Ashwara, Bin-Asheel |
Perception:1d20 + 1 ⇒ (13) + 1 = 14
Ash catches Philips' glance.
"Feh! Just being undead doesn't stop people from enjoying themselves." She informs him.
"People sing, they dance..." Her lips quirk in humor, "One of the most favoured games of course is playing 'Knuckle bones'." Ash shakes her head.
"Music is a tad scares, though if you're a Bard and can sing you pretty much set your own price. Most taverns make do with the best vocalists they can get."
"Games of dice and cards are also big." Ash adds.
Ashwara, Bin-Asheel |
Philip chuckles, "Knuckle Bones, that's a good one. Actually, I an, or was still a kid, and I never really got a chance to go to taverns before, but one of them may have seen Themon, especially since he needs to eat, right?"
Ash looks back at Philip.
"If the person you speak is alive? Then for eating there is probably only the power of magic that will be sustaining him." She sweeps her arms in a circle. "Look around. Does anything here look edible? No, this Themon doesn't need to leave their retreat for something as simple as food." Ash continues to walk towards the harbor and the awaiting encounter at the light house.
"No...if Themon was inclined to visit a tavern now-a-days it would be for entertainment..." Ashs' voice drops lower, "...Or companionship..."
Philip Welstin |
Ash looks back at Philip.
"If the person you speak is alive? Then for eating there is probably only the power of magic that will be sustaining him." She sweeps her arms in a circle. "Look around. Does anything here look edible? No, this Themon doesn't need to leave their retreat for something as simple as food." Ash continues to walk towards the harbor and the awaiting encounter at the light house.
"No...if Themon was inclined to visit a tavern now-a-days it would be for entertainment..." Ashs' voice drops lower, "...Or companionship..."
On hearing Ashs reply, Philip feels a strange feeling come over him. It takes a moment for him to realize he was blushing. Or would be if he was still alive. "Wait a second, here. Why would he need...companionship? And would he be out of luck, I mean wouldn't he need..." His voice trails off, and he averts his gaze as he digests what he has learned about stuff he really didn't care about before.
Ashwara, Bin-Asheel |
"Wait a second, here. Why would he need...companionship? And would he be out of luck, I mean wouldn't he need..." His voice trails off.
Ash again glances over a shoulder. An eyebrow raised,
"Huh? I don't know lint about this Themon guy. I'm just pointing out problems with your ideas, that's all. For some one to want to go to a tavern, or any establishment, they need to be getting something out of it. Now, if Themon were a warrior then I can see him wanting to go to a weapons smith or armorer. For some one to want to go into a Tavern, they would be wanting to get something from one, right?"
She slows her stride so as to walk amongst the group and not lead them, the better to converse.
"You indicate Themon is a Wizard, yes? He's intelligent, yes? He's alive, yes? So, for him to want to go into a Tavern that's catering to only people who're undead, what's he going in there for?" Ash purses her lips an frowns in thought.
"...See a crime, find the motive, catch the criminal." She quotes, "Not sure where I read that in the Library Vault. Still, I don't have a handle on this Themon fellow. I just remember the name, you guys seem to know more." Ash grins, "Except where the light house is, of course." She finishes with a wink.
I also apologize if I'm playing Ash smarter than her stats would indicate. I blame the 'Educated Warrior' from the Guide to Golarion. :P
Philip Welstin |
Philip flounders for a response at the end of Ash's comment (and the wink at the end did not help things either). Then inspiration strikes, "Well, Ash, I was thinking maybe he was looking for information, like maybe how to get to the lighthouse, kind of like what we are doing. He could also have been hiring a guide or bodyguards even. I think those are good reasons for him to go into one, and someone may have seen him."
would not worry about it too much, have you tried playing a skeleton before, :P
Filleox Amaretle |
Filleox falls into a sullen silence. All this talk of "companionship" depressed him. Filleox's greatest love had always been of life, and his current state seems to be mocking him. Filleox actually wishes that he could feel hunger, thirst, or another need of the body. It's an absurd thing to wish for, considering the obvious impossibility of SATISFYING any of those compulsions. He knows that getting his wish would only frustrate him all the more, but he wishes it all the same.
Nalaliel's warning snaps Filleox out of his brooding. He looks around.
Perception = 1d20 + 10 ⇒ (6) + 10 = 16
If my Perception check reveals nothing, then I'll cast Detect Magic and see if I detect anything that way.
ulgulanoth |
[ooc] shadows as in someone following you arround /[ooc]
you don't find anything with the perception check, but the detect magic does reveal a strong magical effect coming from one of the houses, though its impossible to determin what kind of magic since it feels like several spells of high power are cast on this place
ulgulanoth |
you find after a few minutes of tracking the shadow, a small skeleton trying to enter a building opposite of the magical one, it doesn't notice you, but it seems to be having a hard time picking the lock of the building, which is unusually quite and empty, for such a place in the middle of this city
Filleox Amaretle |
Filleox asks Twig: "How do you know that it's magically warded? Are people prevented from coming in, by some kind of invisible wall? Or does something terrible happen to those who approach?"
After Twig replies, Filleox considers Philip's words.
Philip turns to Filleox, "This might be worth checking out, those wards could have been left by Themon."
"I don't know. This house seems an even weaker lead than the other one. We don't know that the house has anything to do with Themon, nor with us. There could be any number of wizards who might have warded the place. Nalaliel said that we're being seen by something evil, but I've seen no evidence that it has anything to do with the house. And even if something evil is watching us, we don't know that this 'something evil' has any hostile intentions toward us."
If at all possible, I would like to say all of this AFTER our conversation with Twig, preferably after Twig is out of earshot. I just want to make my views clear to the other players now, while I have the chance, because I'll be leaving in about an hour, and after that, I won't be able to post again for well over a day. So if you make any decisions without me, you can (hopefully) take my wishes into account. I see no reason to check out that house, unless we find some evidence that its occupants have anything to do with us.
I'll admit that I still don't know what to do about the little lockpicker, though. But once we're done with him, unless we find out anything interesting about the house, I would vote for checking out the lighthouse instead.
Philip Welstin |
"I don't know. This house seems an even weaker lead than the other one. We don't know that the house has anything to do with Themon, nor with us. There could be any number of wizards who might have warded the place. Nalaliel said that we're being seen by something evil, but I've seen no evidence that it has anything to do with the house. And even if something evil is watching us, we don't know that this 'something evil' has any hostile intentions toward us."
If at all possible, I would like to say all of this AFTER our conversation with Twig, preferably after Twig is out of earshot. I just want to make my views clear to the other players now, while I have the chance, because I'll be leaving in about an hour, and after that, I won't be able to post again for well over a day. So if you make any decisions without me, you can (hopefully) take my wishes into account. I see no reason to check out that house, unless we find some evidence that its occupants have anything to do with us.
Philip shrugs helplessly, "Well we don't have to check out the house now, plus it sounds dangerous to try to break the wards. Let's go to the lighthouse first, then we can return to the house if the lighthouse proves a dead end."
I'll admit that I still don't know what to do about the little lockpicker, though. But once we're done with him, unless we find out anything interesting about the house, I would vote for checking out the lighthouse instead.
"Speaking as one who follows his philosophy rather closely, I would say we take him with us. He is no friend, but I would much rather have him where we can keep an eye on him, I assume killing him is out of the question?"