Male Human GM
Hey there DM Devon, it's Artemis from the Kassen game. I wouldn't mind throwing my hat into the ring. I'm thinking of keeping it simple. Perhaps either a mercenary looking to sell his services to Fort Rannick or perhaps one of the surviving rangers. (You're moving into book 3 right?) Brief concept would be a straight up Fighter focusing his feats on archery. Half-orc. Personality-wise, he'd be a mix of Hawkeye (I like Renner's take) put of the fight while focused and merciless in the fight. He'd be in for the chaotic banter and cynicism, especially if I go with the mercenary angle. Perhaps there's an "idealistic remnant" within him seeking to join the Ode of the Black Arrow? Is the start up build info at the top of the recruitment thread? Should I be at 6th or 7th level? What sort of coin am I playing with for equipment? If the basic concept works, let me know and I'll write him up.
Hey, Mohktar has ancestry there but he doesn't speak the language. ;) Hells, had I not given him a higher diplomacy for social engagements, I was even going with him having the monk vow of silence. But it doesn't work too well in PbP. I'm having him coming off the vow recently after observing a time period serving in the Absalom monestary.
Ok, here's my first pass on my Monk. Just making sure the selections look good. I've still got some regular gear to buy. .. Mohktar:
... Mohktar
Ranged chakram +10/+5 (1d6+2/x2) Special Attacks flurry of blows, ki strike, cold iron/silver, ki strike, magic, stunning fist (8/day, DC 16) --------------------
Special Abilities
As far as backgroud, Mohktar is named after his grandfather, a native of the Isle. Over the next generations his family found themselves in service to the monastery in Absalom. Over the years Mohktar has been influenced by the various disciples of Irori who called the City home at one point or another. But his heritage and his name calls him home to the Isle. To learn why his father loved the place so, and to make pilgrimage to the home of Irori, Mohktar sets sail southward. Just a beginning, I'll finalize in the next day or so... -------- @Niles: Did you pass thru Absalom? Is that where we want to have met? The connection is easy enough with a shared Vudran ancestry, but I wanted to flesh out a few details on the introduction.
Sorry, Boss, missed adding the link and my phone auto corrected the term. It's the Latent Psion. Niles: I don't mind picking up the life debt. I'm leaning towards the monk and he'll be LN and honorable, so he won't be abusing the connection. He's a strict adherent to Irori and (as I'm shaping his back story) traveling to the Isle of Jalmeray on pilgrimage and to honor his grandfather who was born there. (Hence the Latent Psion trait) What do you think?
I'm curious too. How's the group fixed for healers? I can go wit the pally so we have offense and healing, plus his design has decent diplomacy. Otherwise I'll go with the monk because he'll dish out some better damage. My character concept (personality and background) can fit either class. plus, I'm looking the Indian vibe. Now I'm getting a better image in mind. Mr Fang, any objections to picking up the Last Psion trait for vudra? Tossing it around as part of the pc's ancestry.
Question to GM and all: For my monk character; I'd like to get my hands on the more exotic weapons (like the double chain kama | nine-ringed sword) but concerned that it would be out of place or just not available in Westcrown. For my background going for training in Absalom, could it be I acquired such weapons there? Or could I get creative and have a Cheliax version of said weapons?
Just reaffirming my interest and verifying if I need to add anything to his concept. Thanks!
Outside Delvehaven:
Corbould looks down at the wayfinder and thinks of his parents. Dust and cobwebs and just the right hints of dark magic separates him from the Lodge. That and the Watch patrols. "You don't have what is needed now, Corbould. Go back to House Darius before you're missed." He slips the instrument into his pack and says nothing. Milroy scratches at his beard and gives a nudge. "Let's move." Corbould backs into the alleyway and turns as soon as he can no longer see the last guard. Milroy is close behind, his gnomish legs doing well to keep up with his human counterpart. "What news from the City?" "Your father sends his congratulations." "Is he going back to the Embassy next month?" Corbould signals for silence as they arrive at the next corner. After determining it's clear he continues. "Or will he seek further study?" "With you at Emile's side, there's little reason for him to return. Your employers are lenient if anything." Corbould grunts. "He's older. More like they see him as too old to continue his post." "Will you continue?" Milroy takes that tone which the other finds quarrelsome. He stops short and rounds on the other. "I keep my word, Milroy. Doubt all you want, but my parents raised me well." The gnome holds up his hands and smiles nervously. "Have to check, now. Things are going to get worse before..." Milroy drops his hands and shrugs. [b ]"To be honest, they're just going to get worse until we can get in there."[/b] Courbold's brown eyes leave the gnome and go back the way they came. "Too much at stake, I know." He looks back to Milroy. "I won't falter. You can tell them that for me." "You can't be sure she's in there...so much time has passed..." Milroy's hands go up of their own accord as he hurriedly continues, whispered words like rushing wind. "She disappeared from the city. You know the rumors, so many are taken and never seen again. Aurelia may not have gone in..." "You know as well as I that if she'd been taken, they'd have come for me by now." Courbold's hands knot into fists, his feet shifting his weight as the Drifting Tree stance of his posture expresses his conviction and readiness. "If she's not in there, then I honor her and my father by following their work." Milroy simply nods and gestures towards the south. "Go on then. I'll meet you again next month." Corbould relaxes his stance and his fists. "So be it. Leave word with Marcum in the Fiddler's Works this time. Lilliar is going to be moving to the north soon." Without waiting Corbould departs into the Chelish night and for the banners of House Darius. Tomorrow Emile and Staeven would be going to the docks to oversea shipments. It would be up to Corbould to see that Emile continued his training. Character Concept (Human Monk):
