Explorers of the Inner Sea


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As Addy points out the shack and then opens her pack, you all see that she has pulled out a statue - it looks just like the one that was on the pedestal back at the old camp.

Mal - There are no visible threats about. Except for the sound of cicadas droning in the morning heat and swaying branches in a slight breeze, not much is moves about.

The shack itself is a rectangular, clapboard affair and not very old from the looks of the condition - you'd guess a few months or a year at most. Its entrance is almost as wide as the back wall. The harsh heat as started to dry out the boards. It looks like it was partially a storage drop; partially a foreman's office. 10 men could gather inside it. A couple of empty, tin buckets sit just outside.

The interior has several empty barrels in the corners - one has some yellowy paper sticking out of the top. 3 shovels and 2 pick-axes sit off to the side - slightly rusty now along their edges from use. The three interior walls have rough benches of the same wood pushed against them. In center sits a simple, mobile table - a large oaken piece propped by two crossbeams of iron and wood. The top shows signs of use as a dinner table and work-bench - food stains mix with tool gashes and scrawls in chalk. Four polished stones sit atop it.

Surprisingly, the air is fairly cool here compared to just beyond the shade. If you decide to rest here, all it would take is setting the table aside to give you plenty space to stretch out.


Male Human Sorcerer 1
Keeper of Doors wrote:

As Addy points out the shack and then opens her pack, you all see that she has pulled out a statue - it looks just like the one that was on the pedestal back at the old camp.

Mal - There are no visible threats about. Except for the sound of cicadas droning in the morning heat and swaying branches in a slight breeze, not much is moves about.

The shack itself is a rectangular, clapboard affair and not very old from the looks of the condition - you'd guess a few months or a year at most. Its entrance is almost as wide as the back wall. The harsh heat as started to dry out the boards. It looks like it was partially a storage drop; partially a foreman's office. 10 men could gather inside it. A couple of empty, tin buckets sit just outside.

The interior has several empty barrels in the corners - one has some yellowy paper sticking out of the top. 3 shovels and 2 pick-axes sit off to the side - slightly rusty now along their edges from use. The three interior walls have rough benches of the same wood pushed against them. In center sits a simple, mobile table - a large oaken piece propped by two crossbeams of iron and wood. The top shows signs of use as a dinner table and work-bench - food stains mix with tool gashes and scrawls in chalk. Four polished stones sit atop it.

Surprisingly, the air is fairly cool here compared to just beyond the shade. If you decide to rest here, all it would take is setting the table aside to give you plenty space to stretch out.

"So, who wants to ignore the mysterious idol and get some rest?"

Show, damn post.


William WyrdRune wrote:

He looks around, and despite his exhaustion, perks up visibly as his eyes focus on the monument.

"Hm. I wonder? WHy here? Other than it's easy to see from a distance? Why such an elaborate setup and attack the party at all, Just to bring them here? (The ones they didn't kill). So. Many. Questions." He muses, staring at the monument,...

Will -

The monument itself is quite sturdy and impressive - given that it's probably stood in this scrubland some 150 or so years. The surrounding wall probably held a small pool of water at one time. If you are a fan of Taldorian history, or perhaps the imperial traditions of the Alcedorian lineage of that era, then it's a great work of art. The style is faithful to the early, post-war era of Taldor's monuments - commemorating the battle in a beautiful, stylistic fashion that paints the nobles as saintly and the Qadirans as vague and dumb-looking. The whole affair is designed to inspire and recognize Taldor's glory. It looks like the monument was undergoing some cleaning or restoration work that has probably improved the images - hence the remenants of scaffolding.

As far as you can glean from the obelisk, the story it tells is in-line with what Addy explained about the Battle of Thrones. A great victory that pitted the Taldoran forces against Qadira's dervishes. The battle itself looks like it was fought in the valley below - on the flat plains of the bowl.

Now looking at it closely, there's something you seem to have read somewhere in the Pathfinder archives - but you are simply too tired to remember what it was.

As for why here, the scroll seemed to give no clues other than the fact that the spell needed a recognizable monument, and the distance seems to fit well with the limitations of the spell. More and more, you have the feeling the whole process was designed with short-cuts that would allow those ignorant of magic to utilize the spell.


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

The halfling priest runs over to the stone monument and gets bored quickly. "Demons Will? No."

Then he starts digging for buried treasure around the base of the obelisk, "you know a pirate brigand once told me that he always buried things just under trees and stones. I mean it would to have been a very clever and rich pirate to find his way here and bury his wealth. Wouldn't it? Are you tired, I am and my thigh still hurts where Mal stabbed me in the night. He said it was an accident but he didn't stab anyone else did he?" Herral taps the side of his nose but Will is engrossed so he stops and sighs.

"yawn Benzema was his name, yawn."


“I tripped, and that was the butt of the spear, not the point,” says Mal shortly, too tired to figure if he is being baited or not, and, though he doesn’t say it, annoyed that even with a priest of the goddess of luck and travelers in their midst they didn’t have an easier time of their moon-lit trek. But then, they didn’t run into any monsters or brigands, so maybe they were lucky after all. Just to be safe, he offers a quick mental prayer and thankyou to Desna, but wonders if she might send a slightly less talkative priest next time?

