WoldianGames Homepage WoldianGames Homepage
WoldianGames Homepage
  LOG ON

Hook City Archives


Return To Index


Peerimus' Grove


Peerimus' Grove (co_DM SteveK) 
Friday February 15th, 2013 6:22:56 AM

ooc: Just clearing up a few things, especially since *I* made the changes to the Southern Continent at the Great Migration, got Jerry's approval, and also fed the info to Jim when he first started up Hook City. :-) Hook City is bordered North, East, and South by the ocean. To the West, there is a Bay that separates Hook City from Gateway Downs. To get to Gateway Downs from Hook City, one travels north beyond Mud Town and then turns West to walk across the Isthmus. Thank you for the opportunity for the clarification.

...........................

Restlin is happy that Heranmar has rebuilt after the hurricane, and wonders if the people remember them. Identifying Peerimus' name, Restlin chaffs at the apparent shadow they are in and suggests Beri can talk druid to him.

Zeoll relishes the days of walking through Queen Maab's domain, and throws his Tanglefoot bag at an aggressive mosquito that was attacking. The bag goes off spectacularly, soaking the insect in resin and plastering it to a nearby pine tree. Perhaps in a 1000 years, some future adventurer will find the same mosquito encased in amber?

Zeoll thinks about the clues as they travel.
Peerimus: "Seek Him Out"
Hse: all Zeoll gets is an image of Hse and the a wall of firey Woldsblood covering the land.
Island of Rum: Zeoll gets an image of a party of adventurers fighting lizard-riding kobolds. There is a minotaur, elf, half-elf, gnome, and three humans.
Solomar: There is no dream.
the Mark of Chaos: "Changing, Dancing, Twisting. The Catalyst, the Secret Ingredient. The Straw on the Camel, the snowflake on the water. Beginning, Ending, Beginning."
The Bell: "Bell, Shard, Clapper; artifacts of fate must be hidden."
Jillian: Zeoll sees an image of Helmust and Jillian hugging with a tired but smiling Fithster looking on.

Beri looks at the grove, stating that he can try.

Zane decides to let the others make the immediate decisions and keep his eyes open.

Wyaar also notices Heranmar is much better that this time than last time. Far less windy at least and the prospect of drowning isn't nearly as imminent. (ooc: LOL!)

Valla agrees to finding a grove and the druid as soon as they get to Heranmar. It is probably a good thing that the road from Hook City to Heranmar passes by the forest reputed to hold Peerimus' Grove before he can get in the city and insult people.

Bosk tells everyone of the vision he received, having met Gimp before and recognizing the Imp.

............

An untouched wood is only a bowshot away from the East wall of Heranmar, quite unusual for an otherwise bustling seaport. Beri is easily able to identify about a mile up the road, there is a stone cairn marking a single-lane dirt trail into the woods to the south. The symbol of Ebyron is prominent, with lesser carvings of Ma'ab, the Crones, Celisiun, and other undivined. {Know Religion DC 22 Highlight to display spoiler: { the other symbols are of even more obscure Powers of the Southern Continent.}}. From the food and other offerings about the cairn wrapped in leaves or open to the elements, it is obvious that this cairn is frequented by the townsfolk. Just as obvious, most people do not go beyond the stone cairn.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+4=21 ; d20+10=19 ; d20+11=22 ;
Friday February 15th, 2013 6:34:17 PM

Valla trys pretty hard to remember anything about the other symbols; but can't quite come up with anything.

Still he appreciates the Cairn and begins checking out the path after the stone. Seeing if he can come up with how many and what kind of creatures may frequent past the stone on and around the path. Deducing the information by different sized and shaped prints; if any found at all.

The elf feels content; it's been a while since he's been outside of Hook City or the evil realm of the horrid demi-god;

Feels great; nature that is. The wind; the grass; the trees. Even the smell and lack of buildings and stuck up citizens. Hopefully were accepted by this Druid and his Order.

Valla keeps very alert after passing the stone; trying to be aware of anything/anyone that may be watching the group; or animals behaving oddly. Listening to the sounds of the forest around them.

