"What do you here, O man? Are you the master of this manse that you would question any man such? Why do you treat me and my kin as you would a paving stone set in the road--each made alike with no room for individuality at all?
Do these tales say we northmen are as shoes, or dog collars? Each made alike to each by workmen sitting at a bench with any flaw or diversion from the norm tossed to the pile of rubbish to be re-used into something more closer to the norm?
Samir turns from Talar to look at Mal, saying nothing. Instead, he merely watches Mal for a long moment.
Mal Steelcutter wrote:
"You must be very poorly traveled, so I will enlighten you. All people, no matter the place, are as wide and varied as spices in a cookpot. Each person, no matter where they are from, are free to be there own.
Methinks you took one look at my strong-but-silent wolf-brother and made up your mind. Well I tell you as I am not him and as he is not me, and both will appreciate if you address us as people, not merely as some storybook come to life for you to critique as you would based on thy own prejudices!
Samir smiles widely at that, but his eyes are flat as he does so, his gaze not leaving Mal. He speaks, but when he does, he speaks to Talar.
"I am not as versed with the folk of the north; tell me, do you know if it is customary for a man to be so critical to the host of a home he is a guest in?"
Mal Steelcutter wrote:
So too, you seem to be confused on the matter of 'employment' so I will educate you. No bill of sale for a slave has been stamped, and neither am I anyone's manservant. A task has been set upon the board and coin promised for a work-piece delivered.
Is the smith thy servant just because you request him to shoe thy mount? Is the baker or meat-chopper thy servant because you are hungry and call for a good meal? Nay, man, nay.
So too, if you call for bread and the baker instead murders a man, are you responsible for actions? Nay, he is not thy slave anymore than I am Talar's.
Samir's smile turns crooked as he continues to watch Mal, his eyes remaining flat, yet a sardonic gleam is now in them.
"Good Talar; if I bought you a loaf of bread to share with you and, upon biting into it, you found that it was filled with venom, do you suppose you would not at least ask me why it was that I brought you such bread?"
"In any case, he has spoken already at his choice to change allegiances for the promise of greater coin. We are well off, but hardly wealthy as others. What if others were to offer him greater coin?"
"I do not say he will betray us for more wealth, for I do not wish to offer insult, yet no matter, for he himself declaimed it; though, for some reason, you personally are vouchsafed from such a decision; though perhaps he does not share such camaraderie with others of us yet?"
"Surely you see why I might mistrust a man who offered such claims about himself, at least until I had seen clearer proof of his sincerity beyond a first meeting?"
He turns to look at Talar and cocks his head when he does so continues to speak.
"It is true, I am not so well-traveled as other men. Yet I know at least one northern axiom, for it is oft spoken - Praise not the day until evening has come, a woman until she is burnt, a sword until it is tried, a maiden until she is married, ice until it has been crossed, nor beer until it has been tasted - aye, indeed," he says with a shrug.
Mal Steelcutter wrote:
And speaking of which, forget not that I have and still do call him my friend Talar. To call him unwise is to insult my friend.
And, I ask thee, what would you do if you stood in attendance and a man called your own brother a fool? Would you thank him for it?
Or would you council that caution and softer words should be the course henceforth?"
Samir turns from Talar and looks at the ceiling a moment, as if thinking something.
"Talar and I have stood askance before, yet we have spilled blood together and I am loathe for naught but hard words to sunder that faith. You suggest I insult him? Hmm... Then I can only respond and say to you this; mayhap you should let your friend decide if he is first insulted before you elect to lay that claim?"
Then he turns his gaze from the ceiling and speaks to Mal directly.
"To answer you truly, I shall say this - if my brother behaved the fool I should surely tell him; for he is my brother, and if I saw him error it would be remiss in my fraternal duty to refuse to correct him."
"A brother - a good brother - has no fear of truth from his kin. Further, though it may be that my words are not as laced with lavish praise as others, surely a true brother would, after cooling from hot speech a bit, respect that even such statements were meant not as an attack, but rather, a means to improve his lot in life - if he indeed acted as a fool."
"Yet you spoke of a stranger?"
"Aye; very good," he says with a small shrug.
Samir leans back comfortably in his chair, his hand casually adjusting the hilt of his weapon as he does so.
"If I saw my brother act a fool and a stranger called him on that action; and my brother truly had acted a fool, assuredly I should agree with the stranger and add my own opinion to the lot, for I do not care for foolishness, and less so when it festers in my family."
"Yet in any case, were a man to insult my brother I should do naught but watch my brother, and see how he responds. It may be that my brother wishes to slay the man for this insult; in which case, I may aid him in the task, if my brother's honor was agreeable to this."
"Another thought is that it may be that my brother is simply used to speaking to certain folk a certain way; for not all men are as flowery and prosaic with their kin as others."
"Even so; I would yet watch, and wait and listen. That is often the wisest course, until one learns the nature of a thing, especially in the company of strangers."
His hand casually taps the hilt of his own dagger in a thoughtful cadence, then rises easily from the table and seems to stretch a bit, then he smiles at Mal as his hand rests easily on the hilt of his weapon.
Mal Steelcutter wrote:
"Say you, friend Talar, is it time for mid-day meal? Perhaps a slab of smoking viands is called for?"
Samir's eyes glance at the table with the plates of olives, figs, dried breads and drinks and then he turns to Talar.
Talar Drealev wrote:
Talar frowns at Samir. "Mal is his own man. I hope things go well and he does not have cause to betray us, but if it comes to that I cannot take the burden of making the decisions that he chose to. Simply the inevitable responsibility it will be to hunt him down and deliver him to the god's mercies for daring to put me further from my sister."
Samir strokes his chin thoughtfully, as if considering something, then he responds.
"You hired this man to aid you in finding your sister. You know I support you in this cause, for whatever grievances a man may have with another, surely all men can respect the love a man has for his family? Indeed, I left the others to come with you for that very purpose."
"But I say to you this; you made the decision to hire this man; thus, I deem you are already satisfied that he is no spy nor threat? For he sits now in our home, sharing our councils and this so shortly after our recent trials."
"I accept men fully when I have reason to do so. I was unsure in the tavern; yet I honored your choice."
"If it turns out that he is true, I have no quarrel. If he proves false, surely you will not be surprised if we others ask - of all men you might have hired - why you chose him, instead of another?" he presses, the question not seeming critical, but rather what Samir seems to feel is a normal recourse.
He shrugs and smiles a little at Talar.
"Yet while it is wise to be wary of a thing untried, it is wrong to judge a man traitor until the deed is done."
"Do not mistake me," he says in a conciliatory way "I do not say you are at fault for his actions, I merely suggest caution in who you bring into our private councils, at least so soon, for you know clearly the troubles we are beset with."
"In any case, I am not used to guests speaking as he does to those who invite them into their house and offer food and drink. Perhaps that has effected my judgement somewhat," he adds with a wry tone.
He then looks at the company directly.
"We have learned many things this morning, yet I deem a good amount of those things have given rise to new questions. That said, I wish to go speak to that priest Darius, for he seemed learned in lore when we spoke last to him."
"Further, that Thoth-Apep - he has the manners of a scorpion and the guile of a viper. That he mistrusts Darius gives me hope that this man might be useful in deciphering our recent troubles."
"The day is young and it is only two hours past noon. Would any wish to come with me to speak this man?" he says, then pauses to see if any will come with him.
Farrokh, who has remained silent throughout, his dislike for Samir obvious to all who know him, now turns to Paten.
"Your pardon, lord; but if this guest of our friend Talar is here to honor his request to find his sister this may be a blessing?"
"Surely he is more versed with parts of the city more accustomed to more... unconventional... methods of speaking," he says with a glance at Samir, who rolls his eyes at Farrokh's words, then he turns back to Paten.
"Our company is a like a many-fingered hand; when clenched together we may do hard knocks as a strong fist. Yet in certain times, to evade the tooth of a cobra, is it not wise to spread the fist into well-splayed fingers so to avoid the fang of the serpent?" he presses.
Samir grunts at Farrokhs words.
"What do you mean?" he says, his tone somewhat impatient with Farrokh.
"Only this," Farrokh responds, turning his remaining eye to look hard at Samir.
"Some of this company are more accustomed to certain places and have our own needs, besides. Yet all of us are of like mind that it may be wise to expand our knowledge in more locations in this city."
"Further, if we fear that we may be watched, as - indeed - we no doubt are; it is wisest to divide, for moving in smaller groups is a better way to allude the eyes of a predator, rather than congregating in a large company," he says in a patient voice, but with a touch of condescension to respond to Samir's lack of understanding, or intentional inability to grasp what it is that he had suggested.
Samir grunts in response at this as Farrokh's good eye narrows.
"Very well; that seems wise," he says at last.
"I am of the mind to go to this priest Darius and consult with him, for whatever troubles we may have, he has no guile in him."
"Talar wishes to explore avenues to find his sister; yet, no doubt, as he does so he may seek to find further details as to the rogues who we faced two nights ago. Their purpose; plans, policies and if they have allies yet in the city unmarked."
"Surely while he seeks his sister he can add that lot to his questioning, and so we may yet pool our knowledge more wisely."
Farrokh continues to watch, but it is clear on his face that his opinion of Samir restating his own suggestion annoys him. Even so, he does not say anything on the matter.
Instead, he looks at Paten and speaks to him directly.
"My lord, the temple that this priest Darius is in may be a good place to search. Yet mayhap you might wish to visit other regions? The... the woman we were to have met with the other night?" he says hesitatingly, not divulging full details on that conflict yet "she was versed in poisons, and we saw them to great effect. Further, her, her companion - he was an Ikuna warrior; they are not frequent here, yes?"
"You are versed in elixirs, tonics, potions and other such things. Finding out where the poison was acquired, or produced, may prove useful in learning more of her purpose? And those used to the Ikuna folk may be better at finding were those sorts frequent?" he adds then offers a quick glance to Yasala.
"In any case, as this brief reunion has not been as gracious as it might, perhaps another walk in the city may cool our heads and give us more experience with each other?" he adds.
At this point Samir will leave to go to visit the priest Darius and take whoever wants to go with him. Farrokh has wisely pointed out that when Talar goes to the seedy places of town to ask about his sister he might offer in additional questions about the cult you dealt with. Farrokh would not say it openly, but he assumes this is an excellent avenue for questions - to ask about the cult outright could draw attention. To suggest that a cult might have captured Talar's sister (while likely incorrect) would encourage a stranger to assume that Talar seeks the cult simply to find his sister, and no other reason.
It is clear that Samir is not very pleased with Mal; that may change in time, but certainly not at this meeting and how the conversation went. Farrokh, as he has pledged himself as a servant to Paten, does not offer his opinions on such matters openly without being asked (as on most matters, actually; with the exception of his annoyance with Samir, but the grudge between those two NPC's has been clear for some time). However, his suggestion that the party split up again at this time seems reasonable.
Of course, there are lots of avenues in the city to pursue; obviously more than I suggested. You are all free to search where you wish and if you have any further suggestions then let me know. But Samir will go to visit Darius and Farrokh suggests (though he does not say he wishes to go there outright; he will follow Paten wherever Paten goes) that those used to the seedy part of town may want to get further information on that cult; while visiting places that sell poisons and handle alchemical goods might be a good place for Paten himself to explore (though that's just a suggestion; anyone can go with anyone, and no one has to go anywhere at this point; merely a set of suggestions).
Listening to the priest explain his words Bjoern just presses his lips together for a second when he hears the words "Bargain".
He heard to many slime worms use this when they came to his village.
But for those who believed to much in "Bargains" there was always a simple solution. An Axe into the head.
But it was not his turn to make any decisions.
As long as he was allowed to swing it.
Bjeorn is not surprised that this man seems to be ignoring him completely. A common error made by so many "Civilized" men; to underrate the potential and power of the Barbarian...
However, you notice that his guards are more focused on you then anyone in the group. Clearly they see you as the most obvious threat. While none of them seem interested in challenging you openly, even by posturing or making subtle threats toward your person, it's clear that when they study your group for danger, you are the prime target.
Yasala wrote:
Yasala mentally shrugs off the cretinous priest's last shot at her while keeping a still, straight face, and then listens to his description of the vision.
Being more oriented towards the physical, social, and political worlds than the supernatural or divine, she carefully listens to his words but leaves it to the others to dissect the meaning.
Thoth-Apep barely notices Yasala's shrug, he seems to be focusing his attention on Tairin and Paten. You do not know, but you suspect, that whatever game he was playing via his lecherous ways is something he's chosen to abandon in order to more focus more on what really matters; specifically, how the others are reacting.
Tairin of the Veils wrote:
When the high priest was done, an expressionless Tairin stood, careful of Sabra still nestled and hiding inside the shawl pouch before her, and politely responded, "You have given us much to think on, Hem-Netjer-Tepi. We will consider your words and ponder the images within. Thank you for being concerned with our welfare and for your hospitality. We will take our leave now. May the remainder of your day be peaceful, Hem-Netjer-Tepi." Tairin gave a cordial smile and bowed her head in due respect before gesturing for Bjoern to move before her, leading the way out to the awaiting litter.
Regarding your final Diplomacy Check:
Ending it on a "Pleasant Note" can have so many meanings; pleasant for you, for him, for the purpose of decorum? For now, I'm going to translate that to "pleasant for YOU!" (and your party). This is because, while decorum and decency would normally a nice way to end a meeting, you'd know that with this guy you can't rely on good court manners; he deserves something more... direct... So, ultimately, despite what his response is, know that it was actually a good ending for you guys :)
Thoth-Apep's eyes narrow at Tairin's veiled ruthlessness and the implied threat that the companions would now be thinking about him and his people, perhaps more than they might have.
The guards glance nervously at each other as your party turns and makes its leave, uncertain as to their master's wishes, but Thoth-Apep says nothing, the narrowed expression quickly evaporating as he recovers, a bit awkwardly, and nods his head graciously at your leaving.
Patenemheb Sitayet wrote:
Patenemheb seems almost lost in thought for some moments.
Then he gives a soft smile to Thoth-Apep.
"I have much to ponder here, Thoth-Apep. Should you have another such vision, please do inform us. May the sun look favourably upon you this day."
Paten, and the others, then exit, following Tairin to the litter...
Sense Motive:
So Tairin's final response, it seems, has made Thoth-Apep nervous.
This is a delicate situation. On the one hand, Thoth-Apep was certain to watch you whether he was nervous of you or not; that he is nervous means he might be cautious how he watches you, a potential bad thing - HOWEVER - Thoth-Apep is also UNCERTAIN of you, and your power.
How can he be truly careful with your party if he doesn't know your strength? He might send a spy to watch you; but perhaps you could use some dark sorcery to discover his spy? He may attempt to call on some demon to divine your purposes - but you may counter it with the power of some dark god who could unmake the demon and obliterate him in endless agony...
No; as Thoth-Apep is uncertain of your true power you believe that he won't try to spy you out, not like that, not yet. Instead, you believe his gambit (now that he fears your party) is going to try to make more overtures like the one he just did. That is; invitations to friendly events, such a dinner party or something like that, where he can pretend to be your friend and learn what you're truly capable of.
In short; he won't dare to do anything to piss you off, at least until he knows how powerful you really are. Also, if you're TRULY powerful, he might even try to ally himself with you. After all, if you're potentially so powerful, why not be your friend rather than your enemy?
In short; he felt Intimidated by your subtlety but won't respond in a negative way until he knows your power more. You don't need to fear an assassin's knife or spy network for some time; instead, you believe he'll be trying to be on his best behavior when he invites you to events to learn more about you.
Of course, such events let you learn more about HIM, so it's not necessarily a bad thing :)
Regarding your combined Knowledge Checks -
As you settle into the litter the thought suddenly crosses both Paten and Tairin's mind almost at once even as Sabra the cat nods sagely, as if the little beast also heard the vision and agreed in what it might mean.
Thoughts on the vision:
The vision of Thoth-Apep showed the sun rising in the west - the sun deity powerful in nearly almost all cultures - but moving from the west (and rising in the "left side", left if you faced north), well, you know that the word "sinister" literally means "left handed"; you know that moving backwards is often considered bad/evil/chaotic - so, if you consider something that typically is good (such as the sun) which rises in the east/right side (typically good) now rising from the west and moving backwards, it seems that this is a sign that there is a good power that is now acting against its nature; against its "good nature" and moving backwards.
The appearance of a Black Moon is the real clue, of course; for in the sands you recall that there was a Black Temple aligned to a Moon God. You recall, also, that in the eastern side of the valley there was an unearthed temple that was opened and something came out of the temple which - you believe - slaughtered the entire company of people that were at the dig. You also recall that whatever did the slaughter moved to the east (that means it traveled from the west; perhaps a coincidence, but visions are somewhat esoteric).
The temple on the eastern side of the valley was dedicated to a Sun God. Something came out of it; something you feel is evil, very powerful and very dangerous.
You do not know, but you now suspect, that the vision depicts a powerful agent of the Sun which has now become black/evil vying with a powerful agent of the Moon (which was black like the temple you found; possibly evil, but it may be a representation of the temple - this part is a minor point, though) but - ultimately - two agents of power; one of the Sun and Moon will now fight each other.
That something dark and powerful broke from the Sun temple and moved in the same direction as the Black Sun makes you feel that there is now a dark and hideous threat in the eastern wilds. This threat may pose many dangers, but it must be contested by an agent of the Moon. You recall, also, the words of the ancient priest within the Black Stone Temple to the moon, indicating that the Moon God, the god of Vengeance, desired champions.
Vengeance against an agent of supernatural "good" (such as the Sun) which may now be acting "evil" seems like the perfect conduit for such a calling and you now believe there's more to this than you expected.
It should be noted that the vision does not reveal who will win such a fight between the two forces...
Tairin continued to smile as she answered politely and rather undisturbed by the implication of his words, "Perhaps, having fulfilled his goals in the city, Master Zheng-Ya returned to his rightful place," courteously inclining her head to Thoth-Apep.
He gives Tairin a long look.
"Yes... perhaps," he responds, his voice as dry as tinder.
Yasala wrote:
As the priest pauses in the door, Yasala steps forward again to respond.
"My thanks, but I am unsure as to how long I will be in your beautiful city to repay such a boon. I was willing to offer an exchange of information, your knowledge of Azimbanan activity in return for what knowledge I might find of their involvement in the desert. If that is not sufficient, then I withdraw my request. I would hate to take advantage of your generosity by having to leave before I could repay an unknown debt. I thank you for the offer but I shall continue to investigate on my own."
She bows cordially and steps back to her place beside Tairin.
The priest turns to study Yasala with that same, predatory gaze.
"Nonsense, my dear!" he says with a wave of his hand.
"To refuse to aid a guest would be ever so disrespectful. In any case, the bargain was offered and accepted," he says with a firm tone.
"Besides, do not fear! Even were you to leave the city this very day rest assured, when the time comes to collect - I promise - I shall find you," he says with a sly smile and cold, penetrating eyes.
Patenemheb Sitayet wrote:
Patenemheb takes a genteel sip from his drink.
He does note Thoth-Apep's seeking of a chink in the group's armour in the form of trying to sink claws into their Azimban member. At least, that is the wise assumption.
Sense Motive Check:
You don't really think he's that sexually attracted to her. Instead, you believe he's being flirtatious with her because when some women are flirted with it makes them feel uncomfortable. Thus, by flirting he makes her uncomfortable - by making her uncomfortable he can make her feel unsure of herself or awkward - in short; he's using sexual harassment techniques to try to manipulate her feelings for the purpose of making her easy to dominate or control.
Tairin of the Veils wrote:
Tairin isn't as quick to rise and smiles up at the standing priest. "Before we leave, we understood from your messenger, Hoteth, that you have received some kind of divination which you wished to urgently share with us. May we know what it is, Hem-Netjer-Tepi?"
The priest pauses and studies Tairin with a cold, leery gaze; almost as if he is unsure of something. But the look is fleeting and then he collects himself and responds.
Re Sense Motive:
He really has no idea how powerful your crew is. The comment earlier about the Sorcerer was obviously a lie (at least, to him) but he read it as an OBVIOUS lie - that is; your comment about the sorcerer was so laughable that he was MEANT to know you were lying - that you WANTED him to realize you wouldn't give him details, but had no problem in letting him know something terrible happened - though he has no idea what.
In short, it's like if you told a mafia boss about a good friend of yours who was cut into six pieces by a chainsaw and the mafia boss smiled and said - "Sounds like a terrible accident... I hope no more accidents like that happen to anyone else..." - basically like that; you know that's a lie, but it's clear he wants you to know it's a lie. Hence; especially via your natural 20 earlier, he's genuinely unsure of your power and is likely prepared to share some actual information, simply out of his uncertainty...
He places his hand to his chin and strokes it uneasily and then shrugs.
"Ah; yes - in the presence of your beautiful companion I had almost forgot..." he says with a nervous smile, then his eyes go flat and he speaks in a more serious voice.
"I did indeed have a vision to share with you. I do not know its full meaning - yet - but enough to share the words," he says, and you believe that this is true. That the words will be enigmatic enough that he doesn't mind being honest with you.