“Anyway, while out spiritual councillor looks for buried treasure ...” Mal turns and nods at Zareby, “aye, let’s get some rest.” He rubs his back again. “I’ll take first watch. Daylight should keep me awake. Let the spellslingers get a good kip.”

We should aim to rest for 8 – 9 hours – just long enough for the spell casters to restore spells. They’ll need to sleep most of that time, so Mal, Dayle and Addy will need to split the watch – 6 hours sleep each should be enough to stave off fatigue anyway. Assuming its 7 or 8 in the morning by now, we can set off again after resting with at least a few hours of daylight left, god’s willing.


Human Wizard-Diviner

"It'll come to me in the morning. Afternoon,... When I've had some sleep!" Will mumbles/grumbles as he leaves the statue and the talkative priest digging happily for possible treasure. He stumbles to the shed, takes in it's contents with a glance, (sparing a second glance for the 3 polished stones on the table) and then curls up and goes to sleep.

Will will probably examine the stones in detail tomorrow. And then try to remember whatever it is he can about the monument. Tomorrow.

"Zzzz,..."


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

Herral casts a blue light butterfly to flutter around his dig. And he is soon chasing it and trying to catch it, "come back here. I haven't finished looking for the treasure!"

Eventually he falls asleep curled up in the hut far away from Malatar's spear and butt.


Male Half-Elf Ranger 1

Apologies - just noticed the post about the shack has gone missing. Thanks Zareby for re-posting in yours. I would have hated to have to rewrite all that.

Dayle offers to take first watch - citing his unbruised condition to Mal (and pointing at the large welt). "Besides, I'm used to riding a great deal longer than we've walked. Get some rest." He hands him an extra skin of water as well(probably recovered from the campground).

Unless Mal protests, he goes about stretching his legs, and keeping his bow at the ready. A wide-brimmed, well-worn hat comes out of his pack to provide shade in the heat. He begins to make slow rotations around the area, trying to keep sharp for anything unusual.


Herral -

Sadly, your digging doesn't turn up any gold doubloons. A moment of thrill does come to you as you spot a plain wooden chest tucked on the monument's back side. With sudden dreams of finding Benzema's famed cutlass (or perhaps his mechanical parrot, Scarbo), you fling open the chest! The wind is knocked out of your sails when all you discover is some cloth, rope, a couple of garden spades, and perhaps half a dozen old helms - rusty and pitted with age.


The shack's simple layout proves accomodating to you all. Maybe it's the fatigue, but the slight breeze and rustling trees seems to aid you in drowsing into slumber. No alarms or crouchy tenants interrupt your rest this day...

A brief pause for your merry band - I'll be back later to continue the narrative. ;-)


Simon Gellner

Nine Days Earlier...

"I'm sending you to this affair at Vestang Manor." The words were not a request. Baron Themor Gellner - your father - had the look in his sharp, blue eyes that he would brook no discussion, even as he laid the ornate invitation before you in his study. It was a warm day, the windows facing the Southern Range were open in hopes some of it's cool breezes would wend their way down to the grasslands. He called you there and offered you the chilled, lemon tea you have come to enjoy so much. Thus, having baited you, he quickly came to the point. You had to chuckle; for a man who disliked military matters so much, he sure knew how to create tactical feints.

"Gregor is in Oppara settling our contracts (I hope) with the Horse's supply minister; Paulinus & Petrov are in Sardis Township looking at new mares, and the new foals need to be reviewed - I can't leave now. Besides," he utters this last with some grumbling in his smooth voice, "I've never understood their love of artefacts - musty things they love to parade around while there's present matters to be dealt with. Ellara wanted to go, of course, but travelling so close to the southern border is something I can-not allow for her." These last words have the bite of anger - a reflex to a recent memory you know well.

"And...I think you need some time away," his tone changed from the authoritarian who seemed only concerned with matters of horse herds and the latest affairs from Oppara. Now it was the gentle, patient tone of a father concerned for his son. "You've been resting too long - dwelling on your experience in Qadira, I suspect. You're the "battle hero" right now among those in Oppara, no matter the outcome. I'm sure you'll make quite an impression."

He adds with a bit of sly tone,"And I hear that the Lady Ashinana is quite attractive, even for an elf-blooded. She's possibly interested in a suitor, and I'm sure a handsome lad like you will impress her far more than that old warthog, Gunrad Sallin, I hear has been courting her." You have to grin, despite his overt dislikes of the Vestangs, he's trying to make it seem he wouldn't disapprove if you suddenly decided to get married. It reminds you of the talks concerning your military service.

Despite all this posturing, there's certainly some merit to his words. Bright Lady knows, you need to start doing something while on you're on leave from the Taldan Horse. Maybe this is a sign - a message as it were - that you are needed. Although a costume party hardly seems the place to start, maybe it will give you a chance to spread you wings. The phrase makes you smile. Perhaps a trip to Zimar to talk with new friends once you fulfilled this obligation.