Druids in their own grove... It never hurts to try I guess Valla thinks to himself
===============
Know. Religion: 21 (seriously lol)
Survival: 20 to check out any prints or signs of travel beyond the stone and as the travel (Forgot to add a +1 bonus up in the die roller)
Perception: 22 Listening and watching for oddly behaved animals or signs of eyes upon the group.

Zeoll AC22, HP56  d20+14=25 ;
Friday February 15th, 2013 8:16:39 PM

Zeoll says, "Let us not pass the cairrn, forr fearr of violating a local custom. Instead, let us announce ourr prrescence with song."

The liontaur says a prayer and then sings, quite loudly:

"By powerrs and godlings and grreat Motherr Wold,
"We come now in answerr to vision and drream,
"Deliverred by Chaos and herroes of old,
"Please grrant us yourr welcome, if will you so deem."

"We beg yourr perrmission to enterr and prray.
"And seek we yourr wisdom, if enterr we may."


Zeoll repeats his song over and over, and repeating it in Sylvan and Common, until someone answers, or it seems no one is in earshot. In that case, he'll lead his friends forward, singing his song as he goes.

Perform 25.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+8=22 ;
Friday February 15th, 2013 9:41:32 PM

Restlin recognizes the symbols, but keeps that knowledge to himself lest he get an earful from the cleric of Gargul standing behind him.

Knowledge, Religion: 22 (boo-yah)

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+1=7 ; d20+18=28 ;
Friday February 15th, 2013 11:26:21 PM

Well, I recognize Queen Ma'ab's symbol, but have no idea what those symbols mean. It looks like some sort of offerings are being left outside the entrance, and nobody is entering. We should definetly find out more about that place before heading in, I would hate to have an entire villiage chase us down for entering a sacred site.

Any of you guys with visions see anything you recognize?


While glad to be outside in the fresh air again. He looks around the area for anything that matches what has been described in the others dreams.
Perception=28
knowledge(religion)=7

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Saturday February 16th, 2013 6:22:18 AM

Restlin stops & thinks for a moment, then reconsiders...

"Those symbols are lesser known powers of the Southern Continent. Whomever these druids are, they've embraced the local spirituality."

He'll divulge whatever he knows about the powers in question.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Saturday February 16th, 2013 12:24:05 PM

"Valla, my friend, if we do see the Druid or any of his companions perhaps it would be best if Zeoll, Beri or I did the talking..." Slight cough, "since we're all followers of Maab, of course"

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Saturday February 16th, 2013 10:37:39 PM

Yes... ehh of course. Im not exactly a good face anyways.

Valla will still do the checking if prints at the area around the stone, passing the stone as well.

Valla looks back at his companions as they stop before the stone, shrugs his shoulders and continues his his search for prints, animal, boots, bare foot or anything that might catch his eye.

When Zeoll begins singing Valla cant help but wonder, Why announce ourselves? Hopefully these druids are kind, and thats all thats around here.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist  d20+6=17 ;
Monday February 18th, 2013 12:04:33 AM

Zane, not being overtly religious, looks at the symbols and says to himself, they ain't arcane....

He stays alert and watches as much of the surrounding area as possible.

perception 17


Zeoll AC22, HP56 
Monday February 18th, 2013 11:26:32 AM

Checking in, singing his song!

Peerimus' Grove (co_DM SteveK) 
Monday February 18th, 2013 1:47:11 PM

Valla can't quite come up with anything about the symbols, but still appreciates the Cairn and begins checking out the path after the stone. In the last week, there has been a couple of humanoids, looks like a family of badgers, a fox, many mice, and the strange prints of at least one tree-ent around the Cairn and the path.

Zeoll says a prayer and then sings, quite loudly for a while to anyone within earshot:

"By powerrs and godlings and grreat Motherr Wold,
"We come now in answerr to vision and drream,
"Deliverred by Chaos and herroes of old,
"Please grrant us yourr welcome, if will you so deem."

"We beg yourr perrmission to enterr and prray.
"And seek we yourr wisdom, if enterr we may."


