Gilda holding onto her, Celia manages to snap out of her enchantment. She stops trying to swim toward the depths. Celia Will Save: 1d20 + 6 ⇒ (20) + 6 = 26 I believe that's everyone free of the effect now. What's the plan?
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Ouch. We’ve all had some bad rolls lately. Evander continues to struggle vainly against Matiscio’s grip. Meanwhile, Celia continues swimming further down, intent on reaching... whatever lies below. You can try another will save, Evander. You’re not at risk of continuing on thanks to Matiscio, but you are preventing him from trying to help Celia till the effect is broken.
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Yes, you can tell it's a magical effect, Gregor, since you resisted the effect. Matiscio, give me a grapple check on Evander when you have a chance. Celia continues swimming into the depths, albeit slowly. Celia Swim Check: 1d20 - 1 ⇒ (7) - 1 = 6 Per the house rules on underwater swimming, Celia moves 30 ft down. Also, since we're leaping into the water now, please review the house rules when you have a chance, and go ahead and make any swim checks you need to if you haven't already. We're not in combat right now, but more of a chase scene.
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Welcome back! Celia Will Save: 1d20 + 6 ⇒ (4) + 6 = 10 Celia jumps in only moments after Evander, also seeking to reach the depths of the Eye as quickly as she can. Let me know what you're doing to try to stop Celia and Evander. One would be simple, I would think, but two might require some planning or luck, or both.
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I could just roll for them, Evander, and probably will eventually if needed, but that was also sort of a test to see if things could move forward yet. But as I mentioned, you can feel free to work on 'rescuing' or 'stopping' Evander still. To answer your in-game question, Gilda, I'm assuming you can tell what was happening if you made the save, so you could guess that Evander wasn't able to resist the effect as you were.
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Aava answers Matiscio’s question, “Draugr are a form of undead that reside in the water. They often rise from drowned souls or sometimes through necromantic means.” Once the Speaker casts Water Breathing on you, you depart in your own boat. The elven villagers seem quite relieved not to have to part ways with one of their own boats. You make decent time, but the closer you get to the Eye, the greater a sense of dread descends upon you. You don’t feel sick per say, but you feel as though sickness might come upon you at any moment. As the boat slows and you ready to enter the water, you find yourself not just wanting to go into the water, but compelled to do so. The depths are oh so enticing… DC 15 Will Save to resist the compulsion to immediately dive down into the depths of the Eye.
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Thank you for the heads up, folks! I'll give one more day for anyone else that wants to post additional prep before diving down, then move us along. That said, if both Gregor and Celia are out for a few days, I might hold off on any potential combat since I'd rather not have to bot both of them for several days in a row.
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Aava smacks the side of her head with the palm of her hand. "A boat would be helpful! We have a couple small fishing boats. You could borrow one. They're essential to our local economy, so if you decide to use one, please bring it back in one piece." So... modified plan... boat to above the Eye, then swim down to it? Any spells you want to cast before leaving the boat?
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He just has the standard faerie dragon stats which you can see here. It's a little tough since I've already role-played as him a bit up to this point. I don't mind you having more say on his flavor or personality. Presumably, over time, he would be shaped by Gilda's own preferences anyway. Hmm, what about this, you can roleplay as him whenever you like, but I reserve the option to also roleplay as him if it seems appropriate for the story (would most likely be in out-of-combat situations). You don't need to make a separate alias or anything like that (unless you want to). How does that sound?
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When you’re ready to leave, Speaker Athannah casts Water Breathing on you and informs you it should last about two hours for each of you. As you’re about to leave, Aava returns and says, “We couldn’t find Nerrenn anywhere. And a couple villagers said they saw him swimming out to sea. He may be one more threat you have to face in the Eye." Aava leads you to the westernmost edge of the village, by the sea. She points out almost directly west and says, “The Eye is about 4 miles straight that way. You can skim the surface, but you’ll get there much quicker if you go underwater. It will be difficult to miss. There’s a large shipwreck in the Eye and it’s quite a bit deeper than the rest of the ocean that far out.” Anything else before you leave? Also, what’s the plan? Just swimming straight there and see what you find?