. Corbould Portos is the son of a Chelaxian man and a Absalom woman. His father is part of a line of Irori monks charged with the training of House Darius in the art of for sonar combat. In return, the minor nobility brings these instructors to the temple in Absalom to perfect their own training while the noble house conducts business via the Chelish Embassy. It was during one of these periods in Absalom that Courbold's father Heluo met his mother Aurelia. The former there at the temple of Irori, the latter in the same location as part of a project for the Forae Logos. When speaking of their meeting, his father would say, "such moments in life are like resonance of rain upon a parched land." Time and the tolerance of his noble employers saw Heluo and Aurelia married and returning to Cheliax. He continued in the service of the House as Aurelia continued her work as a scholar and writer. But years later, his mother's past emerged. While truly in love with Heluo, her old loyalties also to called her. In her youth, she'd been a part of the Pathfinder Society, something she'd kept secret from husband and son. Now in Westcrown, Aurelia had proximity to the Delvehaven, the long ago restricted Lodge which had been the center of her studies back in Absalom. Heluo had a choice; support his wife and risk their family's destruction at the hands of the authorities. Or not support her, even turn her in, and risk the destruction of their family from within. The choice was not easy, but there was little he could do but respect his duty as a father and a husband. He chose to aid her when he could, but it could never be to jeopardize House Darius or their family. Years later, when it came time for Corbould to assume the position of a trainer in House Darius, his mother disappeared. Months of searching yielded nothing. It was assigned though she'd simply left. Long after hope had departed and Corbould had journeyed to Absalom for training as dictated by House tradition, the Pathfinders sought him out. There offer, to aid in the search for his mother, and in return, he would aid their people in Westcrown in gaining entrance into Delvehaven. Duty is everything to Corbould, a quality ingrained in him by his parents and honed by his training in the temple of Irori. His code allows for nothing less than total honesty to himself, knowing that allowing self deception is a fool's gambit. He would help the Pathfinders and honor his parents. ------ Basic concept is a monk who is part of a long line of trainers tied to a minor Chelish house. If it's okay, I put a twist on the Campaign Trait Pathfinder's Exile to tie in his obsession with the Delvehaven. Courbold's Personality:
. He is driven by an internal code of stringent honor. Family is always first in his eyes, then duty to Temple, then to House Darius who's seen their way to being benefactors of a train sending able warriors to the service of Irori. He sees the perfection of his body as perfection of the spirit. Without seeking this perfection, he cannot seek to accomplish his obligations. Always Always at his core is the desire to find out what happened to his mother. Did she allow her obsession with Delvehaven to claim her life? Corbould must know... He is quiet for the most part but prone to drawing conclusions too quickly. This personal fault has lead him to focus on grappling in his martial studies. This way, with an opponent subdued, he had more time to apply proper discernment. Corbould (crunch): Corbould Portos Human (Chelaxian) Monk 1 LN Init +8; Senses Perception +7 -------------------- Defense -------------------- AC 17, touch 17, flat-footed 13 (+4 Dex, +3 Wis) hp 11 (1d8+3) Fort +4, Ref +6, Will +5 -------------------- Offense -------------------- Speed 30 ft. Melee
Ranged
Special Attacks
Base Atk +0; CMB +2 (+4 grapple); CMD 19 (21 vs. grapple) Feats
Traits
Skills
Languages
SQ
Combat Gear
--------------------
Crushing Blow (-3)
Flurry of Blows -1/-1 (Ex)
Improved Grapple
Improved Unarmed Strike
Stunning Fist (1/day, DC 13)
Stunning Fist (Stun) (Ex)
The Pathfinder's Exile
Unarmed Strike (1d6)
Wisdom in the Flesh (Knowledge [religion])
I like the look and feel so far, so Mr. Budd has my interest. So much so that I'm brushing up on my Magnimar districts so I can flesh out my Legate Bacarov. As to that, with him being a detective type, I was writing up a scene and had him investigating a corpse. For the anatomy portion and/or identifying wounds, would you consider that a Heal Check? Or another skill? I want to make sure his stats lineup with mmy the fluff I'm writing. Thanks again!
So my idea is for a detective archetype for the Bard. A person who works with the city watch researching crimes and developing profiles. I've geared his spell selection and skill set in that direction. He's currently working on a case with similar traits as the one involving the missing tax collector. Certain officials heading outside of the city coming up missing. But in the other cases those investigations involved properties owned by various nobility in the city. This is different, but may benefit from his expertise. Let me know if this idea appeals to you, and I'll start fleshing out his background further and developing contacts and perhaps cover one of his cases. Sebastian Bacaraov: Male Human Bard (Detective) 3 (Pathfinder RPG Advanced Player's Guide 0) LN Medium humanoid (human) Init +2; Senses Perception +9 -------------------- Defense -------------------- AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 18 (3d8) Fort +1, Ref +5, Will +4; +4 bonus vs. illusion and to see through disguises and protections against divination -------------------- Offense -------------------- Speed 30 ft. Melee dagger +4 (1d4/19-20) and . . dagger +4 (1d4/19-20) and . . masterwork cold iron shortsword +5 (1d6/19-20) and . . sap +4 (1d6 nonlethal) Ranged shortbow +4 (1d6/×3) Special Attacks bardic performance 10 rounds/day (careful teamwork, countersong, distraction, fascinate, inspire competence +2) Bard (Detective) Spells Known (CL 3rd; concentration +5): . . 1st (4/day)—cure light wounds, deadeye's lore[UC], see alignment[UC], sow thought[ARG] (DC 13), unbreakable heart[ISWG] . . 0 (at will)—daze (DC 12), detect magic, light, open/close (DC 12), sift[APG], unwitting ally[APG] (DC 12) --------------------
@Shadow of Westcown - I just know what's in the player's guide at this point. The blurb on how monks might find themselves in Westcrown was intriguing, and the Exile campaign trait appealed the most to what I had in mind for the pc. Why? What sort of bed am I making for poor Corbould? If things look good so far, I'll flesh out the two or three contacts I mentioned in the write up and maybe clean up a few things in the piece. (I wrote it pretty late, heh) Also, forgot to include my first pass on stats... Corbould Stats (rough): Corbould Portos Human (Chelaxian) Monk 1 LN Medium humanoid (human) Init +8; Senses Perception +7 -------------------- Defense -------------------- AC 17, touch 17, flat-footed 13 (+4 Dex, +3 untyped) hp 11 (1d8+3) Fort +4, Ref +6, Will +5 -------------------- Offense -------------------- Speed 30 ft. Melee darkwood quarterstaff +3 (1d6+3) and . . handaxe +4 (1d6+2/×3) and . . handaxe +4 (1d6+2/×3) and . . unarmed strike +4 (1d6+2) Ranged shuriken +4 (1d2+2) Special Attacks flurry of blows, stunning fist (1/day, DC 13) -------------------- Statistics -------------------- Str 14, Dex 18, Con 14, Int 10, Wis 16, Cha 12 Base Atk +0; CMB +2 (+4 grapple); CMD 19 (21 vs. grapple) Feats Crushing Blow[UC], Improved Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Finesse Traits the pathfinder's exile, wisdom in the flesh Skills Acrobatics +8, Knowledge (history) +4, Knowledge (religion) +7, Perception +7, Profession (teacher) +7, Sense Motive +7, Stealth +8 Languages Common SQ ac bonus, stunning fist (stun), unarmed strike Combat Gear caltrops (2); Other Gear darkwood quarterstaff, handaxe, handaxe, shuriken (10), backpack, masterwork, grappling hook, impossible papyrus, iron spike (2), scroll case, silk rope (50 ft.), waterskin, 283 gp, 9 sp -------------------- Special Abilities -------------------- AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Crushing Blow (-3) Stunning Fist reduces target's AC Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action. Improved Grapple You don't provoke attacks of opportunity when grappling a foe. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack. Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio The Pathfinder's Exile Receive a magic compass (+2 survival to avoid being getting lost, light on command) Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes. Wisdom in the Flesh (Knowledge [religion]) Knowledge (religion) becomes a Wisdom-based, class skill.