Restlin recognizes the symbols, but keeps that knowledge to himself lest he get an earful from the cleric of Gargul standing behind him. Then reconsiders, explaining that they are the symbols of all the known Powers of the Southern Continent, some of which are so obscure that only their Symbol is known! One on the base looks to be the Symbol of the Power of Sargrass, the land that was destroyed after the Great Migration.

Beriothian recognizes Queen Ma'ab's symbol easy enough, but have no idea what the other symbols mean. He definitely is cautious about violating a religious site

Wyaar suggests that Zeoll, Beri or Wyaar do the talking and not Valla, but only because they are all followers of Maab, of course.

Zane, not being overtly religious, looks at the symbols and just knows they ain't arcane....

Bosk watches silently.

....................

It takes the third round of Zeoll's stanza before a badger pops up out of the underbrush. It looks at the group with intelligent eyes and seems to be waiting for something, then makes up its mind.

"You sing pretty", the badger says to Zeoll in Common. Valla can immediately see the badger is an mature female of the species. Everyone else can immediately note they have a talking badger about 30 feet away from the cairn rubbing itself up against a large Oak tree.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+14=31 ;
Monday February 18th, 2013 5:23:34 PM

A talking badger? Hmm, have I heard anything about these guys...
knowledge (nature)... talking badger = 31

Since Zeoll was the one address Beri will wait for him to respond before saying anything.

knowledge (nature)... talking badger = 31

DM SteveK: Beri realizes that this must be an Awakened animal (as the spell).

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+11=15 ;
Monday February 18th, 2013 7:38:36 PM

Wyaar smiles at the badger and looks around for anything else. Perception : 15

Zeoll AC22, HP56  d20+19=35 ;
Monday February 18th, 2013 9:20:25 PM


Zeoll bows to the badger and greets it with friendly words. "Hello, most worrthy badgerr. I am Zeoll, and with my frriends herre, we arre the Irron Adventurrerrs of Hook City. We have come herre seeking answerrs to strrange omens and signs. We hope the wisest folk of this place can help us."

"Thank you kindly forr yourr high prraise," he adds, smiling. "I would be pleased to sing forr you again, if you like, wheneverr it is convenient forr you."

Diplomacy (at +1 with Maab's Gift): 35.

DM JonathanT - experience points 
Monday February 18th, 2013 10:48:19 PM

OOC DM JonathanT: in noticed you haven't recevied the XPs for the Mudtwon encounter. Each one gets 2,500 exp. pts. for defeating the MudTown Thugs and the subsequent discovery of needing to visit Heranmar.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Monday February 18th, 2013 11:56:11 PM

Bosk stares in disbelief as the badger begins to speak clearly in common. He had grown up speaking tauric, and common came with more than a little difficulty as a second language, the contractions seeming sloppy and unnatural to him. He wonders if the animal is real or if the speaking abillity comes through some magic as he lets Zeoll dictate the converstaion.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Tuesday February 19th, 2013 9:47:55 AM

Zane is really not sure what to make of he talking badger. He's seen spells cause the effect of talking animals, but this one is not under the effect of a spell, at least as far as Zane knows....

Peerimus' Grove (co_DM SteveK) 
Tuesday February 19th, 2013 10:51:25 AM

The reactions of the heroes run from amusement to amazement. Zeoll seems up to the task and launches into a flowery speech of phrasing and extravagant gestures that seems quite out of place on the side of the road in a forest next to a stone cairn... talking to a badger.

The badger giggles a little. "You sure do talk funny. And act strange, too. But you are nice. Maybe you would like to see Peerimus?"

It doesn't take much in the way of assent for the badger to turn and start trundling down the dirt path. "Follow me and I will take you to him."

It is a short walk of a mile, the trees and undergrowth becoming ever-more primeval, the result of natural growth and death of nature without the hand of Man attending to the clutter. Eyes are felt, and it seems that even the trees are carefully watching the intrusion of the Iron Adventurers. Perception DC 15 Highlight to display spoiler: { The hero can see at least one tree-ent observing the group near the path, and in another place, a red-tailed hawk watches with intelligent eyes.}

After a mile, a glade suddenly opens up. In the center a circle of huge oak trees festooned with mistletoe stand proudly and guard a large granite rock that is carved in intricate designs. Coming out of the woods from a different direction is a bare-foot, weathered man in a robe and holding a crooked staff, his hair matted in a strange tangle of dread-locks. Beside the man paces an enormous bear, grizzled at the hind quarters, and wearing Bracers, Ebyron's Tears, Collar, and perhaps even other items hidden beneath the fur.