You realize that your father has been continuing to explain reasons for this trip while you've been ruminating. He must be concerned to go on this long, so you agree to take the trip on behalf of the Gellner reputation.

The next day, you are supplied and set on your horse - a swift, Qadiran breed - a gift from Brother Muzell. You won't be traveling alone - Sorgi will come along. He has gone from being a simple soldier under your command to a friend and aide since you both returned from Qadira. You'd trust him with your life and your secrets. Besides, your father had been at you to have a manservant; no noble Taldan travels without one in his opinion.

Finally, you exchange goodbyes with your father and your sister, Ellara. "I expect you to bring me some good gossip," she states, and then whispers conspiratorially, "and maybe one of those Azlanti relics I hear Lady Vestang loves to collect." Her face has a light, mischievous grin as she says farewell.

With that, the two of you ride for Ortalaca, and then southwest towards the uplands before turning west for the coast.

Welcome back, James. Hope this intro will get you rolling; I have a little more to detail, but feel free to start piping in. We'll try to get to the heart of the matter and get everyone united.
Everyone else, I hope my longer posts as of late haven't been dragging you down.


Female Half-elf Rogue 1

Addy curls up in a corner of the hut, instinct telling her to select an area with a wall to each side and clear view in front. "Wake me for my turn, Dayle. I'll watch at first light; our eyes are best suited for that." For a short time, she sits looking at the small Azlanti statue she took, and how it changed form and feels different.

Assuming we make it through w/o incident, in the morning ...

As soon as Will wakes in the morning, even before he has a chance to pull out his spellbook, Addy comes up to him quietly, holding the statue. "Hey, Will. Tell me, what do you make of this? When we got here by the monument, I felt it squirming ad moving of its own accord in my pack. I take it out, and look ... it changed shape. And it's unnaturally cool and damp." She'll hand it to him, and wait to see what he thinks ...


Human Wizard-Diviner

Will reaches for the artifact eagerly, then hesitates. Then reaches for it again.

He squints and examines the statue carefully, trying to ascertain it's nature,...

I'll roll Spellcraft, K:Arcana, K:Planes, then K:History to see if I can remember anything like this from my studies.

1d20 + 8 ⇒ (16) + 8 = 241d20 + 9 ⇒ (9) + 9 = 181d20 + 8 ⇒ (7) + 8 = 151d20 + 9 ⇒ (2) + 9 = 11


Male Human Paladin of Sarenrae 2

Simon surveyed the Taldan countryside, both pleased to be out of the family manor and once again slightly appalled by the state of the roads and the countryside. He wiped the sweat from his brow with a handkerchief and turned to Sorgi.

"I'm glad to be back on horseback again, Sorgi. Perhaps my father was right: I spent far too long moping around his house. Looking at the countryside now..."

He doesn't bother completing the thought. He pats his beautiful mount's neck, enjoying the fine animal's rhythmic stride.

"Have you ever been to this hamlet we're bound for? I hadn't even known Lord Vestang owned a home there until father told me I was to go."

Thanks for the welcome back!


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

Before Herral sleeps he surreptitiously channels healing in the hut to remove any damage that the moonlit journey may have caused.

Channel healing 1d6 ⇒ 3


Simon Gellner wrote:

"Have you ever been to this hamlet we're bound for? I hadn't even known Lord Vestang owned a home there until father told me I was to go."

Simon Gellner -

"Not much either, Captain," Sorgi utters from beneath his traveler's sun hat - refering to you by the name he's most comfortable with, although neither of you are truly needing of ranks. It seems his measure of respect - considering his commoner's background could require him to refer to you by "lord or nobleson." He's a small, stout man of Taldor's northern provinces.

"Word is that it's his summer retreat. The Grand Prince requested that he survey the lands to the east of it, and help restore the glory of the empire in that region." This last part is said slightly sarcastically, indicating the casualness of his demeanor with you. You know he is quite capable of being polite and proper to those above his station.

"Given General Vestang's successes, I think he means to do well. But...he has put his niece in charge of the restoration projects." His tone is slightly disapproving. "Word is this party is her idea before he arrives - to impress the nobles, and that she's made some new discoveries. Who knows, maybe this will be a great find for Taldor; Aroden knows we could use something other than a new border war or the barons' provincial challenges to focus their attentions."

You resupply at Ortalaca, and then begin your ride southwest. The journey is relatively uneventful as you cross the open grasslands. Although the heat does seem to rise, you occasionally feel a cool breeze unexpectedly come your way and even a small rainstorm that cools you and your mounts. More remnants of villages and a canal are seen in your trip. Eventually, you find yourself at an old crossroads - comprised of a well-worn trail to Golsifar moving east-west; and the remains of the old Taldor Highway bearing north-south. The plan is to head west, and then veer south closer to the coast. That should place you there the day of the party, or possibly that evening. Fashionably late possibly, if the trend is in vogue in Oppara.

