DM Flamifur |
As Erion gets to the door of the Workers Rest he spots Stilgar and Nik standing next to each other a few yards away from the entrance. They are totally still and both have an arm outstretched with something held in it.
After a moment or two their rigidity abates and you notice Stilgar scratching himself, perhaps in confusion.
DM Flamifur |
The box that Niklaus is hlding is 18" long and about 2" deep and wide. Despite rattling slightly when shaken it has no obvious way of opening, indeed no cracks or joins of any size are apparent - it looks like solid block of ebony.
The label attached to it says: 'Sarcem Delasharn, Church of St Cuthbert, Cauldron'.
Erion Gilor |
As Erion gets to the door of the Workers Rest he spots Stilgar and Nik standing next to each other a few yards away from the entrance. They are totally still and both have an arm outstretched with something held in it.
After a moment or two their rigidity abates and you notice Stilgar scratching himself, perhaps in confusion.
Why are they standing about so oddly? He pondered to himself. A spell perhaps? Racking his brains, Erion leafs through his library-esque mind for the answer.
"What are you doing, friends?" Erion asks, his curiosity causing him to forget his purpose in looking for them.
Stilgar securely tucks into his belt the pouch he has in his hand. He then nudges Nik, "Whats yous gots there?"
Turning around Stilgar immediately makes out Erion, "Hey, Erion, yous see the weird box thingy?"
"The box Nik is holding?" He asks, confused. "Yes of course. What is so strange about it?" The line of questions continues as he closes the distance between them.
PsionicFox |
"A box carried by men on poles? That would be a litter, Stilgar. Erion said, always the educator. "And no, I didn't see it."
"Was there a person inside? Did they work magic on you?" Most people who knew him probably thought that when Erion stopped asking questions, the world would end.
Niklaus Wright |
Nik finally sees and hears Erion. " We were bespelled. I couldn't move except to catch this . " He holds out the ebony box. " And that voice at the end wasn't right either. Who were those people?"
Failing to see the friendly off-duty guard, Nik begins to grab anyone nearby, asking about the litter and its riders.
Stilgar |
"Hey Nik! No need to worry too much. Me and you still in one piece, yes? Woman want you and me to deliver these to someone. She said so. Me check what inside pouch."
Flamifur, if the pouch is not sealed or sewn up, then Stilgar will look inside the pouch. Otherwise, Stilgar takes the hint that the pouch is not meant to be opened.
DM Flamifur |
Nik grabs a local or two and discovers the person in the Sedan Chair is the 'Sea-Lord' - the magistrate who nominally runs Sasserine in the name of Keoland. He (or She) is held in equal esteem and fear by those spoken to and is credited with saving the port from huge fleshtearers on a number of occasions.
Stilgar finds the pouch to be quite normal and contains 10 platinum pieces.
DM Flamifur |
Guys, unless I hear anything different from you I'm going to fast forward the action by about 28hrs to the embarkation of the Caravan.
If you want to stay in the workers rest it'll cost you 4sp each for the two nights and 2sp for food.
Otherwize you can sleep rough in the area between the warehouses and the jungle pallisade - if you dare.......
Erion Gilor |
Erion Gilor |
Felt a strong quake while writing this post, I thought that was the end. So I resorted to prayer. Happily, I can say Stilgar deducts 6 sp from his stash.
Glad you're okay - Erion would pay fro your lodgings. It's the least he could do as an apology.
Do you get quakes often? Where are you located again?
Stilgar |
Though the Philippines is in the Pacific Ring of Fire, we rarely have earthquakes. That is why having one today is really scary with me on the top floor of our office building in Makati City, the financial capital of the country. Prayer sure helped alot in preventing me from panicking I can tell you. Stilgar accepts Erion's generous offer, by the way.
Kellen Wrensler |
Glad you're OK, Radavel. A small prayer goes out your way.
Well, I get the feeling that Kellen's been sitting kinda clueless throughout these events - being the only one still having a drink. ;-)
Anyhow, to keep moving things along - I think Kellen's pretty much got all he needs in terms of supplies. So, assuming there's room, I'll also bunk indoors tonight.
I thank Erion for the update on what happened to Jessa. Assuming she didn't get anything to eat before storming off for the night, I would look to see if I get a servant/waiter/what-have-you to get some food sent up to her. As mentioned before, I would also order a round of drinks for everyone if the opportunity presents itself.
Otherwise, it's off to bed and on with following day.
