Clone Mask

Keeper of Doors's page

301 posts. Alias of Alex Martin.


RSS

1 to 50 of 301 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

William WyrdRune wrote:


"Although, I need to know more. Hang on,..." Will mutters a short phrase makes a simple gesture, then slowly waves his hands over the items on the table.

Spoiler:

Spellcraft:1d20 + 9 ⇒ (3) + 9 = 12

Your magical assessment reveals that the dagger and the potions all radiate a faint magical aura, but the coins and bastard sword do not.

In line with your suspicions, the dagger emantes an aura of enchantment coupled with some transmutation quality - explaining the likely "newness" of such an old-styled weapon.

Each potion reveals a different type aura - the blue waxed bottle emanates a transmutation aura; the red waxed one glows with conjuration effect; and the grimy bottle shows a conjuration aura - slightly stronger than the other two.

DM note - per PFSRD, you can try and ID them by sampling the liquid and making a Perception check. Of course, if it is a poison, you may also take a minor damage as well.


Mal & Will :

Thanks for your patience, fellas. You've been doing some great interplay. Feel free to expand, but I am going to add a few other things that are going on...

Mal:

Spoiler:
When Will returns the amulet, a sense of relief washes over you.

As you discuss the details of the amulet's effect, Mal reveals the contents of the hidden cache he found for Will's further examination.

As mentioned, there's a masterwork bastard sword; a dagger; and two bags. The bags contents turn out to be 50 gold pieces and (3) potions - two in bottle of dark glass; one is clear glass - or would be if not for the layer of dust and grime that sporadically covers it.

Will:

Spoiler:

Unless you are going to detect magic or identify, I am giving you an assesment with your rolls below - hope you don't mind.

Knowledge - Arcana: 1d20 + 10 ⇒ (6) + 10 = 16
Knowledge - History: 1d20 + 10 ⇒ (15) + 10 = 25
Knowledge - Religion: 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge - Nature: 1d20 + 9 ⇒ (4) + 9 = 13
Linguistics: 1d20 + 9 ⇒ (15) + 9 = 24

The dagger and sword are both well-crafted. The flourishes in the pommels and cross-guards indicate elements of late-Azlanti styles, although there's derivation in the design that (like the amulet) would suggest a post-empire era. The sword shows it's age more - the weapon seems sound, but centuries of disuse have dulled its edge; worn away the grip to bare metal; and left a layer of coarse, metal powder upon its surface. It should be servicable with some work, you suspect. The dagger by comparison looks fairly new despite the same style - the grip retains a braided steel wrap and the blade looks like it is still freshly sharpened. You might suspect its magical, but no markings indicate its true nature.

The potions give away little as to their nature - except perhaps age again. The dark glassed vessels look fairly new, and the only thing that distinguishes them is that each has a wax stamp of a different color - bluish with an elven letter akin to W; red with a similar letter akin to H. The other bottle looks like it was dug out of the ground. The clear glass is caked in a layer of old mud; bits of root; and cobweb. Despite its fragility, the bottle remains sealed with cork and melted wax - retaining what looks like a sluggish, amber fluid.

Finally, the gold itself looks unlike any coin you've seen. Slimmer than a Taldan Gold Crown and uneven along the edges, the coins are stamped with the profile of an elven woman - her face poised with a neutral look, and long hair rising in a ponytail. The lettering is of elven dialect you've never seen, but you piece together that the woman's name is Arezali and mentions a place called Pora-Tzni - "Black Pedestal." The only major elven nation you are aware of - Kyonin - rarely traffics in minted coinage, outside silver pieces. They generally interact through direct trade exchange or via gems.

Let me know if you want to act on any of this, or have any questions. More to come shortly - I'll be moving forward to your meeting with Itaden next.


Herral
You find yourself dashing throughout town - chasing a butterflying being an inexact science at best and nearly toppling over several people as you pursue it.

Spoiler:

But everyone seems to just be moving slowly in your vision - and the greyness of the day remains unchanged as you chase your little visitor.

"Almost there!" It chirps several times as you follow.

Finally your chase ends at the edge of the village - amidst the wagons and tents of the Varisian travellers who had come for the party. There is a stillness to the place that seem like a cemetary.

Nonetheless the butterfly seems to radiate joy as it leads you towards a central tent. Unlike the greyness of everything around, it is painted a bright blue and has an open roof. The stars seem particularly brilliant in this space - twinkling almost as if they were alive and a sense that you are not alone surrounds you.

Most notable are two floating bird-cages that sit at the center. Each gives off a brilliant white light - although one is dimmer than the other. In each one flit about a dozen brilliant white moths, their very color emminating the glow that you see.

The butterfly lands on the brighter of the two cages, and chirps "here here please...they are itching to go...please let them out!"
It awaits your response...


Addy

Adelaine Harthos wrote:
Addy sits down next to Gorzal, having a bit of the cheese and some of the wine. Watching him wolf down the sandwich, she smiles, "Glad I could provide you some much-needed nourishment."

As Addy watches Gorzal chow down and witness her "tent" and materials get packed up, several folks continue to come by and thank "Lady Albercroft" for her aide. Like Simon, she receives a few tokens of attention from servants on behalf of their noble masters - invitations and a few jeweled fans as a sign of interest. Even a cleric of Iomedae thanks her for her good deeds.

Spoiler:

The nun seems to brighten at your acknowledgement of her phrase, and bowing deeply leads you on towards the tent.

As soon as you enter, the sense that something is a bit amiss about the tent becomes apparent. Whereas the outside seems a small, humble affair, the interior is much larger - nearly three times as large - rivaling the nobles' tents who came here easily.

Adding to that sense of amazement is that the tent is part living quarters; part workshop; and part museum. Simple, functional furnitire is the norm, but here and there strange items dot the room - a reddish stone divan sticks out here; a set of ivory inlaid tables there; and the partial skeletal jaw of a dragon functions as a coat rack dominates one corner. Although there is natural sunlight streaming in, some of the darker corners or tables are illuminated by a set of silvery thin lamps - their surfaces etched in golden script and they each possess a soft glowing sphere atop them. A few antiquated armors - maybe Osirian or Katapeshi - stand off to one side resting upon wooden display dummies. Two table dominate one side - one a workbench with tools and a half-assembled mechanism of gears judging by the looks of it.

The other table includes small antique pieces - armor, jewelery, etc., but most notable is the statuette of the evil merwoman you gave to Gorzal. Several other small items you noted in the pyramid have also made their way to the table.

"Well, it's about time you showed up, Ms Harthos. My feet were getting tired, and I can't keep asking every person in a small area for alms before they get suspicious."

The simple tone of a polite nun has disappeared and been replaced with a voice more direct and sarcastic. You note that the woman pulls off her habit's headpiece as she speaks. As if shedding a layer of water, her whole attire melts away - revealing a suit of fine, black leather armor underneath.

The woman has a slim build, but stands slightly taller than before. She looks a little older than yourself and bears a plain look about her face. Still, there's no denying that the paler skin and black hair mark her as a Chelaxian. Her eyes are most notable - having changed from simple brown to a jade green color.

She continues in a tone that is part explanation; part lecture. She motions to a small couch and table crowded next to the red divan, upon which sits several bottles and glasses.

"Feel free to pour yourself a drink from that table - there's a Chelaxian Red and a Katapeshi ale." She sits herself in a chair near the workbench, and without preamble continues her conversation.

"Our mutual associate sent me down here on what was supposed to be a simple retrieval mission - information or maybe some old mask that Vestang pulled from that dig site. I don't like being stuck waiting on the messenger to show up," she rumbles.

"But, I'll give you credit...I didn't expect to get something like this." She pulls the green statuette closer, and gives it a simple pass in examination.

"So despite the whole situation being messy, I think we can make it work...but I need more information. Tell me what happened and what exactly you found out there, hmmm?"

Her tone remains direct, if a little less harsh than a moment ago. She continues to give the statue an examination as she awaits your response.

Feel free to explain or summarize what you say. I don't need a whole dialog, if that will help. Just an idea and maybe some highlights you want to mention. Also, roll a Bluff check in there as well.


Simon

Spoiler:

You enter the tent to find be a spacious, but spartan affair. The tent is big enough to accomodate a sleeping space, meeting area, and dining service without being too crowded. A large table showing Southern Taldor is planted there, with a few markers and flags to inidicate some movements, but nothing that you readily find apparent.