Spoiler:

As you take a break at an old road-side bench near the crossroad, you suddenly seem to feel the heat suddenly go to your head. You become dizzy and your vision is blurry. Blinking back some sweat, you notice a large dog with a short, golden coat that sits on the southern road. You don't know why, but there's something familiar, comforting almost, about this hound. He barks several times at you in a friendly way, then turns and walks down the old road.

You focus on the dog, a need to follow him suddenly rising up. As you blink back tears of sweat, and look again - the animal is gone. The heat has passed; perhaps a mirage of the travel. But you can't shake the feeling of the dog's beckoning to the south.

"Captain...?," Sorgi's voice snaps you back to attention; your sun-touched musings gone. "You a'right, sir? The road to Golisfar's open, but it seems to me you've had a change of heart." He pauses to await your response.


Mal accepts Dayle’s offer of first watch and quickly falls into a deep sleep, his loud snores echoing around the close confines of the work hut.


Male Human Paladin of Sarenrae 2

Simon blinks, still staring down the southern road.
"Yes, Sorgi. I'm inclined to alter our course. I'm not entirely certain but I believe my patroness wishes me to follow the road south. Much as it pains me to desert my duties to my father, Sarenrae's urging must take precedence."

The young nobleman closes his eyes briefly, hand over his chest where his holy symbol hangs beneath his shirt. Alone with his friend, it was a relief to be able to say his goddess' name openly.

"My friend, will you continue to the hamlet without me? While I must attend to the task the Dawnflower has chosen for me, it would be the height of rudeness to arrive not only late but unannounced. Please, convey to her that I will only be delayed a day or two and that I send my utmost apologies."


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

Herral will wake with the dawn so that he can pray to the morning sun.

The halfling dreams of tall stones and men digging graves after a long battle.


Human Wizard-Diviner

*Zzzz,... <Snort,...> (Grumble) Zzzz,...*

Will dreams of being an Archmage, with nothing to do all day but read ancient tomes,...


Terribly sorry to keep you waiting...trying to sort a few things out.

A quick reminder to the party based on some of the comments - you arrived at the monument in the early morning, so I am assuming you'll be rising in the late afternoon with the setting sun. Unless you plan to hang out for the full day & night before moving on.


Female Half-elf Rogue 1

So Will fell back asleep while looking at the statuette? ;-)


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

I didn't realise the time. If it helps Herral can pray at dawn then sleep. No need to wait until the following morning here.


Despite the wavering heat, all of you sleep restfully - most finding your aches and bruises healed and gone after the bumpy trip.

Mal-

Dayle nudges you awake, the floppy brim of his hat giving him the look of brigand for a moment in your half-sleep. Your welt looks to have healed up, and the sleep seems to have truly energized your bones again. The next thing you notice is the smell...freshly cooking meat, upon a low fire of mostly coals tucked behind the monument. A few more strung up small game sit close by...ready to be cooked as needed.

"Rabbits tend to sneak out in the morning, and I had to find something to keep me occupied. There's not been a soul around since we got here, and I can't keep staring at the monument...swear some of those faces were looking at me," he adds at your query.

You also notice the sun's past the noon zenith, you'd guess you've been out closer to 6 hours. Dayle shrugs:"You were snoring hard...and needed the rest more than me, I think." The slight stress on his eyes makes this a half-lie. "Besides, that's why I keep these around for the long rides," points to a pouch of coffee beans it looks like he's been grabbing to munch on.

"Just wake me in a few hours...I suspect as we get closer to darkness we'll see some more activity...I think Miss Adelaine wants to scout around a bit once we get to dusk." With that he gives you a brief salute; heads to the shade next to the shack; stretches out with cap over his face and sword close by. Within 10 minutes, a slight whistling that can only be his snoring is heard.

Spoiler:

Just for reference:
Survival:1d20 + 5 ⇒ (15) + 5 = 20
Fort:1d20 + 3 ⇒ (15) + 3 = 18


Herral Hinn wrote:
I didn't realise the time. If it helps Herral can pray at dawn then sleep. No need to wait until the following morning here.

Fair enough.

Herral-

Spoiler:

After discovering your "buried" treasure, you take a moment to give thanks to Desna in the morning sun. Your psalm to the Lady of Stars completed, you glance down to find a small figure at your feet. Looks not unlike the images you have seen of Desna, but where her butterfly wings would be are instead a pair of eagle's wings.

The small statuette cracks open in your hands, and out emerges a blue butterfly with wings of flame. Gently, it begins to fly off and a sense of energy rises in your chest. As you watch, it turns to the canyon - it's wings of flame bright in the darkness of the valley below. The last you see of it, it appears to be approaching a wall of green...and it is then that you realize the wall is the slinking coils of an enormous beast that looks like the strange statuette of the night before...a merwoman of three eyes and claws.

It begins to howl at you...
A sense of great menace closes on you...
Then...

You awaken with a start. Was it a dream? When did you fall asleep? All is quiet amongst the sleeping group in the shack...just moments ago from your prayers, you think. Blessed Desna seems to ease your concern right away...sending you back into a restful slumber that has dreams of tall stones and men digging and winged maidens of all kinds.