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Thank you for your patience, everyone. To Celia, Athannah says, “Easy? For my people, perhaps. But it will do for land-dwellers when needed. Swimming is the safest way to get there. My eyesight may be failing me, but I can still cast Water Breathing on you should you desire me to do so. It will allow you to get there a bit faster than skimming along the surface the entire way.” Athannah is a bit harder to read than usual for Gilda as her eyes don’t react the same way as most, but the shaman is still able to tell that the Speaker is repulsed by the idea of an evil tentacled monster or some unspeakable evil. She says, “I feel certain you will encounter more than draugr should you do this for us, but what exactly, I cannot say. If what is plaguing our village is the same thing as what is controlling Nerrenn, then you may have some sort of powerful sea wizard on your hands. There are many things that can come up from the depths of the ocean. Beyond that, I couldn’t say.” Gilda believes the Speaker is telling the truth.
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I suppose in hindsight, with family coming into town, I should have just said I would be away/not posting for a few days. So I guess this is me saying that later than I should have. Probably will be back to my normal routine by Tuesday, but I don’t expect us to get back to our normal pace right away.
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Athannah addresses Gilda’s questions first, “The Drowned Eye is an accursed place. Ships and people go there and never return. It is said to be a place of undeath. That much, at least, is true as several draugr live there. I fear something far worse has moved in recently to cause this sickness we now endure. What, exactly, I’m uncertain.” To Gregor, the Speaker says, “The Drowned Eye is about 4 miles west of here, out at sea. All of your foes should be underwater.” Celia and her companions detect no enchantments on Speaker Athannah. At Celia’s words, the Speaker slowly nods and says, “I wish I could say I do not believe you, but Nerrenn has been acting oddly as of late. I had thought it was due to the general sickness of the village, but it did seem as if there was something more in his case.” Addressing Aava, the speaker says, “I’m relieving Nerrenn of his duties for now. You will serve as warden, at least until Nerrenn is returned to his right mind and this crisis is over. Please find Nerrenn at once. If he is under some ill influence, we need to secure him for now.” Aava bows her head and replies, “It will be done at once, Speaker. Thank you for trusting me.” The scout leader and now warden takes her leave as she goes to seek out Nerrenn. Speaker Athannah says to you, “As you can probably see, there are very few amongst my tribe that I can turn to with our warriors disappearing and even some of those still here proving untrustworthy. I do not know how long we have before this evil presence chooses to act more directly. If you have more questions, I will do my best to answer them. But otherwise I must ask that you make haste to the Eye to deal with whatever threat lies within.”
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Nerrenn doesn’t seem to pick up on Evander’s secret message to Aava. He just shakes his head and takes his leave from the scene. Aava, upon receiving the message, raises an eyebrow. She doesn’t exactly seem surprised by the news, but she also doesn’t appear to have known all the details. She says, “Yes, well, perhaps we can discuss such matters when we have a bit more privacy.” You finally properly enter the village, but the view isn’t much better from inside. There almost seems to be a sickness in the air… somehow barely noticeable but ever present all the same. As you walk, Aava answers Gilda’s questions, “She’s a little bit of both, I suppose. She’s our leader, but also our spiritual guide. In recent years, Nerrenn has had to take on more of a leadership role as Speaker Athannah’s health and vision have faltered. She’s still of sound mind, but not nearly as able-bodied as she once was. “I have told her of what you did for us. She was quite grateful. I’m sure she will be glad to be able to express her thanks in person as well. I must personally thank you for coming as well. As you may have noticed, something is not right in our village. Something I hope you can solve.” You arrive at the speaker’s home, a modest abode near the center of the village. Aava leads you inside where four young elves attend a blind woman who must surely be Speaker Athannah. Despite her age and infirmity, Athannah remains clear of voice and sound of mind. Her long white hair is tied back with strips of dried bladder wrack and she sits in a chair of driftwood, wrapped in furs. Aava briefly introduces you to Speaker Athannah before letting the elderly elf speak for herself. “I must thank you for rescuing Aava and the other scouts. Saving any of my kin is worthy of praise, but with our ranks thinning by the day, it brought me much joy to see them return safely. You have my gratitude, but I must also ask for your help. “I know my remaining time on Golarion is limited, and want only to live long enough to see someone vanquish this latest threat facing my home. As you probably noticed, there is a cursed sickness blanketing the area, and its source is the Drowned Eye, a foul place west of here. Most of the village’s warriors are missing, so we have few recourses. I ask that you seek out whoever or whatever is causing this sickness and rid us of its malign influence.”