Here's my submission - fluff first as it were. Outside Delvehaven:
Courbold looks down at the wayfinder and thinks of his parents. Dust and cobwebs and just the right hints of dark magic separates him from the Lodge. That and the Watch patrols. "You don't have what is needed now, Courbold. Go back to House Darius before you're missed." He slips the instrument into his pack and says nothing. Milroy scratches at his beard and gives a nudge. "Let's move." Courbold backs into the alleyway and turns as soon as he can no longer see the last guard. Milroy is close behind, his gnomish legs doing well to keep up with his human counterpart. "What news from the City?" "Your father sends his congratulations." "Is he going back to the Embassy next month?" Courbold signals for silence as they arrive at the next corner. After determining it's clear he continues. "Or will he seek further study?" "With you at Emile's side, there's little reason for him to return. Your employers are lenient if anything." Courbold grunts. "He's older. More like they see him as too old to continue his post." "Will you continue?" Milroy takes that tone which the other finds quarrelsome. He stops short and rounds on the other. "I keep my word, Milroy. Doubt all you want, but my parents raised me well." The gnome holds up his hands and smiles nervously. "Have to check, now. Things are going to get worse before..." Milroy drops his hands and shrugs. [b ]"To be honest, they're just going to get worse until we can get in there."[/b] Courbold's brown eyes leave the gnome and go back the way they came. "Too much at stake, I know." He looks back to Milroy. "I won't falter. You can tell them that for me." "You can't be sure she's in there...so much time has passed..." Milroy's hands go up of their own accord as he hurriedly continues, whispered words like rushing wind. "She disappeared from the city. You know the rumors, so many are taken and never seen again. Aurelia may not have gone in..." "You know as well as I that if she'd been taken, they'd have come for me by now." Courbold's hands knot into fists, his feet shifting his weight as the Drifting Tree stance of his posture expresses his conviction and readiness. "If she's not in there, then I honor her and my father by following their work." Milroy simply nods and gestures towards the south. "Go on then. I'll meet you again next month." Courbold relaxes his stance and his fists. "So be it. Leave word with Marcum in the Fiddler's Works this time. Lilliar is going to be moving to the north soon." Without waiting Courbold departs into the Chelish night and for the banners of House Darius. Tomorrow Emile and Staeven would be going to the docks to oversea shipments. It would be up to Courbold to see that Emile continued his training. ------ Character Concept (Human Monk):
. Coubold Portos is the son of a Chelaxian man and a Absalom woman. His father is part of a line of Irori monks charged with the training of House Darius in the art of for sonar combat. In return, the minor nobility brings these instructors to the temple in Absalom to perfect their own training while the noble house conducts business via the Chelish Embassy. It was during one of these periods in Absalom that Courbold's father Heluo met his mother Aurelia. The former there at the temple of Irori, the latter in the same location as part of a project for the Forae Logos. When speaking of their meeting, his father would say, "such moments in life are like resonance of rain upon a parched land." Time and the tolerance of his noble employers saw Heluo and Aurelia married and returning to Cheliax. He continued in the service of the House as Aurelia continued her work as a scholar and writer. But years later, his mother's past emerged. While truly in love with Heluo, her old loyalties also to called her. In her youth, she'd been a part of the Pathfinder Society, something she'd kept secret from husband and son. Now in Westcrown, Aurelia had proximity to the Delvehaven, the long ago restricted Lodge which had been the center of her studies back in Absalom. Heluo had a choice; support his wife and risk their family's destruction at the hands of the authorities. Or not support her, even turn her in, and risk the destruction of their family from within. The choice was not easy, but there was little he could do but respect his duty as a father and a husband. He chose to aid her when he could, but it could never be to jeopardize House Darius or their family. Years later, when it came time for Courbold to assume the position of a trainer in House Darius, his mother disappeared. Months of searching yielded nothing. It was assigned though she'd simply left. Long after hope had departed and Courbold had journeyed to Absalom for training as dictated by House tradition, the Pathfinders sought him out. There offer, to aid in the search for his mother, and in return, he would aid their people in Westcrown in gaining entrance into Delvehaven. Duty is everything to Courbold, a quality ingrained in him by his parents and honed by his training in the temple of Irori. His code allows for nothing less than total honesty to himself, knowing that allowing self deception is a fool's gambit. He would help the Pathfinders and honor his parents. ------ Basic concept is a monk who is part of a long line of trainers tied to a minor Chelish house. If it's okay, I put a twist on the Campaign Trait Pathfinder's Exile to tie in his obsession with the Delvehaven. Courbold's Personality:
. He is driven by an internal code of stringent honor. Family is always first in his eyes, then duty to Temple, then to House Darius who's seen their way to being benefactors of a train sending able warriors to the service of Irori. He sees the perfection of his body as perfection of the spirit. Without seeking this perfection, he cannot seek to accomplish his obligations. Always Always at his core is the desire to find out what happened to his mother. Did she allow her obsession with Delvehaven to claim her life? Courbold must know... He is quiet for the most part but prone to drawing conclusions too quickly. This personal fault has lead him to focus on grappling in his martial studies. This way, with an opponent subdued, he had more time to apply proper discernment. Let me know what you think.
I'm about 70% of the way there with regards to crunch, 25% on the History/Personality. If you have time, let me know what you think so far. I'll keep cracking... History/Personality:
Marcum was born and raised in Absalom. His formative years directing his path to one of academics, but his inquisitive instincts would soon set their hooks. Marcum Xavier Aldridge spent his adult years on the employ of a wide range of entities, from the Gray Cloaks to the Temple of Iomedae. His travels have seen him sailing the Shackles and researching the ruins of a Qadiran temple. But for all his travels, Marcum's heart and predilections ultimately lead back to Absalom.