His eyes slit, as if he is thinking deeply while studying you all for a reaction, then he speaks:
"I saw a gray sky and in the westerly horizon I saw the sun begin to rise... else it was moving backward... Yet the sun rose in the west and moved on its journey ever eastward until it reached its zenith above me... There, from some strange place I saw sliding across the sky the moon... The sun seemed to shine a strange, white color and flames licked from its pale circle while the sky, ever gray, somehow grew more dim and almost loathsome... Then the moon slid across to the sun and blotted it out, like an eclipse... and so I saw the rays of the sun, long like serpents, writhing about the moon - and together they seemed to strive with each other.... Black Sun - Black Moon..."
"Then there was the sound in the air like thunder, or drums of battle... and then I awoke," he says, a scowl on his face, as if he did not relish sharing this information.
"That was the summary of the vision. I knew not why I was to seek you, but for the whisper in my voice to seek the masters of the house of Zheng-Ya... I sent my people to that place and now you are here. And now you know the vision," he says with a flat voice.
"Greetings. I am Lady Tairin. I, and my kinsman, Lord Patenemheb, are newly acquainted with High Priest Thoth-Apep. You have not given your name and I wish to know with whom I am speaking with, if you would be so kind. Also, what is the reason for this urgency? Cannot this meeting wait until later in the day, for my people and I have urgent matters to attend to in the city this day. I understand your master's esteemed position and I mean no disrespect. Your visit to our home is most unexpected is all." Tairin's voice remained steady and collected for they were in their home and had the position of power on this ground. Her smile was cordial enough - as a lady of the manor meeting with an aide lower in station than herself.
The man seems a bit by your comment about his name.
"I am Hoteth; a messenger for his Excellency," he says, and his accent is thick with the Yar-Ammonite dialect.
"As for the reason of the urgency? I can not speak on the motives of my master; but he is said to be powerful with the ways of Divination and his connections with the city are manifold. Something has prompted him to ask for an audience with him, and at once. As to specifics?" he shrugs.
"I obey his will, I do not question it," he says, trying to behave more politely.
Patenemheb Sitayet wrote:
"Well met. As my kinswoman asked, we would know what matter is so urgent that compels Thoth-Apep to send a messenger here to draw us to him this day?"
The man turns a glance to Paten.
"Again, noble lord, I am not privy to the desires of his Excellency. He says a thing and then I obey. What more is there than that?" he adds, a bit confused at the questioning.
You see no hidden weapons on him, though he does have a long dagger at his hip that is worn obviously. He seems fairly well dressed; his linens are clean and there are no obvious rips or tears on them. You believe he is likely a mid-level house servant or slave. As to the reason you're being summoned? You doubt he knows, or that someone like Thoth-Apep would even consider it worth his time to share that information with this man. To a Yar-Ammonite noble or priest, there would be no reason to share that information with someone like this servant. It's not meant as personal, you don't think, just basically that he was told to get you, and that was it.
Talar Drealev wrote:
Talar's only words are spoken quietly to Tairin; he does not offer anything to the stranger, trusting Tairin and Paten's words far more than his own. But he does assess the stranger, as well as act as a watchful bodyguard.
[dice=Sense Motive vs newcomer]1d20+9
[dice=Perception to notice anything noteworthy on him, such as weapons]1d20+11
[dice=Perception to watch the area for anything while we're distracted talking]1d20+11
You don't see anything suspicious or odd around or about the man. As for your Sense Motive? You think the guy came in here with a chip on his shoulder - ready to order you around. Now, after hearing Tairin and Paten speak, you get the idea that he's suddenly reconsidering his initial bluster. After all, while his master is powerful, it's POSSIBLE that you guys are more powerful - or, perhaps worse - that you're good friends with his master and because he's unwittingly offended you, you may tell his master, which could get him in trouble... So now he has no idea how to act, because he's not sure of you, so he's backpeddling desperately to get himself out of a potential jam...
He looks at you all.
"Who among you wishes to come; and when will my master expect you?" he adds.
So far we have Tairin - this is a chance for anyone else to offer to come. Those who don't want to, it's cool; I have something else in mind for you, but that will happen after I get your final answer.
EDIT: You are convinced that the man does not know what is going on RE the spell. In fact, you think he's intentionally doing what he can to ignore anything odd so he doesn't seem too pushy via the fact that he's not sure of your formal level of power and status. After all; you DO occupy the house of a former sorcerer known of great power in the city - you must have SOME sort of resources...
I like the idea of the new avatar (as well as the look), Tairin. It suggests the change that typically happens at this level and I'm excited that you decided to make that change considering what I have planned for the next stage of the game :)
To clarify - I think that there are various "stages" of characters in a RPG character.
The first stage is typically level 1-5; when PC's have to deal with things like weather, using skills to find food and resources on the trail, getting to know the various members of a village or small town and learning how to survive.
The second stage I see is typically level 6-9; when PC's are situated in a town or city. They likely have a base (be it a house, castle/keep, ship, or whatever) some retainers (be it a mid-level NPC, possibly level 4 and possibly four or five level 1 NPC's as guards or servants) as well as some connections with mid-level nobles (possibly contacts with a Duke or Baron; possible connections with the Sorceress who is the guardian of the forest, that sort of thing) and enough wealth that worrying about micro-managing coin needed to buy food and drink for each meal is no longer important. Also, decorations/trappings of their "base" are now open to more creativity, rather than having to calculate the details of figuring out how much a tapestry costs against the coin you posses - it's now more lighthearted and fun (though, of course, within reason; having a tavern with linen sheets is one thing - having every bed in the tavern with embroidered silk sheets? That may need some explaining ;)
The third stage I think is roughly 10-16 - it's when a character begins to achieve the status of a Lord. It's when, generally, heroes are somewhat separated into their own "estates". The Wizard in a tower; the Knight in the castle; the Ranger in their forest keep, and so on. They generally don't worry about minutia of where to spend their coin. Instead, they are required to put out basic fees that take care of the upkeep of their estates and the payment of their NPC's. This is when things like "mass combat" rules for commanding your companies of troops come in to play; and heroes have to worry about things like making checks/roles to see how well their properties do each month. Meanwhile, being level 10-16 means that heroes are now gathering together much like they might in The Avengers or Justice League - teaming up to go on an epic quest to fight off the diabolic leader of some dark army or forgotten cult, and so on.
The final stage is when the characters are moving to level 20. By then they're kings/queens of their own nations and they each have their own armies and cities to take care of. They're at that point so powerful that they're no longer worried about buying things (except for the super-rare sacred weapon or armor that is so powerful it's not even available to purchase; you either craft it, or you go on a quest to find it in some ancient temple). And then, gathering all your Artifacts and powers together, the various Kings/Queens/Admirals/High Wizard, etcetera - they're the ones who are now teaming up to face something like a god/ancient one/cataclysm from another realm.
The reason I mention all of this is that, at this point, you're heroes have achieved the place when they are now roughly the Second Stage. Your raise of level means you'll be in a far better position and not have to worry about things like calculating the cost of beer in a tavern. Instead, you'll be dealing with a different set of challenges.
I hope you find them interesting, and that your characters level with that in mind. That said, I'll have more about them up later today :)
Jelah smiled as she watched Tairin, yet the smile was one of a sly, predatory animal – clearly impressed with her sexuality and presence, Jelah seemed to be interested in enjoying the young delicacy before her. Even so, her own manners and professionalism overcame her lust and she leaned back and seemed to think.
”You speak of the death of this being? I tell you truly, if it were a dark god or demon than your company should have surely perished, methinks. That you lived suggests at the least to me that it was slain, or at least, brought to some dark end in which – rising again – we should be long dead from age alone.”
”Thus I think you may have destroyed it, or at least defeated it so that we should not see it again. Yet it may be there are others…” she says after a moment, as if thinking, then shrugs.
’You have asked me of the condition of the priests of Yadar within this city? I say to you that they are well-established enough, yet not overly powerful here.”
”Their faith is looked upon with a veiled set of respect, only inasmuch that they are not able to discount the value of priests of Death and how they regard such things as the corpses strewn about this city.”
”These folk are mostly silent type, yet there is a man within the city limits who is more versed in such matters, if you would speak to him, then you might learn more. His name is Darius; you may find him in a small temple to Yadar not far from here,” she adds with a wave of her hand.
”Now, as for the rest of the accord you wish to lay before me…” she adds with at throaty voice which trails off somewhat as she stares at Tairin with a thoughtful expression which suddenly blossomed in to a more intent mien of lust.
”If you wish to be my pupil, then you must first do what you will to convince me of how well you wish to serve me…” she added, then slides across to Tairin and moves before her, staring down at the young girl.
Half of them work on destroying the statue; the other half begin to examine the remains of the dead for loot or clues as to their motivations.
In the temple -
Ropes and work are used to tear down the hideous head which disfigured the temple. The broken pieces are collected and cast into the depths of the dark and loathsome hole in the western side of the temple.
Though the sound of the parts are heard clattering off the sides of the depths there is never the sound of them eventually hitting bottom...
Nevertheless, the cursed symbol of Yadar has been destroyed. Despite this, the temple still has the dread weight of fear upon it.
Those among you with any knowledge of gods and beings beyond the realm of men know enough to know that even those creatures that could be considered benign gods are ones that still inspire fear in mortals - yet this fear is not born of darkness, but rather it is born of awe.
The bodies -
To save time this is what is discovered in full:
There are 16 Horses (light; combat trained) and 6 camels (riding).
The Camels also have Riding Kits for normal riding animals; you suspect that those who rode the camels traveled a further distance to this place.
There is 1 Horse with light armor; this horse is Heavy and combat trained.
There are 19 packs on the mounts - they each include 20 Silver Pieces and 5 Gold Pieces as well as Generic Camping Goods. None of them have armor; only scimitars.
The priest himself has a MW Scimitar with a golden hilt (Appraise Check 20 reveals the value is roughly 350 gold pieces because of the gold hilt). He has a long dagger, possibly used for rituals - it is similar to the dagger which you found that belonged to the other Follower of Yadar (more study will reveal what, if any, powers it may have). The priest also has a ring on; it seems to be fashioned from silver - Appraise Check of 20 reveals it to be worth roughly 75 Gold - however, the mark on it makes you believe it to be a signet ring, or possibly a symbol or ring used to confirm status of a person of power.
The priest also has two kits on him. One of is a more elaborate kit to camp with camping kit as well as a Scriveners Kit.
The priest also has a small pouch on him; inside the pouch are 25 Gold Pieces, 20 Silver pieces with markings consistent from the City State of Khazabad; there are also 17 silver pieces and 7 gold pieces with mixed markings from Jairan and Zul-Bazzir. There is a ring on it; this is made of Bronze; the Appraise of 15 lets you know it's worth roughly 50 Gold Pieces for its markings and design. The markings on it can be understood with a Knowledge Nobility Check - depending on what it means, its value may be much more important.
There are several scrolls on the body as well.
You do not recognize any of the writing; two of the scrolls seem to have similar handwriting; the third has a different set of handwriting and a symbol on the bottom of it consistent with that which is on the bronze ring. Based on the letters you see, you suspect that the scrolls are all written in the Khazistani language but in code.
Searching the bodies reveals little - the men are dead, some of them have been torn apart by the teeth of their own allies.
Upon closer examination you notice that the canine teeth of the men have been cut or shaved, as if with a metal file, and are now sharpened. You do not know, but it seems likely, that this sect of followers of Yadar sharpen their teeth for a purpose; at the least, all of them have sharpened teeth.
All of your work takes time - in this case, it is now roughly 10:00 PM when you are finished with your search of the bodies and work in the temple.
Unless you have any ret-con RP you'd like to do, you are all currently standing above the path that leads down in to the valley and ready to move out to wherever you'd like to go next.
Male Human - (Gladiator 1), Bard (Archaeologist 2) For: 3 Ref: 7 Will: 4 Perc. 8 AC 18, TT14, FF14, HP 26, CMB +6, CMD 17, Init +4
GM Ariarh of the Storm wrote:
Seeing Thorongil's and Letswalo's trepdiation in being near the farmer or even aid her in ensuring he was more comfortable and changed into clean clothes, Nooria simply gazed from one man to the other before quietly and steadily speaking.
Thorongil sees the look that Nooria gave him and is puzzled by it, but he does not pry.
GM Ariarh of the Storm wrote:
"Alright, I shall have to take care of this man myself," she muttered to none one but herself, under her breath.
To the Northman it would be disrespectful to press her; if she had a concern, he was confident she would voice it; though he thinks a bit on her words.
Pausing as he does what he can to continue to tend to the mule, he looks at her again for a long moment, but he says nothing.
The mud and filth on both Thorongil and the mule was consistent with what one would find after traveling in the wild; nevertheless, Thorongil did what he could to make sure the animal is safe, healthy and secure before even bothering taking care of his own needs.
GM Ariarh of the Storm wrote:
Thorongil had begun preparing a meal for them and she smiled. "I will try to get Jheri to eat something in a little while. You were right to say we should remain here this night. If we bar the door, we can be secure enough. Perhaps we can use the canvas from the tent we were gifted to temporarily cover the hole in the roof so at least this night the rain won't continue to seep in?"
Thorongil looks up at the hole in the roof.
"A wise idea," he says in response.
"As you are seeing to the sick man, I shall attend to that at once," he adds.
While help may be useful he felt that that attending to such things was his duty as she was working with the the man.
He wondered if Letswalo might aid him; but he does not ask for aid in the matter.
For now, he merely stoops over the gear he had carefully unpacked and set aside in a neat pile in a dry corner of the room, Thorongil selects the tent and pulls it from the gear.
The tent is roughly 18 kilos and it is not easy to carry with any ease as it is large and somewhat awkward to move, as any large piece of heavy canvas might be. Nevertheless, Thorongil picks it up and takes it outside into the wet night and directs his glowing orbs to gather around him and give him light.
There, he stretches it out as best as he can and studying the hut, he takes the cord to each of two corners and throws it aloft on top of the roof off the hut.
Knowledge: Engineer to ascertain the best place to throw the cords so he can adjust the tent properly. 1d20 + 4 ⇒ (4) + 4 = 8
He also studies the hut to gauge if climbing on the top of it so he can adjust the position to be a wise move.
Knowledge: Engineer to ascertain the best place to Climb hut and if he should even try to Climb at all - that is; does he think it can hold his weight - 1d20 + 4 ⇒ (8) + 4 = 12
Assuming the hut is sturdy enough to hold both his own weight and that of the canvas tent itself, he will Climb aloft to attempt to adjust it - if not; he will do what he can to throw the ropes over the hut, then move to the other side of the hut and drag the tent up to the summit and across by pulling on the ropes.
Possible Climb Check if necessary - 1d20 + 5 ⇒ (3) + 5 = 8
Perception Check to find the best place to stand to pull/adjust the cords once he has moved to the other side - 1d20 + 6 ⇒ (13) + 6 = 19
Once this is properly settled to his satisfaction he does what he can to lash the ropes to the appropriate pieces of the hut to make sure it is secure.
As he works he recalls a tale of a group of people who discovered an undead creature - a zombie - that had fallen down a well and had, consequentially - polluted the well.
He wonders a moment if the water in the well was something that is safe or healthy for the farmer to be bathed with or drink from; but he promptly dismisses the thought disrespectful.
After all, while having some knowledge in healing he was certainly no true healer - not as Nooria was - if there was an issue to consider regarding the health and safety regarding the well water he knew she would have considered that already.
At this time he begins a slow sweep of the surrounding area to make sure that there are no more hidden surprises or potential threats; he does this by traveling roughly 30 Meters from the hut and beginning a slow, careful walk in that perimeter.
Given the weather he does not expect to find any tracks; but - nevertheless - he will search for any, just to be sure.
Perception Check - 1d20 + 6 ⇒ (12) + 6 = 18
Survival Check to ascertain anything he may have seen (also using the Dancing Lights to help him search 1d20 + 9 ⇒ (9) + 9 = 18
Not sure what I'll find - if anything - but Thorongil will not return to the cabin to close/bar the door for the night until he is satisfied that the general condition of the perimeter is secure.
Assuming that the area is safe and there are no formal dangers, he will return to the cabin.
Once Thorongil gets back in he will first do what he can to make sure that the roof is not continuing to leak.
Perception to study the roof for leaks from the inside - 1d20 + 6 ⇒ (4) + 6 = 10
Once he is satisfied he will then take off his boots and dry them thoroughly with a dry cloth; once he is confident that they are dry as the cloth will allow, and cleansed of mud and filth, he will rub them thoroughly with grease and oil to make sure they do not crack or warp while he rests them by the fire.
After this he will do the same with his armor after removing it.
He will then strip his clothes down to his undergarments and take a rope from his pack and and tie it across the beams of the hut and hang his wet clothes to dry properly.
Once this is done he will then squat by the fire and finally take up the remainder of the food and eat it as he considers how to transship a man with a fever.
Pausing, he then considers Letswalo a moment.
"What were you looking for in the cabin?" he asks the man.
As the enemy is climbing up the cliff he needs to make a Climb Check against a DC of 15 to avoid falling as Tairin's earlier AoO hit him for damage - 1d20 + 11 ⇒ (8) + 11 = 19
EDIT:
The enemy succeeded in climbing up the cliff, but barely.
His health nearly gone as he crawls over the ledge, Tairin's whip manages to slice into his throat and tear it out in a jagged gash that rips in to his very windpipe.
As his lifeless eyes stare into the sky Paten's voice inspires Talar's arrows and they slam into his back.
Bjoern Ghostbear wrote:
Would the torchbearer not get my regular attack first? As I readied my attack?
Seeing a new target Bjoern whirls his longblade.
The torchbearer in front of you has already been killed by you earlier. At this time, there is another torchbearer, but there is a five foot gap between you him - with the corpse of former torchbearer laying on the greased ground between you and him.
I will let you use your attack on the guy standing on N:11 instead. He's moving up to get off the greased area.
Acrobatics to take a 5 foot step off the Grease 1d20 + 6 ⇒ (1) + 6 = 7
EDIT: The enemy has fallen next to you - your sword is able to slaughter him even as he falls.
Bjeorn swings his blade and slaughters the enemy next to him who falls down dead.
The party hurries up the stairs as quickly and stealthily as they can.
There, peering around the corner holding a torch, is Samir as he stares down at them as they advance.
”Hurry my friends; there is trouble,” he says with a tense voice.
Leading the advancing company forward they see Osan and his remaining men standing nervously by the entrance to the temple.
Samir hands Osan the torch and the man takes it and keeps it away from the entrance, hoping to disguise their presence.
Outside in the dusty valley roughly two-hundred feet from the path leading to the temple a grouping of dark robed figures waits ominously. Some of them hold torches in their hands, another holds a small, hide drum and is pounding a slow, steady rhythm on it. Several of them are holding those members of Osan's guards who had fled the temple earlier after they were overwhelmed by the fear.
You believe you see thirty of them before you and one of them is pointing at the temple, though it is not clear if he can see you or not, and he is speaking with a harsh, angry voice.
Khazrajite:
”The blood of infidels we offer you, Yadar, our dark master!”
With that he lifts an evil looking khopesh and with a single stroke beheads the first guard who lets out a hideous shriek as the blade falls. The blade takes several strokes to fully sever the neck of the other man, however.
Samir glances at you.
”Clearly they belong to some dark cult of Yadar.”
”Knife work in that cursed temple against such odds…” he shakes his head at the idea, even as the thought of the dark creature in the depths remains recalled yet not spoken of.
”Come, then; if we are to die, let it be bringing death to them rather than crouching in the shadows?” he presses, as if hoping that the others would agree.
At this, the man with the khopesh lifts it up and points the blade at the temple.
”Damnation – I think they have seen us!” Samir growls as his fingers tighten on the hilt of his blade.
”What shall we do?” he asks the others as the cultists begin to advance grimly.
Blessing of the Moon God: Take a Standard Action and declare a target before you as a being that deserves your vengeance. If you use your blessed weapon your attack against this Target you gain +4 to hit and 1d6+5 for every Four Levels of the person using the blessed weapons. The weapon also counts as “Magical” against those creatures which require magical weapons to be hit.
However: Once you declare your Target you take 1 Point of Bleed Damage every Four Levels Per Round until the Target is slain. If you become unconscious due to the Bleed Damage you fall unconscious but the Bleed Damage stops and you become stable. When you awake you no longer suffer from the effects of the Bleed Damage, but you are treated as if you have the “Disabled condition until the Target is killed.
You no longer suffer the effects of Fear.
Pick your targets - with or without the blessing - but it's now your move. The enemy is 200 feet from your position. You can defend the narrow confines of the temple if you want, or you can go out to meet them. Either way, at least you have the high ground...
Male Human - (Gladiator 1), Bard (Archaeologist 2) For: 3 Ref: 7 Will: 4 Perc. 8 AC 18, TT14, FF14, HP 26, CMB +6, CMD 17, Init +4
Nooria wrote:
Nooria gave a gentle smile and merely replied politely, "As leader in charge of the welfare and protection of this new colony she gives us instruction and we must do our duty as her deputies. Do not see it as servitude or her desire for us to bend the knee. She has asked for neither; at least not of me since I have come to this land. Patience is certainly a common goal and I believe we shall find our way, together, in time."