DM Flamifur |
Earthday the 16th Day of Flocktime, CY 591
After a night of heat caused restlessness, the six of you arrive in the Coloured Carousel marshalling yard in the relative cool of the hour before dawn. Dozens of native workers are harnessing oxen and tying down rainbow coloured tarps on ten huge wagons.
Anyone who may have more than a passing knowledge of wagons and their like make a Profession (Teamster) check even though you have no ranks.
Along the southern edge of the yard stand six wagons with a large 'MM' symbol painted on the side. They seem to be loaded and ready to go - waiting for the Carousel wagons. Beside this stand a number of other wagons of varied design.
Spot check for the eagle eyed among you.
Kellen and Jessa are spotted by Grimbold Quett and he gestures you over. He stands by the Carousel wagons, has a roll of parchment in his hands and he ticks items off a list upon it with a burnished inkpen which seems to need no ink.
Kellen Wrensler |
Niklaus Wright |
A bleary-eyed Niklaus Wright staggers in to the marshalling yard dragging a spear twice as long as he is tall. Spotting Kellen and Jessa he weaves through the crowd to them and mumbles "g' mornin'".
Knowledge, wheels (1d20=8) Then, he adds something from the vast store of wheel-working knowledge passed down through generations from his forefathers to his brothers, "Nice wheels some of these wagons have."
Zoomackulas Eichendar |
DM Flamifur |
The eagle eyed among you spot, amongst the 'independent' wagons a strange looking contraption which looks like one of the heavy duty strongbox-like wagons you saw on the docks but without any wheels. Instead it floats about 4 feet off the ground and is loosley teathered to a bemused looking mule which appears to be far too small to be able to pull such a large load. Large, arcane looking letters are etched into the side of the wagon.Sitting, seemingly asleep, on top of the 'wagon' is a diminutive figure wrapped in a maroon cloak.
Anyone who can read Draconic look here:
Also, a number of people seem to be waiting around, unattached to any specific wagon. Some seem to be Miners from the equipment they carry, some are sellswords or adventurers like yourselves, one seems to be some kind of official courier in Keolandish uniform, a number look like wealthy travellers with servants and one or two you can't learn anything about from their appearance.
DM Flamifur |
After a moment of head scratching NIk realises that all of the wagons are built out of proportion - their sides are far too high and some of them have small, verticall tall but thin windows of a sort in. Also, each wagon has a number of torch sconces around the outside of it and a large bundle of torches is strapped to each vehicle. Each seems to be a small, mobile fort.
Kellen Wrensler |
A couple of actions, assuming there's time before we get underway.
Glancing at the floating wagon I ask Jessa and Erion (if he's close by),"Can either of you read what's on that pecular wagon? I am assuming that some kind of writing."
Secondly, taking a moment to call upon Heironeous, I open my eyes and glance around at those around us to see if I note the taint of evil, particularly on the wagon at first, but also at the crowd of travelers - miners, messanger, adventurers, etc.
Detect Evil - hopefully I don't get blinded. Let me know if you need a check of some sorts.
DM Flamifur |
Need to go over my interpretation of the Paladin's Detect Evil ability (put it in a spoiler to save thread space):
I interpret the ability as per the players handbook and detect evil spell exactly, i.e. it allows Kellen to effectively cast the spell at will. This means that he needs to concentrate, evoke the verbal and somantic components, etc - meaning that if he does it in public it will be obvious that he's doing it and people can make spellcraft checks and so on. Most NPC's assume spellcasting without permission is a hostile act.
However, in the spirit of the rules and the concept of the Paladin I use the following rule adendum: a paladin can start to activate his detect evil ability as a swift action needing no verbal or somantic components but all he will be able to detect is the presence of evil within range, nothing more specific (although if their is an overwhelming source within the area he'll still be stunned, etc).
This means Kellen has two options with his detect evil:
1 - Use it openly as the spell (people will know he's doing it but he'll get loads of specific info if he concetrates for long enough)
or
2 - Use it clandestinely to discover the general presence of evil without anyone knowing.
I'm assuming you've used the second option in this instance.
Kellen feels the presence of evil on the marshalling yard but without taking overt action can tell neither it's strength, whether it is one or many auras or it's location.
Grimbold is pleased to see the party and directs you to the last of the Carousel wagons, telling you to stow what gear you don't want to carry on it. By the time you've got it squared away Grimbold it shouting orders and the assembled wagons and people start to move off. First the Carousel wagons, with you at the back, then the Maavu's Mercantile contingent followed by the independents. Slowly the caravan moves out of the marshalling yard and begins to move toward the Gates of Sasserine and the start of the sweet road.