Most recently he's returned from a lengthy investigation involving the Skinsaw cult in Absalom. The solutions ultimately led him to Cassomir, and on to Demgazi in Taldor. (more on that later) Beginning Crunch: Marcum Xavier Aldridge ☩ Male Human (Absalom) ☩ Investigator 9 ☩ NG Medium humanoid (human) ☩ Init +3; Senses Perception +13 ☩ Favored Class Bonus +1 to Skill Points (Levels 1-9) ♜ ♜ ♜ ♜ ♜ ♜ Defense
♞ ♞ ♞ ♞ ♞ ♞ Offense
☩ Ranged
☩ Special Attacks
♟ ♟ ♟ ♟ ♟ ♟ Investigator Abilities - (CL 6th; concentration +9): ☩ Extracts
➣ Level 2 (4/day) ➣ Level 1 (5/day) ➣ Level 0 (4 at will) ♚ ♚ ♚ ♚ ♚ ♚ Statistics
☩ Base Atk +6/+1; CMB +6; CMD 19 Feats
Traits
Skills
Languages
SQ Other Gear
♟ ♟ ♟ ♟ ♟ ♟ ♞ ♞ ♞ ♞ ♞ ♞ Investigator Class
Investigator Class (Absalom)
Sebastian "the Rook" - Underworld figure in Copperwood that supplies Marcum with tidbits of information from time to time.
Okay, here's the hp rolls for my Investigator, Marcum Xavier Allbridge... 9 Levels of HP: 9d8 + 9 ⇒ (3, 8, 8, 8, 3, 5, 2, 5, 7) + 9 = 58 Con 12 ...ok, not too shabby. It'll take more than a strong wind to kill him. That's a bonus! Cracking the crunch manually, didn't realize how pampered I was with HeroLab... no ACG add-on yet. But I'll focus on his personality first.
Thinking of an Investigator for this one. Someone who's been involved with solving criminal enterprises ranging from the mundane to cultist activity in Absalom. Then the news of this island reaches his ears not more than a few weeks after investigating a blood cult from Osirion... Don't know, still working on the theory and background. I've only heard vague tales of woe regarding the Tomb of Horrors, and your direction sounds awesome. I'll set to work tomorrow on a back story and build.
Checking in if there's still room in the recruitment for one more... I've been running in a couple of long term campaigns and am running one of my own. I'm really interested in an RP heavy take on the AP, so I'd like to toss my hat in the ring. The basic concept is a Barbarian (Sea Reaver), an Ulfen from the north with war in his heart and piracy in his veins. He's a character I've had around for awhile and would like to develop. Here are the concept notes, let me know if he works and I'll put together the crunch: Character Profile & Description:
Heregrihm Skoningslos, son of Raseri the Iron Eye, takes after his father in frame and aspect. Standing 6’ 10”, long blonde hair lightened with a white tint for all the years at sea, a beard of the same color stretching nearly to his middle, partially braided. His clothing easily marks him Ulfen, including mixtures of heavy woolens and the processed furs of northern leopard seals. Heregrihm’s armor, a worn set of studded leather given him by his father, serves as his primary protection. To say he is a violent man would be to describe the molten core of Heregrihm. But over that core is an exterior set in stone. He speaks few words, finding them to be pointless unless followed by a swing of his axe or a thrust of his pike. But when he is forced to rely on words, they are to the point and devoid of the high-sounding emptiness falling from the mouths of southlanders. His temper is tethered by a heavy anchor, but once it is weighed, there are none who can reign in his rage short of death. As a crewman, Heregrihm is the first in the boarding party, throwing himself into battle with fury and resolve. He is loyal unto death to his ship, so long as the rest of the crew has both spine and loyalty of their own. Mutiny and other forms of betrayal, unless proven necessary to put the most powerful in charge, is dealt with at the edge of an axe. Brief History:
Deep in the northern lands of the Linnorm Kings, amidst the frozen coastlines of Broken Bay is the port city of Bildt. The only natural port of Aegos and second only to Kalsgard in terms of the size and quality of its shipyards. Out of Bildt came the guttural battle cries of Ulfen sea raiders bent on fulfilling the ancient rites of their seafaring ancestors. Their swift longboats knifed through the oceans and struck terror in the hearts of foreign ship and port alike. Heregrihm Skoningslos was born to the harsh hand of Raseri the Iron Eye, a sea raider of infamous and ill-tempered character. Heregrihm learned in his first years as a man that his father would see his son at his side upon the open seas or he would see him dead. It was his destiny to leave behind any thoughts of mercy and soft living on the shores. That was where the weak dwelled and languished. All nations outside the Broken Bay, even those landlocked Ulfen of the north, were considered inferior for their weakness. Only strength prevailed, only violence is a fitting end to a discussion. His blood set to boiling by his father, Heregrihm found that he truly desired his life to be more on the seas than on the land. The years drew onward like a whetstone upon the axe blade, finding Heregrihm being honed by the hard life he’d chosen. So it was, many years later and after the passing of his father to the seas, Heregrihm won his way upon the longship Helvetet Vantar -Skald for Hell Awaits- proving himself to be a bloodthirsty and ruthless combatant eager to please the harsh wishes of the ship’s captain. It was in Heregrihm’s blood to be a raider, and his youthful vigor had not been tempered by the lengthy bonds of brotherhood on the seas, only set afire. Following the desires of their king in the Broken Bay, Ingimundr the Unruly, the Helvetet Vantar and her captain Jarn Forslakt lay the axe and boarding pike at their bow, leaving broken and bloody foes at their keel in the southern seas. The weaklings of the southlands would fear the open oceans. They would learn fear, or they would perish.
Recent History: Being blown off course during a horrendous storm hadn’t prevented Captain Jarn Forslakt from maintaining pursuit of galleon sailing into the southern seas off the coast of the Shackles. Rain bled in torrents from the gaping skies above as though Besmara herself wanted to drown the galleon in red ichor before Helvetet Vantar caught her. As the ships rounded the Mediogalti islands, both vessels came under attack. Worse still, both vessels were sunk. Heregrihm was blown from the deck of his longship, clinging to an oaken plank to keep himself from being dragged to the bottom. The seas roiled, the goddess showing her displeasure with the young Ulfen Sea Reaver by casting him from one swell of ocean to the next. He breathed in gulps of air between racking chokes of sea water. But through it all, Heregrihm, son of Raseri the Iron Eye, held his gear up on his back and kept a weather eye upon the surface. Besmara would try his courage, tempt him to give up and accept her watery embrace, but Heregrihm would prove an unwelcoming lover. He bellowed to the sky, rage and blood and his Ulfen heritage amid the backdrop of roiling seas and lightning. Through the raging seas he spotted it, a launch with two figures fighting their way through the waves. As it paddled closer to where Heregrihm waited, the two strangers realized too late that the survivor they’d spotted was that of an enemy. Bracing against the plank, the Sea Reaver hurled his boarding pike at the launch, hooking the ship and severely wounding one of the two aboard it. Heregrihm climbed into the launch, a sea monster bent on destruction and survival, killing both survivors and claiming the vessel. Above him, the storm continued to rage, matching his own anger with each slam of thunder. Over the next few hours, he managed to find one other from the crew of the Helvetet Vantar, - Kesh - but of their captain and the others, there was no sign. Nor was there a sign of the vessel that had sank both their longship and the galleon they’d been pursuing. At the mercy of the storm, the two found themselves forced along the tempest edges of the Eye of Abendego and smashed into the shore near Drenchport. Over the next few months, the two survivors, Heregrihm and Kesh made their way along the lines of islands, finding mercenary work where they could get it, taking what they needed when the work wouldn’t come. But they never found a crew willing to brave the journey north to their homelands nor one that would bargain their vessel to ply the shipping lains through which Ulfen ships were known to prowl. In a more violent encounter where the two were not being paid their promised wages, Kesh was struck down, a cutlass opening his middle and spilling his guts like a fisherman opening his nets. Heregrihm fought his way out of the trap and into the alleyways of Port Peril. Now alone, plenty of time for ale and anger, Heregrihm seeks out a new ship looking to hire on a mercenary of particular violence. Perhaps if he can’t make his way home to Bildt, then Heregrihm Skoningslos, son of Raseri the Iron Eye, would teach these southlanders the meaning of piracy.