Human Wizard-Diviner
Adelaine Harthos wrote:
So Will fell back asleep while looking at the statuette? ;-)

Heh. Looks like it! I guess we'll find out what, if anything, Will discovers from his above rolls when he wakes up! ;)


William WyrdRune wrote:

Will reaches for the artifact eagerly, then hesitates.

He squints and examines the statue carefully, trying to ascertain it's nature,...
Adelaine Harthos wrote:
So Will fell back asleep while looking at the statuette? ;-)

LOL...I'm imaging Will sleeping with this horrific thing curled under his arm like a teddy bear.

Will & Addy - When the two of you do awaken, Will takes some time to examine the statue closely again. This time, you notice things a little differently.

As Addy mentioned, this has gone from a vague kind of fish monster made of green stone to a very specific image that's becoming familiar - a mermaid-like figure in with a nude body, but the head is a grotesque shape with three eyes that seem to stare intently at you. Its hands are half-raised and end in vicious claws of sharpened nails that seem capable of cutting your fingers if you aren't careful. The thing is unnaturally cool to the touch - like a reaching into a mountain stream, and there seems to be a layer of briny condensation on it that remains no matter how much you wipe it off. It feels like you are holding a frozen fish in your hands.

Unlike before, something has activated it. There's clearly a level of transmutation magic to it that was latent and undetectable before...a sort of delayed activation. You're clearly impressed with that...it indicates a more sophisticated level of spellcraft - possibly High Azlanti. This still doesn't reflect it's apparent age (it's too young); but clearly similiar rituals were used to craft it. You don't have information as to what activiated it.

The level of magic is so apparent that you can see that this is a focusing object - it is designed to be an element of a magical ritual. You're a little unclear on what the main intent is, but it falls into the Conjuration school - calling, teleportation, creation, summoning. Although you can only speculate, based on the previous ritual with a similar object you saw the other evening, you suspect that blood may also be one of the needed components (hence the sharp claws of the idol). You get no impression that this object is trans-planar though - its defintely from Golarion.

You don't really know more than that as to purpose. But there's some illegible script on it - the words make no sense, but it has an Azlanti style to it. This shouldn't surprise you though, what little is known of the language implies that there may have been as many as 10 dialects. But otherwise, you can't recall any historical references or notes you've seen while browsing the archives in Absolom.

Your focus has been so intense, you suddenly blink and rub your eyes. You are still a little groggy with sleep.


Simon Gellner wrote:
"My friend, will you continue to the hamlet without me? Please, convey to her that I will only be delayed a day or two and that I send my utmost apologies."

Sorgi blinks as if trying to confirm the request. "I'm loath to leave ye, Cap'n. But...if this is her calling you, then I won't question your decision. Aroden's wisdom in your trip." Sorgi has always respected your calling, but he himself clings to the old god for guidance...another of the quirks about him you have gotten used to.

"Now, if you'll pardon, I'll ride west and let the Lady know you'll be late in attending. I shall endeavour to be as charming as my station allows, good sirra." This part he finishes with a flourish and bow, and then he mounts his horse. He awaits until you are off and riding south, before spurring his own horse into a gallop to the coast.

Hoping to bring everything together...probably in a post tomorrow.


Human Wizard-Diviner

LOL, I can see it too! Will IS the kind of guy who would rather spend time with a strange artifact than a beautiful woman! I'm not sure about taking it to bed though,... ;P

Will rubs his eyes, squeezing them and pinching his nose.

"I must still be tired. Studying this thing is giving me a headache. Reading manuscripts don't usually do that to me. My eyesight is excellent." Will murmurs in drowsy confusion. He hands the idol back to Addy, almost relieved to be rid of it, although he also seems loathe to let it go.

"I just can't tell any more than that. Maybe if I can remember more about the different dialects of Ancient Azlanti,... What I wouldn't give to have access to the library right now!"

"Anyway, it's probably safer if you keep it. I'm not sure about what's activating it, but I don't think I want to chance that one of my spells might be a contributing factor. At least not until we figure out what its purpose is. Um,... maybe you should wrap those claws too. Just in case,..." Will adds nervously.


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10

When Herral wakes he starts hunting for food in the deep dark corners of the hut. Casually he calls out to the rest, without stopping his search, "Desna told me about the fish statue in my dream, it was scary. Ha what's that? No, mouldy rubbish. This place needs a good clean."


Female Half-elf Rogue 1

Addy almost reluctantly takes the statue back from Will, and chuckles ... a bit nervously, "Yeah, I suppose you're right. Thanks for looking at it, Will. Figured it was more up your alley than mine." Addy does, in fact, take Will's advice. She'll look for some kind of thick cloth to wrap the statuette in, before putting it back into her pack.


Mal wakes with a start at Dayle’s nudge (and momentarily forbidding appearance), but once he gets his bearings he realizes he’s surprisingly well rested.