Thorongil does not disagree with her in any way and it’s clear by his expression that he is thinking about what she said.
Letswalo wrote:
"Thorongil, the sheriff has a positively light touch by Mwangi standards. I for one came to the colony for many reasons, one of which was to get away from the need to appease so many masters and supposed allies back home. To a certain degree, you have to find what amount of strictures you are willing to bear. For there will be at least some in these lands, if there is any civilisation at all."
At this Thorongil lets out a bark of laughter.
”It is said among my people – Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing…,” he says with a grin.
”You Southlanders are a strange bunch, my friend. The sages teach that a thing, once set in motion, shall never cease its advance unless it is halted by a force that is greater than it; a truth which cannot be countermanded – why not cleave to it with how we live our lives, eh?”
Then he shakes his head and put aside the matters of philosophy and considers the mission before them.
”But there are many things which must happen here before we concern ourselves with the imposition of unjust strictures. For now we must first attend to those,” he adds, his mind tacking to the task at hand.
Nooria wrote:
"So, we take the donkey, and go by foot? Aye, I am fine with your plan if you believe it is better until we return with news from the dika plantation."
Saying nothing, he glances at Letswalo to hear his opinion.
Letswalo wrote:
"That makes sense to me. I am also in agreement."
He nods.
”That is good. This is rough country; horses may have trouble traversing the terrain without roads or trails to walk upon. This is worth considering on the journey; if the land is truly untamed we may find horses a liability if we travel over broken hills, loose rocks or flooded terrain.”
”We must consider how dangerous things may be for a mount on this journey, I think. If the land seems safe enough then horses shall certainly be helpful in the future.”
As this he loads his gear on the animal in question and prepares to leave he listens to the others talk.
Letswalo wrote:
"...and the beasts. Donkeys for work, leeches for medicine, spider monkeys for pets, white-tailed deer for venison, boar for meats, and fish, mussels, and squid for seafood."
He hears Letswalo’s words and for a moment his mind considers the seas and their grey uncertainty, but even as the vastness of their reach tugs on a longing within him, he glances at the clustered houses nestled within the confines of the complex and shakes his head to clear it of the wanderlust so common in Northmen.
He then hears Nooria's words and says nothing, listening to what she has to say.
Nooria wrote:
Nooria tapped her long fingers against her mouth as she contemplated a suitable establishment/business. "There is no school here for the children of the colonists. I have noted some - possibly a dozen children varying from ages five to twelve - yet, if more colonists arrive, then it would do the town well to have some form of schooling or tutelage. A cultivated mind is a boon for a growing community. The terms of agreement was that we had to live and make something of the property and land for a period of two years. Once we return from the exploration we have been tasked with, we can consider our options more fully for we have the time to do so."
Thorongil says nothing but seems to perk up at this comment, his hand absently patting the dog-eared journal in his satchel resting next to the ledger containing lore on how to better survive in the wild.
Letswalo wrote:
"I agree that proper schooling will be needed to cultivate the minds of the future colonists. But for now, I notice a distinct shortage of clerks,” he finishes with a smile.
He considers Letswalo’s answer to Nooria’s earlier statement.
”Such a job would be useful to the citizens. There are many young people here that could benefit from a place to enlarge their lore. Yet imparting knowledge successfully is not as easy as having knowledge,” he says, considering this option.
Cinching the straps of the packs around the mule he turns his gaze to the north.
”Well, my friends, these are fine things to consider. Let us ponder them further on the trail as we make haste to our destination.”
If the party has purchased the gear they need, Thorongil is ready to head out. If not, what more do we need to buy; also, is that something we should RP out? If not, I’m ready to go :)
Tairin was relieved when Bjoern climbed back out of the pit and calmly asked for the necklace he had retrieved, "I would like to examine it to see what kind of necklace it is."
Tairin carefully turned the magically imbued necklace in her hand, examining it for its worth and identification.
Response:
You study the necklace and recognize it as being connected to cultures who are certainly more brutal and less civilized than that of the city-folk you met with recently.
However, based on the description you feel the person who possesses this item is likely a Khazrajite.
You recall this of their people: The nomadic tribes of the northwestern desert are descended from Khazistani stock. Calling themselves the Khazraj, they are a free-willed, fierce and stubborn lot; a constant menace to caravans and travelers. The Khazrajites are physically identical to the people of Khazistan, but of a slightly darker tan due to their exposure to the desert sun. Adult men usually grow thick, black beards, and wear white khaftan robes and silver-hilted scimitars.
You feel, then, that the man who bore that necklace is likely of that people.
As for the necklace itself? Its power and potency suggests that a possible priest, or a leader of some Khazistan tribe or cult would have worn such a necklace. It is far too powerful for a mere foot-soldier to have in his possession. Thus, you believe that the dead man at the bottom of the pit was likely a priest or leader of a Khazistan group; but if that is true, who killed him? And - having been killed - why should he be thrown into the pit with the item still on his body?
Meanwhile, as you ponder the necklace you are able to identify its powers/properties with a modest amount of study - but learning its secrets reveals only a new mystery...
Full description of the powers are identical -Here-. Though the item is different looking than what is described, the powers are the same.
Yet if this is true, then why did the power not manifest itself when the one who wore it was slain? Why did it not return his health as he lingered on the edge of death; and if it did revive his health, then why should it remain as - after expending its power - it should have faded into dust?
Something kept it from working; that much you know - but you do not know what, if anything, kept its power from working to its full potential.
However, more on this matter may be learned in time...
Tairin of the Veils wrote:
As she contemplated the strange necklace in her hand, Tairin carefully moved around the narrow ledge, so she could get a better look at the dark hole at the centre of the pit; more importantly the carved symbols that Bjoern had uncovered when he pushed the bodies away. Tairin directed three of her dancing light orbs closer to the symbols, even as the dark, malignant hole drew from the intensity of the magical lights; dimming them slightly. She kept the small orbs skirting the hole, in hopes that whatever foul, insidious magic resided within the hole would not diminish her lesser magic.
You can read that the tongue is not carved in the language of Yar-Ammon; but a crude derivative of the people of Khazistan.
Roughly translated it reads - Child of Shoggoth...
Results on the meaning:
Shogguth is a a creature of immeasurable power; a dark rumor, sometimes called a demon, dark god or being from another realm or plane.
Its form is like a dark, gibbering ooze pocketed with scintillating eyes and hideous colors and shapes that shimmer on its surface which typically lead those who witness it to madness if its acidic-like tendrils do not strip the life from the one who it touches.
The men of Khazraj are said to worship a god called "The Old One" - and it is known that this being "Shoggoth" is indeed considered to be like the "Old One" in that is a being from beyond and before the reckoning of all mankind.
You do not believe this pit leads to the actual realm of such a being; but it is likely that it may have some foul offspring which lingers in its dark depths.
If this is correct then it is not surprising that the men of Khazraj would see such a being as a dark god; and it is not surprising that bodies cast within the pit may be consumed by whatever foul thing that should try to crawl from the dark hole.
What is surprising is why such a creature would find its place of worship in this temple. The god of the moon is ancient, but not like the one called Shoggoth or its foul kin - why should those who worship it be found here? Why should the lair of such a creature - even an offspring - be found here?
You do not know; not yet - but you believe that the conflicting powers of this dark presence is at odds with the power of what god made his temple here - namely; the god of the moon.
In short; you think that certain powers may be hindered or weakened (such as the power of the amulet) because the god of the moon does not permit the tools of his enemies to work to full potency.
You do not believe the necklace has any negative aspects to it; it is as described above. You DO believe that if an enemy to the god of the moon was wearing it then the moon god - being that this is his temple - would do what he could to hinder powers from an enemy faith to work at full potency. Thus; once you took it from the temple you suspect that whoever wore it that the power would of the magical necklace would work at full potency and without issue.
Rival gods have their own battles to fight, and it is dangerous for mortals to interfere. In any case, you know enough to believe that to try to descend within that hole would lead to certain death and madness.
You feel that more could be discovered after searching the remainder of the temple for further details - but you do not know fully how safe such a search will be; only that you believe it will reveal more details if you continue your search...
You are not certain given the distance, but it looks like the two died very close to the door. Almost as if they were trying to shut the door when they died.
The door itself is shut currently, so perhaps they succeeded in forcing it closed even as they succumbed to their wounds?
You are not certain at this from the distance as they are laying on their faces and close to the door, their hands seeming to have slid against it as if they slowly collapsed to the ground as they died.
One thing you can note from where you stand is that the bodies seem to be in relatively "fresh" condition - that is; the flesh of their skin is dried and somewhat rotting, but you would imagine no more than a month has passed since they died.
However, the right hand of one of the bodies - which lays propped against the door - is missing the flesh from most of the palm and two of its fingers. It is almost as if the flesh of the hand was burned off or somehow melted - though the rest of the flesh on the other hand is not ravaged in a similar fashion.
Given you'll be AFK for some time I'm going to have your character leave the protection of the other PC's and go over and explore more fully.
Botting for Paten -
"We have lingered overlong over this matter; I shall move forward and examine them more closely," he says with confidence.
Paten then goes to the body and carefully turns it over and studies it.
"They wear the same robes as the man we saw that died earlier, likely slain by some sort of strange ooze," he muses loud enough for everyone to hear him.
"However, this man's face has been burned off; there is naught but the grim, place bone of his skull grinning at me," he adds with a flat voice.
"Based on the position of the body it looks as if he was sprayed directly in the face; he did not have time to turn or try to protect himself before the acid went to work and he quickly fell forward toward the door."
He examines the other.
"This one's face is still here; the burning starts somewhat below the neck and spreads down over the chest. There are various streams of acid-like burns covering various parts of his chest and torso and most of his right hand and forearm."
"I would say he held up his hand to ward off a stream of acid, or whatever was sprayed upon him, that the thing which caused the burns struck his arm and hand as he held it up to protect himself. It did not kill him outright and as he collapsed, yet before death took him, he pressed his hand against the door and wedged it shut."
He turns to the others.
"These two were killed by something beyond this door. Yet if our assumptions are correct, beyond this door is the very chamber that held the pit that Osan and his men waited in."
"We looked within that pit and saw at the bottom a heap of bones but no real threat - perhaps we should look more closely there, or beyond this door, if we wish to learn more of what caused the death of these men?"
Paten is offering a suggestion; what would you like to do with it?
Ankhtifi is a name of ancient history. It could be multiple people, of course, but you recognize it as a famous historian, warrior and general; as well as a noted poet and self-professed philanthropist in that he had written his own tales and recorded his desire to feed the poor and clothe the naked. If this is indeed the same person, or related, it should be noted that the one called Ankhtifi died shortly before an issue in which chaos had come to Yar-Ammon and the lands were devastated by an issue that was likely born of famine and plagues – none say what caused the plagues, though some suggest that the gods were chafing as the “new gods” began to encroach on their rights.
The name “Dedi” is less common but more recognizable as there is more unique history regarding it. According to ancient lore the name Dedi derives from Djedi and is connected to a powerful wizard who supposedly worked his powers for good to serve the reigning monarchs of the time.
An ancient text regarding his feats of magic read thus – There's a commoner named Djedi, living in Djed-Sneferu. He's a simple citizen, but 110 years old, eats 500 loaves of bread, a shoulder of beef and drinks 100 jars of beer every day. He is capable of resurrecting decapitated beings. He is also said to be able to make wild lions so obedient that the animal would follow him with a cord dragging on the ground. Furthermore, this Djedi has knowledge of the number of Iput in the wenet-sanctuary of Thoth.”
These names are likely not connected; but it the fact is that the priest, if he bears these names, is likely aligned to at least the principles or values of either of these men.
Of course, it is also possible that Ankhtifi may indeed be the very seem man who might lie entombed beyond that door; yet that could be coincidence. It is common custom for the folk of Yar-Ammon to take the names of those they venerate, and so it could be a coincidence that the man buried within took the name of a great noble and leader who was wise, a good general and friend to the common men (and likely a scholar or at least, someone who could have written his own life story) as well as a man who is aligned to prophecy and causing headless corpses to rise from the dead…
Only further investigation beyond will likely reveal more details as the markings on the door are faded.
Regarding the Door:
The door has a heavy iron lock upon it; yet it is old and worn. You believe that it could be easily picked, if you were to attempt it, for the subtleties of the lock have eroded.
As for the lock itself? You believe there is a trap upon it; the trap is one that is connected to magic – if you say the password you can disarm the trap with ease. If you fail to say the password the trap will likely spring, but you think now that the trap itself is only an Acid Sprayer Trap – a mechanical trap; saying any password is not important, what causes issue is standing too long on a place on the floor if you try to open the look. Disarming the trap should not be too difficult, yet if you fail, you and all in a twenty foot radius will be covered in acid.
You consider the possibility that the man above had suffered the fate of such a trap but discount it; the attack made on that man was far too precise.
You believe the writing about a curse is likely a ruse; especially given that the trap you see is non-magical.
As the party considers both the door and the remainder of the room Bjeorn and Yasala do what they can to aid Talar in searching.
Survival Check results:
The western wall has a heavy drift of sand laying against it; not unsurprising. Yet what is surprising is that there seems to be a thin depression roughly three feet wide in the sand drift.
It is almost as if the sand had piled against the wall over time, but part of the wall – perhaps three feet in width – was not there at one point so the sand fell beyond the wall itself.
Of course, as of now it seems that the wall is solid enough, but you feel that there may have been an opening in the wall at some point for the sand to drift through.
Know. Nobility re Padishah of Khazistan: 1d20 + 11 ⇒ (5) + 11 = 16
Know. Local re Padishah of Khazistan: 1d20 + 13 ⇒ (20) + 13 = 33
These two checks are combined. The Padishah is the local title for the “king” of Khazistan, it is merely another title for the same position. The Padishah has a massive army and has soldiers all over Khazistan. His capital is in Khazabad and the bey/governor of Zul-Bazzir is considered to be a loyal retainer.
It should be noted that there are rumors of unrest in Zul-Bazzir; some suggest that a collection of nobles are plotting to overthrow the bey; if this occurs it would likely cause issue with the strength of the Padishah himself as the bey is known to be a loyal retainer – thus, losing him would be a great difficulty.
Know. Nobility re Lord Osan: 1d20 + 11 ⇒ (6) + 11 = 17
Know. Local re Lord Osan: 1d20 + 13 ⇒ (20) + 13 = 33
Also combined; you have never heard of a “Lord Osan”. However, you have heard of a minor aid to the bey named Osan. You do not know why you did not think of this before, but it is likely because Osan is not that important a name and the position of the person known as Osan is indeed a minor one.
However, Osan’s position is extremely close to the bey, acting more of a personal attendant or attaché; he would have access to many things going on with the bey and it seems likely that he would be in an excellent position to spy or observe what might be going on with the bey.
That folk call him a “lord” would imply that his position with the bey is probably a ruse (if it is the same person, that is). Unless he was a lord that was merely pretending to be a lowly attendant for the purpose of observing things close to the bey. However, if that is correct then the local lords, as well as the bey himself, would know that he is not a mere servant.
You believe if this is the same person that Osan is a spy for someone; but you do not know who, but if he has connections to the Padishah then you believe he may be working for the Padishah to see what is going on in the city. This is merely a hunch, but if it is correct you do not know if the bey would know of Osan’s identity.
Patens Checks:
Knowledge Nobility on the title of Padishah of Khazistan and its bearers: 1d20 + 10 ⇒ (7) + 10 = 17
Knowledge Local on the title of Padishah of Khazistan and its bearers: 1d20 + 10 ⇒ (2) + 10 = 12
Knowledge History on the title of Padishah of Khazistan and its bearers: 1d20 + 10 ⇒ (10) + 10 = 20
The Padishah is the local title for the “king” of Khazistan, it is merely another title for the same position. The Padishah has a massive army and has soldiers all over Khazistan. His capital is in Khazabad and the bey/governor of Zul-Bazzir is considered to be a loyal retainer.
He has a large army of cavalry which is noted for both its skill with mounted archery as well as its skill with the scimitar. You believe that the Padishah has held this title for at least three generations, but it may be more; you are not sure at this time.
Knowledge Nobility on Lord Osan: 1d20 + 10 ⇒ (13) + 10 = 23
Knowledge Local on Lord Osan: 1d20 + 10 ⇒ (6) + 10 = 16
Also combined; you have never heard of a “Lord Osan”. However, you have heard of a minor aid to the bey named Osan. You do not know why you did not think of this before, but it is likely because Osan is not that important a name and the position of the person known as Osan is indeed a minor one.
Regarding Perception Checks –
Those of you who enter the temple feel a strange feeling; a tension of fear prickles at your skin as you walk under the opening to the door.
There you see the main room of the temple’s ground level is empty, its floor covered with sand and strewn with shards of broken pottery and other worthless refuse.
To the north and west you see two small chambers; their floors are less sandy. In each chamber is a staircase that winds its way down…
Those of you skilled with tracking can discern a group of foot prints in the sand and you note that, near to the footprints, the heavy pads of a large feline have also left their mark in the sand and they head to the chamber to the north.
However, the terrifying feeling seems to fade somewhat as the light of the full moon shines eerily under the arch of the temple. This light is strange to you; it seems to spread out in a wide radius far further than the edges of the temple should allow…
Those of you who wish to proceed right now; where do you wish to go? As for those who wish to utilize some more strategy and planning – what are your plans? Finally; your earlier rolls for Perception and Stealthy will be utilized as soon as you choose to advance.
My apologies for not making this more clear. I've having some issues with uploading maps lately and have only been able to upload images I've found online with hyperlinks found below.
My poor description is, I think, the main reason this last issue has been trouble. I'll do what I can to rectify the situation.
That said; here's a quick summary regarding the situation/valley -
On the eastern side of a large valley (roughly 1/2 mile east/west and about a 1/4 mile north south - and strangely cut/designed as if it was dug out to be like a rectangle intentionally, rather than a natural valley) there is the remains of a large stone arch. At the foot of the arch there is what seems like there may have been a series of stairs leading into the valley (the walls of the valley are roughly 75 feet in height). These stairs have been worn and cracked with time and all that remains is narrow, uneven trail that leads on to the base of the valley.
This is the place that horses cannot traverse with ease and people traveling on foot can traverse, hence the litters that Paten and Tairin where carried down in earlier.
On the eastern wall of the valley, near the stairs where your company came down, you see a series of tents/canopies which were erected to protect the diggers/mercenaries and slaves while they likely rested during the periods of the day when the sun was highest.
Paten and Tairin would have likely recalled (and Yasala discovered) that these same areas had rather comfortable and elaborate arrangements; tables with foods, covered bowls with figs, dates, flatbread, olives and raisins/grapes. Jugs with brewed wines and grain beer are there, as well as large vessels holding water; clearly enough to allow people to rest and camp here.
Further, there were tents that housed cots, bedrolls and other evidence that indicated that people would have slept here; likely not going all the way back to the main city as such a trip would take valuable time.
The dark temple you are heading to is on the opposite side of the valley - it is roughly 1/2 a mile from your position (or .8 kilometers) away. If you have a light source in the open plain of the valley to explore, it could theoretically be noticed from the western temple if there was a guard there. However, if your light source was kept hidden (behind walls or inside buildings) that is another matter and you believe you are far enough away to try lights without concern.
When you get to it, that temple looks like this - here - only the stone should be black obsidian, instead of grey as in the picture.
Paten and Tairin would likely remember that there have been some buildings which were clearly open/excavated before - nothing overly dramatic within them except for some guards and slaves who were doing the mundane task of cleaning/refurbishing the stonework inside - though they probably also recalled that such buildings had relatively new/fancy furniture in it.
They would have also recalled such furniture is obviously recently brought here; it's far too new for wooden chests, desks, beds and other furniture to survive in such condition so long. They had little time to give it proper study, though, given that they did not wish to be discovered searching the place as guards were near at hand.
As to why such furnishings were in there you do not know; but it is possible important persons may have been using the chambers to rest in as their private quarters. Who such people are you do not know at this time.
The area that was recently dug up looks like a stone building which had been unnoticed for some time as it had been covered long ago by dust and dirt - someone had dug up an area and discovered stairs leading down into the earth to the mouth of a doorway which is currently open.
You do not know, but it seems like diggers dug out the dirt, found the doorway and opened it - you do not know what was discovered inside at this time.
Regarding Conversation: One of the tricks most challenging in Play by Post is having things happen at once when we can't act at once. So, for example, Paten clearly healed Bjeorn of his wounds; this is not a spell, though, and would take Bjeorn roughly 9 minutes of time based on his rolls. It suggests he is cleaning out the filth where Bjeorn was bit and also applying medicinal herbs and all the other stuff to clean his wounds.
While this is what Paten did I think it's reasonable to suggest he would have done this in cover somewhere, rather than in the open area. Also, during this time I don't think Bjeorn would have had his sword out and at ready as that would be tricky to deal with. Finally, he'd tend to Yasala who - according to Paten's rolls - would take an additional 5 minutes. That's basically 15 minutes of conversation in a tight situation when potential threats are coming and forcing at least two players to remain stationary (one Paten for 15 minutes and the other time for those players who need healing).