As you move along Grimbold tells you you'll be travelling between 6 and 8 hours a day and it should be about a week before you climb out of the jungle and into the uplands. He also mentions that the caravan (which Grimbold refers to as 'the van') will meet up with the Brandhammer contigent at the gates itself and that the Brandhammer Wagons will lead for the first day - a position of 'honour' but really just their turn to go first.
If you have any questions for Grimbold now would be a good time to post them and I'll get round to answering as the 'van progresses.
Kellen Wrensler |
Thanks for the clarification. I wasn't certain how you played it, so that is appreciated. You are quite correct that I would choose option two.
Just a point on my part for DM:
Thanks for the explanation. The lack of knowledge on Detect Evil is more ignorance on my part than anything. Generally, I'll just follow option two - I don't want to draw attention or the ire of others as such if I can help it.
I'll make it a point to declare whether I will use it as option 1 (full DE) or option 2 (casual DE) as it were.
For now, I'll keep this awareness of evil to myself - no sense in causing alarm yet.
To Grimbold I'll ask a couple of basic questions - when we stop, is there a common caravan rest area along the road; or does everyone just kind of hunker down in the middle of the trail/road? Anything like guard duty expected with the travelling - just curious?
That's all I got for now.
DM Flamifur |
It takes nearly an hour for the caravan to move off and make it to the Sasserine Gates where four more wagons are waiting. These are of the 'strongbox' sort and are crewed by a force of men and dwarves dressed in a blue and black livery - the Brandhammer contingent.
Grimbold solemnly hails the Brandhammer commander - a stern looking dwarf in heavy armour despite the climate - and the Brandhammer vehicles move off in disciplined formation.
As the led Brandhammer wagon, pulled by eight huge oxen and proceeded and flanked by halberd carrying guards, gets to within 10 ox paces of the Gates the huge wooden slowly creak open - hidden contraptions in the watch towers either side of the portal can be heard clanking and groan. As each guard passes through the opening he reaches out to touch the gate posts - perhaps for luck. Those seated in the wagons tap the wood of their seats and then concetrate on the rutted red earth road leading straight ahead of them and the walls of lurid green which is instantly either side of them.
'Touch the post for luck,' Grimbold shouts down to you. 'So that you may return through them or pass through others into safety. Welcome to the Amedio Jungle !'
DM Flamifur |
Answers to Kellen's questions:
- Large stockadee compounds exist roughly a days travel apart whilst the road passes through the jungle. They are not garrisoned but are kept in pretty good order by the caravans as they pass through. Sometimes local beasts or worse have to be 'evicted' from these compounds but more often than not they are empty.
- There is no formal guard duty. This task is performed by the Caravan personel themselves but any help in a tight situation would be appreciated and there is often need for 'specialists'.
Kellen Wrensler |
Kellen also reaches over and touches the post, whispering a quiet prayer of good luck as he goes.
For DM:
Given her recent spell when last we were near the jungle, I'll give an occasional glance towards Jessa - partly out of curiosity; partly out of concern - as we travel today.
Also, how does the rest of our merry band hold up? I'm sure Kellen will be sweating up a storm - given his gear and his usual climate experience.
Need a dice check?
Niklaus Wright |
Nik raps the gate-posts twice on the way through. His mind clears and mood improves now that they are moving and outside. Having stowed his spears in the wagon, he travels lightly with an erratic, but jaunty step. He ranges up and down the caravan surreptiously watching the dwarves, of whom he knows little, observing the caravan master's manner and duties, especially looking for anyone acting as scout. Occasionally he stops to look at a new plant and forays a short distance off the road to look for signs of animals or the dread flesh-tearer.
The spears get stowed because he doesn't really think he needs them and if he does he'll have time to fetch them. Likewise, he is completely comfortable travelling sort distances from the group because he isn't thinking about danger. If he can, he will ingratitate himself with one of the scouts or caravn masters .
Niklaus Wright |
Fast forward is ok with me. Sometime tonight or early in the morning, I'd like Erion to take a look at the ebony box. Tell the tale, and see what the others think. I'll also spend the night at the Rest. May be the last chance for a decent bed for a while.
This may have slipped by. Nik really does want to see what the others think about the box and this odd mission. And Flamifur, it did leave a bad taste in Nik's mouth. There's just not a lot he can do about it now.