Beyond that is the scent of fresh food laid upon a table. The only ornate furniture in the room is a set of finely crafted chairs that are set for the table. Greflin politely nods towards the table as he goes to pour you a drink. Fresh fruits sit upon the table, accompanying a roasted pork; a platter of what looks like cooked venison; and a mixture of some pickled vegetable and nuts.

Your wait is short, but seems extremely long as Aide Greflin proves to give little insight into your visit or even less general conversation - but always manages to be polite in his aloof demeanor.

Finally, Thorenbrad Vestang makes his arrival. He's taller than you by a little bit and bearing the broadness that comes with age but with not so much fat as you might expect from such higher-ups. His features are classically Taldoran, with the a wreath of grey around his temples and a similar trim in his beard. He wears a dark tunic and pants that he supplements with an ornate leather breastplate, covered by a green and blue sash to indicate his rank. Aside from that, the only other obvious piece of attaire is a rapier at his hip with a jeweled pommel. His appearance is well-kept overall, but its clear that some tiredness is visible in his eyes.

"Ah, our guest has arrived! And promptly, no less. Good man, there."

"General Thorenbrad Vestang - Commander of his Grand Prince's Army for the Southern...,"Greflin proceeds to announce the man's full title, which would be followed by the formal exchange of title for yourself.

"That'll be enough of that, Armand,"Vestang interrupts and waves him off.
"I've known this young man's father for years and I am very much hungry enough to bypass formalities in this case."

"Now, take these documents to the guard captains for dissemination. And,
pour me two draughts of the Taldoran red before you go."

Turning to you, he signals that you are free to eat and he himself sits down as well. He prods you with simple questions as you eat - how are you; what brought you down to his summer home; have you been home yourself - nothing requiring deep discussion given his breezy and casual demeanor.

After the meal is done, he offers you a light brandy and rises himself. As he swirls the drink in a cup, he turns his back to you and his tone suddenly changes. For a moment, the same feeling of being in your father's study being lectured comes back.

"Now to the matter of this invitation...I would ask that you recount what exactly brought you to that old ruin rescuing my daughter. I have many questions, and I need answers from a solid, Taldoran man like yourself."

He pauses at his, stares at you with a stronger gaze than you had seen previously - a look of iron.

Feel free to explain or summarize what you say. I don't need a whole dialog, if that will help. Just an idea. Also, feel free to throw in any details from your trip over to the tent, etc. I just went and covered a lot of ground to give you a framework. Also, roll a Bluff check in there as well.


OK - I'm back! Internet's working and the holiday is over. Moving on...

Simon

Simon Gellner wrote:

Bluff for a hidden message in his question to Sorgi- Hasn't Vestang's staff or local priest looked at the Lady?

Sorgi nods and mutters quietly as he gives the mare a once-over to make sure her coat is resplendent.

"Aye - supposedly his personal servant of Iomedae and the local Erastilian man have both checked her. The folks talk that she looks unharmed and rests peacefully - she just simply won't awaken."

He pauses to check the bridle and saddle, acting as if he's discussing the horse's health with you. Despite his soldierly devotion to both Taldor and yourself, you sometimes wonder if Sorgi's life before the army was more...questionable.

"Rumor has it one of the Royal Collegium's physicians has been requested."

Spoiler:

Very quietly he adds: "Best watch yerself, Captain. Vestang's usually a level man, but wounding his child - no matter the fact that she's a grown woman - can make a man lash out. You may have saved 'er, but he may also lay blame at your feet. The others...most of them aren't Taldorans - they'll be dismissed as being irresponsible foreigners if push comes to shove, but you on the other hand..."

He lets the words dangle and clearly shows concern as he continues: "The bright lady won't allow you I suspect, but perhaps I can work to direct attention towards the red-haired woman...Addy I think you called her? That would keep your devotion safe and above censure."

The words have a deceptive aura, although there is no dark intent - merely the specuation of a practical aide.

Sorgi finishes the conversation by sending Simon in the right direction of the General's tent, as he has been splitting his time between the manor and his field station for the contingent in town.

As you make your rounds around town, like Addy and Herral, you notice the flurry of activity as the town begins to shrink to a sleepy little burg again. The difference is the manner in which people respond. Most people stop to give you some attention! Most of the shop keepers or workers give you a wave while the numerous guardsmen salute or stand at attention as you pass. But most of the attention comes from the various nobles or their servants. The gentlemen point excitedly or bow briefly in acknowledgment. The ladies curtsey eagerly or flap their traveling fans in excitement as they smile or acknowledge you as "Milord Gellner." All of them seem amazed to see you out and traveling.

Then comes the servants. A dozen butlers or handmaidens come running up in the name of too many people to keep track. Full letters, perfumed notes, handkerchiefs, and various tokens of favor seemingly appear from nowhere and you find yourself stuffing a saddle bag full of the stuff.
There's even a few chaste hand-kisses from the maidens, representing their mistresses' interest.

After all the traffic you encounter, it's a wonder you manage to make it to the tent on time for your meeting, but you manage to do so with time to spare. Several messengers stand close by, their dress and demeanor reminding you of Corporal Daylen Vors. The tent itself is practical compared to the more ornate affairs that were clumped in the village. Still, it is a large thing and would stand-out in a true battle camp. Two soldiers stand attention as you approach, but don't seem ready to let you pass. A third man exits the tent and waves them off. He then approaches you in a polite manner and seems to address you in a relaxed yet direct manner.

"Simon Theodorus Gellner II, Captain of the Taldoran Horse's 10th Company in his Grand Prince's Army. May the Lions ever roar." He says in a manner that is precise, but with no emotion - as if he is forced to make these recitations constantly.

"I am Viscount Greflin, the General's aide. He'll be ready for you momentarily, but please enter and make yourself comfortable. Would you prefer a Taldoran Red or perhaps a Zimaran whiskey to begin?"

As he follows this discussion he leads you into the tent's interior...


Just letting everyone know that I've been trying to post since last night. Unfortunately, there's some Internet issues in my region that has hampered connectivity. Probably a gator bit into a fiber optic cable. :-) Seriously, I won't have access for most of the day unless someone fixes it soon than expected. Hopefully, tonight something can posted. Thanks for your patience.

PS - I'm typing this from my I-Phone, which is little awkward for BBC code.


Last, but not least for now - Will & Mal.

Will & Mal

Concerning the amulet:

It is apparent to Will that Mal has some discomfort parting with the amulet - not so much a magical compulsion as the look of someone giving away a family heirloom.

In any case, "hauntings" are not your speciality - although there are certainly plenty of Pathfinder tales of cursed, possessed, or intelligent items in the Chronicles and library. But nothing in your studies matches what Mal describes, so you are somewhat at a loss.

The amulet however is a wonderfully crafted item - despite the apparent age. The silver has been shaped in a fine Azlanti design, although degraded from the High Azlant forms - so you'd guess it might be from a post-empire colony like Cyndicea. The gem, however does seem magical - nothing that you detect - more the perfection of the stone and the lack of degradation would imply preservation magics at least.

Based on the experiences you had in the crypt room - of experiencing old memories; of having a personal visions - you would suspect that perhaps this item operates in a similar fashion based on what Mal has described. Perhaps a device to entice such as state - for meditation perhaps. As you study it, you briefly feel a pressure in on your ear...

Will:

Spoiler:

You briefly feel the presence of woman's voice. It whispers sensually into your ear, "You aren't the one...send me home..."
There's no menace in the voice, just a direct request. Just as quickly as feel it, the effect disappears

Mal, you notice that briefly Will's eyes seem to glaze over in study - moreso than usual for the absent-minded student-mage.


Herral-

The cooking staff finds itself surprised and amazed by the whirlwind that zips through their kitchen during the night and morning! At times it looks like they might barely be able to keep pace with halfling's appetite as they strive to feed him and the rest of the household!

As you makes your way around the town, you find the same chaos Addy has encountered - townsfolks going about cleaning in wake of the festival and attacks; workmen and servants packing tents and equipment; and a noticeable number of guardsmen walking around checking wagons and some folks as they leave.