From an RP perspective that's a hell of a lot of time to do Social RP; not to mention deal with the surrounding situation and territory as there's a bit of stuff to study and explore.
Also, Talar was pretty close to getting to you guys and should arrive shortly after the combat is finished just in time to meet the company; but - hopefully - just after getting to know Yasala; that way she's not spooked by a new person coming down the path.
So here's what's going to happen; I really, really want the Social RP to continue and you guys to keep up the great work on that front; my own badly done description has caused quite a bit of tension and stress for you all and I'm extremely sorry for that.
That said; I can assume that while Paten is tending to Bjeorn Tairin examines the bodies and area - Samir will aid her so she's not alone leaving Yasala to talk to Bjeorn and Paten and still voice her concerns about Bjeorn's posture. While Bjeorn posted after he and Yasala were healed I'm sure that part is easily ret-conned to during.
I'm also pretty sure that the entire company would have moved to some shelter away from the slaughter on the ground so that they would not be around so much carnage. After Tairin and Samir return from there exploration they would see Bjeorn being healed and Yasala standing by and then everyone begins to share the stories and concerns as she is being patched up.
I also assume that while Yasala is being patched up her concerns about further outriders would inspire Samir to move up to warn Farrokh about moving the horses above - just in time to see Talar and inform Talar that there is a person below that the party just met and they're helping and learning information from.
For social RP you'd better believe that Samir would be less than happy to deal with Talar after the stuff at the temple; but rather than bot that out and keep Talar from the action, I'm just going to mention that the situation between Samir and Talar is tense; Farrokh remains neutral but nervous and agrees to move the horses further west to avoid any issues coming from the east on the road.
At which point Talar will come down with Samir and they'll meet with the company and appraise the situation. You guys are all currently in the inside of what was a stone house; there are three solid floors and part of a low roof remaining - the remaining walls offer protection if you with to use light within this chamber to discuss options.
This opening will be roughly 300 feet west of the stairway to the valley - 200 feet west of the tented area and roughly 150 feet from the recently dug out stairway leading down into the earth which can be explored at your leisure.
Finally I'm going to put in a spoiler for what Paten and Tairin observed while they studied the terrain.
What Paten Found:
You believe she is from Azimba; her actions and gear suggest she travels and is used to traveling (not surprising given how far Azimba is from here). But she's clearly used to living and surviving in the wild. Given her proximity to the ruins at night it's possible she may have been trying to travel to Zul-Bazzir to the west and merely stopped to investigate.
However, a lone traveler who decides to investigate ruined tombs at night is possibly a bit more mercenary than a simple wanderer. She is likely someone used to combat and able to handle getting items from such places.
Based on her tone and words you believe she is not telling you everything, but you do not think she is lying about anything she says.
What Tairin Found:
The opening is indeed interesting via stone cutting.
It's position is facing directly east; much like the stairs. You had noticed earlier that the walls to the valley were "roughly" 75 feet in height; the "rough" part indicating the valley covered with dirt and dust has made finding the "floor" very easy. However, what you find interesting when studying the stairway is that - (hard to tell for sure) that the stairs lead down to what you suspect is exactly 100 feet from the summit of the ridge above. Indeed, the "roof" of this building (from what you can see when you study the stonework) is roughly 20 feet in height, meaning that there was roughly 5 Feet of dirt over the roof itself. How the men knew to dig in this spot is a very lucky hunch, or they had reason to believe digging here would be wise.
However, the entire building and its opening is unusual given that the entrance to the other buildings are all roughly level to each other, and all of them are roughly 75 feet below the ridge above - this particular one was dug lower; there may be other possible buildings like this around the valley, but that seems unlikely as most of the other buildings have openings/doors roughly level with the plain you're standing on - this particular one was dug below the surface for a reason.
The stairs leading down into the earth are roughly 10 feet wide. The doorway itself is roughly 8 feet wide, with the arch around it being about one foot on either side of the doorway. The height of the door is about 15 feet in height, with what you believe to be about 5 feet of stone above it - either part of the roof or the front wall.
Surrounding the door on either side (and above it) is a stone arch that is about 1 foot thick (the 1 foot thick sides of the arch you already noticed). This "arch" for the doorway has various glyphs and symbols written upon it; you cannot make them out very well at this time, but you recognize above the door itself is the same symbol on the broken arch you saw above the stairs leading down - the symbol of the ancient Sun God of Yar-Ammon.
Further Knowledge Checks may be used at this time.
You had time to examine the bodies around the camp and notice several horrible things.
The bodies were not likely destroyed by mere sword strokes; most of the bodies look like something literally tore men and women apart. If something placed to sets of claws into the center of someone's chest and tore their rib cage open that would be the sort of death you are witnessing.
You also see that men's arms have been torn from their sockets; with part of their chest and shoulders attached to the arm; as well as similar conditions for heads and legs. You even notice the head of the fat, somewhat gruff/ill-mannered task-master you met with earlier - it was torn from his shoulders. However, when you look at his unseeing eyes his last expression does not convey pain; it conveys what you can only define as madness...
Moving from this horror you examine the opening of the stair that was excavated and standing on the stair you can see the bodies of dead men littering it.
Your healing check reveals that it was likely they were moving up the stairs and attacked by something from behind. You can see tools and items which suggest that these men were likely diggers who had opened the doorway.
Peering just inside the doorway you can see that the dust has been disturbed there; people went in, then exited - there is evidence of blood trails leading from inside the doorway so you think someone may be have been killed inside, beyond the door, and possibly made it out before being slain.
This entire glance is something you can see at the top the stairs peering down. I do not expect Tairin to walk down the dark stairs, she can just peek down the stairs and see most of this because it is a full moon tonight and also because she does have good eyes.
You can go down into the stairs below; you do not get any magical aura from that place at this time; but, you do vaguely recall that when you looked at the earlier excavated rooms that the servants were working on you and Paten found a chest that seemed to have a magical aura.. but you are currently too far from that building to sense anything when you cast the spell.
One thing of note, as you stand at the entrance peer down Sabra pokes her head from your shawl and stares at the entrance as well.
Her little eyes are not afraid, but there is a fierce gleam to them as if something unsettles her and she hisses softly from her place on your shawl.
Hard go guess what Sabra senses as you don't see magical Auras. It's possible that deeper below the surface you MIGHT find something with a magical aura, but you are not sure - however, standing at the top of the stair there is at least 25 feet to the door below and who knows how big the chamber is under the earth itself?
Detect Magic has a limited range; but Sabra's senses may be greater... of course, it's also possible that the cat simply dislikes all the dust on the stairs; but only time will tell.
Tairin returns from her search of the bodies to find Paten stitching up Bjeorn and Yasala in the shelter of a ruined house about 300 feet from the stairs - it was easy to find them, though, as they informed her where they were going.
After hearing Yasala's words about possible threats Samir goes above to warn Farrokh to move the horses.
Before the company can finish any more details, though, they note that two figures are approaching.
Nervous that is the men Yasala had mentioned, they quickly relax when they note Samir - and, to their surprise, Talar is with him.
"We yet have a task to do; before we do it, perhaps we should learn as much as we can. This place is dangerous, the more information we have the better," Samir says with a nod to Talar, indicating that he has not yet shared the full details of their quest with Talar and is waiting for the others to do it.
Then smiling politely at their guest, Tairin continued in a steady and polite manner,
"If you would care to elaborate on this task you wish us to assist you with, then we can determine if we can be of some service to you."
She studies you both, her eyes watching you carefully and speaks slowly.
”Between folk like us there should be no pretense…,” she says slowly as her eyes flick to the company, studying them.
”I have seen you in the house of Abu Khafi and I have heard rumor of your abilities spoke there – now I see after your visit that you have taken for yourself this home as your residence?” she adds, her eyes studying you.
”You are not from this city and have come into wealth with great ease, enough to purchase this property – or, at any rate, acquire it?”
She holds up her hand, as if to forestall any protest.
”How a man makes his bread is no concern of mine, but I deem you are used to rough work and skilled in such ventures. I seek your aid in helping to recover an item of great worth, but I should add that the particulars of such a venture may not be suited to those who fear to skirt those who have set themselves as authority in this city.”
”Still, if I am successful in this venture the rewards shall be high; I will provide more details, unless you feel this is not to your taste?” she adds.
Patenemheb Sitayet wrote:
Patenemheb waits for the likely Jairanian and certain Yar-Ammonite to converse, while he ponders.
Knowledge Local to know of Jairanian activities and cares in the city: 1d20 + 10 ⇒ (1) + 10 = 11
Knowledge Nobility to know if Sabiha is a noble of note, or an alias used by such: 1d20 + 10 ⇒ (4) + 10 = 14
Sense Motive to judge Sabiha's mannerisms and tone: 1d20 + 12 ⇒ (15) + 12 = 27
Patenemheb sits soon after.
You know that there are many Jairanians in the city; they are typically mercenaries, working as hired guards for various local wealthy merchants and minor nobles who wish extra protection but do not have the full support of the local guards a the guards cannot be everywhere at once. In fact, many are hired as caravan guards as well, which is how you met Farrokh as he himself is from Jairan.
However, as many cultures have unique reputations it is known that one of the great reputations of the people of Jairan is their skill as thieves….
You do not think she is a noble; unless her name is an alias, but you have not heard of any nobles who travel with so little guard or escort; and if she saw you in the house of Abu Khafi that would suggest she is likely used to rough places rather than estates.
She seems nervous around you; clearly unsure how well she can truly trust you. However, she does not seem to be foolish; it seems likely that before she came to see you that she spent time checking you out. Further, there is the chance that your company may go to report her to the local authorities; but she does not believe you will. Her hints regarding Abu Khafi may be a calculated ruse and she may be trying to Bluff you by suggesting she has some knowledge of your illegal activities – or she may actually have such knowledge.
Samir looks at the others, then shrugs.
”If you are thinking of threatening us, that would be unwise,” he answers as he pushes his hand to the hilt of his sword.
She lets out a frustrated roll of her eyes and turns her look to Tairin and Paten.
”I did not come here to make threats; I came here to find folk skilled in aiding me with a task. The task shall not be easy, and it may rile the conscious of the weak-hearted; but the rewards shall be great and it will grant much prestige to those who accomplish the task with certain folk in the city,” she adds.
Farrokh folds his arms over his chest and scowls.
”Your hints are noted; but speak plain! We have already seen the quality of the authorities in this city, but why should any of our company aid you without information?”
Her eyes flick to him and she smirks then turns back to Paten and Tairin, pauses a moment to study the bulk of Bjeorn, then continues.
”You may have noticed that there has been more of the dogs of the guard patrolling the streets today? Or perhaps not… Well, in any case, they are in force even in these rough areas because, last night, two thieves entered the grand palace last night and stole a very valuable emerald from the bey himself; a gem which on special occasions sat squarely in the navel of the governor’s favorite concubine, a beautiful girl from Azjan in the East…”
She smiles knowingly, then continues.
”One of the thieves was stabbed by their partner, a dog named Osan,” she says with a scowl.
”That wound was not fatal, thank the gods, but it means that they cannot track down their partner.”
”This wretch Osan was rumored to travel to meet with a buyer to the south east this very night,” she adds.
”The gem is said to be worth roughly five-thousand gold pieces, perhaps more… it is useless without a proper buyer…”
She shrugs.
”If the gem is returned to me I can take it to my own buyer and divide the profits with you; and if the whoreson Osan is slain then so much the better, and my gratitude shall be much more.”
”If you bring me his head with the gem, I can easily double your wealth,” she adds.
”What do you say? The death of a thief who betrays his ally and the return of a gem rightfully claimed?”
Samir grunts.
”Slaying a man for coin is not the issue; but perhaps the rewards may be greater if the authorities are told?”
She gives him a short bark of laughter.
”Ha! So you would seek to report me to that basterd of a guard captain, Hassan Sadi, eh?” she says with a dark voice, as she adjusts herself to leave your presence quickly, if need be.
Farrokh’s eyes widen and he turns a frown on Samir.
”Hassan Sadi is known; he was a miserable wretch before I left this city, and we saw him earlier this day at the temple of Belit-Lil. If you wish to go to that dog do not count on him aiding you, nor rewarding you,” he says to Samir, then shakes his head, angry at himself for getting into a conversation with some mere hireling.
He turns to Paten, eyeing Tairin as well.
”You have heard the details; what do you wish to do at this time?” Farrokh asks Paten, Tairin and Bjeorn as the woman glowers at Samir and he returns her glare with equal measure.
Tairin feigned embarrassment upon her male cousin's mild reproach.
"Ah, yes, apologies for the confusion, Makalani. I meant let us explore the dig," and she smiled and then gazed briefly upon the obsidian temple in the distance. As they walked to the area with the canopied frames, she asked with polite curiosity, "Makalani, if I may ask, was the obsidian stone used in the construction of the temple imported into Zul-Bazzir? Or is it mined in the nation of Khazistan? I greatly admire the black glass; it does stand apart from other stone."
He glances north at the temple.
"I do not think so," he says as he squints at the stone.
"As I understand it, there are no volcanoes in these lands to form these stones. I do not know the world when this temple was formed, but the closest place I know that such stones could hail from where from the south of your homeland near to the Tomb Hills, perhaps near to the Stone Dragon Valley..." he adds, hoping he sounds helpful but shrugs helplessly, ashamed that he cannot offer more information.
Even so; his hunch seems likely - that the temple is aligned to the people of Yar-Ammon and the stones are likely to come from that land as well seems very plausible.
Tairin of the Veils wrote:
As Patenemheb mentioned he was in favour of exploration, and as she awaited Makalani's answer, Tairin smiled and nodded, "Exploration is acceptable and then refreshment."
He smiles expansively.
"Ah - very good! No time for refreshment or rest for the diligent, eh? Well done!" he says.
"Where should you wish to explore?" he asks, curious to know what part of the dig you are interested in.
Makalani seems to be very relieved that you are interested in exploring, and only a bit embarrassed that he does not have more concrete answers about the stonework.
Tairin of the Veils wrote:
Tairin then cast her gaze upon the area they were digging to notice anything important or unexpected/unusual. Are any of the slaves/workers acting strangely or appear anxious? Are they concentrating on one part of the dig area in particular and can we see why? Are they trying to hide something?
The diggers seem to be somewhat eager and a bit enthusiastic at their project. You do not know, but this is not surprising; the idea that they may uncovering something rare or unique is certainly an exciting prospect to anyone; but you also realize that they do not exhibit the sense of nervousness that folk who might be tampering with unseen dark or supernatural forces might... This suggests that what they are planning to unearth is likely mundane or, perhaps, they have little trust or fear in the long passed deities from the land of Yar-Ammon.
It is not easy to see, but the slaves who would have been serving you in the sheltered areas seem to be a combination of male and female; you suspect that they may have brought females slaves to placate the sentiments of some of the more important sorts who would come here.
Toward that end, you see several buildings that are in good relatively good condition with several more domesticated servants cleaning or tidying the interiors, as if they are making sure that the buildings look fine and in good order.
You think there is a fairly large building that may have been a temple or large shrine for the sun god on the eastern side which is in good condition; and there are also some side buildings which may have been places to record the names of those who have passed and possibly a building for the use of the priests who may have tended to all of these places.
The work that is being unearthed seems to be a stone lid or roof; but before this area is a wide part that has loose dirt that is being shoveled out to reveal a set of descending stairs.
It seems like a building at one point was lower than the others that surround it and to enter it a set of stairs was dug down to the doorway which is currently covered with dust and dirt that the diggers are removing.
Does this man have a passing resemblance to the lone bowman we first saw/encountered at the well in the oasis as we travelled to Susrah?
It is hard to say as the person's face is covered and he is heavily hooded; but if you went by the person's size, build and gear you think it would be an exact match... But as the person continues to walk down the road it's possible that if it is indeed the exact same person that you saw in Susrah that their presence is merely a coincidence - but then again...
Tairin of the Veils wrote:
"Greetings, Makalani. Lord-Priest Thoth-Apep has graciously granted us a tour of the House of Dead. We wish to learn more about our pioneering people in this country and the Temple District, as we only recently learned of this place. My kinsman is a scholar and I am a most curious pupil. Will you be our guide?"
The man called Makalani nods his head politely and whistles sharply and a slave brings over a heavy bucket and Makalani dips a wooden dipper into it and lifts it to his mouth and drinks a long, thirsty gulp.
Then he lifts the bucket to his face and pours it over his head and shoulders and wipes off the grime and takes a rag and cleanses the slick filth from his neck then mops the rank sweat from under his arms and tosses the rag in the bucket and jerks his thumb at the slave who nods and carries the half-empty bucket away.
Sense Motive on Makalani: 1d20 + 7 ⇒ (10) + 7 = 17
Given that he cleanses himself before continuing to speak you think he's trying to make a good impression and you believe that your combined Diplomacy score was a success - more on your Sense Motive will be revealed soon...
Patenemheb Sitayet wrote:
"Greetings, Malakani. We have much to learn of this nation where children of the Kingdom have found themselves. Do you know more you could teach us? For example, of the history of that arch there?"
Diplomacy to convince = 1d20 + 12 = 23
Sense Motive to observe = 1d20 + 12 = 32
Malakani glances from Tairin to Paten and shrugs.
Paten - I should have mentioned earlier via OOC that the descriptions of things like the arch were given, but I did that in narrative - I should have been more clear with that and I will in the future. Meanwhile, he will definitely elaborate now via narrative -
"The arch? It is supposed to be the entrance to the burial grounds. The keystone there has the symbol of one of the old gods of Yar-Ammon - I think the Moon God - they called him Khonshu... Folk in Susrah hate him, because of Belit-lil..." he shrugs again and then pauses to scratch an itch.
More can be learned about Khonshu with a Knowledge Religion Check
As you glance around you notice that at the far side of cliffs at the far western edge of the ruined city is a fairly well-maintained path that rises from the ruined buildings.
There, at the height of the path - but just below the edge of the cliffs - you see a fairly sturdy looking building. It is nestled right in the cliff wall. Unlike the other buildings on the floor of the valley this building is made of strange, black stone - possibly obsidian, but you are not sure from this distance.
You only know that the building is not worn down by age or weather like the other buildings, yet despite its remarkably untouched appearance none of the men are working near that building or the causeway leading up to it.
"There are some fairly decent buildings to the north side there," he says with a broad wave of his arm to an area by the northern cliff wall, completely ignoring the western buildings.
"Right now the lads are busy working on trying to dig up some half-covered wreck of a building yonder - maybe that would be something you would like to look at closer; none that live now have seen what is below the dirt there... maybe you want to be the first? They are nearly through the opening, or they will be in an hour or so I would warrant..." he says with a jut of his chin at one of the buildings that the men are digging at the dirt that you saw when you came down into the valley.
"Anyway, what do you want to look at first," he says with a smile at Tairin that you assume he thinks could be charming but merely looks sleazy.
Right; via that earlier Sense Motive check - for a guy who is seriously trying to impress you with interesting things in this ruined city he seems like he is going out of his way to avoid showing you a building that seems to be generally intact and possibly untouched by either time, elements or bandits. You Sense he is avoiding that place for some reason, though more can be learned via further discussion.
Male Human - (Gladiator 1), Bard (Archaeologist 2) For: 3 Ref: 7 Will: 4 Perc. 8 AC 18, TT14, FF14, HP 26, CMB +6, CMD 17, Init +4
GM Ariarh of the Storm wrote:
"I am inclined to believe Muhdzuzi's story. I leave the Halfling unto your particular care, agents, and if he harms any citizen of Pridon's Hearth you will suffer the same consequences as he. Now..." she then reverted back to the Common tongue for the Halfling's tongue felt foreign and she wanted to include the congregated councillors in the conversation.
Thorongil notes her words and his gaze turns from one of genuine concern for the citizens of the town that may be in serious danger to a completely different look.
His eyes go flat and his face suddenly becomes smoothly impassive.
He says nothing at this time, however.
GM Ariarh of the Storm wrote:
"What is important presently is the following: reinforcing weaker structures in the colony, collecting supplies in sturdy shelters, keeping the citizens calm and coordinated and lastly, evacuating Island Town. Thorongil, Letswalo and your Halfling friend, I will need you to undertake the boarding up of any glass windows, shutters or openings in buildings that rain or wind could break through. Additionally, secure any buildings that rely on canvas roofs or walls. When you are done, report back to me here at Stone Hall."
"You may go."
Thorongil watches her a moment in silence, pausing to wait for Muhdzuzi. When the Halfling follows he turns and leaves the office.
He then considers their options.
"Firstly we must coordinate the citizens to aid in this task. Our chief issue will be the problems we see on the Island Town, I warrant, given the storm is brewing from the sea and those homes shall feel the brunt of the issue."
"We must not only attend to evacuating the citizens there, but we must take some precaution to make sure that their fishing boats and skiffs and drawn up from the water line so that they are not knocked about or damaged by the rise of waters."
"If the storms wreck the bridges between the mainland and islands the boats will be essential, not to mention the other needs the provide the citizens with."