Male Human GM
"Merfolk, you say?" Tabir leaps to one of the other laboratory tables and begins looking inside ceramic jars with beeswax stoppers and even a porcelain bowl where he splashes some water about. "None of those jellyfish chasing squid heads here..." "Master," Fir'umil says, trying his best to not be frustrated by the eccentricities of the powerful archmage. The elven spellslinger grips his staff and takes a breath that barely stops short of another of his coughing fits. "They are part of the story, not actually here." Tabir blows out his mustaches and crosses his arms. "Of course they aren't. I was seeing if you knew they were here. A lesson for all of you, no merfolk or gillmen allowed in my lab!" The room grows quiet, the sounds of strange mechanics whirring and hissing about the room to go along with the boiling and bubbling. Then the rumbling of a stomach. "My apololgies," the Chaplain-Protector holds a hand to her midsection and rose touches her porcelain cheeks. "I've not eaten in a while and the aroma..." For the first time since having to corner the little Gib-Gib the rest of the group notices the intoxicating aroma of baking pastries and grilled meats that permeates the lab. Tabir just grins under the whites and grays of his facial hair. "I cook when I'm bored," the archmage responds, a light of mischief in his eyes more at home on a precocious halfling than a wizard of his venerable age. He whirls and begins striding towards the back of the lab, giving the brace-reinforced aquarium with Gib-Gib and his brethren a tap. "Cook, cook, cook!" Fir'umil shrugs, giving up on trying to keep Tabir on task as he follows the elder to the back of the lab. Olivia smiles a bit and follows suit along with Zandra and her tiger companion. "So this jumped up blaggard of Ragathiel wants me to leave behind the most useful tools in Absalom so I can traipse over to a temple to look at the bodies?" Tabir passes through a set of open double doors and into a stone-walled kitchen area where a group the oddest gathering of creatures is hard at work chopping vegetables and cranking the wheel of a rotisserie. "You have elementals running your kitchen?" Fir'umil mutters, eyes wide in shock. Tabir finishes running a finger along the pig being rotated on the spit by what looks to be a fire elemental holding the shape of a rotund chef. "Of course I do! Why are their gillmen about that need killing?" the wizard queries, casting a weather eye over the kitchen. "Can't trust those water-breathing fish-heads. They don't think like us..." Over at the chopping table across the room, an ice elemental uses humanoid hands with keen edges to chop away at assorted vegetables. The area around the elemental emits vapors of cold and the table on which it works has a thin sheen of ice. "Come, come...eat!" He claps is hands and over in the far corner a heavy oak table thumps its way across the room and plants itself near the large stone fireplace, clattering chairs scrambling to get into place. "Tell me of these foul demon you faced and the contraption in which it was trapped." He says and plops himself down at the head of the table. The chair underneath him trembles and protests with a slewing of the ladder back, but Tabir gives it a thumping with his wand and all arguments are terminated. He eyes the chair with a burning hatred but nods satisfaction and glares at the group. "Sit down, sit down. Let's eat and talk of your adventure on the high seas. Did I ever tell you the time I was sank off the southern coast of Mediogalti Island? That's why I don't trust ships..." He reaches to the table and grabs up a napkin to afix about his neck and drape down his front. "...and it's also why I don't eat shrimp!" "After our meal we'll travel to this little temple of yours, Olive."
Male Human GM
"Bah, adventures are for adventurers. I was promised bodies. The stern fellow, where is he?" Tabir slams his fist on a nearby table. "Master, do you refer to Sacerdos? The Inquisitor of Ragathiel?" Fir'umil inquires, a look of concern at seeing the sweeping mood shifts in such a powerful wizard. Tabir extends his arms out and interlaces his fingers to cracked all his knuckles. It's like several twigs snapping. "Where is he? Shall I go and collect him and the bodies I was promised?" He coughs into his hand and begins searching all over his person, muttering to himself. "Now where is that confounded wand...Herbert...where are you?" The archmage's wand appears before him, bobbing in the air as the old man continues to fumble for it. Strangely enough, therei is the sound of ghostly laughter echoing faintly in the lab. Referring to a post from several months go, looks like the agreement was to bring the comatose priests to the wizard's lab for research and a solution. I missed it too, been si long since i wrote it.