The scents of baking bread and fried meats wafts with a mixture of animal scents and human stink. Although most of it is simple foods cooked by travelers or the passing merchant, you are able to snatch the occasional snack to "fortify" yourself. Most folks pay you no mind, although a few cooks give you looks that look like annoyance - but why?

Furthering adding to the hodge-podge is something you missed when you arrived: Nobles! People in colorful robes, dresses, or coats; hats and headresses that are supposed note their stance in the nation's nobility. The spectrum of brightly colored people is further mixed with the scents of perfumes and the glitter of jewlery and ornamentations. Most of these folks seem to directly sneer at you; manservants shoo you away from their masters; and a few younger maidens seem to smile and giggle as they see you pass.

As you make your prayers in observation, the world seems to blend in and out in your mind.

Spoiler:

The world seems to turn gray; and the voices and noise seem to blend into the background. A brilliant blue butterfly floats into your sight - it wafts in around the crowds, seemlingly dodging the people and things that move around it with ease.

As you snack on a sweetbread, it lands on your knuckle.
"Hello Herral Hinn! Hee hee - that sounds funny!" The voice chirps like a tinkling bell at you, originating from the butterfly.

"You seem a little bored," it pouts, something you feel more than see from the little creature.

"I have wonderful thing to show you; and I think you'll can provide a helping hand too!" The little voice chirps with excitement, and says takes off again!

"Follow me," the little voice lets a tiny shout as it does so.


Working on Herral, Mal, and Will, shortly.


Addy-

Spoiler:

As he munches down, the halfling mutters quietly for you to hear:
"They were aleady here when I came down - at first I thought the Taldoran Guard was here to put me in irons." He pauses to pick something from his tooth.

"Instead they started packing up 'Lady Albercroft's' materials - including the Osirian artefacts. Someone's been telling the townsfolk you were helping with the captives, but would be heading off soon. Beats me how they knew; some of the nobles even came by to pay their respects and praise your efforts. You and that Gellner fella are already being held up as examples of heroic Taldan nobility!" All of this he utters with a broad, amused grin on his face - as if the whole thing were a great joke.

Out of the corner of your eye, you spot a black-clad individual come around the other side of the tent area and making towards you with calm but quick pace. A quick assessment tells you it is a nun - dressed in full habit with an amulet of a golden sword dangling just at her chest. As she moves, the metal leggings of plate armor are revealed just under her skirt.

"That would be our contact," Gorzal states while munching and very quickly adds, "she clearly has been waiting for you. I gave her the statue as you requested and she gave me a polite smile and thanked me." The halfling seems to cringe a little and mutter, "It was like being in room with a courteous cobra. I don't think she means you any harm, but definetly wants answers."

The halfling says no more and seems to busy himself with the rest of the lunch as the woman approaches.

The woman is plain in looks, perhaps a side-effect of her attire, but possesses brillaint, grey eyes. She smiles very pleasantly, as if greatly relieved to see you.

"Greetings, Lady Albercroft! Your generous donations in the past merited I come and see you to assist you in this moment of crisis."
She pauses as if reading you, and adds:
"As you know, there are many Sisters in Darkness that have benefited from your efforts today and in the past. Can we discuss this in my humble place of meditation?"

She points to a fairly wide, portable tent that you didn't notice has been placed in the alley of tents near yours. You're fairly certain it wasn't there before.

DM Reminder - She'll expect you to confirm you read the message Dayle gave you by somehow using the phrase Sisters in Light in a response - however you want to play it.


Addy-

Adelaine Harthos wrote:
She'll look around for one of the servants, and inquire, "Hate to be a bother, but looks like I'll be taking lunch later out by my tent. Any chance I could get something packed up for me and my ... servant; and maybe a bottle of Taldan Red? 4700, if you have it."

The servant, an older gentleman, acknowledges your request with a warm smile and no doubts to you who might be. "Of course, mi-lady. We have a lovely fish fresh this morning and a spicy wheel of Katapeshi cheese." He scratches his chin a bit, and adds, "Not certain about the 4700 red - perhaps a 4701..." As you go about breakfast, he moves off to begin the preparations.

Adelaine Harthos wrote:
Around lunch time, Addy grabs the bottle of Taldan Red as well as the prepared lunches, and heads out to see Gorzal.

As you prepare to go out, you find little things have been done for you while slept. Your clothes have been cleaned and hung for you to wear; a lovely hairbrush and a few perfumes have been left in your room; and promptly at your departue the older servant awaits you with a basket packed (including the Taldoran Red 4700).

As you make your way down to the tent of "Lady Albercroft," Gorzal's observations are fairly accurate. Several of the larger tents and stands of the nobles or traveling merchants are either gone or in the process of being broken down. As if the fair was leaving town, the small town is awash with people making last-minute trades; workmen and servants preparing wagons for travel (some of who pause as you pass to look at you with noted attraction); and townsfolk going about clearing trash from their lawns or shops. Adding to this flurry of activity is the obvious presence of at least a few noblemen and women - some barking/screeching requests at their over-worked manservants; others merely fanning themselves while sitting beneath umbrellas or personal tents; and few others walk past you making for other appointments (and eyeing with a look of disdain or curiosity).

As you reach the place where your wagon and tent were, you find it is being taken apart by several workmen instead of Gorzal. The halfling sits happily already having a sandwhich and looking on. He gives you a grin and waves you over.

"Hey thanks, Red! This lunch will go great with my snack!" He proceeds to pull out a smoked, wrapped filet of fish and munch down as soon as he polishes off the sandwhich. He also grins happily at the sight of the Taldoran Red adding, "This will help me quench my thirst after working so hard this morning." (He looks like he's hardly broken a sweat from the look of his clothes).


Simon-

Exiting Vestang manor, you see several servants are going about picking up decorations still left from the grand ball that took place a week ago. From the looks of things, it was quite grand a look - albeit there are signs of the chaos that must have ensued when everyone was struck with hallucinations.

As you approach the stables, you see Sorgi having an animated discussion with a couple of stable-men as they brush the horses down.
Your familiarity with the soldier's tales makes you recognize he's retelling some fight on the border to the men.

A punctuated chuckle and the men realize that you have arrived. They politely defer to your presence and move away a little, while Sorgi merely grins - partially you suspect as pride in your growing reputation and partially as he admires his handiwork in preparing your equipment.

"Ho, my captain!" he utters as he salutes you. "Come to see about your mount for your appointment? I can assure you she's as ready for an appearance before the general as yerself!"

Then more quietly as you approach he continues, "I took care of polishing her good bridle and repairing the saddle. She's still a little worn, and I could use more time to get a shoe replaced, but if you want to ride her today she'll be alright."

More quietly, he speaks without looking at you - busying himself with checking the horse. "Word is that the general's daughter still hasn't woken from her slumber; rumor has it he's looking for someone to blame - so be careful, eh?"


Simon Gellner wrote:

He eats his breakfast and gets to work making himself presentable: grooming his beard, making certain that his uniform is properly up to inspection.

What does Simon know about General Vestang and the occasion for this meeting? Does he know what the expected protocol is?

With Simon's breakfast finished, he takes the napkin from his lap and stands, brushing lint and crumbs from his impeccable uniform.
"Well, I should do some rounds and check on my horse. I've received word that I have been returned to active duty; hopefully I'll meet you all tonight with Itaden but if my duties take me elsewhere I'd just like to say that it's been a distict pleasure to work with you all. Please do take care."
He shakes hands around the table (even Addy's) and strides off to look around the fortified hamlet.

Simon

OK - here we go. Let's answer questions first.

As long as you show up in clean armor and physically presentable, Taldan nobles don't make much of a fuss overtly. If this were a purely social presentation, you'd probably be expected to oil your beard - maybe even apply a bit color to your cheeks or powder to keep you from sweating. Likely, you'd hear gossip about how your boots aren't the latest style; or maybe references to your family being "country" folk instead of part of the court, etc.

The nature of the summons is more of an appointment - part courtly; partly military from the nature of the letter. Sorgi's placement of the Lion badge indicates your status here as a soldier instead of a visiting noble. Which means you can expect to be discussing a mixture of politics and military matters, not what's the latest opera in Oppara or what the color of the fall season will be.