"There is already a host of valuable goods and gear in the Emporium which will be important if the town is damaged by the storm. If the owner of the shop does not have a storm cellar, or some place safe to store their gear, then they must be encouraged to move it to somewhere more secure."
"I would venture that the Counting House of Abadar is likely the most secure place in the colony to store goods. For now our chief priority should be foodstuffs, tools and medical supplies - but if the folk at the counting house will not allow us to store materials in their location we must find another place."
"As for the business of nailing down shutters and so on? I am no carpenter, though I can easily handle a hammer. Even so, I would venture that our chief issue is flooding. If we cannot board things up perhaps we can create sandbags or dig ditches near to the beaches to divert some of the flooding? That is a task anyone can achieve, though it may take some skill to determine where would be best to create such barriers for heavy storms."
At this time Thorongil moves to the citizens he finds and calls out -
"Citizens of Pridon's Hearth - there is a dangerous storm approaching and we have been asked to help you in securing your town from the dangers it may bring. We urge you all to do what you can to work together and help each other as we all do our best to ensure that the town, and all of us, are safe and secure from any threat or danger."
He then pauses to study the town and seek out the key places that could use any work on with what knowledge he has in Engineering...
Knowledge Engineering to discover places that need to be fixed and supported - 1d20 + 4 ⇒ (17) + 4 = 21
He'll do what he can to climb or ascend any dangerous places to make sure that the tiles, beams and shingles are as secure as possible - knowing from his time as a sailor that a loose shingle in the force of a hard gale could fly through buildings like a missile....
Climb Check to get up on roofs and attempt to fix them - 1d20 + 5 ⇒ (5) + 5 = 10
At this time he will do what he can to put his skills regarding Carpentry to use, if he believes it will be something he can try after gleaning what he can from his knowledge in Engineering, pausing only to take what tools they found for Carpentry purposes.
Craft: Carpenter to Aid Letswalo 1d20 + 2 ⇒ (8) + 2 = 10
EDIT: Not sure how well my practical skills will be in the job, but hopefully his Diplomacy Check to motivate/inspire people to work together as a community will be the major issue, especially considering the Natural 20, but we will see.
I can't think of anything else right now, but I wanted to get something up tonight - I may be able to think of something tomorrow, if more is required.
Tairin nods and greets the man while Paten encourages Farrokh to make introductions.
Tairin, you are not entirely sure what his level would be, but you are sure he is a High Priest. You would wager that he is in the city to put on the best front to those who wish to learn of the religion of Yar-Ammon. Consider him almost like a promotional agent for the faith; he’s likely to be very versed in nuances of your religion as well as your culture. Further, at this point you can see right away that he’s attractive, sophisticated, charming – if you were a person who wasn’t a member of the faith he’s the kind of guy who could probably try to convince you to join.
Given that he’s a High Priest you know he’s likely extremely educated.
You’re not sure, but you have a hunch that as a High Priest of your land it’s probable he knows some level of magic…
He bows to the man.
”Greetings, honored one; I come on behalf of my lord Sitayet and the lady Hem-Netjer-Tepi, who are pilgrims from your homeland and wish to observe the holy places that are here,” he says with a bow.
The priest instantly realizes that Farrokh is nothing but a slave.
He speaks directly to Paten, not uncommon treatment from a High Priest, perhaps – but it’s clear that though he is talking specifically to Paten as convention might dictate, he’s clearly focused his full attention on Tairin.
”Greetings lord, I am Thoth-Apep; High Priest of this humble temple dedicated to the ancient gods of our people,” he says, then pauses, studying you both with a calm, subtle smile – knowing that the official faith of Yar-Ammon does not embrace the old gods.
However, he also knows he is legally outside the boundaries of your home nation. While it is true that you could both be powerful agents from his homeland that might summon your own mercenaries to destroy or imprison him for adhering to “false gods” he seems to be completely confident in his ability to declare allegiance to the old gods without fear of reprisal, or he feels that his resources will be enough to protect him even without knowing your full resources.
This suggests he is either extremely arrogant about his power or he is extremely confident with his power...
”I am delighted to assist you in any way I can. What may I do for you this day?” he adds continuing to speak to Paten while his eyes remain long on Tairin.
Inclining his head slightly, the scholar speaks to their esteemed guest.
"Welcome to the manse, honoured guest. I am Patenemheb Sitayet of Yar-Ammon, schooled in the House of Life."
He clearly believes that this is sufficient gravitas to impress his importance to the visitor.
Paten; the mysterious stranger is actually Samir.
At this time I'm going to assume you did not see him long, or at all, because you were below in the secret chamber with Farrokh.
It is said that fire can purify evil; thus, you heap the ruined remains of the corpse in a suitable place and coat it with fluids you find the lab which allow it burn with great ease once it is applied. The entire process, to contain the remains and make sure it is completely incinerated, should take you roughly 30-45 minutes before the task is fully complete. This is also because you stagger the burning to make sure the smoke does not come out too thick.
When it is over all that remains is ash; which you collect into a small jar that you can take from the house and bury far from the town during the daylight.
September 24th Time: Roughly 9:30 PM Location: The House of Zheng-Ya in Zul-Bazzir Moon Cycle: Full Moon; sometimes called “Harvest Moon” Moon Cycle Weather Conditions: cold, windy Temperature: 67 F, or roughly 19.44 C
Bjoern Ghostbear wrote:
Seeing Samir return Bjoern keeps his blade sheathed. Turning around, but not before checking the walls Bjoern returns to the eating room and shooing all servants out. Getting a wine hose from the pantry he leans against the wall after serving Tairin and Samir. Intent to listen and watch.
Samir watches Bjeorn with an almost bemused smile on his face, but says nothing as he pops another date into his mouth.
Tairin of the Veils wrote:
Tairin's patience was failing at this show Samir was undertaking. "Jiya, please bring my companion half a cup of wine and then you may retire to the servants' quarters. Thank you." Looking to the major domo, Kara Ben, she added, "The house staff may all retire. There is an early start on the morrow and much to do. Please ensure we are not disturbed, Kara Ben." She gave a nod dismissing the servants, even as Bjoern was shooing them out of the manse.
Samir says nothing from his place at the table, but watches the servants leave with some curiosity, but says no more on the subject at this time.
Talar Drealev wrote:
Once Tairin is involved and the newcomer is revealed to be Samir, Talar relaxes.
Seeing Talar suddenly pushes the casual look from Samir’s face and it is instead replaced with one that is far more serious, as if seeing the Talar has prompted some sort of change in his own mood.
Tairin of the Veils wrote:
Once she was certain the servants had returned to their quarters, and all the trusted allies were assembled around the table (she gestured for Bjoern to come from his position by the wall and join them at the table), Tairin drew Sabra out of the shawl and set her on the table, where the kitten proceeded to clean her paws. With steepled fingers, Tairin added quietly, "What is this important news you have for us, Samir? We still have the spider to burn this night."
”My sayida speaks in riddles,” he says with a crooked grin, then glances around the room as if looking for someone.
Tairin; you are convinced that none of the servants would trouble you this evening with attempting to listen at doors. Also, even if they turn out to be trouble later, you doubt highly that they would take such bold chances on the very night they were hired.
Slight ret-con
Tairin of the Veils wrote:
(Earlier, Tairin asked Paten to take care of the task of burning the spider body - perhaps with Farrokh's aid? Paten's player hasn't had a chance to chime in yet, so this is just a reminder.)
At this point Paten suddenly stiffens and beckons to Farrokh.
”Come; we shall deal with that while the others speak. I know what must be done and I am confident that these others can take care of business while we tend to those matters which the lady has mentioned,” he says and Farrokh nods and follows him to the rear of the room and down the stairs.
Paten and Farrokh leave the room...
After a moment of careful observation Samir apparently sees nothing out of the ordinary and then straightens somewhat, his manner becoming serious.
”There are several issues which I deem worth discussing,” he says to the company, his eyes flicking past them to the door leading to the stairway.
”But before I begin, are we certain that our little dancing girl is yet sleeping above?” he says, mentioning Daniya.
”That minx has been crafty before and I do not think that these words would be best suited for her ears, eh?” he adds.
”Also, what of our new friend – the sorcerer? Tell me he is not dallying with her; but no! He was sick and weak – surely recovering somewhere… But so long as he is not present then no matter!” he says, then leans forward and speaks in a hushed voice.
”I was longer in the city than I had intended, but you shall forgive my absence for the results, I hope….”
”Firstly the matter with the assassins sent against Yetara… It seems that those were not mere thugs, but specialists that act in conjuncture with his temple. Assuredly we had assumed they had come to slay him for a matter of justice, yet my sources suggest this is not the case.”
”It seems our little vixen is no mere “temple virgin”, but instead, a priestess in the service of the dark god of Lamu,” he says ”and that they were not sent as much to destroy Yetara himself as they were hired to interrupt some ritual or dark rite she was supposed to perform.”
”The details of the rite were vague, but it seems it may be merely guesswork as the ritual needed to be done this before the moon sets this night…. I am not clear on the particulars, only that that she was to perform some dark ritual involving her god and even the priests of her temple were appalled at the decision – they were thus sent to slay her and not Yetara… But seeing the dogs at his door had, no doubt, prompted him to flee into the streets… Yet as of now there is no sign of his whereabouts, but I have offered a bounty of twenty gold to the man who finds reliable news of his whereabouts.”
”I know this may seem to be a high price, but Yetara has much knowledge of our actions, especially with the recent connections with the good… poppy merchant… I felt it would be wise to find him quickly and stifle what information he may share,” he adds with a grim voice, then pauses to wet his mouth.
”In any case, folk are now looking for a Priest from Lamu who may be wounded… We should hear news of this soon, I hope,” he says, then glances past them, still nervous about the whereabouts of Daniya, hoping that she is not seeking to spy on them even now.
He pauses a moment, waiting for some word of thanks or praise for the work he did in tracking both the assassins on the house, as well as his preemptive work to seek out Yetara before the old fool shared some private detail too soon.
However, after a moment, he merely shrugs and switches to other business, his eyes flicking to Talar.
”These details did not take me overlong to perform, but you had charged me with seeking news of your sister,” he adds.
”This did delay me somewhat, but I believe I may have a lead for you…”
”There is a section of the city called The Temple District,” he continues ”and this place has many noted temples and shrines. Yet one point of note is a temple to the beast-gods of Yar-Ammon,” he adds with a glance to Tairin, then continues.
”This temple is not so remarkable, for the city itself was founded by colonists from Yar-Ammon; but it seems that the priests of this temple have strange rites of burial for their dead, in which the corpses are wrapped in linen strips after their insides are taken out and preserved with some vague rites or rituals...”
He shakes his head, knowing that these explanations are not relevant to the point and continues.
”Now, the bodies of the dead are kept in what was once a small area rarely used by the living, for this place is like a small village of stone homes and crypts built to house the remains of the dead. The point of note is that those citizens of the city who yet dwell in that district are said to prefer to buy slaves who are not of their bloodline; specifically, as they are Yar-Ammonite they often prefer to buy Khazistani slaves specifically… Further, most folk in this city who buy slaves are not so interested in purchasing local slaves, preferring their slaves to come from more exotic places, meaning that it would be unlikely that your sister would be bought by a Khazistani...”
He waves his hand as if literally trying to push his rambling aside and continues.
”Now; it is said that the priests that act as guardians to those Houses of the Dead, but they have many complicated tasks to perform in their rituals, and often those tasks require instructions to be read from ancient texts. Thus, they are known to desire slaves with some skill in reading and writing… Your sister knows the Yar-Ammonite tongue; further, she has studied and – given the scars on her face and her… lack of modesty,” he says somewhat gingerly regarding Talar’s sister and her lack of virginity ”especially her age…” he adds ”it seemed unlikely to find her in a pleasure house – but for those citizens who are looking for older women, women who are able to speak the Yar-Ammonite tongue; and women who are local – well, I have heard tell of some priests who are said to be seeking to purchase slaves with those qualifications – mainly female, though males are permitted if they are made into eunuchs…” then waves his hand as if these details matter little.
”If I am correct than your sister may be nearer than expected; but being that it would rouse too much suspicion if I came there at such a late hour to inquire about a recent slave purchase I decided to report back to you first; then, if you were interested, we could seek out more news on the morrow when the sun rises… it is no purpose to show up on their doorstep at night like a beggar or vagrant, we would only alarm them,” he adds.
His gaze travels over Talar’s face and gear and shakes his head, clucking his tongue in a somewhat teasing manner.
”It occurred to me that I should be better garbed if I am to attend to my sayida properly; but it seems that it is I who am out of place with all my finery amidst such gloomy gear and faces,” he says as he brushes some non-existent fluff absently from his silk sleeve.
”I sweat in the city and risk my neck while you hire some new servants to aid you – yet your faces have the look of those who suffered far too much trouble during mere haggling,” he adds with a chuckle, then he quaffs the remaining wine.
”Well; now that these matters are dealt with, what is our new plan? How have you convinced the little trollop to tolerate our presence in the house while she dozes aloft? And when her father returns, or if we find him first, what arrangements have been made to make sure he does not find our comfortable position in his home something for him to subvert for his own purposes?” he asks with genuine curiosity.
I find it ironic that while I write this I’m watching Doctor Strange for the first time; this is ironic because Doctor Strange is the master of the Time Stone and is able to travel through time and I feel like that skill set would be extremely useful to me given what I’ve read on the boards :D
That said – let’s do this!
At the end of Tuesday evening I read posts from Talar, Paten and Tairin. Unfortunately I was at work doing a double shift during the day when those posts were made and it was not until Wednesday at roughly 30 minutes before 1:00 AM that I returned home from my second job. I had worked all day between two jobs; my back, neck and shoulders were inflamed and I was in terrible pain and I was exhausted and had to be awake for work in less than 6 hours.
At this point I read the boards and read the posts made by Talar, Paten and Tairin in which I discovered -
- Talar indicated he would act as a guard to those who went to buy supplies.
- Paten thanked Farrokh and said he’d go, too.
- Tairin wrote that she was riding with Talar into town. When she got to town her plan was to inquire for supplies and servants and during that same post she asked Bjeorn to remain in the house to act as a guard, heal, and potentially meet Samir if he returned.
Tairn’s rolls were good and I was prepared to reward them. However, given that my one desire from players in this game is that they make at least one post a day (barring any emergencies which they would inform me about via the Discussion Thread) I was prepared to wait 24 hours for other players to make Aid Checks.
To encourage those Aid Checks I mentioned in my post that I would modify the success of Tairin’s Checks if others wrote Aid Checks; then I waited.
Later Wednesday I was able to return home and read the boards.
At this point I saw that Talar made a post. In it, he wrote that he was going to be with Tairin to aid her as a guard and someone to carry the supplies that would be purchased. He wrote he would not interfere with negotiations, or to assist with Aid Checks, unless there was trouble, in which case he’d act a guard or potentially intimidate a threat.
Given that we could not continue without knowing what Paten and Bjeorn wished to do, I couldn’t move the game forward formally yet, so I elected to do some ret-con while waiting and so I responded to Tairin’s question via Farrokh and some Social RP.
My post did not come until 1:30 AM Thursday morning when I got home from my next day of work via another Double Shift. It was during this post in which I did some retcon as Farrokh while we were waiting for Paten to make his post regarding his support of Tairin’s earlier Diplomacy Checks to buy supplies as well as servants and Bjeorn to include his intentions regarding Tairin’s request to remain in the house and heal.
Late I got home at Thursday evening and noticed Bjeorn’s post which had come at 4:17 AM Thursday morning, shortly after my post.
Bjeorn wrote a post – in it he indicated his uncomfortable feeling about Tairin wandering in the city without him, yet he also indicated he would remember his duties – I can only assume this means he will follow Tairin’s request to stay at the house and wait for Tairin, Talar and Paten to return.
Bjeorn then includes in the same post that he would inspect the servants that were brought back, seeking any skilled in fighting.
I assume this post was to include his reaction to what would happen when/if Tairin/Talar/Paten returned without incident from the town, and he was just covering his bases.
I assume this but I do not know it, and was a bit confused as the next part of Bjeorn’s post indicated that he (Bjeorn) traveled with Paten through the house looking for a list of supplies that would be purchased. This point was confusing because if Bjeorn wished to do that it would have made sense for him to do that before Paten left with Tairin and Talar. If it was meant as ret-con, then that would make some sense, but if so, it was confusing as he was inspecting servants when they returned but then made the list before they left…
At this point I assume Bjeorn’s plans were to aid Paten in making the list of goods first; then, handing the list compiled with Paten to Tairin; after which – once Paten was able to make a post to include his Aid Checks to aid Tairin’s work in town, then we’d see what sort of servants Tairin had found with Paten’s Aid – at which point Bjeorn’s response regarding inspecting the servants that Tairin had purchased with Tairin’s aid would happen.
Paten made his post on 4:40 AM Thusday; in it he included first a response to the Ret-Con with Farrokh at the mansion.
The next part of Paten’s post indicating his Aid Checks to Tairin’s rolls to find goods/servants, though they did not include follow-up response to Farrokh’s last question.
Paten also made rolls to modify Bjeorn’s checks – however; that would not happen until Paten returned from the acquisitions in town.
After reading Paten’s Aid Check I was able to modify Tairn’s initial Diplomacy Checks to find better servants.
I included the modifications on the Discussion Thread and allowed those servants to be stattet out accordingly.
I was aware that Talar was not interested in extensive notes about the servants; Bjeorn had followed Tairin’s request to remain as guardian of the mansion while Tairin, Talar and Paten ent shopping and that Bjeorn was also prepared to assess the servants that Tairin, Talar and Paten had brought back and that Paten had made Aid Checks to modify Tairin’s and Bjeorn’s rolls.
Meanwhile, on the Discussion Thread…
I asked if people were interested in statting out the Servants – this was to compensate for the fact that without an extra player the servants could possibly be built to “fill in the gaps” left by a missing player.
At this time Tairin indicated she would be fine with a summary of the servants; Paten indicating that he would also be fine with “handwaving” the servants – Talar did not indicate any interest in the servants one way or the others.
I then reiterated my reason behind statting out the servants to clarify my intention of letting the servants help the party.
At this time Talar wrote that he was intrigued. Bjeorn seemed uninterested at first; however, his next post showed he was interested and he provided two possible options.
Naturally, at this time, I was confused because while I had been eager to see people offering their opinions on the Servants, I hadn’t seen much interest from anyone on the Discussion Thread (actually most seemed uninterested on the Discussion Thread) until Bjeorn posted his options – and Tairin’s interest in a response to a PM I sent her.
The reason I was confused should be evident after reading this post (keeping in mind that as confusing as it may seem to you, I had to construct this data while dealing with a throbbing pain in my neck where the muscles had seized up when I collapsed on Sunday and were still throbbing) as Bjeorn was not in-game when the servants were purchased, he was resting at the mansion.
However, re-reading the Campaign Page I realized that Bjeorn’s post was meant to include his reaction to reading the statted out concepts he had included and this is why it was confusing to me as I hadn’t been reading both the Campaign Page and Discussion Thread at the same time (also the seizure thing coupled with back-to-back double shifts) didn’t help either.
The main issue for my confusion is that all the Discussion Thread stuff was something I hadn't paid as much attention to because the In-Game stuff was my primary focus.
In-Game Tairin was the one who had hired the servants and Paten offered her some Aid Checks. This is why I had pushed her via PM to try to stat out the Servants initially, because - while I certainly hoped that there would be some insight/suggestions/ideas from everyone, Tairin was the only one who had been in a position to decide on the servants from an "In-Game" perspective (with the exception of Paten, but he didn't seem as interested in it at the time).
This is why Tairin agreed to do the servants, because I had pressured her independently because - from what I had read on the Campaign Thread - she was the only one who had been trying to find servants directly and I hadn't even received Paten's "Aid" Checks (and was uncertain if he would go with her or stay with Tairin) when I sent her that PM.
Point is; much of the issue regarding this thing is a direct result of my own confusion on the matter because I was translating posts on the Campaign Thread to translate to what Characters were doing/thinking when those posts were made. For what it's worth; if a Character tells me they're going to do "X" then I assume they mean that they're going to do that, and I take their location and actions into consideration when I'm reading the posts and make decisions responding to those posts.
So here’s where we stand –
Right now I’m hoping that my medical problems do not compromise my ability to read the boards and follow along in the future.
To help me with that I ask that everyone continue to post once a day on the Campaign Page in Character; however, if that can't happen, please do your best to read over what others post in the meantime, factoring those variables in to your own posts so that continuity makes more sense.
My intention via the servants was that people consider options and work as a team to make a good plan. In short, I had hoped people could chat out options as a group and team-up to forge an excellent group to aid them. For example; the Third Level “Major Domo” was meant to be a “Corbie” not “Commoner” as seen here = Link =
I thought having that class would be useful for the “Major Domo” and was confident that you guys would come together and be able to forge something really great with the servants to offset the loss of the recent players!
At this time it seems that Tairin has statted out two of the servants and left the other three to Bjeorn, Paten and Talar.
Once they’re finally confirmed I’ll give them a final look-over and include them at your house.