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Gilda tries to dispel the domination, but also fails, the magic proving too strong. Just as it seems you’ll be forced to turn back, a familiar face emerges from among the elves and half-elves behind Nerrenn. It’s Aava, the leader of the aquatic elves you rescued from the skum. “That’s enough, Nerrenn,” she says as she shakes her head. “These are the ones who rescued me and the other scouts. I told you about them when I returned.” “They saved you?” Nerrenn asks, apparently not believing her words the first time. “Yes, they rescued us and let us return. They’re some of the ones working against Thrune. I’m sure Speaker Athannah will wish to speak with them.” Nerrenn looks at you again with disdain apparent on his face. Then he turns away, stepping aside to let you enter the village. Aava offers you a small smile. She seems to know something is amiss with Nerrenn. But the longer you linger near the village, it seems as though something might also be off with the area in general. “Please come with me and I will bring you to the Speaker,” Aava says.
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Nerrenn seems thoroughly frustrated by Evander and his face is reddening. Still, Evander's question seems sincere enough and the elf completely misses Celia's attempt to cast a spell. The other elves seem to miss it as well, their attention shifting between Evander and Nerrenn. Shaking his head, Nerrenn replies, "You can't get there from here. You'll need a boat. I'm sure you can find one in Kintargo. In any case, you'll find no help here. Leave. Or I'll be forced to remove you."
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Tayacet Will Save: 1d20 + 7 - 10 ⇒ (13) + 7 - 10 = 10 Gilda casts her spell to spy on Tayacet. She finds the investigator to be going about what is presumably her normal routine. Tayacet is currently patrolling through the city, studying each person she sees for a few moments before moving on to the next person. It’s hard to say from Gilda’s scrying whether or not Tayacet is still committed to the rebellion. Captain Sargaeta and the other sailors answer Evander’s questions when they aren’t busy with the ship’s various duties. Sargaeta seems to do so willingly and the sailors begrudgingly. Still, the information they provide seems highly detailed and accurate. These aren’t half-trained seamen but fully-trained Chelaxian navalmen. The sailors also seem to know better than to ask any specific questions about who you are or what you’re doing. ----- The next day you arrive at the cove Captain Sargaeta mentioned around the time he said you would. He anchors the ship and extends a wooden walkway for you to reach the rocky plateau that forms this section of the coast. He bids you good luck and asks that you send word in three days’ time if you are unable to return by then. If he doesn’t hear from you in five days, he’ll fear the worst and return to Kintargo without you. From the plateau, it’s only a couple miles’ journey to arrive at the village of Acisazi. A dreary, sodden skeleton of a village clings to the shoreline here, nestled in the embrace of fog-slicked cliffs to all sides save the west, where the gray waters of the sea surge. With buildings of driftwood and wicker connected by rope bridges and soggy wooden boardwalks, the town does not present a welcoming embrace. Even the sea birds that festoon the roofs of the small village seem tired and listless. A large group of elves and half-elves gathers to stare nervously at you before one of them, a full aquatic elf, makes his way through the crowd to present himself. He says tersely, “I am Nerrenn Aeelamna, the village warden. Outlanders are not welcome here. You must turn back at once. Return to wherever you came from.” Gilda: Nerrenn has a strange cadence to his mannerisms. You suspect that he has been dominated.