As for the nature of your host, Thorenbrad Vestang has come to prominence in recent years as one of Taldor's better generals. One of a group of commanders that oversees southeastern Taldor, he has been praised by both the Lord Marshal of Southern Taldor and Grand Prince Stavian. His success at keeping banditry at a minimum without getting into one of Taldor's numerous "noble wars" over land has been noted. What caused some issue was his marriage and separation from an elven courtier from Kyonin. Rumor has it that the arrangement was supposed to seal a political pact of some sort. Instead it has left him a bachelor with a half-elven daughter. Despite some of the questionability of her race, she has proven to be a wonderful hostess and attendee at court, only adding a positive reputation to the man's standing. How the masquerade's results will impact the Vestangs' place with the Court remains to be seen.


Thanks for your patience, and I hope you didn't think this thing had died on the vine. The audit is over and now have some extra staffing to assist my department. Apologies again - I have simply been so stressed and tired that I can barely keep my eyes awake by the time I get home and take care of family matters.

My workload is finally diminishing, so I plan on starting back on the next chapter of events. Again, so sorry for the delays.


Sorry for the delay again, folks. Welcome back, Herral!
There was something of a work crisis that has kept me buried this past week. More details in the OOC thread. Thanks for keeping things going this week. I'll pick things up tonight once I get home from the office.


French Wolf wrote:
I should be back in action in about a week, still a bit sore and drugged up for this.

Glad to hear you're alright, FW. I second Bryan's sentiment that I hope all went well.

FW - When you are up to it, everyone has leveled, so update Herral and let me know in the OOC discussion thread, please.

To everyone, my apologies for the sudden lack of postings - a project got dropped in my lap for work and I've been buried all week. This should be the last of it after the sporadic nature of the last couple of weeks. Update to all your questions later on today. Thanks for your patience.


Simon-

Spoiler:

The evening before-

You are greeted by Sorgi with a warm handshake and a toothy grin. The older soldier looks relieved to see you. Once you start to settle in, the man sees to your armor and chats to you - filling in certain details:

"Seems by the time I arrived, this place was a ghost-town. I wondered what in Aroden's name was going on, when I managed to find some townsfolk who had hidden in a nearby stable. Something about a goblin raid and everyone at the Ball being kidnapped, and what have you. If'n yer worried about appearances, you needn't be - I doubt that in the confusion anyone will even remember when you showed up."

Then a grin beams across his face. "Ahh, but they'll be remembering you as the good captain who rescued 'em, that I've heard. If you look in that drawer over there, you'll find a half-dozen scented kerchiefs from the rescued captives and those that managed to stay behind. I'd stay away from Dame Kidanen's - she old enough to be your grandmother. But the one from the Lady Tressel, you might want to find 'er. A little vain, but she's got a nice backside." The whole part of the dialogue is done with a dry tone clearly intended to rib you for your sudden fame.

"Seriously, Cap'n, you've caught some attention and I think it may take you out of the mire in Oppara's estimation of you. You could be a captain or more again. But I'm thinking your devotion to a certain lady may have to be kept quiet if that's the case, eh? Do they (implying the rest of the party) know?"

"Don't mean to wool gather so much, sir. You're probably tired; and I've made a favorite of yours. Would you like to tell me what your vision brought you to?"

With that, Sorgi settles in to drink some wine. He's prepared a pitcher of lemon tea - adding a hint of ginger and cinnamon to spice it up. The evening's end is spent in normal conversation and hopefully an explanation of what happened for the man.

Whether you choose to take it as a sign or not, you dreams are pleasant. You have visions of warm summer days and flying like an eagle; punctuated by a soft kiss to your cheek and a sense of beaming pride upon your shoulders.

The next morning-

You awaken to find Sorgi is not about. Your armor is polished and as clean when you first wore it on this trip - not a hint of damage or dirt - and hung on a special stand for your use. A simple scarf with the Lions of Taldor rampant is tied to one arm - indicating that your status with the army has changed to active. A note sits with your breakfast and clothes.

Scrawled on the outside: Told you so...

Inside, in a more deft hand the letter reads:

Simon Theodorus Gellner II, third son of Baron Gellner,

It is with great interest that we request your presence at the noon-time hour on this day in the headquarters of General Thorenbrad Vestang - Commander of the Grand Prince's 3rd and 4th divisions; Defender of the 2nd Lion; Scourge of the Qadiran dervish; and Lord of the Jalrune Plain.

Conversation will entail matters military and politcal; we expect promptness and proper dress wear.

Thank you for your presence in this matter,

Lord-General Vestang.


Addy-

Spoiler:

Among the other items in your room, you spot a vase of flowers and a second note written in a quick handwriting:

Hey Red,

While the charade is generally over, I'm still keeping up appearances and going about the business of packing up your "tent" and things now that nobles and such are heading home. I'll probably be at it awhile, plus I want to see if the Holy Sister (underlined for emphasis) shows up looking for you. I'll run interference for you and give her the trinket - maybe see how much she knows about this whole affair and our activities.

It'll take me awhile, so no rush. At least bring me some lunch, will ya? Maybe a bottle of Taldoran red, eh? (See if they have a 4700, I've heard that's great year). Talk to you later,

Gorzal


Mal-

Spoiler:

While your dreams are just fine, you do have a vivid memory that you're certain is not yours. You seem to recall awakening, and as you get dressed, a shapely, naked woman rises from your bed and caresses your face. It is the same dark-haired, blue-eyed woman from your visions in the pyramid, but whereas it seemed haunting last time now it just seems natural. She touches your face, and says:

Will you be coming home soon? I know that they need your sword, but I'll miss you. I've made something for you to remember me by....

She presents you with the same amulet you pulled from the trapdoor - newer and cleaner, but the same silvery and blue-gemmed item. When your mind wanders or you feel overwhelmed, it will help you think of me and give you a reason to come home safe.
She gives you a deep kiss, and then the memory fades....

Other than that, there's no lasting affect on your mind.


Will & Mal-

Spoiler:

In addition to the note above, you each receive a second note, also from Itaden, that states:

As the resident Pathfinders and Absalom visitors, there's someone I'd like you to meet. Nothing dangerous, but it was a little surprising what the servants revealed it to me. In any case, can we make arrangements to meet, say for lunch, in the mansion's kitchen? Please pass your request along to the one of the guardsmen in the foyer when you have a moment this morning.


The night is indeed a quiet one, and the sleep quite welcome. Those of you who were affected by the dust trap of a few days ago have very vivid dreams, whatever their content, but nothing more. If anyone awakens from their dreamy state early on, you would note that the peace of the coast and town is interrupted by the slight rumble of more Taldan calvary to supplment the contingent already there. While the place is hardly a fortress, compared to the confusing buzz of festivities that greeted you when you first arrived, the place has certainly grown more orderly.

You find yourselves awakening by the mid-morning (barring anything you wanted to do seperately), a fresh breakfast and clean clothes greeting you. Things like armor and weapons remain for your care, and none of your possessions are amiss. Still, it looks like your basic cares have been covered. A note, written in a strong hand, to each of you is also present:

Friends -

You have my deepest thanks on your help this past week. General Vestang has arrived to check on the state of things, and would like to meet you at some point today. For now, meet me for drinks at the Dancing Tabi this evening, if you please. The least this old soldier can do is buy you a round of drinks.

Signed,

Itaden Garridan

So you find yourself with some time to relax, if you choose to join Itaden this evening.

DM Note - A few other things to follow for you guys individually. Apologies if it gets spoilerized - let me know if you would prefer open conversations and assume character ignorance. Finally, there's a bit of equipment that I need to know what you want to do about in terms of splitting it or checking it, etc. I'll followup on that and talk about what's on my list - don't have my notes on it in front of me.


DM Note: Each player gets 500 XP, which should place you all into 2nd level unless I miss my guess on XP tracking. Go ahead and do anything related to leveling and post updates in the discussion thread please.

If you would like to RP anything for the start of the morning, feel free. I will be doing some individual character things once we are ready to get underway - probably on Monday night.


The pattern continues for the next two days, with more people becoming aware as whatever they were drugged with wears off. Itaden's soldierly direction manages to keep everyone in line, and your assistance proves invaluable at times. While some people - nobles and townsfolk alike - prove helpful or helpless at times, some of the people have yet to awaken, including Lady Vestang.