I will also include the following details in the meantime:
You have enough food to house 10 People for one Month in terms of basic, non-fancy meals.
You have enough food for Exotic Meals for 5 People for 25 Meals.
The walls of the estate are secure as can be; though they can be climbed.
The gates are as solid as they can be; the north gate leading to the street is locked and you have the key – also, for what it’s worth, so is the south gate.
The servants are back the house with you – you can RP how you interact with them as soon as they’re formally confirmed.
The time is 6:00 PM and it’s close to dinner – Samir has not yet returned and it’s been nearly 8 hours since he’s been gone.
The Perception Checks reveal when you were buying goods you had been followed. You are not sure who it is specifically, but you recognize the man as the same Ikuna fellow who had been following you around two days ago when you were in the House of Abu Khafi.
He followed you from the market but he kept his distance – in fact, you weren’t sure he was even following you until your combined Perception Checks revealed that you lost him about two blocks from your current residence – though, naturally, that may just be coincidence…
It’s 6:00 PM – you have your servants and supplies at your house (servants stats can be adjusted when/if needed after they’re finished). What do you do now?
"Well done, Farrokh. Not only did you rid us of the bodies, but you made us coin from them. Very resourceful. Now, this priest. did he seem trustworthy? Perhaps it's my distrustful nature, but do you not think it strange that he would buy bodies so he can simply give them proper burials? Did he say which god he worshipped?" If Patenemheb did not give a summary of the events at the manse with the Spider God's bride, then Tairin filled in Farrokh - giving an efficient report of all that had happened to them. .
Farrokh nods.
"Indeed, aye - he worships the god Yadar; his brethern are known as The Keepers, for it is their sacred duty to take the dead to rest and keep their remains in their dark catacombs."
"They are dangerous if you cross them, but gold means little to them when weighed against the scales of the desire of their god," he adds helpfully, hoping that information will ease the concerns of the party.
Tairin of the Veils wrote:
"We discovered a list of names Yetara had composed of powerful or influential people in Zul-Bazzir. He had hidden the note inside a tome of great magical practices. Abu Khafi was first on the list. The others were Khadar Tarka, Kojo, Melik Khan, Murad Shah and Shalmasar. He had notations beside the final two names, advising the following: that both these men have manifold uses; that one has to be mindful of Murad Shah, and that Shalmasar has potential because of some given skillset, resources and power. He noted one must be wary of Shalmasar. What make you of this list? Have you heard of these men? Should we find, observe and seek them out? I would hear your counsel on this matter."
”Ah yes; the names… “ he says slowly and then muses a bit before answering in a crisp, precise manner.
”Firstly there is Khadar Tarka; he is the commander of the Palace Guard, and a worthy warrior. He is a dangerous man to take on, for he is skilled in blade and spear, and an excellent rider.”
”Kojo…” he says slowly ”is a dealer in ivory and gold. He is extremely wealthy; yet it is known that his profits exceed his standard rates of exchange. In short, it is believed that he has connections to disreputable resources and uses the gold and ivory as a front to other businesses; he controls, primarily, strong-arm operations within the city limits and is known to launder coin that is taken on raids – though, of course, that is merely rumor. However, he has arrangements with Abu Khafi regarding a neutrality pact of non-aggression; but he is well-connected and dangerous, though extremely rich. If you wish to cover your tracks regarding large amounts of coins or jewels he is a good man to know.”
”Melik Khan is the general of the bey’s army. He has many spearmen under his control, as well as chariots, riders, slingers and archers. He is not as good at single-combat as Khadar Tarka, but what he lacks in skill with a blade he makes up for in tactics.”
He smiles somewhat conspiratorially.
”I know details on him as he is addicted to the Silver Lotus and his agents frequented the House of Abu Khafi often to purchase it for him.”
”Murad Shah… It is no wonder that the dog Yetara had him noted, for he is a powerful nobleman and has aspirations for the leadership of the city. Murad is younger than the bey, and wealthy – but he lacks the resources or legal mandate to seize control outright. I do not know more about him, but he has spies in many areas and is someone to fear if you cross him.”
He frown and tugs somewhat on his beard.
”As for Shalmasar? I know him not, except by reputation.”
”Shalmasar is the chief astrologist of the bey. It is said he is versed in the ways of prophecy and he can see into the future by studying the stars. Further, he is also the Vizier of the bey and is therefore someone who has great power… I have never had dealings with him or his agents and I would guess that your Yetara only knew of him through connections with the former owner of this house, for like as not the Vizier is a student of the dark arts and the one who owned this house before was well-known for his propensity to delve into those dark mysteries.”
He thinks a long moment on your question.
"I would say that by now I would wager that at least Kojo already has heard of you for it is likely his spies observed you upon entering the house of Abu Khafi."
"But before I can offer true advise on who to meet and do business with I should learn more of your own plans so I know where to guide you best," he adds.
At this time the search of the rooms reveals the Deed; you're completely able to Forge the name and are completely satisfied that it is consistent with the Daniya's signature. You suspect that the name itself will have less impact than how you finesse the agent when he arrives, though; but you can attend to those matters once you meet him.
You also discover a tome that you had seen Yetara reading earlier and that Daniya must have taken after slaying him. There is also a list of names that was scrawled in what looks like Yetara's handwriting; but the names mean little to you, excepting the name Abu Khafi. The full list is found here:
List written in Lamurian Writing:
Abu Khafi,
Khadar Tarka,
Kojo,
Melik Khan,
Murad Shah *
Shalmasar *
* These two have manifold uses; be mindful of Murad Shah, yet consider the potential that Shalmasar may offer given his skillset. Even so, be wary of him, for he possesses great resources and power
The notation at the bottom is written in Yetara's own hand. You do not know more than that, but you obviously recognize Abu Khafi's name.
It may be that when Farrokh returns he could provide more information on the above names and why it is that Yetara has them; you suspect he consolidated a list of important people, though; as to what he planned on doing with this list you do not know.
Further ransacking of the room reveals small coin and gems that Yetara had possessed but Daniya took control of.
The total collection of coins and wealth translate to 20 jewels; each worth 100 Gold Pieces each; two pouches - each with 50 gold pieces; two additional pouches - one with 100 silver pieces and the other with seventeen silver pieces - and one additional pouch with 47 copper pieces.
Tome:
You believe the Tome is written in the Lamurian tongue; but it is not easy to translate as, though that may be the native language of the person who compiled that data within it, it's clear that it is filled with various references to summoning powerful creatures; at the least you see various signs and sigils writ throughout which seem to be consistent with the summoning circle you found in the basement. Lengthy research will need to be conducted before you can discover more of its secrets.
A further list seems to be in different handwriting; Lamurian letters are still used, though. You believe it may be Daniya's writing...
List in Lamurian Writing:
2 Silk Dresses from Taikang quarter
6 Linen Dresses
1/2 Liters of Perfume - high quality
Myrrh - 1 kilogram
Incense - 1/2 kilogram
2 Female Servants
2 Male Servants
2 bodyguards
4 Slaves, litter
Cook
Majordomo
You are not sure, but based on what you're reading you don't think that Daniya may have fully grasped the transformation that would occur with her. After all; the stairway was big enough for medium-sized creatures - she could not have got up the basement stairs unless she was able to transform again after becoming the creature... perhaps she could have transformed back to normal; but now you do not believe you will know.
However, you do believe this is a shopping list she prepared for herself once she came into power - yet it is not that large/important - you suspect that she may have assumed she would gain powers and yet still have the ability to manipulate important officials within the city using her wiles.
It should be noted that the bulk of the items in this list would cost more than Yetara's full amount of coin; you do not know where she planned on getting the money for all of this.
Patenemheb Sitayet wrote:
Mulling over the unspoken hints, Patenemheb decides to remain.
The physician covers his lower face with cloth, and approaches the remains of Daniya. He swiftly retrieves the keys and the necklace with the ring.
He will closely examine both, especially for traces of sorcery.
The keys you found allow you to lock all the doors upstairs; and one seems to be for the main gate on the north side of the house and the second for the south gate; as well as a large key for the main entrance to the house and another key for the library, pantry/kitchen/storeroom and keys for the prison cells below.
You do not believe the ring has any magical properties - you believe it is literally a signet ring used by cultists to demonstrate their power within the cult, nothing more. It is certainly valuable, though - apart from its raw value via that's adamant with an onyx stone overlaid with a silver spider, you believe its value would far exceed the material cost as it would allow anyone who carried it to have access to any place that a Lamurain High Priest would have.
Yeth-Kolsot wrote:
Yeth-Kolsot happily works through organizing the remaining alchemical items as he thumbs the recovered signet ring. "These will be useful. Fire and flash. Death in a bottle."
In this lower magic world, would it be possible to use alchemy to make restorative items or would that require Brew Potion as normal? Did detect magic reveal any loot on Yetara or any remaining sorcery?
Not entirely sure what you mean via "restoritive" items. Do you mean like Magic Potions to cure diseases or something else? Please elaborate for clarity here, if possible.
As to detecting any magic items; the game is very low magic, unfortunately, and doesn't even include the Detect Magic Spell in Cannon - I added it to make it a bit more natural as their definitely enchanted items in the world - however; even spellbooks wouldn't be considered "magic items" as they are merely well-written tools that allow a caster to perform rituals and incantations that are magic. In short; you wouldn't detect anything magical in the lab below - only the means to craft/enchant your own items in the future.
It is possible that some folk can create enchanted weapons, but that will take a lot of time and you don't have the tools for that in the Alchemist lab.
Yeth-Kolsot wrote:
After he finishes the alchemical items, he goes back upstairs to the library that had so entranced him before. He will take 20 there. He searches it top to bottom paying special attention books and items that might detail new spells.
Tairin had indicated that they locked the library earlier.
I'm not entirely sure why, but I believe she locked the door as her character is likely a bit suspicious as you've been playing your character as very suspicious and somewhat unsettling to the rest of the group.
While this may seem a natural reaction to a group of strangers you only met about a day ago; the realty is that this is a game when everyone works as a team. Playing characters like Raistlin (for example) may be compelling or interesting to read about, but it creates tension within the party - at this time Yeth is free of the cell, realistically, he's paid his debt for the freedom by aiding with the death of the Spider God's Bride.
He has no In-Game reason to remain with the party and is free to leave the party and seek out other adventures. However, that means you wouldn't be able to continue in the game.
I assume that, from an In-Game perspective, the group likely is very suspicious and distrustful of you as Sorcery in general is something that they may distrust. I'd strongly recommend doing what you can to make sure that the others feel better disposed to you and warmed up to you. If that doesn't happen soon it's likely (from an In-Character perspective, as I see it) that they may simply tell you that they appreciated your help below and wish you a safe journey. I don't know if that's what they're going to do, but what is the reason that Yeth is still with the party and what reasons has he given them to inspire them to include him?
That said; it's up to you how you choose to bond with the others. But bonding should happen at this time to help move the game forward into the next stage.
You have searched the bulk of the house and discovered the above goods and gear and information. Now is the time I'd advise sitting down and making sure you're all on the same page from an In-Character perspective. By the time that's done your NPC's should be returning from their errands.
Male Human - (Gladiator 1), Bard (Archaeologist 2) For: 3 Ref: 7 Will: 4 Perc. 8 AC 18, TT14, FF14, HP 26, CMB +6, CMD 17, Init +4
Question:
So for those who have been watching I've been trying something a bit different with Thorongil than I have with any other players I've played in the past. Specifically, how his alignment functions.
To clarify something; I hate the Alignment concepts. It heralds from the D&D game before it was even AD&D and was just a template for a character's personality - "Good" vs. "Bad" when "Good" equaled someone like Richard the Lionheart and "Chaotic Good" equaled Robin Hood and "Bad/Evil" equaled Darth Vader and "Chaotic-Evil" equaled "Nazgul".
It taught people who played the old-school combat games like Warhammer how to do actual Social RP (a concept people really didn't do in board games until D&D came out and started encouraging it).
Because of D&D they made a whole list of spells to boost/harm those beings of certain Alignments - but then the whole thing made less and less sense the more you think of it.
Tolkien created Orcs to be monsters bred by Sauron because - when they were killed by the "good guys" the reader/audience wasn't meant to feel guilt - we weren't meant to ask "Couldn't the Orcs be saved; or reasoned with - couldn't they have made peace instead of war?" - and the answer is - "Okay, listen; you might be right but that would have been really boring to read about. This way you can read about epic battles and know that the good guys were good and the bad guys had to be killed in an epic battle because they were monsters made to be evil and so, as a reader, you don't feel guilty."
Obviously that attitude has changed to the point that we actually have "Good Guy Demons" - creatures that are, by their definition, SUPPOSED to be pure beings of evil, but then we see Hellboy and the audience says - "Not ALL demons are evil, I guess" and so the whole Alignment thing makes less sense as it evolves.
This then takes us to the part where Alignment equals "Morality" - but even then, that's hard to codify. Is Robin Hood "Good" for helping the less fortunate? Sure! But he's a thief who takes the tax money used to pay the ransom to get King Richard home from the Crusades after Richard "The Lionheart" bankrupted England by going on the Crusades while Prince John did what he could to earn the money needed to pay for his brother's ransom and still run the country (at least; the part about John and Richard is accurate historically) the point is - who is really the "Good Guy" in that tale and who is the "Bad Guy"?
It's all about how the character comes off, in my opinion.
So yeah - I don't normally like Alignments.
That said; Thorongil is a different concept for me. He's literally a character who is supposed to be bordering on "Lawful Good" (not sure how that plays - I never choose my Alignments anyway, I just RP them and let the GM tell me how my Alignment is supposed to be. Fun aside; I had a Character in the Skull and Shackles game - she was LG but she had no problem killing pirates and thieves as they were evil; and she could serve in the company of pirates as she took an Oath to a different Character that she would obey his orders, even though he himself became a pirate/privateer - I had a lot of other players claim that she wasn't really a LG character though, because I had her personality like Arya Stark, though, fun aside, I hadn't seen Game of Thrones or knew who Arya Stark was when I made the character, but you get the idea - she ENJOYED killing evil pirates because she was a bit of a tomboy and enjoyed fighting, but I digress)...
Anyway - when I was young I used to play Chaotic-Good Characters because I liked Robin Hood and Han Solo - when I got older I switched to Lawful Neutral because, formally, Neutral means you follow the gray space "between" good and evil, doing what should be done in the moment - and "Lawful" because my characters DO follow Codes; but not the Law of the Land, they follow their OWN code that they make up - so I'd make up what things my character would/wouldn't do and then stick by that code and figured LN gave me the flexibility I needed to play what I want but the "Code" part gave me some guidelines I'd invent that I wouldn't cross to keep me playing a character that's consistent.
This takes me back to my actual point (trust me, I get there eventually ;)
Thorongil is supposed to be someone who is LG in theory (only the GM can tell me if I'm playing that right or not; but that's the intention I made with him). He's fought enemies but he tries to come up with diplomatic solutions rather than simply kill people outright - he also obeys the law and recognizes authority.
When I was a kid I used to hate LG because that always translates to stick-in-the-mud, obnoxious, arrogant types. I realized when I was making this character that Aragorn, son of Arathorn, from the Lord of the Rings was basically Lawful-Good and I used Aragon for the inspiration for this character.
Even when he's in disguise he's not lying to people - he always says things like - "I am called Strider" - and not - "My name is actually Strider son of Rider" or something silly like that. He tells the truth, he obeys the law, he does what's right, and so on.
So everything about his character has that "feel" to it.
I'm not sure if a LG character will fit this campaign, though, and I've never played one - and even when I DO play Alignments I always play the way I think the character should be played and let the GM decide what my character's Alignment is (though, of course, I do often get into some spirited debates with GM's about why my opinion on what my character's Alignment is right and theirs is obviously wrong, but again, I digress ;)
So that takes us back to Thorongil and my actual question.
Specifically - given his personality and how I've tried to play my Alignment thus far, which video seems to capture his personality better thus far?
For what it's worth the time is roughly mid-afternoon - those versed in lore of the supernatural would know that is a big blessing - fighting creatures of darkness during the night is much more challenging for lots of reasons - but that will be important later
to clarify, though - Daniya is dead - the spider god's bride is dead - that challenge has been completed, but there are many threats in the realms of men that you have yet to endure an defeat...
also, to clarify, there won't be any brutal combat for a while - while this is meta-game information it's worth noting that what you'll be doing with your time is "setting the stage" for the next challenge. In other words, you'll have time consolidate your position/power and heal your wounds - what you do with that time will effect how things develop in-game.
During this time I'm going to have the game function with two separate styles - one style will be akin to the sort of adventure you might have seen in the Prince of Persia or Assassin Creed style games - there will be the potential for knife-work and dashing from rooftops to back-alley sword play with rogues and scoundrels in the streets - the OTHER aspect deals more with diplomacy and more detailed/social RP - both sets of actions will converge as your party explores either option (assuming you stay in the city) but it allows for two different styles of RP to continue at once - one works for people looking more for combat/action and the other works more for those liking intrigue and Social RP - you'll still be the same party/group but there will be the chance to have some flexibility in style - what do you think?
The room is indeed dark, but the door opens easily once the lock was formally picked.
Notes on Perception Checks at door:
You believe that the lock was conjoined with the trap itself. In other words, if someone had a key to the lock they could open the door normally, as any other lock might be opened, but the key would negate the trap. Thus, the trap would not go off if a person had the key. Since the trap was still set and the door now unlocked you would venture a guess that whoever entered the room was able to negate the trap going off by using a key.
As you peer into the darkened room you notice that Sabra’s Perception seems somewhat agitated.
The kitten seems far less interested in the recesses of the darkened doorway then peering to the south of the room where the stairs lead.
However, as Sabra is in Tairin’s gear the kitten does not do much more than give a hard and somewhat suspicious stare to the opening to the stairs at the end of the dining hall.
As the spell for Dancing Lights is cast the shimmering orbs enter the room and you see that it is a modest library of sorts.
A comfortable chair before a large desk is present in the light of the orbs and the walls are lined with various tomes and ledgers; others have delicately rolled scrolls. The walls are solid and well-built stone and do not allow any light to enter. The room smells a bit musty; like walls of paper and ink collecting some dust, but there is a lingering smell of incense in the air that likely has penetrated the fabric of the chair and the extremely rich rug on the floor beneath your feet.
There is a strange lantern hanging from the ceiling; strange that, when light enters it, it seems that the insides of the lantern are mirrored to refract that light and illuminate the room with great ease.
A single candle in the lantern shines as brightly as a Light spell; clearly a light source which can shine brightly and use little flammable material in such a place is something that was worth a good investment.
Those versed in the arcane arts; as well as those intrigued by lore itself – and even those who are interested in naught but wealth – recognize that there is a veritable treasure trove of value before you.
Books are rare commodities; and to sell even a bound – albeit blank – ledger, could fetch a good amount of coin from most temples or places of learning.
Who knows what mysteries are before you in this library until you have a better chance to study them fully? However, the room itself is barely twenty feet square; there is not much room to hide a body; though there may be many a secret nook or crevice to hide rare or secret letters or coin. Indeed, the desk itself has many drawers on it, but each has small locks which appear not to have been tampered with.
Talar will lead Bjoern back to where they left the other party members and will hang out within viewing distance of the entrance.
In a staggering coincidence, you have lingered there for barely a minute before you see Tairin and Paten exiting the building with Farrokh. It should be noted that Samir is also there.
Moving forward through the crowd Bjoern tries to find a priest or a priestess, maybe outside with a hawkers stand or tent and try to inquire if, and where they sell potions and elexiers!
You see several people offering to sell things; many of them using the Khazistani tongue - however, you are not sure how honest they are. That is; are they selling legitimate curing aids or mere "Snake Oil" remedies to tempt you?
Talar Drealev wrote:
Once they get to the temple Talar stiffens his jaw. If any of the women approach him with sultry looks, he gives a harsh glance to clearly indicate he's not interested. As for the men partaking of the pleasure of the flesh, he does his best to not make eye contact. No reason to get angry.
Talar finds the first person who looks like a priest instead of a whore or customer and walks up. "Excuse me. We are looking for medicines to help prevent disease from setting in, and heard your...temple was the place to come to."
After watching the interaction and response of Talar the women back off from his presence.
However, a thin, graceful, towheaded youth with features like many from Tharag Thule sidles up to you with a graceful sway of his hips.
However, upon hearing your words his eyes widen and a touch of sadness graces his features and he places his arm on your shoulder softly.
"I know the pain of losing love to disease," he says with a tender voice, staring in your eyes with a mixture of pity and some other emotion.
"If you need aid in such matters I shall do what I can to help tend to you in whatever way you may need... if you will permit me?" he adds, and is prepared to lead you to some destination in the temple, if you let him.
Sense Motive DC 12:
You get the idea that this man is one of the various acolytes and when they noticed your strong aversion to females - as well as your heavily muscled friend standing so near you - he assumed that his skill set would be better at tempting your fancy than one of the female acolytes.
However, as he hears your story, his desire to tempt you is modified strongly by a true sense of pity or compassion. In short, you suspect he is being completely sincere at the pain of losing someone he loved to disease and does not wish to see that happen to anyone, including you.