Male Human GM
Zandra peers into the creatures prison, watching as it slips back and forth through a golden-hued ichor the consistency of a thickened tar. The things little feelers appear as adept at moving it about in the container as they did moving it along the polished stone floor of the lab. "Create?" Tabir asks, bare feet flapping along as he took up a position next to the elven druid. He scratches at his bearded chin and taps the thick casement glass with his other hand. "By the 7 hells I didn't create little Gib-Gib! I..." "...made him bigger." Zandra mutters in completion of the wizard's sentence. Her observation of the creature has revealed something in her experience with spells. Tabir thrusts his index finger into the air and shouts "No!" But he quickly does the same gesture again and shouts, "Exactly!" She can't help but grin at the old man's enthusiasm, but her eyes go back to the creature dubbed Gib-Gib. The swimming thing is like nothing she's seen in nature. On the docks of Greengold, the neutral port town serving as a connection between the outside world and Kyonin, there had been fishermen selling things call sea cucumbers, but they had different size and articulations and skin... Zandra shakes her head, no, nothing closer in proximity to anything she'd seen before. But what had drawn her attention a moment ago were the ephemeral traces of magical workings, powerful spell weaving and control being channeled into the wormy being. Something akin to an Enlarge spell but exponentially more complex. Over her shoulder, she feels the feverish warmth that is a constant aura surrounding her cousin. Fir'umil studies the creature for long moments before stepping back and drawing conclusions that he elects to hold for the time being. Olivia, for her part, remains on the periphery resisting the urge to draw a weapon and end the slimy creatures unnatural existence. "Never fear, my little olive, it's not as fearsome as you'd like it to be." Tabir whirls on the paladin as though sensing her concern. Then abruptly he claps his hands to his face and sneezes so powerfully it lifts him off his feet an inch. Settling down he slowly withdraws his hands from his face and eyes the palms and fingers in rapt fascination. "Ha ha!! Gib-Gib!!" The old man shouts and jumps for the container to jam his goobered hands into the rubberized aperture. "Widdy and I posited there's an entire world within our world, just so small we couldn't see it." After wiggling his gnarled but dexterous fingers in the ichor sludge, he withdraws them and - dripping the substance everywhere - moves his hands to the side of the brass container and brings around an apparatus with multiple lenses. It was like a dizzying array of spectacles placed on spindly arms to be aligned in a row. "Come look, come look!" Tabir says excitedly after positioning a set of 4 lenses in alignment. Interestingly enough, Fir'umil is first to the strange contraption and peers through the lenses in line. His eyes widen and he jerks his head back in marvel. "Like a spyglass..." he mutters, then looks again. A grin that dances the line between learned student and a devious nature plays across his thin lips. Fir steps back and waves Zandra forward. She views through the aligned lenses and is struck by the similarity with a ship's spyglass. But this combination of lenses looks inwards versus outwards. Getting over the initial appreciation of the contraption, her vision settles on the things swimming around in the ichor. Dozens of creatures just like Gib-Gib swam about in rapid motion. It isn't until she steps back from the sight and compares the regular view of the container with the view through the lenses that she sees the tiny motes in the ichor. "Tiny Gib-Gibs..." Tabir claps his hands together. "Tiny Gib-Gibs!! These are the things that make us sneeze!!" He stares off into space for a moment, consciousness disconnected from the room. But as quickly as he drifts away, his mind returns and he leaps into motion. On the side of the container he grabs a hose and connects it to the side of the brass machine, a polished brass and copper socket accepting the nozzle. The other end of the hose is already feeding into another brass container, this one empty. "Watch...watch!" Tabir says gleefully. After a few moments, the ichor begins to glow, like dawnlight shining through it. Then golden ichor flows into the other container...equal in speed to the growth of the dozen or so tiny Gib-Gibs. "Ha ha, see? Can you imagine if someone drank that before they grew?" "You'd kill the host, master!" Olivia says in horror and anger. The wizard's thin shoulders sag and he sighs. "Precisely why Widdy and I stopped the experiment. There was a chance others could find it and use it. So I hid our notes and didn't think of it again...*AAACHHEEWWWW!*...until I sneezed..." Something occurs to the archmage and he whips his head around to study those who'd just arrived on the lift. He counts each person, including Thor, muttering to himself. "Feedmill, Sandrawing...where is the Ragathalian? I was promised bodies."
Male Human GM
The little oblong critter slips and slides along the floor leaving behind a viscus trail as it zigs and zags. An accompanying sound of slurping and slopping causes the gorge to rise in the back of their throats. But the druidess is quick to respond, summoning forth an elemental of mud to lumber forward and slam itself over Tabir's fleeing creation. The elemental stands up, rudimentary arms like pillars holding its middle in a strange pantomime of a stomach ache. Bulging lumps form along its torso as the beastie attempts to escape its sludge prison. "Ha haaaa!" Tabir shouts and dances back and forth, flipping his little crate around. "Quick thinking Zando-zan!!" The old wizard steps right up to the elemental, the summoned being looming over him as it continued to keep its enemy engulfed. "Okay, you, bring it over to my containment vessel and you can go back to the swamp dimension where you belong!" The wizard spins on his heels, Zandra and the others noticing that he is indeed bare foot, and heads towards the middle of the laboratory and a large, heavy workbench littered with vials and alchemical devices and other unknown apparatuses. "In here, in here, place little Gib-Gib in here." He points to a riveted brass box with a cloudy window on one side and a circular opening the size of a man's arm on the top. The aperture of the opening is sealed with a rubber access flap where an arm could be pushed through and pulled out. As for the lab itself, it's a wonder of mismatched worktables and shelves of books and strange mechanical devices that would be more at home in a gnomish workshop of the fabled Clockwork Academy.
Male Human GM