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Captain Sargaeta is ready to sail almost immediately. He calls for the few members of his crew still ashore to come aboard and the ship’s sails are soon unfurled and its anchor raised. Marquel watches from the captain’s quarters. He seems enamored with all that is happening. As the crew continue with final preparations, Sargaeta says to you, “You’ll have to bunk with the crew for the journey there and back. Only other place is my quarters, which are already reserved. Can’t say the hammocks are the most comfortable of beddings, but you could do a lot worse on a Chelaxian war vessel." Final preparations are completed and the ship departs from Kintargo. For the first time in quite a while, you leave behind the city you’ve fought so hard for. From a distance, it’s hard to tell the tyranny that has taken hold of Kintargo, yet you know all too well the threat that Barzillai poses. Perhaps this journey will in some way bring you closer to a free Kintargo. Captain Sargaeta stays at the helm most of the day, making sure the ship stays on course. He seems to take his duty to transport you rather seriously. Perhaps the constant threat of the reefs near the shore also heightens his focus. The rest of the day passes uneventfully and night settles in. The captain informs you that, assuming no unforeseen delays, you should arrive around dusk tomorrow at the cove where he plans to drop you off. The ship will wait there for your return. The captain wasn’t kidding about your bed situation. You each have your own hammock which are only a few inches away from the next hammock over. Anytime a wave of any size rocks the ship, you bump into the people beside you as the hammock moves back and forth. It doesn’t make for the best night’s sleep, but the captain’s crew don’t seem to mind, and they also don’t seem to mind you. Let me know what spells you prepare the next day and any other preparations you make for the approach to Acisazi.
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Captain Sargaeta nods at Evander’s question. “Of course. I was beginning to wonder if you even wanted my help, so I’m happy to be of assistance as you have been to me.” At Celia’s words, the captain says, “Acisazi? I wouldn’t describe that as an easy journey. Not many go that route and the reef near the shore makes the journey take longer than it otherwise would. But I would be happy to bring you there and back as one favor. Just can’t say I’ll be able to get you right next to the village. No captain in his right mind would brave those reefs. You’ll be within a mile or two, though. Is that amenable to you?” The captain says to Gilda, “It’s a coastal aquatic elf village. Most likely half the village is below water and half above. There are usually some half-elves among the villagers.”
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Setrona frowns at Gregor's words. "You're saying it's a ploy? There was no one but her. Perhaps she's lying, but you could at least check. She seemed sincere. I know everyone who enters and exits my tavern. She came alone and no one else is staying there at the moment. Not exactly common to get visitors at the moment anyway. She came a long way to see you. The least you could do is hear her out." ----- Just waiting on y'all for the conversation with Captain Sargaeta.
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You send word through Lia that you'll be out of town for a bit, which Lia doesn't think is a problem as long as it's not more than a week or so. You bump into Setrona Sabinus on your way out of the hideout to see the captain. The Lictor's cousin nods to Gregor and says, "Did you receive Leilisaria's note? I know she's eager to see you as soon as you have time. Second floor, first door on the right. Can't miss her. If I'm back at the tavern before you, when should I say you'll be by to see her?" ----- Once that's resolved... You depart the hideout and head for the Old Harbor. Captain Sargaeta's ship remains where you found it last. Some of its repairs seem to be coming along nicely. The Captain and - once he's sure you weren't followed - Marquel greet you warmly, happy to see familiar faces. Sargaeta says, "Welcome aboard. Come to cash in one of your favors, I presume? What can the Scourge of Belial do for you today?"
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I realize this is a bit late, but thank you for the heads up, Matiscio, and take care of you and yours. We'll be here whenever you can check in again. ----- For everyone else: reading along, but going to give you more time to formulate your exact plan. (And I'll share some insight into Ven's eating habits at some point as well.)