Whether by chance or with the Gods' blessing, you all aren't sure, but despite the rising chaos in your crowd, no further threats either from predators or banditry arises.

Finally, after three days of travel, you get more luck. A contingent of the Taldan calvary arrives from the direction of Vestang manor. After some confused discussion, Itaden quickly coordinates with the Taldan captain (Nadlar, by name) and the whole group is underway again. With the added men, the pressure is off to be more proactive and instead the whole party becomes more of a caravan and less of an escort mission.

Several days and more miles later finally brings to view the sea coast; Vestang manor; and the tent town that was so bright and gay before the grand gala. For most of the nobles and townsfolk, there is a great release of excitement and cheering. The place has certainly become more active since last you left it - with soldiers and those people who were left behind to give it some life again.

The sign of the Dancing Tabi welcomes you back - placing you back where you started the chase to rescue the people now standing around you - yelling, cheering, complaining, crying - as Itaden and the Taldan soldiery try to get everything in order and get everyone settled. The scene is fairly chaotic, but you're much too tired to care.

As you stand around slightly dazed from the long trip, a few of the townsfolk - Jorn, Haeroke, Ruggles, etc. - make it a point to thank you or make promises of recompense. Some of the noble folk, still in their tattered costumes, even manage to thank you themselves. The rest seem to be demanding that the Taldan soldiers escort them back to their tents and quarters. One older man with brownish hair makes directly for Simon and shakes his hand while having a quiet word directly with him. You also look around and see the tents and wagons of the Varisian entertainers not far away - the one area that shows no signs of activity. The sight reminds you that while you saved many people, there are some who won't be coming back ever.

Amidst all this, Dayle - looking as worn out as the rest of you - nudges you all away from the crowd and towards Vestang manor. "It's Itaden's request for you guys," he grins without further explanation. The manor that was the scene was of so much chaos is now clean and looking as one would expect of a Taldan country manor. Without much ceremony, several servants direct you to individual rooms for each of you - offering you a warm tub, fresh meals, and large, comfortable beds.

Whatever you choose to do, the sudden comforts seem enormous after a week of hard traveling and fighting. The immensity of what you have faced; what you have discovered; and what you've been forced to do washes over you and seemingly doubles your fatigue. After peeling off dirty clothes; washing off tired muscles and feet; and eating something that isn't jerky or stew, you manage to settle in.

Tomorrow will be a day to settle matters, but for now you have the evening to rest and recover.


Sorry for the delay again...I have been buried under work this week and just didn't have the energy to even get on-line for long. Thanks for your patience.

The Trip Back or "Wherever You Go, There You Are."

Having put some breakfast under your belts and recuperated a little, Dayle tamps out the fire and leads the way down the obvious trail. Initially, he leads Simon's horse alongside everyone to get some pacing down. An hour into the trip, the ranger mounts and does some scouting ahead and around the trail - his concern is mostly for stray wolves or perhaps one of the goblins that fled the day before. But his patrol is marked as unventful, and he returns to walk with the rest of you. He offers the mount as needed to anyone who needs a break from the hiking.

You pace is brisk, but not overly taxing in the morning hours even as the heat gently rises. As you scan the valley, the cairns and markers of the old battles of Taldor and Qadira are more evident than they were in the darkness. The immensity of the fight, and hence the large monument, are more obvious now that you see things in the light of day. The Pathfinders among you suspect that was the reason for the archeological expedition that uncovered the pyramid (and started this whole mess).

By mid-morning you are coming up on the valley's entrance, and the clouds and noise of the large group ahead of you is readily apparent. By noon-time, you're reunited with Itaden, Gorzal, and the guardsmen guiding the mesmerized party folks. They are revlieved to see you all back and you have a chance to chat and get ready for the longer trip when an official break for lunch takes place. The nobles and townsfolk are still dazed or lost, although some seem to be gaining more awareness and self-control as the day progresses.

There's some brief concern as you consider the prospect of having to feed this many people as you make your way back. One of Itaden's more practical qualities seems to have considered this, as he places everyone (including all of you) on a ration system to stretch the supplies they discovered in the camp. No one will starve or get too thirsty, but you may have to tighten your belts just a bit.

By the time you rest for the evening, Itaden has tried to put as much distance as possible from the infamous "Valley of Death." Dayle manages to do some foraging to supplement your meal with fresh rabbit stew, and you all are asked to help with watches to keep an eye out for predators or make sure none of the drugged folks wander away. You all soon find yourself asleep, and its the most welcome sleep you've had the past week. It is also the most of vivid dreaming you might have had in a recent time - the impact of the ancient place for all you and the recent drugging from some of you - work to give you a series of deep dreams.

You awaken and the journey begins again, you role being part travelers and part caravan guards. The process is helped by the fact that several of the people seem to fully recover from their stupor, and even help out. You spot Ruggles Ironbeard - the town blacksmith - among the crowd, and he proves especially help to you all. Unfortunately, several of the nobles of the crowd also become fully aware, and they prove to be mostly useless - their voices ringing with complaints or crying at their situation. Itaden's authoritarian tone and Simon's diplomatic reassurances seem to keep any of them from becoming problematic or panicked.


Bit of an apology on not posting. Work stuff exploded on Monday, and I got buried. Will be continuing later this morning.


At Herral's eager inquiries, the ranger seems to flinch slighty. Nonetheless, he shows a wily grin and answers: "Quite well, oh inquisitive one."

As Herral scrambles around for breakfast, Dayle reaches into his pack and tosses him an apple. "For your troubles...I think you'll find it a bit tastier than those hardtack biscuits you've been munching on."

He proceeds to get the tea going, and offers some of the stores they have found as the rest for breakfast. Besides tea and water, there's a wineskin of a white wine; some dried rations and biscuits; and an egg mixture with some meat bits that Dayle's made. While basically trail food, after all your exertions, it seems positively robust and you recover some of your energies.

If you want to play this out more, just let me know. Otherwise, I'll be doing some exposition fast-forward having you catch-up and join the rescue train back to the village. Thoughts?


Sorry for the delay, folks. Had to work an unexpected double shift, and I've been out of it for most of the day. Moving on...

Mal & Will
You make your way out the pyramid through the main entrance without hinderance, although corralling deluded comrades makes for just as much effort as fighting a crazed cultist it seems.

As you arrive outside, you realize that the extra effort of getting your impaired comrades back has delayed your planned exit time. By the time you emerge, the valley is partially revealed by the light of the first hour of the morning. The sun would probably be even more illuminatinig if you weren't in this bowl-shaped vale.

Initially, you're struck at how calm everything is after last evening's chaos and battles. The remains of the goblin's camp is still there, but apparently Itaden decided to leave it a little cleaner. Dead bodies are no where to be seen, and the remenants of the campfires and damaged tents of been removed - leaving only the single larger prisoner tent.

The captives, soldiers, gear, and camels are all gone - leaving the ground before the pyramid much cleaner - although signs of last night battle still are visible. An obvious trail of a large crowd is visible leaving down the trail that leads out of the valley.

But you're not alone. Sitting under the tent, Daylen Vors leans against a tent pole - facing the pyramid's entrance. Nearby, Simon's charger munches on the remains of some feed while the ranger sharpens his sword to pass the time. He looks up initially with intensity, and then relaxes and grins when he see all your emerge. Standing up, he starts to walk in your direction.

Addy-

Spoiler:

Despite your fascination and interest in the Fountain of Lions, and all the wonderful things to see, your father seems intent on taking you to another part of the fair. The feel of cool mist from the fountains feels wonderful in the day's warmth. This is turning out to be the bigggest street fair you've ever seen!

As you round the founatin, the wide street known as the Avenue of Kings extends ahead towards the palace and courts of the Grand Prince. Why would you be going there, you wonder? The statues of the kings of old Taldor have always seemed a little imposing and scary to you.

Still, there seems to be a wonderful light beckoning from the street's end. As you proceed down and look upon the imposing figures of long ago, and you wonder for a bit if Mother - "an immortal lady" your father calls her - ever knew of them....

...and suddenly your are awoken from your dreaming. It takes you a few moments - blinking in the rising sun's bright light as fragments of imagery and memory melt away at the edge of your vision. You realize you are outside the pyramid (how?), and standing there with a copper piece in your sweaty palm.