In short; you believe his motives might not be what you expected, but he is sincere with his desire to help you.
Male Human - (Gladiator 1), Bard (Archaeologist 2) For: 3 Ref: 7 Will: 4 Perc. 8 AC 18, TT14, FF14, HP 26, CMB +6, CMD 17, Init +4
GM Ariarh of the Storm wrote:
** spoiler omitted **
"Hmm. Such sweet words from two pretty ladies. You two could make good coin in some of the pleasure houses, if you're as penniless as you say. I'll need to check the stock records. Come along," and the woman moved with stilted gait toward the counter.
Thorongil's eyes narrow dangerous at the veiled implication that either of the ladies would find employment at a brothel, yet he says nothing and lets the ladies work.
He speaks softy to Eira.
"A flask of Alchemist Fire, and perhaps one of Antiplague," he says.
Alchemist Fire is a good weapon to use; and I like how even if you haven't ingested Antiplague you can still use it after the fact to aid you - but it's pretty pricey; still, it could be handy.
He considers things a moment and then leans in to Eira.
"This woman does not seem very courteous; perhaps we should also try the Conservatorium - the proprietor may have better manners, and better prices..." he adds.
For now he'll leave that decision to the others; but he doesn't feel that this woman is very polite. If so, she may not be very honest...
As he waits for the others to decide what to do, he pulls out his small journal and scribbles some notes in it.
Journal:
1. Be more Diplomatic 2. Work on improving Knowledge about Local information and Geography 3. Focus more on Perception
I think that for now, I'm going to tweak the Detect Magic thing again.
I'm ruling it can be done 3 times a day + Caster's Spellcasting Bonus (I.E. Intelligence for Wizard, Charisma for Bard, that sort of thing).
This way it won't eat into your total spell list for level 1 Spells and you have more options to use it more frequently; however, it prevents it from typical 0 Level Spells which can essentially be used all the time and instead prompts people to use it when they think it is necessary.
Please let me know what you guys think of that adjustment.
The company moves slowly the doorway behind the silk screen and slides it open to reveal a sturdy wooden door with a modest lock.
A cursory examination reveals that it is not magical in any way; and the lock itself springs open with only the most minor of efforts.
As the door slowly swings open, Tairin is able to see what is in room Room 9...
Inside Room 9:
Peering inside the dim gloom you are at once assaulted by the scent of various spices and herbs which seem to be in the back of the chamber.
You can see at once that this is clearly the Kitchen for the meeting/dining area you had recently been standing in. Cutting boards stacked against racks which hold well-honed knives, as well as various braziers for cooking oil (all well-scrubbed and clean, albeit dusty with a lack of use for some time) are revealed.
In addition to a well-furnished kitchen, this room also contains a walk-in pantry, filled with salted meats, dried rice, bottles of oil, and similar foodstuffs. Several sleeping mats are tucked away in a corner, having perhaps belonged to the cook and his serving-girls.
You notice small clay pots; inside of which are stored dried leaves which you presume to be teas, as well as clay jars filled with honey, salt, cumin, sage, coriander and crushed red pepper.
Strings of garlic and onions hang from the ceiling; though they have a bit of rot to them as they have been hanging there for some time.
Finally you find various small jars filled with a thin, black, watery sauce Tairin would not be familiar with.
It should be noted that this sauce has the exact taste, texture, smell and consistency as soy sauce; because that's what it is.
In the antechamber Samir calls out warily to Tairin -
"Do you need assistance within? Is it safe?"
The others merely wait to see what will happen next...
The outer wall is a 10 feet tall masonry wall (1 ft. thick; Hardness 8; hp 90; Break DC 35; Climb DC 15).
Facing the palm-lined main street to the north is a heavy wooden double door that can be barred from the inside (2 in. thick; Hardness 5; hp 20; Break DC 25). On the south side of the outer wall, facing nondescript residential houses, is a smaller door (but with the same statistics) that can be similarly barred.
2. Servants’ House - Your Current Quarters
This house is a simple one-room barrack. It contains very little in the way of furniture; Zheng-Ya’s servants slept on rolled tatamis and kept their belongings in small wooden boxes in the corners. Yetara places the PCs in this house if they stay on as his guards.
3. Stables
Each of these three small buildings can hold two horses or camels. The stables currently house Sefu’s warhorse and the camels of Yetara and Daniya.
There is room for three more mounts to be housed, as well as the feed for such beasts, if required.
4. Well
The well is 10 feet in diameter and 30 feet deep. The water comes from a natural well-spring that itself originates in the underwater springs that formed the oasis of Zul before the city was built. Private wells such as this are rare in the desert city; most houses are supplied by small aqueducts or by water carried from central wells.
5. Pagoda
Next to the main house is a small garden pavilion, built in imitation of the great towers of Taikang’s cities. It overlooks the garden and the courtyard in front of the mansion.
6. Courtyard and Dragon Statues
A broad, open space opens up in front of the mansion-house of Zheng-Ya. A broad stairway descends from the massive double doors.
The doors are flanked by a pair of crouching dragon-statues. Each statue weighs in excess of 1,000 lbs. and is carved from a curious, but non-precious, green stone.
The Courtyard also has a large rock garden which is punctuated with various small, potted trees as well as bushes.
The doors are currently open to the Entrance Hall.
7. Entrance Hall
The main doors open up into a grand entrance hall whose walls are hung with a handful of long, narrow silken tapestries inscribed with Eastern calligraphy.
To the left of the entrance stands a great metal gong, held suspended in ropes from a wooden rack. A padded hammer rests below the great disc. When struck with the hammer, the gong produces a loud, sonorous tone.
8. Meeting Room and Dining Hall
The Host of the house is likely to have received visitors here, in a large room dominated by an oval teak table. Eight regular chairs are placed around the table, while a ninth chair, furthest away from the door, is high-backed with armrests carved in the shape of lion claws.
There is a room to the side of the Meeting/Dining Hall that is covered by a silk curtain, behind which can be found a wooden door without a lock.
Leads to 9
On the opposite side of the silk screen is a heavy set of double-doors made of teak with a solid lock.
Leads to 10
11. Stairway
At the rear of the chamber you find a set of sliding doors with aout a lock. Sliding them apart reveals a stairway.
The stairway leads from the ground floor and down.
We've lost some players recently and we're looking for a new player.
Hopefully someone skilled as either a Ranger-type; or possibly a Fighter/Acrobat-type.
This is the following information for the game:
Recruitment for The Spider-God’s Bride
This game is designed around the concept of a world similar to Robert E. Howard’s Conan: The Barbarian and other tales.
The only playable races are variations on human.
Magic is very rare; those who use it are often feared. Magical creatures are generally seen as deadly and horrible rather than commonplace.
The game uses the same rules as the d20 System, with some minor adjustments which are outlined in the Player’s Handbook for the system which can be found - HERE –.
The above link outlines the various classes allowable, as well as details on races and magic which are allowed.
Players can choose Classes and Archetypes from the Core Rules as well as Advanced Players Guide and Ultimate Combat Guide.
Players may also choose from the following additional Classes:
Players start with 2 Traits, 20 Point Buy and Level 1 and Maximum HP on Level 1 plus their Con Modifier.
From level 2 up they gain Half their HD per Level (round up) plus Con Modifier. If you have 1d8 HP you’ll have 5; if you have 1d10 HP you’d end up with 6, and so on.
Players also gain a “0 Level Class” (this does not stack for purposes of Class Level Bonuses), nor does it increase the Player’s total Ranks in skills (in other words; when you build your Level 1 Character you cannot have more than 1 Rank in any Skill, despite what you picked on “Level 0”).
This grants Players 8 HP (Plus Con Modifier) as well as 4 Skill Points.
The skills can be chosen from any of the Untrained Skills.
Any skill chosen on “0 Level” is considered a Class Skill on that Level.
Finally, Armor and Shields grants minor Damage Reduction.
Light Armor = DR 1
Medium Armor = DR 2
Heavy Armor = DR 3
Light Shield = DR 1
Heavy Shield = DR 2
Tower Shield = DR 3
Combat will likely be bloody, but despite the combat, the game will rely on heavy RP so interested players should be prepared to make at least 1 post a day.
Let me know what you think!
Tairin, Why would he not get full reimbursement for his expenditure before the cut?
if we need to work it out in game as RP that's fine, but I've said several times that he was planning on getting his money back, why is that just being challenged/confronted now?
This is becoming very complicated, unfortunately.
Okay; so originally I was under the impression that you were selling 12 camels - at half price that netted you 900 GP which was divided among you guys plus Farrokh and Samir - this means you each get a flat rate expressed here -
If you divide this equally (and include Samir and Farrokh) you’d net out a base 155 GP (approximately). - this was in reference to selling 12 camels the party has.
This was factored in to the parties GP earlier before Tairin and Paten's bargaining.
At this point go ahead and negate that.
Here's what's going to happen.
Tairin will pay you 150 GP for her camel.
Cas will pay you 150 GP for his camel - except he still has his camel and that will have to be done in RP as he's not there.
Bjeorn will pay you 150 GP for the camel.
Red will pay you 150 GP for her camel.
Samir will pay you 150 GP for your camel.
They may not have the money for that now and leave them in the negative, but that will be adjusted by the end of this post.
This nets you a total of 750 GP for their costs (however, you will have to get Cas's from him personally as he went with Yetara) leaving you only 500 GP at this time and your own camel.
At this time you have the money; each individual has their own camel, including yourself.
At this time Tairin, Red, Bjeorn and Samir will be selling their camels for a total of 100 each (via the bargaining check).
This means that Tairin, Red, Bjeorn and Samir will be down 50 GP after selling the camels they had purchased from you - Cas still needs to be accounted for.
At this time the party elects to sell 6 more camels which were found on the trail.
This nets the party a total of 600 GP, divided by 7 as Cas is not with you - those camels were worth 100 GP instead of 75 to resell because of Tairin and Paten's bargaining check.
At this time you have 82 GP from those six Camel Sales - except for Bjeorn, Red, Samir and Tairin - they only have 32 at this time.
You sold the other mundane stuff for 795 GP - divided by 7 that's a total of 113.5 GP - this nets the party a total of 195.5 GP.
Via Tairin and Paten's bargaining I'll round that up to 225 per person.
This means that Farrokh and Paten have 225 GP each.
Bjeorn, Red, Samir and Tairin have 175 GP and no one in their four people has any camels.
Ala has 725 GP and currently has possession of his own camel.
This is not a lot of money; things will change as the group moves forward and actually starts to deal with the Campaign Page and dealing with the actions on the page there.
This was a lot of work to do and not really how I'd like to do my games. With that in mind, I had hoped to expedite the process somewhat simply by granting everyone a simple flat 500 GP with Ala gaining a bonus of an extra 100 GP from it without having to do the math - this adjusted figure was a rather large bonus to reflect both the excellent bargaining by Tairin and Paten, but also to simplify things.
However; it is correct that my math and computations were not accurate. For example, I had included Cas in the arrangements when he wasn't present; and I had included the value of the camels sold outright with the adjusted value.
While my earlier way would have netted the current party a bit more money as a group (i.e. 500 for everyone but Ala, who would have 600 after Samir paid him the balance of the camels of 50 GP for him and Tairin - because Tairin and paten managed to sell the Camels at 100 GP instead of 75) that would have meant that Bjeorn and Red would be out 50 GP each and that at the end of the issue the following would have happened:
Ala would have 700 GP.
Bjeorn and Red would have 450 GP.
Paten, Farrokh and Tairin would have 500 GP.
Samir would have had 400 GP.
Again; I apologize for the mistake and confusion for not being accurate.
The correct figure after the full computation is as follows:
Farrokh and Paten have 225 GP each as well as their riding beasts.
Bjeorn, Red, Samir and Tairin have 175 GP and no one in their company has any camels.
Ala has 725 GP and currently has possession of his own camel.
This is not a lot of gold for a group of adventurers on level 4; but you are in town and will likely increase that amount by quite a bit once you figure out what to do with the opiates.
Bringing it up before I finalise Patenemheb's level 4. Which will likely be Monday or Tuesday.
Sorry I missed this...
Okay; so here's how it goes for now.
Right now you're able to get the ability which grants you 3 Orisons, correct?
But you don't get the Cure Light Wounds spell until potentially 6th (I ask this because I have some time to decide)?
For now I'll allow you the three Orisons - also, if I haven't done it before I'm adding - Stabilize - to the list.
However, due to the fact you can only do 3 Orisons a day and they are not unlimited like the modern version of Pathfinder is with Cantrips and Orisons (the old style used to limit Orisons and Cantrips to 3 a day on level one and they went up to 4 a day when you leveled - the modern version allows unlimited use daily, which is a pretty potent bonus but it's cool) - but anyway, since you can only use them three times a day I'll also grant you - Bleed - and - Virtue - if you'd like.
As for Cure Light Wounds...
Right now the book is fairly vague on how to do that - it DOES indicate that Healing Magic can work, but the caveat is that SOMEONE must suffer for it. So, arguably, when you're considering the ability to resurrect something for the future (very unsure about that one; but given that part of this game is more story driven than simply action driven with Roll-Up Characters in the wings in case we lose the current character - I'm liking the idea that there may be a way to return the dead to the living when we're higher level if some horrible bad luck happens to a character that's really developed - not saying death won't be permanent or that players shouldn't stress dying, but I'm considering options; also, this whole parenthetical aside should really have been its own paragraph, but anyway)...
The POINT is - if you wanted to resurrect someone then - arguably - the books/stories/flavor seem to agree that a sacrifice must be made to achieve this. Would you need to sacrifice a living victim to raise the dead? Sure - that seems in keeping with the stories; is there a way that it could be done so it doesn't compromise the morality of the character by sacrificing a life for a life? At this point I need to figure that out for the future - but we have some time.
So, back to Cure Light Wounds.
At this stage it is a powerful spell because it heals fast and doesn't involve anything to use (that is; trading life energy for life energy) so I'm trying to figure it out.
Initially I was thinking - "Sure, why not - we'll just up the Casting Time to 1 Minute to make it seem more like a ritual for flavor" - but now I'm thinking that could be a problem because I suspect the only reason you were looking for Cure Light Wounds was to heal someone quickly in the heat of battle.
On the other hand; your party can only do some healing abilities rarely. The problem with that is that in a Dungeon Crawl you're generally dealing with minor combats one after the other in fairly rapid succession (at least, nearly one in every room, generally) so limited daily healing takes some of the fun out of Dungeon Crawls (though as these books have no maps in them I haven't been too eager to set up Dungeon Crawls, thought that may change).
Also, this runs into other issues - namely, if you could get Cure Light Wounds in any form then - theoretically - so should Tairin and Red, as it's already on their spell list.
But Tairin gets her spells via study and research (as she's a Bard) and Red gets hers through her Talisman - so those are two completely different "Styles" of how Healing Works.
For now I'm looking for how to do better healing in general; I'm liking the earlier idea of creating "Healing Salves" via plants and herbs to increase or improve healing - that seems very useful and completely in keeping with the Conan stories in general (magical healing through elixirs and tonics was common in those tales).
I need to come up with a proper mechanic for those things, though, and one that doesn't let such things become like a "Cure Light Wand" when - on higher levels - players don't just take a bunch of cheap, inexpensive herbs in bulk and use them over and over... But I am considering it.
For now - take the Scholar Talent which allows the Orisons with the Knowledge that I'll come up with a way in the future to allow Cure Light Wounds - with adjustments for those Classes who get their power from Research/Texts and those who get it from Powerful Beings.
Also, let me know if the idea of doing Cure Light Wounds as a ritual is even worth it - or were you looking for something that works faster?
Okay; keep me posted and I'll check back again soon.
Bjeorn: did you have your level-breakdown ready? If so, can we see it? If not, can you let us know how much time you need? Thanks!
September 3rd Time: Roughly 9:30 AM Location: At the Gates of Zul-Bazzir Moon Cycle: Full Moon 7th of September Moon Cycle Weather Conditions: Windy, warm Temperature: 80 F, or roughly 26 C
After the hardships of the burning desert, approaching the city of Zul-Bazzir ringed by its lush green palm groves is at first like seeing a shimmering mirage rise from the red sands.
Zul-Bazzir was founded by Yar-Ammonite traders settling in the Oasis of Zul some five centuries ago. The city grew quickly into a major center of trade, a stopover for all major caravan routes through the al-Khazi desert. In the last century, Zul-Bazzir was conquered by the Khazistani horsemen coming out of the western steppes. A sizeable population of Yar-Ammonites remain, along with people from Susrah, Jairan and elsewhere, and the city remains a thriving place of commerce.
Located on the westernmost edge of Khazistani influence, the city is often threatened by foreign invasion and raids. Despite this, Zul-Bazzir is unwalled, although the governor’s sprawling palace-citadel is protected by a tall inner city wall.
The bey (governor) of the city depends heavily on mercenaries, mostly from Yemar, to defend against occasional Yar-Ammonite intrigues, Jairanian ambitions, and the raids of wild Khazraj nomads.
Typical houses are one- or two-story buildings with flat roofs. Nobles and wealthy merchants live in walled mansions with lush gardens and artificial pools. Between the outer districts where foreigners and slaves throng, and the golden minarets and spires of the inner citadel, are bustling markets and bazaars.
As the company comes over the rise of the hill before the sprawling metropolis Yetara turns on the party and with a somewhat melodramatic wave of his hand at the city he smiles broadly – as if his gesture had somehow conjured it from the sands.
”Goodly serv… companions,” he says with a magnanimous voice ”we have arrived.”
”While your duty has been fulfilled I would extend to you the opportunity to expand your service, if only for a little while. I am here to visit the estates of a colleague of mine and it would not be acceptable to arrive with such a modest showing as only the goodly Sefu,” he says with a small smile.
”When I have arrived at my colleague's home I would prefer to have a proper retinue with me; and, naturally, you shall be compensated for your time while in my service.”
”Further, at the estates of my colleague you shall find comfortable quarters in a trusted place of comfort and security. There you may rest yourself in relative ease for a time until you are ready to seek new opportunities, if you do not wish to remain with me, of course...” he adds.
Sense Motive DC 15:
You suspect that Yetara is indeed eager to have you with him; but his further comments are accurate. He does not need you for protection in the house of his colleague; but he does want to “Make an entrance”. Specifically, if he’s going to arrive in town he wants to appear to be a man of power and influence – having a company of mercenaries in town as his aids will make him seem more important and this could be useful to him.
While Farrokh says nothing and stands with an impassive face, Samir frowns openly.
”Who is this colleague that you are speaking of?” Samir calls out of the rear of the company.
Yetara checks his speech and flashes Samir a somewhat annoyed look before he regains his current composure and responds.
”Ah, yes… My colleague's name is Zheng-Ya; we shall find solace at his estates,” he responds with a wave of his hand.
Farrokh’s eyes widen openly at the name in surprise and he glances at Patenemheb though he says nothing.
Meanwhile, at the sound of the name Samir presses with another question.
”This Zheng-Ya – the name sounds like those born from Taikang – is this where your colleague hails from?”
Yetara purses his lips – clearly not wishing to upset those traveling with him, though also annoyed that Samir keeps interrupting with questions – and continues to wear the smile on his face as he responds.
”Indeed yes, he is indeed from the lands of Taikang,” he responds somewhat tersely.
At that Samir glances at Ala with a nod, clearly interested in the fact that this mysterious colleague of Yetara is not only from the far east, but also from the same lands of Mei-Mei.
But he says nothing further about it at this time.
”Now then; will you continue to grace us with your presence?” he asks your company.
Caslav looks at the others, specifically the company of folk who were recently rescued.
”I shall travel with you, at least to the estates of your colleague,” he says to Yetara.
He turns to the other recently freed priest and acolytes.
”As for you folk? Will you return to your temple?”
The priest turns to you and considers things.
”We would be honored to stay at the estates of your esteemed colleague Zheng-Ya,” he says with a bow and Yetara smiles, clearly appreciating the fact that he could add priests and acolytes to his retinue and reputation.
Meanwhile, Sefu informs the characters that they will be paid as soon as they reach the Taikangian’s mansion.
If you wish to stay with Yetara he will guide you through the city and take you to reputable places to sell the pack animals you have acquired – if you wish to.
If you do not wish to remain with Yetara you’re fee to leave him; however, please let me know where you would like to go next…
I was pretty exhausted after work and I honestly didn't realize what was going on when I was writing the responses. When I got to Tairin's post at the bottom I realized that she was using it primarily for Stealth/Habit in case their were any more hidden NPC's - but since I had spent so long writing the entire post prior to it and didn't want to ret-con things I figured I'd just use the lack of Perception Check to explain things "in-game".
To clarify - sometimes I DO prefer things to be kept separate for story purposes. So, for example, when Samir approached Ala to attack the Zadjites I had a strong hunch that some players might oppose the action that Samir had come up with (to be honest, even Ala wasn't too keen on it via how he built his character), so that was done between separate players, but for a reason (though any player who may oppose it would likely be able to do it later via RP and I was eager to see how that went, too).