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Rexus eagerly discusses the noble houses with his sister, happy to have a lengthy conversation with his only surviving kin. They are able to recall quite a bit about the two noble houses. House Jarvis:
Baroness Belcara Jarvis heads house Jarvis. They are known for being passionate about architecture, friendly, and rumored to worship a certain forbidden god of good cheer. It’s a poorly kept secret that the Jarvises’ loyalties lie with the city of Kintargo itself. Much of the city’s current architecture and layout is a direct result of the Jarvises’ planning and influence. Baroness Belcara in particular has carried on her family’s legacy of architecture and is particularly interested in the subject. Anyone familiar with the craft or perhaps building more broadly would likely have a much better chance of winning her favor.
House Vashnarstill:
Baron Sendi Vashnarstill is known for being greedy, sleazy, and worldly. His family cares greatly about money, so the recent hit on their trade has caused a shadow to fall over the family. The baron himself has apparently gone into something of a depression as a result. The Vashnerstills’ primary business is through Arcadian trade, fishing, and shipbuilding. Only their fishing business has managed to stay mostly intact. With few foreigners visiting Kintargo and outside trade all but cut off, the Vashnerstills are in a precarious financial situation. Despite their circumstances, the Vashnerstills have always been known for their loyalty to Kintargo. Perhaps even patriotism, if such a thing were possible for a city. Baron Sendi is particularly infatuated with money, so if you could prove your skill in economic matters, he would likely be impressed. Carrying on a decent conversation with the depressed man could also potentially lift his spirits.
So planning to rendezvous with the aquatic elves next? DC 15 Knowledge (geography) or Profession (sailor): You know that no ships ply the waters of the Dismal Nitch, where the aquatic elves’ village, Acisazi, is located. If you plan on making the journey by boat, you’ll need to hire a captain specifically for the journey. It’s an 85-mile journey.
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Lady Aulamaxa nods, "So be it. I'll see about arranging the meetings for you. I'm a bit closer with Baroness Belcara, so the meeting with the Jarvises will probably be ready first. I'll send word through Lia when the time comes." With the Aulamaxa family's support won, you depart to return to your hideout. As you do so, Gregor is approached by Tessara who hands him a sealed letter and says, "My sister came by a few days ago. She heard about what was happening in the city and decided she should return from Varisia. She mentioned you by name and asked me to give this letter to you. She's staying at a local inn and said you could find the name inside." Gregor's Letter:
Gregor, My name is Leilisaria, and I am your mother. I don't expect you to believe this, at least not right away, but I felt I had to return. When Kintargo was at peace, there was no need for me to complicate things. Now that the current turmoil has arisen, I felt I had to return and see that you were safe. I couldn't trust that your father would choose the right side and it seems my distrust was well founded. I'm staying at a local inn, Tooth and Nail. If you ask the proprietor for me, she'll take you straight to my room. Gregor, I just want to see your face. To know you are okay. If you want nothing to do with me after that, so be it. But as your mother, I still care for you. That's why I left in the first place and that's why I've returned now. Yours in love,
Are you still considering the Wasp Nest your primary hideout, or are y'all congregrating more below the Lucky Bones now?
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Lady Aulamaxa nods at Evander's question. "Yes, Baroness Belcara is a good choice. I can probably have a meeting set up within a week or so. Can't afford to seem too eager. "If you want my advice as to the other one, I would go with the Jhalteros or the Vashnarstills. Either would be a decent option."
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Very good lecture, Celia! I like how you made your higher checks more detailed. :) The Archbaroness reads the work of 'Reverend Loflar' and nods. "Not the best of his works I've read, but it'll do. These are hard - and dangerous - to come by these days." Lady Aulamaxa also nods at Gregor's oration. "Well-spoken, if a bit forceful at times. I would encourage you to be more flexible in the future. If you thought this noble's request was frustrating, you have little chance of winning the others over to your cause." Not only the Archbaroness, but the whole Aulamaxa household, go through Matiscio's exercises. They seem thoroughly bought into his methods. Master Jalpur would be proud. Once everyone is finished, the Archbaroness says, "Thank you for humoring me. You've all more than proven your unique talents. It's fair to say that you have the full support of House Aulamaxa in what are sure to be more direct conflicts yet to come. When political power struggles ensue, we shall support your cause. If we can be of assistance in the shorter term, please let us know. I will say that at the very least we can assist in setting up meetings with other noble houses. We should be able to set up two separate meetings without raising suspicions. Just let us know which houses you wish to approach next."