1d20 + 1 ⇒ (8) + 1 = 9

Simon-

Spoiler:

With reassurances from the guardsman and stammering approval of Brother Malik (have you ever seen him so nervous?), you seem to be directed on through the Bazaar with the maiden and child. Despite the bustle, all seem to part away from you as you walk - perhaps knowledge of your Taldoran station has gotten out among these folk; maybe they fear you despite your recent change of faith.

As you round the Padishah's Well, you see that the guard is indeed taking you back to Citadel for confinement. Truly, this has been the greatest moment of release you've had yet - perhaps the truth of your new faith is finally gaining you trust. Maybe soon they'll allow you and your men to go home.

It would be drab end to your constitutional and lessons but for a brilliant light that seems to emanate from the Citadel. It is reassuring; mayhap Sarenrae's blessing has come upon you finally. You begin to wonder, how will I tell my family of this...

...and then it is as if awakening from a deep dream. In the morning light, you have to blink several times as images and memory flicker away the edge of your vision. The morning light bathes you, and warms your bones in a way you expect is small blessing from the goddess. You find yourself back at the pyramid's entrance with the rest of the group - the ranger you just recently met standing at the camp and greeting you.
1d20 + 3 ⇒ (13) + 3 = 16

Herral

Spoiler:

See above post - you should have snapped out if when you first got to the pool room. From that room to the exit and outside your see the same thing as Will and Mal.


William WyrdRune wrote:


Will wracks his brain, trying to figure out what was IN that accursed smoke cloud, whether not the effects will end, soon, or better yet, how to snap them out of it!

Without a true sample, you're not sure what the powder is in terms of poison and effect. Clearly, it's a hallucinogenic, and their behavior is similar to what you witnessed by the party-goers several days back.

However, what the people absorbed at the masquerade must have been more potent given their extreme behaviors compared to how Addy, Herral, and Simon are acting. And those folks seemed to keep that stupor for days! So maybe the duration of the effect will be similarly shorter - hours perhaps.

Suddenly, you brain starts getting alarmed about variables you didn't count for! Maybe it was the masks everyone wore? Or something with how the magic in the crypt interacted with the powder's effect - you all seemed to have a mild version of vivid nostalgia after all. Or maybe it's the pyramid?

You decide to stick with the optimistic answer that the effect will only last few hours.


I'll continue along, unless someone stops to check the "sites."

Mal and Will manage to "follow" their comrades down the rest of the hallway, past the secret door, then through the main chamber with the pool and corpses of the dead cultists. The entryway is just ahead.

You notice that, although the temperature isn't particularly warm in the passages, Simon seems to be sweating heavily and squints as you make your way. Addy and Herral look to have no such issues.

Addy-

Spoiler:

Vas utters something about pies and cellars - maybe he smells someone's fresh pies in a booth? He seems content to follow along for a bit.

The robed man seems to take your apology well, as sheepish look coming across his face. He utters something about needing help to your father and a priest who is following along, and then he trails along seemingly worried as the two of you take off to check out the rest of he fair.

Just as you approach the end of the street, you make your way up a side street - a sudden flash of memory of moving you along. As you crest the street, you find yourself looking not just at any square, but the Fountain of Lions plaza!

A large round fountain dominates the center of the area. The distinct Lions of Taldor shaped of white marble sit in its center - water pouring from each beast's mouth. It is a beautiful site, espcially with all the booths, vendors and hawkers around. Oddly you notice that several beggars lie about snoozing amidst the bustle.

Just as you stop to admire the view, Vas fidgits about to get free of you - uttering something about being in the clutches of a madwoman. But last you checked, you were just a girl...

1d20 + 1 ⇒ (4) + 1 = 5 You're still in the dreaming.

Simon-

Spoiler:

Brother Malik seems to take on a pained expression as the red-haired woman seem to say something. He looks at you sheepishly, seeming calmed from his earlier tirade. The maiden takes the boy's hand and is initially happily led away towards the Bazaar.

Despite the confusion, all of you move on in the rising heat of the day - Brother Malik and the guardsman seemingly unpreturbed by the wamrth. You continue to wind your way up and down several streets before you find yourself overlooking the road to the the grand Bazaar.

Rising warm winds; bright sunlight strikes you (clearly Sarenrae hasn't blessed you fully with her healing warmth this day); and smells of food, people, water, and animals mix and can be seen below. The most dominant feature is a great, covered well - its waters shielded by a canopy incorporated with a statue of the Padishah Emperor in a noble pose of contemplation as he looks upon the Qadiran people of his empire. As people make their way around, you take note that several beggars lie about - seemingly asleep or addled in the sun.

It is about this time that the boy seems to start yelling something about being kidnapped, snapping you out of your contemplations. But Brother Malik and the guardsman seem unconcerned with his childish protestations.

1d20 + 3 ⇒ (1) + 3 = 4 You're still in the dreaming

Herral-

Spoiler:

Despite your initial concerns about what's going, you quickly realize that there's a reason your Uncle doesn't seem concerned. As he and the red-haired woman (who looks nothing like your Aunt) move ahead and take you around a series of tunnels in the cellar that lead you to a new cavern they have been digging under the house. You don't remember this before, but it looks amazing!

All sorts of gemstones dot the walls in an array of colors from bright yellow to deep indigo. Most interest is that it looks like your Uncles have been working on some kind pumping/digging machine (maybe that was the conversation you heard earlier...). It's a massive thing that's tied to a water well underneath it. The only thing that concerns you is that several people you never seen look to be lounging about the cavern (workers?) asleep while the machine bellows and pumps.

It's about this time that you get the feeling this strange woman has something to do with this....

1d20 + 3 ⇒ (7) + 3 = 10

...and then suddenly it is as if you have awoken from dream. You have to blink several times - bits of people and things you don't remember still at the edge of your vision - but you are definetly back in the main chamber in the pyramid. How you got here you're not sure.

Will is close by with a concerned look. Addy is standing there with a lost look in her eyes - staring at the room - and holding your hand. Will seems to be steading Simon as they walk behind you - the paladin seems to sweating profusly and also has a glazed look.

The main chamber is as you last left it. The large pool of water remains the same and the bodies of the dead cultists lie where you felled them.


Since Will and Mal are the only ones seeing normally, the question is do you open the bars again or try to corral the wayward comrades into some semblance of order?

If Will decides to open them...
Now that you know the sequence, opening them without endangering anyone is done easily - the silvery bars disappearing into the stonework while you exit.

Herral:

Spoiler:

Your uncle makes his way to the fracas involving the cellar doors. With an annoyed look and uttering something about that blow "knocking some sense into you," he gives the doorframe a quick blow that pops the doors open. A rich loamy smell of earth and turnips wafts out of the cellar as you look beyond the doors and see the display of wine racks, barrels, and bric-a-brac of metal pieces he keeps here.

Addy:

Spoiler:

The robed man approaches you and Vas as the boy rubs his chin from the collision. His look is rather stern, with fire in his eyes he scolds you both for your lack od attention. He then moves to the side gate and pushes open to reveal the rest of the alleyway that leads to more booths and games around the fountain. Somewhere, the smells of fried sweetbread and sounds of a horns can be heard.

Simon:

Spoiler:

In one of the rare occasions in your experience, Brother Malik loses his patience with the maiden and the child. Something about having to be careful with a gate and how may the Goddess protect him from careless children. As he lectures them on the policy of proper respect for elders, he opens the gate to reveal the market area beyond. Stalls are visible and the strange odors of spiced meat and camel dung mix in the more oppressive heat that bears down on this area.

The guardsman's response is curt and accompanied by a shrug. Despite his Andoran features, he seems remarkably cool in the heat - as if not even bothered by it.

DM Note - just wanted to give you guys a chance to play this out. If you want me to move ahead to the exit, I'll try to highlight and pick up the pace.


Herral-

Spoiler:

You make your way outside - it is a cool and cloudy day, but no signs of emminent snowfall is apparent. The trees around the house seems closer today as you find yourself rounding the house and heading for the cellar. Usually it's a quick move to pop open the cellar doors to get the wine, but the doors are stuck as you try to fling them open and you wind up conking your head. Nothing terrible - but the this time of year the water tends to make doors swell. You really need to talk to your uncle about your new idea of a portable furnace to dry them out.