DM Flamifur |
As soon as you step upon the rust red mud of the 'Sweet Road' you experience the full humidity and heat of the Amedio Jungle. In Sasserine the sea breezes helped cool the air but on the road the towering walls of green foliage on either side allows no air to move and the stockade of the Port blocks the air currents from the sea - you step into a wall of hot stifling air filled with the drone of a thousand different species of biting insect and filled with the smell of leaf mulch, sweat and a hundred other scents.
The road itself is more a river of mud the colour of rust and deeply rutted despite the extra width of the wheels of the wagons. Either side of the road the jungle has been cleared by cutting, burning and magic leaving a break of perhaps 50 feet in width consisiting of bushes, grasses and tree stumps. After this the jungle waits, a huge curtain of every shade of green and brown, patterned with huge flowers of every colour and totally inpenetratable to human eyes. In places it steams, in other places it has small streams of water flowing out into the break adiing to the mudof the road. Every now and again the curtain has been ripped open, perhaps by the passing of some huge beast, and an enormous hole can be seen cris-crossed with thin shafts of light that have penetrated the canopy. When passing one of these holes the pole arm armed guards cluster in an improvised 'phalanx' in front of it until all the wagons have passed - obviously these are common ambush areas for some type of Fleshtearer.
As soon as the gates are closed behind the final wagon orders are barked up and down the 'van. A torch is lit on each wagon and you are instructed to talk in nothing louder than a whisper unless you need to sound an alarm.
'Further down the road the trees close to within half a dozen yards of the roads' Grimbold explains, 'and you can't see anything so your ears are your eyes. After a day or two, if the heat doesn't get you, you'll get used to the noise of the jungle and you'll notice any changes - its the only warning you'll get - so keep quiet as much as possible.
DM Flamifur |
Stilgar's professed hopes of setting a swift pace are soon dashed as the condition of the road, the weight of the wagons and effect of the heat quickly begin to take their toll as the march begins in earnest.
At this pace you'll be lucky to make more than ten miles a day - but you soon realise there is nothing you can do to speed things up and as the day get's hotter you appreciate the slow pace more and more often finding it necessary to catch a lift with the supply wagon to recover from a heat induce dizzy spell and drinking copius amounts of water kept wonderfully cool in what seems to be an enchanted barrel.
You quickly become aquainted with Burlap the pot bellied, heavily scarred driver of the supply wagon.
'I daresay you'll feel like dung for the first day or so but if you rest when you can, drink plenty of water and eat a mouthful or two of the salted pork of an evening you'll make it through the rest of the haul'
Kellen Wrensler |
Kellen speaks aloud (but not too loud), "There's an old Marcher saying:
'Trees can be your best shield or your worst suprise.'
Let's hope it's the former..."
He says this with a wink and a nod to those around him as he checks his crossbow and sword.
DM Flamifur |
Ok, time for some 'Roll-Play'
I need everyone (except Nik) to make a fortitude save.
I also need everyone to make a listen followed by a spot check.
Finally, if you think your character would like to chat with specific individuals in the 'van, for example Nik said he was going to get to know the scouts, let me know the 'individuals' (they were mentioned in the post where the 'van all got organised before setting off) concerned. Make a Gather Info check which will equate to you chatting to them as you travel for a couple of hours. If you want to describe what questions you ask etc and your approach is right for the sensibilities of that individual I'll apply bonuses. you'll all have a chance to chat to a couple of people (if you choose) before the noon rest so make a roll for each if you choose.
FabesMinis |
Kellen Wrensler |
Fort Save 1d20+2=21
I may have my head in the clouds; or maybe contemplating what Heironeous has in store for me and my traveling companions.
On the other subject -
Gather Info (1d20+2=6)
Kellen will see if he can make his way towards the messenger in the Keolandish uniform - ask him about Cauldron and if there's anything he can share about who's in charge there; maybe he might know about a temple or shrine to Heironeous. Possibly about a good place for lodging. This is all assuming that's he's regular along this road.
Of course, maybe I'm just too busy sweating to be talkative...sheesh
Kellen Wrensler |
Jessa seems to brighten up further as the journey goes on, her eyes looking almost ecstatic at the lush surroundings.
"Glad to see someone's happy in this heat," Kellen utters with a quick grin as he passes by Jessa.
Stilgar |
Stilgar's Rolls
Fort Save 1d20+4=6, Listen Check 1d20+6=15, Spot Check 1d20+2=19, Gather Info 1d20-2=3
Stilgar's refusal to take any refreshment is taking its toll on his considerable stamina.