The trio makes their way from the Ascendant Court and into the Wise Quarter, the measureless throngs of the faithful giving way to the students of various institutions of learning. They pass the Library of Kortos and its shining walls and the Learned Guard - armed men with the light of intelligence in their eyes. ”They only accept those who know their letters and in multiple languages,” Olivia offers to Zandra. ”Otherwise, how would they know the importance of what they protect?” ”The only place I’ve experienced in my travels that takes the protection of knowledge seriously.” Fir’umil puts in, his tone a bit more agitated than normal. But he takes a deep breath and it seems to set him right as he continues. ”Assuming we can gain permission, this would be an excellent place to do so research should Master Tabir’s own materials not bear fruit.” On they go, past the Silk Castle with its endless supplies of kites and kite materials, past the low-slung bulk of a metallurgy school where a group of dwarves sat on barrels and benches out front smoking pipes and discussing the importance of a flash cooling versus a steady cool. Soon enough, as the sun continues its climb to noonday, they arrive at the Arcanamirium. The guardsman out front, satisfied with the turtle talisman Fir’umil provides waves the group forward. ”Good midday to you, Arcanscenti.” the guard says formally. He nods respect to Olivia as well. ”Chaplain-Protector.” The pass the solid stone bulk of the magical library with its crafted dragons and griffins standing eternal guard. The practice yards where wizard and warrior combine their might to learn new tactics in battle. Then to the main tower with its dizzying heights, the center of the magic school. ”I should think Master Beleg has had time to reopen the lab.” Fir’umil puts in, tapping his heel impatiently against his camel’s shoulder. ”Down you fool of a beast!” Olivia swings down easily enough and leads the reins of her camel over to assist the elven wizard. ”Penelope, remember?” ”Oh how I wish the coddling of these smelly beasts of burden would end!” But the camel responds well to the paladin’s touch and lowers to her knees. Fir’umil quickly gets to the ground and gathers his bags, half expecting the camel to retaliate for his ill will towards it. ”My thanks, Chaplain-Protector,” he rasps after getting a few paces away. He coughs into his sleeve, that old sound the others had grown to know. After a few minutes of milling about, a servant arrives to see to the two camels. But the short human with well-groomed, black hair balks at handling Thorendel. Fir’umil simply shoos him off, thankful to be rid of the camels. Up the stairs they walk, entering the titanic double-doors at the front and the immensity of the inner atrium within. Across the way, the lifts open and close then raise and lower passengers upon the lines of magic and machinery that seemed so alien to Zandra on a few short weeks prior. The magics that govern the cacophony of sound generated by student and teacher and servant dwindles to more manageable level, descend like delicate gauze over their senses. As Fir’umil had explained on their first visit, without the enchantment, the resonance of the stones used to built the structure would mean little conversation could take place. ”We can start at the middle lift, it will take us where we need to go.” Fir leads the way and awaits the doors to the lift to open. Once inside the carved turtle is used to operate the lift, the room rising this time instead of lowering to the asylum level they’d visited before. In short order the doors open and the carved turtle floats back to Fir’umil’s hand. ”AHH, YOU FOOLS, DON’T LET IT GET AWAY!!!” Shouts the reedy, old voice of Tabir the Gray. The old man, garbed in thin cotton robes of blue and gray comes bounding towards the elevator, a small crate uplifted in his hands with the opening pointed downward, white hair and beard cast all about his head like a nimbus cloud. But something else draws the attention of the arriving four. The slimy and sloping creature to which Tabir gives noisome chase. Along the floor a foot-long oblong shape of undulating flesh and dozens of extending feelers is weaving its way rapidly towards the open doors of the elevator. To say it resembles a slug of prodigious speed would not be far from the mark, save for the feelers rapidly carrying it. Initiative Rolls:
Olivia: 1d20 + 2 ⇒ (11) + 2 = 13 Fir: 1d20 + 7 ⇒ (6) + 7 = 13 Thor: 1d20 + 3 ⇒ (7) + 3 = 10 Zandra: 1d20 + 2 ⇒ (14) + 2 = 16 Over to you Zandra, you’ve got a 1 foot slug with myriad of feelers scrambling along the marble floor towards the lift. Effective speed is 40 ft.
Male Human GM
Zandra studies the throngs, feeling the separate lives becoming one as they flow through the Ascendant Court. But the coweled figure of her cousin draws her eye briefly. His own attention - though he tries to hide it - is drawn to a peculiar temple whose stone bulk resides in the Northside of the Starstone Chasm. In its midst are black-robed figures moving to and fro, clerics or caretakers of some sort. The temple itself seems to have a core structure to which other areas and rooms have been added. As though the years have given need for more and more room. More interesting is how the different styles of architecture still maintain a semblance of unity.
Male Human GM
The siblings look to the gate and just as Fir'umil has indicated, Oliva Duneheim is walking her camel into the courtyard, a two more armored figures flanking her. The others look to be younger, perhaps paladins in training. Both defer to the Chaplain-Protector as she gives speaks to them. From this distance, Olivia does look acutely aware and not tired from her time on patrol.
Male Human GM
Moments later, safely ensconced in Caleb's carriage, the adventurers make their way up the dock and out on the streets of the district. Sacerdos elects to sit atop the driver's seat with Hindre in order to keep an eye on the covered wagon holding his priestly charges. In the carriage, Karthan and Zandra and Fir and Mal find their comfort with Thor lounging upon the floor between them to take advantage of a few blankets Hindre had ensured were placed there just for the purpose. "I will continue on to the Arcanamirium once things are settled at the temple," Fir'umil climbs into the relaxed silence between them. "I wish to confer with Masters Beleg and Tabir as soon as possible regarding our research into the glass daggers." he nods thanks to Zandra who'd been his research partner during their journey on the ship. "The information we've uncovered points to an individual or group who also knew this information and managed to create these daggers. If we take into consideration the mad cleric Lamech's actions, it could be said the daggers' purpose was to feed life energies to his deity. Our next step here would to be somehow ascertain who was doing this research and who could have create the daggers in the first place." Clues & Stories (Also in the Campaign Tab):
As the heroes have conducted their investigations, they've uncovered some clues along the way... Story of the Stone of Zamnahd Ur
No one knows what befell of Jorg or if he still lives... Fir’umil thinks it has a link to an ancient evil named Xhamen-Dor. A creature thought to have been awakened during the cataclysm of Earthfall, little is known outside the insane cultist who worship him. What little Fir was able to glean from Beleg’s and Caleb’s libraries lends Xhamen-Dor the power to create of undead. The is also a strong following in Geb of this particular creature. Comparing the symbology found on the crystal daggers and that found on this stone from Geb, there are some similarities. There was an image Fir’umil found that purportedly gives form to Xhamen-Dor. When viewed, whether for the first time or for the 100th, it causes a disquieting feeling of dread and hopelessness...and sometimes nausea and fear in those who look upon it. For this reason, Fir’umil has it (the image) sealed away in a warded scroll case, not certain of the types of magics worked into the ink or vellum. Driven by curiosity, Fir delved the drawing and came away with the surety that the ink used to put the image to the vellum is actually blood drawn from multiple sources. After this viewing, the elf has been reticent about pulling the drawing forward again. --- Book on Mwangi Spirit Faiths
-- Varisian Etchings
”If I don’t miss my guess, this is a rubbing from an old temple, the tympanum to be precise.” With the vellum rolled out, it’s easy to see that the width of it could easily depict a mighty over the double doorways of a temple. He points to the word right below the half rune. ”Here, this is a name, Lixxahla I think it says. On either side, it repeats a phrase...something to the effect. ’As one we give, endless Lixxahla, as one we give...’” He speculates it to be used on thralls to inspire unwavering loyalty and adoration as they enter the temple for worship..