It looks like your aunt has followed you outside.

Fort:1d20 + 3 ⇒ (14) + 3 = 17
Take 1d3 ⇒ 3 - this is nonlethal damage.

Addy-

Spoiler:

As you follow Vas, he runs down a street - it looks like he's headed for a nearby fountain, but he doesn't see the gate someone has setup. He winds up conking his head on the gate. You also notice that one of the men your father was talking to is following you. He is wearing some robes - perhaps a magistrate or some nobleman? He's muttering something about wanting some wine and pies - maybe he was hoping you could go get them?

Simon-

Spoiler:

As your finish your inquiry of the guardsman, the child runs off in the direction of bazaar down the street. Just as suddenly, the red-haired maiden drops her water jug; chatters at the guardsman something; and goes after the boy - yelling something in Qadiri.

Brother Malik seems to have not heard your request. He mutters something about wine and pies and then dashes off after the maiden and child. The day has grown a little more cloudy, which reduces the heat and makes the walking at least pleasant.

Will & Mal -
As you follow the dashing around, you spot Herral make his way as far as the closed bars in the hallway with no hinderance. However, once he is there - and without hestitation - he tries to keep moving forward and promptly slams right into the bars. An uninhibited charge like that should have knocked him out, but the halfling seems unperturbed by the blow - despite the bleeding from his jaw.

Nice job one and all. :-)


Malatar Kane wrote:


Quickly, Mal re-opens the trapdoor and grabs the stuff within (sans skeleton) – bags, dagger, sword amulet. His own sword sheathed, he takes the one from the trap door in hand and shoves the rest of the stuff in his pack...

The bastard sword you pull out feels surprisingly balanced and comfortable in your grip. DM note - it's masterwork

All that remains of the skeleton is the skull, ribcage, and part of the arm. It looks like the remains were intact, but that they were shoved aside - likely to make room for the contents you found. Also, based on the small pieces you found, this man was once decorated in full armor and regalia.

The only thing misread from before is the amulet. Once you grab it, you realize it is much older - the silver stone it is made of shows pitting and tarnish. But the blue stone in its center still retains its color and shine.

Mal

Spoiler:

As soon as you grab the amulet, the presence you have sensed disappears. You also note the stone looks the same shade of blue as the eyes of the woman in the vision.


Mal & Will -

Based on the behaviors you've seen, it looks like whatever hit them must be similar to what affected the people at the masquerade party. But how long this will last or what the side effects will truly be.

You didn't hear any clicks or trips to imply the trapdoor's surprise was reset, so opening it a second time has no effect if you choose to do so.

Herral exits via the first entrance you came in, pushing past the frosted glass doors and up the hallway. The good news is he'll only get so far and there are no traps that you know of. Bad news is he'll probably windup crashing into the metal bars that blocked the hallway unless someone catches him.

DM Notes -

Spoiler:

1d100 ⇒ 70
low = gate room
high = pyramid exit

Perception: 1d20 ⇒ 6


Mal & Will -

The two of you witness what looks like a pouch release from within the trapdoor when Herral opens it. A yellowish powder hits Herral squarely in the face and fine mist of the material spreads across the room quickly from there. Before they can react, Addy and Simon inhale a deep gulp of the gas and begin coughing heavily immediately. Fortunately for you two, you react quickly enough to cover your mouths and eyes from the material.

You cough a little and a slight feeling of vertigo takes your senses for a moment, but whatever the cloud is dissipates quickly and you manage to keep you wits about you. When you look up again, everything looks normal and trapdoor is now open to reveal a large compartment.

More obvious is the fact that your three comrades didn't recuperate quite so well. They are standing around glass-eyed with a look of euphoria and unresponsive at the moment.

The trapdoor reveals the remains of a skeleton plus two small bags, a dagger, a sword, and an amulet. Your first assessment is that aside from skeleton, the rest of the items are more recent additions to the compartment.

Mal-

Spoiler:

During your momentary disorientation, you feel swept back to your days in Andoran after you "retired." There's a brief moment of remembering your home there, sitting and reading after a day's work. Kaylee is there singing again as she works on a tapestry loom. Although she looks like her - her hair; skin; and eyes look distinctly unlike her own. She looks Azlanti; and she turns and looks at you with eyes as blue as ocean, and says:

The field is cut and bleeds to red
The fireball flies 'round my head
The healer may count me dead
But I've gone to find my ain true love

Just moments of this pass, and then you snap back to reality. After you recover your senses, the feel of a woman's presence is even stronger than before.


Herral, Addy, and Simon-

Spoiler:

A blast of some kind dust and gas shoots out from the trap-door, and the three of you immediately inhale it before you can react. You suddenly feel very relaxed and fall away as in a sleep, but your dreams are vivid and you find yourselves rushing back to the memories of before. You are awake, but the world is as you see it, not the tomb and actual surroundings before you.

DM Note - You can certainly move around and talk, but it is as if you are interacting with your dream world - which seems to be mix of memory and fantasy.

Herral -

Spoiler:

You find yourself back in your Uncle's home. It is warm, with plenty of food and drink as if enjoying a winter's feast. Around you are your three uncles and one aunt chatting away around the hearth. The conversation seems to surround someone's latest invention....

Addy -

Spoiler:

You are back home in Oppara. You are at a street fair, your father and two of his friends are close by talking and drinking. The smells of food; the sounds of dancing music; and the site of carnival games ring in your ears. There's a smaller child who was a friend of yours close by, staring at the sites in a dreamy state....

Simon -

Spoiler:

You are back in Qadira; in the time before your release. You are in the town's square, near the drinking well. You find yourself sitting with Brother Malik - who often dicusses the mysteries of Sarenrae. Nearby is a maiden taking water from the well; although she looks Qadiran her hair is strinkingly red and she wears no scarf upon her head to shield her from the sun. There's a boy sitting nearby staring dreamily in the afternoon sun. Your Qadiran chaperone/guard stands nearby...although he looks vaguely Andoran and wears chainmail in this heat...


Hate to pull an evil GM move under the circumstances, but...

Herral - please make a Fort save DC 15. If you have any bonuses versus poisons, etc., please apply.

Everyone else - please make a Fort save DC 10. If you have any bonuses versus poisons, etc., please apply.

Everyone - If you make the save, please give me a perception check.

More to follow shortly.


William WyrdRune wrote:
"Um, I was a bit,... distracted, when we first entered this room. Did anyone check to see if the trapdoor is,... well, trapped?" "Or locked?

Addy didn't turn anything up. As far as to whether it's locked or not, I don't think anyone checked before you were distracted by the shimmering door and lock and departed the room.

Nothing has changed in the room since last you saw it. The "memory effect" from before is still there, but knowing it seems to dampen its impact and none of you has visions again.


OK. If you are stopping to check the trapdoor, how would you like to proceed? Try opening as is; tinkering around with the crypt vault covers again; etc...

Please advise. ;-)

Mal-

Spoiler:

Upon entering this room again (the vault room with the murals and crypts), the feeling of...(nostalgia? memories? loss?) seems to come upon you again. You can't help but feel a woman's presence near you (and its not Addy).


DM Note - I am assuming that the group will return to the surface.

Unless you plan on doing further investigations in this room; stopping to check out the trapdoor in the crypt vaults room; or look around some other part of the pyramid - I will move further with the narrative once you arrive at the pyramid's entrance.

No pressure if you want to poke around more or do some RP stuff, just checking before I do so. Comments?


It takes Herral a little effort to dislodge the crystal, and he quickly discovers that it is HOT!!! He dances around for a bit juggling it like hot potato before finally being able to handle it normally.

The emanating power makes the hair on his head and feet stand on end - giving him the look of a shocked porcupine. While a look of annoyance is obvious, he is otherwise unhurt by the action.

When the halfling pulls the crystal, all the noise and energy that suddenly arose just as quickly dims and dies out. The room returns to merely having the ambient glow; the table and it's symbols goes dim; the green stone falls off the table's edge and is flung away by the momentum it had picked up rotating; the archway's glyphs return to looking unremarkable; and the feeling and smell in the air subsides - leaving only the slight warm sensation you first noticed. The room's magic dims and returns to almost as you had found it.

The crystal looks a little smaller than when you placed it in the slot, but you'd guess it is servicable to do whatever it is supposed to do.