“Thanks,” he says gruffly, clapping Dayle on the shoulder, after asking about the rabbits, any activity and exactly what time it is. “Get some rest … I’ll wake the camp in another few hours. You think you can be ready to hit the road quick, I’ll give you a half hour more.”

He sits outside the shack, cleaning and polishing his weapons and armour, but keeping an eye out on the surrounds … and the monument. Gets up and stretches his legs from time to time, partakes of some of the rabbit.

Once he’s judged that the spell casters have rested enough, hopefully with a few hours of daylight left, he wakes everyone, urges them to eat and get ready to move again quickly.

He watches for a moment as Will and Addy pore over the statue, then shakes his head, walks away.


Simon-

Your ride down the southern road proves longer than expected. The road winds its way into hilly uplands - not unexpected as you know the land here meets bluffs that border the Jalrune to the south. The trip is interspersed between fast rides where the road is still solid with areas where the road has simply deteriorated into loose gravel. In these areas, you have to walk your mount for fear of a broken leg. Several days of riding come and go; you've been managing to find an old shelter or stand of trees amongst these hills to rest.

Everyday you go farther, these hills become more unkempt - thorny bushes and wild game are more apparent. You are beginning to have doubts...Sorgi's probably having a devil of a time trying to excuse your disappearance - no matter how suave he can be. As if in silent reassurance, you round a bend and find that you have reached a landmark this late afternoon.

An obelisk rises to around 60' in height. You recall seeing paintings of this - the Battle of Thrones - in museums and collections in Oppara. Grand Prince Alcedor V's great victory is impressed on the stone; all but forgotten now.
The remains of the stone road continues south. Perpendicular to the road, and going just pass the monument, a well-trodded trail forms in the dirt and continues east. This path appears to have seen recent activity - a dozen boot and claw tracks are visible coming and going. Down this path, you see that it dips into a steep canyon in the rock that levels out and continues through a bowl-shaped drop in the terrain.

The area around the monument has seen some activity as well. There are a few spots of ground that look like they have been dug up. A partial scaffolding has been setup on the obelisk - only reaching about 10' along the object's side. Southeast of this is a small stand of trees, with an open, wood shack underneath it's shady branches. It looks like there are some shovels and barrels present, along with a crude table in the center. You'd guess this is part of the restoration project Sorgi mentioned the Vestangs have been charged with.

As you contemplate the scene before you, your vision again seems to cloud in the afternoon heat.

Spoiler:

This a briefer vision. The valley before you grows dark; voices seem to cry out in agony; and the face of a pale, dark-haired woman with eyes of milky violet stares before you - a smug grin crosses her face.
For the first time since you came to the Bright Lady's service, a palpable sense of evil touches your senses. Something is growing in that valley; and you know that it is something you have been called for. It smells of.......Rovagug.
DM Note - I'm just figuring you are about a day ahead of the party at this point. I am assuming that you would enter the valley, and then we can go from there. My plan is to do a exploratory post and then have you come out of the valley and meet the party as they break camp. Are you OK with more exposition, or would you prefer a quick summary and then you meet the party?


Male Halfling Inquisitor(infiltrator)1; Hits 9/9; Init. +3; Luck 4/5; AC 19/14/16; Fort +4, Ref +4, Will +5; Perception +10
Malatar Kane wrote:

Mal wakes with a start at Dayle’s nudge (and momentarily forbidding appearance), but once he gets his bearings he realizes he’s surprisingly well rested.

“Thanks,” he says gruffly, clapping Dayle on the shoulder, after asking about the rabbits, any activity and exactly what time it is. “Get some rest … I’ll wake the camp in another few hours. You think you can be ready to hit the road quick, I’ll give you a half hour more.”

He sits outside the shack, cleaning and polishing his weapons and armour, but keeping an eye out on the surrounds … and the monument. Gets up and stretches his legs from time to time, partakes of some of the rabbit.

Once he’s judged that the spell casters have rested enough, hopefully with a few hours of daylight left, he wakes everyone, urges them to eat and get ready to move again quickly.

He watches for a moment as Will and Addy pore over the statue, then shakes his head, walks away.

Herral gets bored with what he is doing but brightens up immediately that Malatar goes for a walk. Herral runs afetr him, all thoughts of his spear and the night forgotten.

"Where are you going?" he says following the man outside. "you know I had the strangest dream, from Desna, all about that statue and stuff but Addy and Will don't seem interested.... where are we going? scouting. You and me can take on the merwoman together. Before she swallows everything up."

"And I found some things under the tall stone, looks like a chest of spades and old helmets. Who could have left that? I thought it might be pirate treasure but it isn't. I mean no pirate wants to leave a spade after."

"You don't talk much, do you?"


Herral Hinn wrote:
When Herral wakes he starts hunting for food in the deep dark corners of the hut.

Your searching finds some hard-tack biscuits wrapped in the bottom of one barrel. It's still fresh...well if "fresh" could be interpreted as several weeks old.


Zareby Grenache wrote:
Foreshadow a character being added soon in an obvious way? Me?