"Then we got this Wendell character." Mal offers. "Ain't gonna take long for word to come back to him that his brother's ship went down. Unless he knows already because of the candle or some other magic." Food for thought for the group as the carriage and covered wagon wind there way through the streets and into the Ascendant Court. It's not long before they find themselves before the closed gates of the Iomedae Temple. Guardsmen descend upon the vehicles, inspecting them closely, but one of them recognizes the group and signals for the group to be admitted at once. It's a stark contrast to the first time they encountered grounds what seemed like a year prior - but in fact was only two weeks. Back then, the gates had been open during the day with few if any guards placed on the constant watch. Now, things felt differently in the temple grounds. Nearly all were armed with the priests and young acolytes even carrying the longsword of their faith. As the group disembarks, Sacerdos finds himself surrounded by a few of the younger paladins and clerics with whom he'd shared words of training and encouragement. All are willing to aid in getting the wagon unloaded. Before long, the venerable Father Aegius arrives, his face as friendly as ever and begins directing the group to see the sarcophagi to his own private chapel in order to begin the rites to free their souls of the kukri. "I must go and prepare my soul for this endeavor," Sacerdos speaks to the group. He bows formally, fist to his chest. "My honor to have served. I will see you soon." And the Inquisitor spins with military precision to follow the group of acolytes managing his fallen comrades. Father Aegius has a hug for Zandra and a friendly grip of the shoulder for both Karthan and Mal'undil and even a nod of respect for Fir'umil. "I believe Chaplain-Protector Duneheim is on patrol now but will be back in a few hours." Aegius says, leaning upon an ash cane and the dutiful eyes of his assistant Percival upon him, ever ready to support the aged cleric. "She will be most pleased of your safe return. Come, let's get you inside before the weather becomes something all together dreadful. I'll see to comfortable lodgings and warm meals for you all. I must beg your patience and forgiveness as I'll not be able to join you this day. My prayers and preparations for Inquisitor Sacerdos' friends must be at the center of my efforts." "Father, if I may," Fir'umil interjects, coughing briefly into his fist and continuing. "I'd like to be on my way to the Arcanamirium immediately to make my report to my master. Could I have use of one of your camels?" The last couldn't help but elicit a subtle sneer. By now, the young wizard's dislike of riding beasts was well known in the group. "Of course, young man. Of course." Aegius gestures to Percival. "Go on, now squire, see to Fir'umil's request...now, don't give me that look. I know my cane shall be sufficient whilst you do so. Go on, go on." Fir'umil pauses long enough to see if others in the group would care to join, or opt to remain and rest and view the outcome of rite to restore Sacerdos' priests. Let me know how the siblings want to go. Either way I'm prepared.
Male Human GM
The next days finds the Lucky Slip living up to her reputation as one of the fastest ships in the region as her captain keeps all souls aboard a step ahead of the storm coming in from the west. There are few minutes where Onura cannot be found standing the wheelhouse alongside Cendrik or whomever is set to the wheel, her senses cast in all directions and her commands short and precise to keep the ship under all possible speed. On the first evening, between a rested Sacerdos, Zandra, Fir'umil and the ship's doctor, it is determined that the Druidess' quick thinking in shifting Thor to a figurine saved the tiger's life. He is reverted back to his natural form, a thorough examination - medical and spiritual and arcane - concludes that the tiger is free of the dangerous slime mold or any spores. A few nights of rest, gambling and research give the party a much deserved rest. And in fact, Onura makes sure that they're given just that and doesn't allow any to lift a finger in the aid of the ship's operations. The normal response always leads back to 'the captain thinks otherwise' or 'the captain frowns upon guests being sucked into service'. On the dawn of the 3rd day, heavy clouds all around and rain beginning to dampen her sails, the Lucky Slip weaves her way through the Flotsam Graveyard and past Pilot Island and into the docks of Absalom. "Get those planks set and get us tied off before we float into the Puddles!" Onura calls to her deckhands. She's changed her outfit, a more ritzy affair of reds and greens and thread of gold. The hilt of her rapier appears freshly polished and despite the fresh rain, the deep red feather coming from her hat is no less jaunty. "I'll have your guts in a sack for oiling the decks if my ship even kisses those docks, Mr Cendrik!" "Aye, Captain!" But both Onura and Cendrik are wearing slight grins. All part of a general buoying of crew morale since the battle 3 days prior. The more distance they put between the sinking of the Lydia's Wake and their stern, the better all concerned felt. The mood spurs the crew on as one being, ropes and sails and gear and pins and boot all moving to a singular rhythm Karthan and the others had learned to appreciate over the past 6 days. In a matter of a half hour, the ship is lashed tight to the dock and the gangway set and dock cranes already at work fishing the precious cargo of Ragathiel's faithful from her hold. On the dock, Sacerdos watches intently the goings on, though he seems more at ease than is the norm. Perhaps knowing that a conclusion - for good or for ill - is in the offing of his mission. A few deckhands are tasked with getting the adventurer's gear settled on dock underneath an overhang crafted from wood and canvas tarpaulin to keep them dry. Amazingly enough, as Karthan and Zandra and Fir'umil and Mal descend the gangway to join Sacerdos, they see Caleb's faithful assistant Hindre, grizzled visage and all awaiting them. The old man is ready with a grunted greeting to the group and quickly sets about pushing a pair of youths to the task of loading gear onto Caleb's carriage. He points to a second vehicle, a buckboard wagon with covering and drawn by a pair of camels with a dwarven coachman sitting the driver's seat, booted feet resting on the dashboard. Then Hindre crooks a crooked finger towards the first of the sarcophagus being offloaded from the ship. "I'm estimating a visit to the Temple of Iomedae first?" Hindre inquires. "Yes, good sir." Sacerdos answers for the group. Fir'umil looks to argue but instead nods affirmative also. Hindre shouts to the dwarf to back the wagon into position. The dwarf blows out his moustaches and gives his dark brown beard a tug but complies. "Best get a move on, then. We may have to spend the evening in the Ascendant Court if things take long. The coming storm may prevent clear travel through the streets." Hindre tells the group. His voice is a bit rougher than normal, and upon closer inspection it appears the old assistant may have a malady of some sort. He waves off Zandra's look of concern. "A bit of croup, that's all. I'll ask a cleric at the temple to see to it." Soon, the sarcophaguses are rested in place on the wagon and the group's gear is properly dispersed amongst the wagon and carriage. The group stands before Onura and crew to say their farewells. "I'll say this for you," Onura says with a grin, Jack seated on her shoulder with what is curiously a grin of his own. "You make my life interesting. I have a good report to give the Gilmen and Captain Stoneanchor with regards to our findings. I'm sure patrols will be stepped up in the area with regular reports for your people at the Temple and Master Beleg I'm sure." Valryssa is seated atop a stack of crates, looking down on the gathering and working at her nail with a dirk. "And look me up should you decide to pursue the dead captain's brother. My services are at yours...for a good price of course." "Of course," Onura shrugs, as if saying there's no changing the fixer's nature, and looks back to Karthan. "As for you, Dawnsetter. I recall mention of visiting the embassy to Kyonin here in the city. See to it I go along with you, I want to make sure your sails are properly leaned to the wind." I'll pause here to see if there's anything you'd like to discuss with her or Valryssa before departing with Hindre to the Iomedae Temple.
Male Human GM
Karthan is greeted by another salvo from the canons add they treat into the Lydia Wake. Sacerdos is seeing to the dispensation of the caskets in the cargo hold, Fir aiding him by verifying the wards that they did not alter with the change in location. Interestingly enough, Mal is standing starboard to catch a glimpse of the cannons add they fire. |