Other than the searching you have done, nothing else had changed in the room since your initial entry.

Spoiler:

1d20 + 4 ⇒ (10) + 4 = 14
1d20 - 1 ⇒ (18) - 1 = 17


DM Note - As far as how you guys want to play this out is your choice. In case it matters:

Herral-

You get the sense from your tinkering that it is possible to remove the crystal and shut the system down. You might get singed, and you have no idea what that will do to the mechanisms involved. But hey...its possible.


DM Note - In case anyone wants to know, all your searching and study has left you with about 20 minutes to do "something", if you plan to return back outside and leave with Itaden's planned departure.


Herral Hinn wrote:

"Did I say that my family thought I could be a mage? Not like an archmage or anything but maybe a war wizard or a cool sorcerer. I have a knack for these things. Gimme the crystal and stone I can do this. All you need is lucky fingers."

Use Magic Device 1d20+7, whistle for a slice of luck 1d20+7

"How about that!"

How about that indeed. Nice roll!

Despite the halfling's casual demeanor, there's a sudden brilliance worthy of a master craftsmen in his movements. With a swift series of motions, he places the broken crystal into the central hole in the table and turns it until it locks in place.

The table immediately responds - the crystal shines with a deep cerulian color that makes the five studs light up with a similar color. Similarly the columns of letters on the table also illuminate as if they were made of stained glass in a shade of blue. A deep vibration in the floor indicates something as been awoken beneath your feet.

Just as deftly, Herral takes the green stone and places it at the edge of the table, below the letter columns. It seems to lock itself so that it can slide around the table perimeter, the compass arrow embedded into the stone acting like a pointer to indicate a specific letter on each column.

As soon as he does this, a slight whine like a high whistle briefly is heard and the archway begins to illuminate in a white light as the runes engraved on its shape seem to come alive. The air in the room grows slightly warm; a feeling akin to bees' buzzing caressing everyone's skin; and the smell of air before a thunderstorm permeates the room.

The archway itself - despite all this activity - still only faces a bare wall.

Herral:

Somehow - not sure how - you get the feeling that the crystal's damaged state will only allow for the device to operate for a short time before it burns out. That's apparently part of the process - it uses the crystal as fuel.

To activate the gate - maybe something you remember your family doing in their magic work - all you need to do is put in a word. With Will providing the proper translation, you should be able to enter the right sequence of symbols from the unknown language (to you).


Malatar Kane wrote:

“Miss anything?” Then to Will. “What’s Cynidicea?”

For the sake of summarization, since its been several pages back. Will would be able to relate the following recap. I'll let Will put his own spin on how he explains it, but in any case:

Citing an old Pathfinder's incomplete journals (by the name of Holan Parrini), he explains that the legends of Taldor's founding implies that the somewhere in the country there existed a true Azlanti colony called Cynidicea. Nearly as mythical as the ancient empire itself, what happened to it; and it's role in the creation of the Taldan nation is mostly questionable tales and legends that usually involve Aroden.

As you all have seen from the imagery and writing in this pyramid, the couple entombed here were clearly the rulers of Cynidicea, and they were members of that vanished human empire. It seems they battled tne beast Zarga at some point, but how this impacted Taldor or Cynidicea isn't known from either the records or materials you've found.

From a historical perspective, you could be looking having discovered an obscure part of both Azlant's and Taldor's histories. An amazing find in many ways.

Let me know if that helps...please feel free to interject any additional things.


Malatar Kane wrote:


Of the stuff Mal found in the crates, he showed it all to Will and Addy. If they think any of it might be useful in figuring out stuff about this place, he gives it to them; otherwise he puts the crystal vial, the old Azlanti style mask, and the piece of bluish crystal in his pack, packing them carefully with the paper from the crates – figuring they might be of interest to the Society, or worth a few coins on the open market if not. The papers he gives to Will and Addy. Note: Update character sheet.

If the cheese, crackers and wine seem edible / drinkable based on a visual and olfactory examination, he will take them too.

Mal's observations are that:

1) The wood that makes up the table and crates isn't wood at all - its some kind of dense fungus - like a mushroom.

2) Despite its thiness, the glass is actually quite strong - actually surprisingly so given its age. You would expect it be brittle - but it resists your gentle pushing.

3) The foodstuff and drink all seems edible, if not very attractive. Of course, you've lived on much worse in your soldiering life. The wines smell a little sour, but both look to be drinkable.

4) With Will and Addy assistance, you all realize that the bluish crystal and the fragments found in the hole in the table's center are the same. Meaning that inserting the crystal into the table's center plays a part in the process that you clearly (and maybe surprising to Will) have explained so well from a mechanical standpoint.

5) The stone box is empty when you examine it, but has a lining that once held several objects. The shape of the impressions in the lining matches a couple of things: a vial shaped outline similar to the empty one you found; and also an outline formed like the crystal you have, but unbroken in shape. The third impression is undefined, so you don't know what was in there.

Quick recap:
The blue crystal goes into the table's center. The green stone looks like it does something to the table's letters. The small studs on the table's edge remain a mystery. By activating the archway, the device will someone transport you to several locations that you have mentioned (tomb, a temple, a monument, a shore-line, or some place called Cynidicea - to quote Mal). Which is which and what happens remains unknown.

DM Stuff:

Spoiler:

Knowledge (Engineering) 1d20 + 6 ⇒ (1) + 6 = 7
KNowledge (Engineering) 1d20 + 5 ⇒ (20) + 5 = 25


Adelaine Harthos wrote:

(why do I want to call Will "Daniel" and Mal "Jack" all of a sudden? And if anyone named "Apophis" comes through, I'm gonna be ticked ...). She starts playing around a little, seeing if she can make it work.

I know - I was trying to avoid the obvious parallel, but its what came to mind to me as well. Nice one! ;-)

Addy figits around with no luck, and in frustration smacks the green stone on the table. Doing so makes one of the Azlanti letters light up. After a few minutes of glowing, it fades out. Nothing further happens in terms of activity.


DM Note - If you have questions on activating the gate - assuming you want to do that, feel free to ask.

If there's something else that is not clear or you need details on, please advise.


Mal

Your observations of the skeletons discovers a few things. The first is that there is an incredibly thin, almost-invisible pane of glass recessed into the alcoves that seals the skeletons within each alcove. You almost hit it as you reach to examine them.

The second is that the skeletons' bones are marked with runes of some kind - something you don't recognize. You also note that they are larger then a human-sized frame; you'd guess they are ogres' bones given their shape and size.

Finally, apparently hanging out with Will is starting to rub off, as you realize that the weapons and armor they each bear is definetly not Azlanti in style. You've heard him talk and mention enough to realize that they are much older than most of the materials you've seen - which might explain the reason for the sealed glass.

DM Note - I still need a Knowledge roll from you.
DM Note #2 - do you plan on keeping any of the materials you've found?

Mal

Spoiler:

The feeling you've had seems to have diminshed even more. It's more like a constant, vague memory now.

DM Note:

Spoiler:

Perception:1d20 ⇒ 15
Knowledge:1d20 + 1 ⇒ (7) + 1 = 8


Will-

The writing on the scrap of paper can be read, it's an Azlant dialect but it shows signs of corruption - at least as far as there are elements of other languages in the mix (Elven, Dwarven, & Old Taldane).

Policrates,

It is Neheshru's mission to follow Zarga's will; that part of the plan will not be altered. If She can be awoken, our dreams will be accomplished.
However, I am preapred to look for resources to hold Cynidicea against the other factions while we gather the materials we need for the summoning that will mark the rise of the true Azlanti. That is your role in this - advisor and surveyor.
We know the gate will not open between the heretical monument and Cynidicea proper. That is why must use the bypass entrance found in the Taldan King's tomb. I hold no respect for this mongrel; remove his remains and plunder the tomb for useful things. We will require them.

If the documents are true, you should find other materials at the other sites. Once Neheshru has sanctified the pyramid, you should be undisturbed. My diviniations show the site has been buried for centuries, no one should trouble..........

At this point the scrap has been torn and the rest of the message has been lost by whoever ripped the page.

Spoiler:

Linguistics check:1d20 + 8 ⇒ (14) + 8 = 22

1 to 50 of 301 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>