Just remember that when a man on pale horse stops to ask you if you'd like to gamble for your soul! (Insert "Devil went Down to Georgia" song here)


Male Human Sorcerer 1
Keeper of Doors wrote:
Just remember that when a man on pale horse stops to ask you if you'd like to gamble for your soul! (Insert "Devil went Down to Georgia" song here)

Ah, but you're assuming I'd lose.

Zareby slowly wakes up. "Herral, leave Mal be, would you?"


Female Half-elf Rogue 1

Addy decides a little activity might help get some of the aches and pains out of her muscles, and heads out after Mal and Herral. She overhears the halfling talking, and calls out, "Sorry, Herral. Didn't mean to ignore you. Guess I just didn't find the fact you had a dream about this ... idol to be all that strange, considering what else has gone on. Heh ... I suppose the fact I didn't find it odd is itself kind of odd, eh?"

She looks around a bit, and says, "I guess we should take a look around this area. While we do a little recon, why don't you fill me in on your dream, Herral."

Addy heads towards the monument, keeping her eyes peeled on both the ground and the horizon, and taking her time.

take 20 on Perception for a 28, or 29 if there's a trap.


Male Human Paladin of Sarenrae 2

A day previous...
Simon lets the vision settle and sets his jaw. He prays briefly to the Dawnflower:
"Bright Lady, I offer thanks for your guidance and ask that you sustain me through the trials ahead. As you defeated the Rough Beast and imprisoned him deep below the earth, so shall I cleanse this valley of his children; not for wrath or hatred, but to protect the sunlit world you sustain and the folk who depend upon your healing and forgiveness. Justice in my sword, forgiveness in my heart. Amen."
Simon urges his fine horse into the valley, pulling down the visor on his helm and securing the sword at his side.
I'm fine with just a quick run-down on Simon's solo sojourn, Alex. Not that I don't enjoy the one-on-one, but the sooner Simon meets everybody, the sooner we can be up and running.


Fair enough...thanks for the feedback.

Spoiler:

Simon's journey into the valley proves fruitless at first, and he spends sometime searching as the sun sets. Signs of activity seem apparent, and something looks to be happening near one wall of the valley, so he approaches that area. In the early darkness, he sees a score of goblins surrounding what looks like an ancient pyramid - dug out of the valley wall. More importantly, this is where he senses the evil to be.

Before he can act on it, a loud whooshing noise from the valley's entrance and the sounds of hundreds of feet come from that direction. As he watches, the drugged party-goers have arrived led by the goblins, a bugbear, and the gill-men. Plans to rescue them are cut short when he is ambushed by some goblins, goblin-dogs, and another bugbear. Fortunately, Itaden, Gorzal (who is still using the cover of being Lady Albercroft's manservant - not knowing the jig is up I think) and his (4) soldiers manage to disrupt the ambush and retreat back to their hidden outpost with you in tow.

Once there, Itaden explains that he knew where the gill-men had come from, and was hoping to catch the party before they reached here. But didn't expect the large goblin and bugbear force - so he had sent out messengers to retreive more soldiers days ago. He also suspects Mal would be following - since he had not seen the PCs amongst the drugged captives. He asks Simon, whom he bows to as a noble, to take his horse and ride at least to the valley's entrance and search for signs that there's help coming before returning to assist in the attack. Or at least allow someone else to ride for help. If no assistance is coming - then they'll have to try and release the prisoners themselves. Gorzal thinks this idea is crazy, and thinks he may have another plan - although he refuses to say much more for now.

In any case, they will have to wait until morning - that's when the patrols retreat to avoid the heat, and they have the best chance to escape. Gorzal volunteers to go with you, and a careful ride back out of the valley brings you to the current conditions.

OK - sorry if that was longer than it needed to be. Now, we can focus on the meeting.

The present afternoon...

The horse moves steadily back up the valley road, its legs driving you and the halfling forward. You can't help but wonder about this frail hope that help is coming, but Gorzal seems confident that "Lady Albercroft" and her companions can help - even if Taldor's army isn't coming.

As you clear the edge, as if by a wisk of Sarenrae's wing, you find the same crossroad of a day before occupied. The smell of meat and smoke-fire rise to your senses, and three people - a sturdy grey-haired man, a slim red-headed woman, and a chatty, brown-haired halfling walk near the monument.

The halfling behind you immediately points, and shouts, "It's them! We're in luck!"


Adelaine Harthos wrote:


She looks around a bit, and says, "I guess we should take a look around this area." Addy heads towards the monument, keeping her eyes peeled on both the ground and the horizon, and taking her time.

Addy, Mal, & Herral -

The late afternoon's heat is finally winding down as you make the stroll. As you look around, you spot Herral's "treasure chest" hidden behind the obelisk. The monument looks the same as before, although with the afternoon sun striking it the features are more detailed. You notice that the obelisk has undergone extensive cleaning and restoration. A much smaller marker is placed across the trail from the obelisk, almost covered by the scrub-grass.

The sun's light begins to gleam off something in the the valley - something shimmering bright and growing larger as you watch. As if the monument's images had materialized in flesh, an armored man with helm astride a deep brown charger trots fully onto the trail.