Also, part of the reason I also allow (and sometimes encourage) separate posts to some of you guys is to encourage more interaction/RP/Story. I mean, I enjoy running the game, but I also really enjoy reading what YOU guys write - it's like we're all contributing to a collaborative story, so I like to read what your characters do because it's fun for me as a reader :)
With that in mind, I often give "Translations" in Spoilers specifically because I'm curious to see how a player elects to Translate something. For those of you who saw/read Fellowship of the Ring there was a carving on the doors of Moria/Khazad-dum which was in Elvish and - if spoken aloud - would allow the speaker to magically open the door.
The movie made it like it was a "Riddle" - but the book implied that the original text was "Speak Friend and Enter" - but there was point where Tolkien had indicated (he loved languages and part of his passion with Lord of the Rings was creating whole new languages for the world he made) was that sometimes there were subtleties to translating - so the line could be read "Speak Friend" - but the Elvish word "Speak" could also be translated as "Say" or "Say the Word" (which is pretty much what Speak means) - so if Gandalf had read aloud "Say the Word" instead of "Speak" the answer would be obvious.
Anyway, that's a whole lot of aside.
My main issue is that I wasn't trying to instigate any tension between you guys, I was just trying to come up with a way to make sure I didn't have to ret-con quite a bit of writing by simply indicating that the two things were happening at the same time.
Sorry again for the confusion and I hope things are cool.
As an aside, as a reader I'm curious to see how the following proceeds via story:
1. Paten seems to be giving commands with ease when dealing with these recently freed slaves; likely this is a result of his background and training in Yar-Ammon - however, based on the text it seems that Ala seemed a bit uncomfortable with it and I'm curious to know how it goes via Social RP.
2. Tairin has some similar background/training to Paten - however, she is being more secretive/stealthy in general - what prompts her style? That is; she is clearly not acting like some pampered princess who could have easily had Bjeorn search the tents, or requested that he aid her (he is her bodyguard). Instead, she elected to behave with more stealth then a stereotypical noble's daughter might; what mysteries is she hiding? We have already seen her cast spells and hint at the use of poison; yet her full range of power has not been disclosed - who is she really? What mysteries is she hiding, and why?
3. Bjeorn is a barbarian northman - he is surrounded by a hodgepodge of southern folk with strange cultures and customs, yet he seems to be relaxed and almost ambivalent around them all - what allows him to keep his cool and poise so easily? Is he committed to ideals of Fate and merely accepts these actions as part of Destiny, or is he masking his true emotions for some mysterious purpose?
4. Red is a follower of "The Old Ones" and uses sorcery that is powerful and (to many) blasphemous - her power comes from a mysterious talisman that functions as her "Familiar"; a being not unlike the "Red Lady" from Game of Thrones in many ways - yet now she seems more interested in drinking and finding some young men to dally with. Is she a woman who has seen beyond death and has decided that while she lives she should indulge in her lusts and passions? Yet if so, where will that hunger lead her? Or perhaps she is someone who is seeking a "lover" that she can seduce to her whim and then sacrifice to her dark and nameless gods?
5. Ala is a man who seems like a casual sell-sword and mercenary; content to travel the world in search of adventure and reward. Yet beneath that cavalier outlook is a man who hints at something more - several times he has indicated his frustration with the current employer, yet beneath his devil-may-care attitude is a quality of honor that prevents him from breaking a deal, even with a rouge such as Yetara. Further; the battle with drunken Zadjites has clearly bothered his conscience - it would be one thing to have slain these men in clean battle - but to come on them unawares and slay them like assassins in the night has troubled him on some level; what sort of man is Ala, then? Will we discover that beneath his gruff exterior is the heart of an honorable man, willing to fight for the lives of unknown slaves simply because he cannot tolerate injustice?
6. Samir and Farrokh - clearly a couple of freed-slaves who have some quirks and are just eager to help the group. Nothing mysterious or hidden with them at all... or IS there... ;)
To clarify - all of the above are things I've wondered via how you guys RP your characters. It doesn't count stuff I know via your backtories; also, your characters will likely evolve as the game goes on to become different.
My point in making those above examples is to suggest that - I might be wrong in my guesses - but I'm genuinely curious to see how you guys RP the story out and your characters.
That being the case; I hope my enthusiasm to get you guys RPing with each other and in general doesn't seem too much, but you've excited my curiosity and I'm eager to see where you all take it.
Okay, that said, I have some Campaign posts to respond to....
I’ll be posting from today, so I will not require Tairin to be botted anymore. I will need to catch up on all the posts I’ve missed this week and figure out what the GM had in plan by moving Tairin in the fashion that he has. Thanks for the bot this past week, Dain GM.
Welcome back, Tairin.
For now I had you move up using Stealth to analyze the situation so you could have a better understanding on what's going on - in short; you're in the trees and hidden and have not acted - yet - so the enemy likely doesn't notice you.
You're in a forward position so you could be close to the action to make the best decision for combat, but also in a position that doesn't compromise your safety if you're not eager to charge forward.
Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
Daryl pauses kicking the ground; but he makes sure he's standing at good enough angle to be able to cover Aecarian properly.
Taldo the Tanner wrote:
"What's gotten into him?" As Morwenna is speaking softly to Daryl, Taldo notices Ezekiel freaking out, and moves closer keeping a keen eye out as Uzziah explains discomfort.
He watches Taldo pick the sage and sighs.
Clearly he feels the party doesn't have thyme for picking herbs...
Male Human Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6
Taldo the Tanner wrote:
Sinse you read them, any recomendation on the "attacking Aberration" I'm looking for something that would have started a fire. If everything was ablaze then there would be no evidence. Also if fire was involved it would explain why one of the adults would have thrown Taldo into the river. Knowing he would be able to breath.
Sorry for the delay; I was a bit busy - so okay, here goes...
Given that your culture was in the Mwangi expanse it's possible that there was a strong set of local folklore and myths about unusual creatures. It's possible that you were given folk tales and stories about your people's roots and background; a dark demon/djinn/evil god is one that is typical in such legends and culture.
As a child you might have heard stories about creatures of darkness that would do horrible things to people; when the creature came you would have known enough such bedtime stories to know that this was the creature you feared - the demon who would come for you if you were bad and didn't listen (this leads to a potential fun RP element; your struggle with threats being bonded to a sense of guilt - as in - "My family died because I was "bad" and so the demon came - if I was a better child/son/friend.person then my family would still be alive" - so subconsciously you'd be wrestling with feelings of guilt for things you cannot control and a loyalty to your friends/family would be very strong for you as you don't want that to happen again, even if your adult mind knows better).
So essentially being a child of three or four means you'd be terrified of the creature and panic and run no matter what happens because it seems like something from a nightmare came true - you'd be old enough to at least recognize and remember the details and still old enough to know how to run away terrified no matter what happened to your family - also it leaves you open to guilt for RP for running in general - and it allows you to have seen the creature and know it enough to remember it, even as the creature did utterly destroy your tribe.
This makes me think of both how Newt from "Aliens" reacted when she spoke to Ripley about the Xenomorphs and also how The Hound from Game of Thrones reacts to fire. Plus it creates encourages you to be more close to beasts/animals as something like a dog won't "judge you" as good/bad but love you unconditionally (cats, of course, are always judging us - they're so smug!) - however it also would open the door to your first "Favorite enemy" if you multi-class to Ranger as you'd be hunting the enemy of your people - and it would remind you that on a quasi-spiritual level that "Evil" will come but that "water" is where you are safe; where evil does not come - and if it DOES come to the water then that's the place you'll fight the hardest to defend.
Anyway, hope that helps a bit via the creature idea :)
According to Pythagoras he’s shooting about 85 ft, not that it matters rolling a one...
I know - at this rate the combat will never end! However, kudos to making Gaming Experience for me - in all my years playing RPG's you're the first person I've ever seen hit by a Natural 20 who took 0 Damage :)
I guess that since you rolled the natural 1 you'd drop your bow; I normally don't play with Critical Failures unless it's a boss fight, but what's the difference? You'll just stoop down and pick it up as a Move Action and return fire with no worries :D
"If you wish, my young lady, I could mix an elixir to deepen your sleep. We have a long journey ahead of us, and we need to have our wits about us as we travel."
Daniya cocks her head and stares at Patenemheb for a moment; her deep eyes studying him thoughtfully.
She then turns to Sefu.
"This man was not hired by my father - why is he here?"
"He speaks as if he wishes to travel with us; why should he think that?"
Sefu winces a bit at the briskness of her response and glances at Patenemheb then back to her.
"My apologies; we discovered him here when we arrived and he has offered to journey with us. He seems a goodly sort and - being that these are rough lands with many dangers - it seemed wise to accept his help."
Her expression is hard to read in the dim light, especially as her veil obfuscates the lower half of her face.
"I see... you found a place where water is collected and now it has been razed to the ground with heavy fire and a stranger stands among the ruins alive and whole; but you deem he is a goodly sort... Further, while it is a fact that many of our new friends are skilled in the means to survive, including the ability to track and read the signs of the wild - most made the conscious choice to refuse to use their skill set to confirm the details which he has uncovered, instead, they trusted his wisdom implicitly... Odd that they should refuse to do that and simply accept the word of a stranger without question; almost as if they were compelled by mysterious means to refuse to use their wits or skills to discern truth - though, indeed, he may be a goodly sort."
Her eyes move from Bjeorn to Lyssander and then Samir, then she looks back at Sefu as he frowns suddenly as if thinking.
"And then this southron," she says with a nod at Red "speaks of possessing some tool or item belonging to a Susrah god... an odd thing for a wanderer to possess, I deem, but when I merely wish to learn more of this item, for it is a truth that such things seem - to me - very interesting... She makes the conscious choice to disrespect me and my position by refusing to even grace me with an answer... She is not forced to speak overmuch of such things as what she carries, perhaps, yet to ignore me explicitly seems to me to be disrespectful, do you not think so?" she adds, with a soft sigh and Sefu turns a hard look at Red, his eyes narrowing as he studies her.
"So you must forgive me Sefu; when we found a horrible massacre with a lone man standing in the midst of the remains, and this same man then offers his own explanation for how these things occurred.... And the northman," she says with a nod at Bjeorn "and the cavalry man," she says with a nod at Lyssander "who are skilled in studying the signs in the wild then make the choice to refuse to confirm his tale... I find this somewhat disturbing... And when I find that one of the guards hired to protect us in the deep desert speaks of possessing an item of great power belonging to some foreign god, I find that very unusual... And when I ask some humble questions about the items in question of those who would be my protectors I am met with stony stares from the one who carries the tool of the foreign god even while this new mysterious stranger, though perhaps a goodly sort, offers to make some strange brew or elixir to put me to sleep...."
"I am sorry for speaking overlong Sefu, but such things make me very nervous," she says and seems to move closer to Sefu as if for protection, pressing against him like a small child may press against a caregiver for assurance of safety.
Sefu looks down at the girl and does his best to comfort her.
He eases his sword hilt somewhat more comfortably at his hip as she is nestled hard against his side, but then he turns to Red.
"What is this crystal you carry?" he asks her in a very blunt and matter-of-fact way.
Quick Note: Apologies, guys – I’ve been super busy lately and kind of overwhelmed. I had planned on doing some more Social RP with everyone on the trail to get to know people, but as we have a new player coming in and as I’ve been so busy I’m going to not only sum-up your search of the village, but I’m going to fast-forward you to Kharjah Pass.
Again, sorry for the summary; I like to do more involved Social RP and details. But as it’s a journey that’s supposed to be at least 30 days I feel that it would take way too long to have all the details developed for every day and every hour.
That said –
What your search revealed
You are able to find the following amount of food/gear in the caves/houses.
To make this simple I’m just going to break it down by mouths to feed and how many. I know this isn’t completely accurate; but if a person skips food/water for a day, or a beast dies, or something like that, we’ll have an accurate count of how many days of food you have left in emergencies. I will also adjust the amount of days to coincide with the amount of beasts you have in your party.
Therefore you find enough food for your company to supplement your current supply and adjust it to last 30 days. That is; your company consists of 6 NPC’s and 6 PC’s – or 12 people. Therefore, you have a total of food for one person for 360 days.
You have food for your animals for 30 days. By that I mean you have food for your collection of 2 Horses and 14 camels (please let me know if I forgotten a beast) – for simplification this is “feed” and isn’t meant to be eaten by humans. This will last one beast 480 days.
You have enough water for your people for 3 days – or 36 days of water for people.
You have enough water for your beasts for 3 days – or roughly 48 days of water for beasts.
Your current speed due to the pace of the wagon is somewhat slow; therefore it will take you two days to reach Kharjah pass from your present position.
This means your supplies are reduced to:
Food Per Day for Humans: 336 Days
Water Per Day for Humans: 12 Days
Food Per Day for Beasts: 448 Days
Water Per Day for Beasts: 14 Days
Various Random Treasure: Gold coins equaling 112; Silver Coins equaling 220; Copper Coins equaling 336. Divide this how you wish, but Sefu would request that his people get an equal cut of the coins.
NOTE: Via the Natural 20 on the Perception Check to search, Ala finds a small, bronze ring with a ruby in it worth roughly 75 Gold pieces.
Lyssander; your attitude with the slaves seems to be good. They do not seem dangerous or threatening to you yet; but you are still suspicious of them.
Tairin: Your interaction the noble has improved his attitude with you, especially when he learns you are of a noble house from Yar-Ammon. Though he is still insufferable, he is at least more courteous with you than the others because of your title. During this time you noticed that he has a ring which may signify his position; it is an emerald ring but it is overlaid with thin, bronze wire which makes it look like it is covered by a spider. Daniya seems content with you and Sefu seems to like and respect you very much.
Lysander then unlocks the slaves from their bindings and tells the to begin setting up the tent while he hobbles the animals.
The men seem fairly neutral to your requests. They do not protest or have any harsh reaction; but nor do they seem to be overly thankful or responsive when you unbind their chains. Still, they go about their business and do what they are requested at this time and that is encouraging...
Ala’Ihys the Archer wrote:
I wasn't sure if we decided what he was doing or not, if it would make it easier on himself, then he should only backtrack half a mile instead.
No worries; it will take some time as you're covering tracks for nearly a dozen people, a dozen camels and a heavily laden wagon - but you're in luck as the winds in the desert at night help quite a bit obfuscating the tracks. On the other hand, based on what you recall of the area, there is generally only one main road to Kharjah Pass, so it is no surprise if anyone who followed you might simply be following that trail - assuming there was anyone following you at all, of course ;)
Response to Tairin:
Tairin of the Veils wrote:
"Daniya, please help me understand. Yetara informed us that you were his daughter. If this is not so, is there some trouble we should be aware of? Do you come willingly with him to Zul Bazzir?"
The girl shrugs her slender shoulders.
”I am sure he has his reasons for the duplicity, though I am not sure what they are.”
”It is a long and dangerous journey and there may be trouble on the road, but I do not think it will because of us… simply the troubles of travel.”
She pauses a bit as she adds some more details to her sketch before answering.
”Yetara said I am to come with him; beyond that? I am to come, so that is enough for me,” she adds with a disarming ambivalence to what seems to be what she sees as her fate.
Tairin of the Veils wrote:
"Where is home for you, Daniya? I hail from Yar Ammon."
She pauses and studies the picture and then reaches forward and wipes it away in the sand.
”I come from Lamra,” she says, mentioning the capital of the northern nation of Lamu.
”I have heard of your land, but I have not met anyone from it until now,” she adds as she leans back and cocks her head, watching Tairin thoughtfully.
”The hour grows late, perhaps we should retire. I think the journey will be long tomorrow, or at least hot.”
She stands up and bows gracefully before Tairin.
”I am glad to have met you, Tairin and I am glad to know you better,” she says with a soft voice, then slips into the tent.
Re: Checks –
You weren’t sure at first, but if she’s really from Lamra then you’d bet money that the image is a spider – and if it is, it would make you think of Yot-Kamoth, a dark and hideous god of that land.
Indeed, it is written that in the city of Lamra, in the land of Lamu, the dreaded priests of Yot-Kamoth have built a temple to house their god, which is a colossal eight-legged spider-idol, carved from the black stone of a fallen star. Great is the power of the spider-priests of Lamu, for they outnumber even the austere priestesses of Nhakhramat and the muffled priests of Yadar, and they ride as kings through the shadowed streets of Lamra…
Dain GM: How about Vanish for Tairin? Last time I asked you said you were still thinking on it. Thanks.
Sorry for the delay on response, I confess I have been really distracted lately.
Okay, so here's what I think about Vanish - yes; I'll allow it. After all, despite what the Core Book said the way I see it, Lord of the Rings is ALSO pretty "low-magic" and invisibility was used in that world, too.
Here's the catch - just because they can't see you doesn't mean they can't detect you via other means. All that means is when you're moving with Vanish on make sure you try to use Stealth when applicable - if the enemy can "Hear" your presence they can at least try to attack the general square you're on (this should only make a difference if they're using something like a Splash Weapon or a Burst weapon, but just in case). However, your Stealth is pretty high and if you're using it in Combat an enemy will likely be distracted anyway - the other thing to remember is certain enemies can "sense" your presence by other means, such as Scent and Tremor Sense, other than that - just keep up your Stealth and you should be fine (it still will be very useful in many situations, of course).
That said - sorry for the lengthy response, but yes - Vanish is acceptable :)
Caslav of Lamu wrote:
I don't want to leave the party destitute by giving away all our cash to NPCs while we keep magic items that are (in my case) only nominally useful. If that's the plan, I'd prefer to give Samir the dagger and take the 4,500 gp.
EDIT: While on paper the dagger is worth thousands of gold, in practice the only use I have for it is to give it to Bjoern or Samir when next we fight the undead. I mainly took it for story reasons, as I assume it may be relevant to the plot later on.
Well, you kind of caught me off guard with the dagger.
Even though it does extra damage to Undead specifically, as a magic weapon it can hurt Supernatural Creatures; also, you have a high Dexterity, so I kind of thought you'd be going the Finesse Weapon style eventually (especially as many of your combat strategies have been flanking with melee fighters to aid them in combat; using a Magical Weapon, even a +1, on Supernatural Enemies - especially combined with Sneak Attack damage, could be very handy. Also, as Bjeorn already has a magic weapon and Ala is a ranged fighter, I wasn't sure if you'd be up in the mix with the others).
Meanwhile, given that 500 Gold Pieces weighs roughly 10 pounds I'm assuming that 4,500 in gold plates/cups would weigh at least 50 lbs (less than 90 because they aren't just simple coins, they do have some value being that they're actually cups and plates) but it's kind of tricky to stagger around with.
The best thing to do is try to convert them into smaller gems/coins if you want to carry them around; but if you do, then that means you lose the dagger and it's extremely unlikely that you won't find any magical weapons/items for sale - those kind of things tend to be achieved via quests specifically.
If you're still not interested in the dagger we can try to work something out via PM about alternative ideas on how to "flip it" for something more in keeping with what you're interested in; but that said, I'm curious to know more about what you're interested in specifically so I have an idea what to include in potential treasure in the future.
NOTE: That goes for everybody - if anyone has an idea for some sort of magical item they're interested in for the future specifically (or augmenting the items you currently have) send me a PM and let me know I'll be happy to work with you in coming up with something that fits with what you're interested in as well as something that is level with the CR and flavor of the upcoming events.
Quick Note on Magic
The other variable I'm still considering is how Cantrips work.
Again, the "Old School" rules had a limit on their use per day; as it stands, the Pathfinder rules don't do that. The only thing is, magic is supposed to feel mysterious and otherworldly - if they're used overly much (like someone using Prestidigitation on a constant basis to make sure their clothes aren't wet in the rain) it no longer seems awe-inspiring or amazing to me - but for now they'll remain unlimited use, but people who see you casting them will still react in awe of them even as Cantrips and may react differently to you if they know you can use real magic (some may react more positively and others may be more nervous/ around you, depending on how you interact with them).
That said, we have already put in place "Incantations" for flavor; but remember, when you cast spells in front of people - even Cantrips - they will be impressed and amazed. Also, if you recall, this is consistent with that con artist/priest you found on the way to Belthaar - he had gimmicks in his possession which augment the effects of his spells with that Kit (you know, flash powder, eerie stones and symbols that weren't even real magic, that sort of thing) because it helped intimidate/impress his audience.
For those of you who are considering the power of Magic in general, remember to consider things like Bluff and/or Intimidate - both of those things can be useful when using/demonstrating your magical aptitude.
With Yammosh’s crystal still in her possession, Tairin then attempted to identify the complete powers of the dagger, which to now have been a mystery.
[dice= Spellcraft to uncover more powers of Xul’s dagger with bonus from
Crystal]1d20+7+5
Dagger:
The Dagger itself is not specifically an evil weapon. It is considered a weapon of power that was created by a servant of Yadar, and he is not considered to be a "Good" god, (more like NE or LN, potentially).
However, as it was made by a servant of Yadar it grants a +4 to all Saves made against Disease to those who carry it.
Further, while it is a +1 dagger normally, it is considered a Bane Weapon for Undead, for Undead are those creatures which walk the earth and - by their existence - they keep the spirits of the Dead from fully reaching the icy grip of Yadar.