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Lady Aulamaxa seems quite impressed with the breadth of Celia's information, particularly with her knowledge of the city and its nobility. "You have indeed impressed me sufficiently. Excellent talk." The noble lady turns her attention to Evander, Gregor, and Matiscio. "And what of you three? What unique talents do you possess?"
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The Archbaroness frowns at Matiscio and Gregor’s comments. She says, “I would have thought that ones as capable as yourselves could have come up with something on your own. I recognize that different people have different skill sets. I’m asking you each to demonstrate your own. Something that not just anyone can do. If I need to specify beyond that, I must admit that I will be very disappointed.” Lady Aulamaxa looks quite impressed as Gilda performs her unique trick. “Very well done. There’s a good example of the sort of thing I was hoping to see.” Shortly after Gilda’s trick, the invisible Vendalfek alights on her shoulder and whispers, “Coast is clear, though there are plenty of places people could be watching from. But we weren’t followed, I assure you of that.”
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Lia looks eager to reply to your inquiry herself, but remains quiet and lets the Archbaroness respond. She says, "There are a number of things wrong in the city, perhaps more than can be counted, if I'm being honest with myself. I am interested in lending my house's support. Lia's support of your cause is quite the recommendation, of course. Personally, I would like some demonstration of your competence. It doesn't have to be particularly fancy, just something you can show me now. Whether that's a particular skill, combat art, or artistic ability, I want to see you have the strength to go along with your resolve." AS conversation continues, Gregor notices that Lia's mother, the elf Tessara, is paying close attention to him. She seems to be studying him. She would almost look concerned for his well-being, if Gregor didn't know better about elves.
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We can say you do have sewer access at this point. Will save you the headache of getting into the Greens, but you'll still have to decide how to approach/contact the individual families. Except the Aulamaxas, of course. The next day you head to the Greens via a newly discovered sewage passageway. Your fellow rebellion members were also kind enough to clean up the path to make your noses crinkle a bit less. You head to the Aulamaxa Estate where Lia greets you at the door with a smile. She seems happy to see you. She ushers you inside where her family are waiting. It seems they were indeed expecting you. Archbaroness Eldonna Aulamaxa looks at each of you for a moment, but her gaze rests on Gregor for the longest amount of time. Eldonna's husband as well as Lia's parents, Jarrod and his elvish wife Tessara are also present. Eventually the Archbaroness says, "Lia tells me you have something of a proposal for us? I'm happy to listen to anyone who has the good of Kintargo in mind, but I should warn you that there are always eyes watching. Not in here, but others have surely seen you enter. I suggest we get started immediately." The Archbaroness ushers you into her living area where tea and biscuits are waiting. She offers you a seat before turning her attention to you, waiting to see what you have to say.
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Just want to say that I really appreciate and enjoy the vivid imagery in some of your posts, Matiscio. It really goes well with his background. You send word to Lia of wanting to formally meet with her family. She’s more than happy to assist and says they should be available for a meeting at their estate the next day. When you reach out to Marquel, he doesn’t seem optimistic about winning his family’s support, but he does say, “My father, Count Auxis Aulorian, has never been a good man. And he’s certainly never been a good father. But he can be relied on for some things, like being motivated by money. If you were to offer him a sufficiently large sum of money or magic goods, you could probably buy him to your cause. I suspect you would need to speak to him directly to ascertain the proper amount.” Anything else before visiting the Aulamaxa estate tomorrow? I assume you use some combo of bluff/invisibility sphere to gain entrance to the Greens?
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