There's silence for a moment, and then broken by a familiar, blond halfling's voice shouting,"It's them! We're in luck."


Male Human Paladin of Sarenrae 2

Simon reins in his charger and dismounts a few yards short of the trio at the monument. He pulls off his helmet to reveal the face of a young Taldan man, tanned from the sun. His short beard marks him as a nobleman, though that and his fine horse are the only indicators of his status. His armor, sword and shield would not separate him on the battlefield from a common soldier. Heels together, he bows to Mal, Addy and Herral.

"Hail! I am Captain Simon Gellner, 7th Taldan Horse. Forgive my brusqueness, but lives are at stake. Mister Thrym says that you are Lady Albercroft's rescue party. May I presume that you are Malatar Kane? Lady Albercroft, I presume?"

Simon bows once more to Adelaine.


Female Half-elf Rogue 1

Addy is both shocked and pleased at the same time. "Gorzal! Thank the gods. I was afraid you were among the ... well, never mind. Good to see you!"

At Simon's bow, she chuckles a little nervously and glances to Gorzal first and then back to Simon. "Um, well ... yes. Or rather, I was Lady Albercroft. Sorry, Gorz. The others here know I'm really a Pathfinder, and know Zareby's not really 'Cousin Ferdinand'."

Keeper

Spoiler:
Since that's only a half-truth also, here's a bluff check in case it's needed. Note that this also can be used to try and hide the distaste she has for Taldan nobles/military. Bluff 1d20 + 8 ⇒ (4) + 8 = 12

She holds out her hand to Simon. "Adelaine Harthos, at your service. My friends call me Addy."


Herral Hinn wrote:
"You don't talk much, do you?"

“Nope.”

Mal glances down at the halfling, his face straight, but with a hint of amusement in his dark eyes … then his face turns thoughtful, as he glances back, seeing Addy walking up behind them. “Still … priest of the goddess of dreams, right? So your dream might be important. I figure that statue is important anyway. Dangerous too, probably.”


Simon Gellner wrote:

Simon reins in his charger and dismounts a few yards short of the trio at the monument. He pulls off his helmet to reveal the face of a young Taldan man, tanned from the sun. His short beard marks him as a nobleman, though that and his fine horse are the only indicators of his status. His armor, sword and shield would not separate him on the battlefield from a common soldier. Heels together, he bows to Mal, Addy and Herral.

"Hail! I am Captain Simon Gellner, 7th Taldan Horse. Forgive my brusqueness, but lives are at stake. Mister Thrym says that you are Lady Albercroft's rescue party. May I presume that you are Malatar Kane? Lady Albercroft, I presume?"

Simon bows once more to Adelaine.

“It’s the cavalry,” says Mal dryly, then straightens up somewhat, nods, and gives the newcomer a lazy salute. “Well met Captain … don’t suppose you’ve brought a platoon of Horse with you? No? Ah well …” Mal scratches his eyebrow with his thumb. “You know us. Addy’s halfling friend’s filled you in on the details?”


Male Human Paladin of Sarenrae 2

Simon frowns, looking between Mal and Addy with a more guarded expression.
"... I see. I'm not here in any official capacity, so there's no need to salute, Sir. To be frank, I rather expected that you would be bringing the cavalry. What of Itaden's scouts, do you know if there has been any contact? I witnessed an entire procession of goblins, prisoners and foul gilled men appear in that valley just yesterday. We've only Itaden, his four guards, Mister Thrym and myself. And now the three of you."

"Itaden and his men set up camp close to here, figuring the captives from the masquerade would have to come this way. His forethought has payed off, but we're overmatched. Well, it seems we'll have to cope if we're to rescue those people and put an end to the evil in this valley. Do you need a moment to gather your supplies?"


“Itaden’s here? Good. A man I’d have at my side in a fight. We’ve more than just us three – two mages and a scout with the Taldan Horse back at our campsite,” he hikes a thumb back in the direction they’ve come from. “We’ll talk as we walk,” he adds as he begins heading back that way.

“Came across one of Itaden’s men – dead by bugbear – yesterday, but didn’t know what size force we were dealing with.”


Adelaine Harthos wrote:

Sorry, Gorz. The others here know I'm really a Pathfinder, and know Zareby's not really 'Cousin Ferdinand'."

A panicked look briefly crosses the halfling's face, with a glance towards Simon. But he seems to shrug with an 'oh well' attitude about lying and jumps down from the horse. He quickly walks among the group and starts talking.

"Listen...I have plan that may help...but that Itaden guy thinks its impossible...maybe with you guys here we can make it work, and..." He suddenly pauses, and turns towards Herral (who's only maybe 2 inches shorter than Gorzal) and frowns.

"Hey, wait a minute, you talk about worrying for my safety and you gone and found yourself this pip-squeak? What, did you replace my job already?!"

Addy-

Spoiler:

Gorzal seems a little panicked, given the potential penalties for impersonating a noble in Taldor. But you quickly see that he's adopted another "persona" to distract from the situation - his "anger" with Herral is purely for show.

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