The man looks over the Iron Adventurers frankly, noting equipment, symbols, stances, then speaks without preamble. "I am Peerimus. One-Stripe tells me that you are seeking answers, but did not go to Heranmar to speak with the Council or the Sisters. What makes you think that Eberyon will be more forthcoming to help adventurers from civilization?"

Sense Motive Dc 20 Highlight to display spoiler: {you have a hunch that Peerimus doesn't like the word 'adventurer' and equals people like that to 'treasure hunter'}


Zeoll AC22, HP56  d20+21=38 ; d20+13=22 ; d20+18=28 ;
Tuesday February 19th, 2013 12:37:20 PM


Zeoll quietly points out to his friends that there are a few other guardians as well, and ent among them, as they approach. (Perception 38)

He bows when the famous druid meets with them, and steps forward to answer. He has a hunch about the fellow, and couches his words carefully. (Sense Motive 22)

"Good sirr, it is an honorr, and thank you for speaking with us." Zeoll introduces himself and his friends. Then he seeks to answer the question.

"We arre what they call in Hook City a "Prrotectorr Grroup," which means that the officials therre rrequirre a license if you want to help people and warrd them frrom evildoings. Howeverr, although we arre frrom the city, forr a numberr of us, ourr hearrts turrn firrst to the Lorrd and Lady of the Fey. Maybe that is why we werre gifted with a vision of you, sirr."

"In a vision, I hearrd the names 'Hse' and 'Solomarr' and 'Little Trrace.' An old perrson called himself the namesake of Herranmarr, and said he had rrung the Chaos Bell by mistake, and was marrked by it, and was at the center when you rrang it -- he called you by name, sirr. And he wished for the Bell to be hidden away."

"We also know that some people who follow the Crrones have drreamed of a Bell."

"Finally, ourr companion who is an Eye of Garrgul asked for divine guidance regarding the Bell, and received the vision of an imp with wire-rimmed glasses in a room where a shadow was nailed to the wall. The imp looked up and said: 'Peerrimus'."

"So, to answerr as best I can, we suspect that we have been called to hide orr maybe put away the Chaos Bell, and we have been told to come herre to you to get it."

(Diplomacy 28)

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d20+12=16 ; d20+4=5 ;
Tuesday February 19th, 2013 6:58:09 PM

Bosk feels slightly ill at ease as he notices the tree ent watching them and an intelligent looking red-tailed hawk flying around. If i was not for the seemingly series of visions and magical discernment prior to leaving Hook City he would fear they were walking directly into a trap. Thankfully, under the current circumstances, he he decides put aside his fears and let Zeoll do the talking. He remains silent, however when Peerimus refers to them as "adventurers from civilization" he cannot help but to stand up a little straighter in response to words of endearment and begins to get the feeling the Peerimus must miss the city life and that he is becoming bored of the isolation of the grove.

Actions
-----------------
Perception = 16
Sense Motive = 5 (Natural 1)

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+18=20 ; d20+7=25 ;
Tuesday February 19th, 2013 9:33:28 PM

Beriothian is about to pipe up when he suddenly feels tongue tied. He used to be useful in situations like this... perhaps as he's matured he's just lost some of the cocky self confidence he used to have. Beri does his best to aid the silver tongued liontaur, nodding at he explains that they are not adventuring, but instead have been called here by a higher power, and bowing his head at mention of the Fey's rulers to show he is one of the followers.

perception=20
sense motive=25

aid another = +2 to Zeoll

ooc: Wow, forgot my diplomacy score went from +13 to +0...

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+11=20 ;
Tuesday February 19th, 2013 9:44:16 PM

Wyaar stands tall and displays the crest of his Queen on his chest for the druid to clearly see, but also bows his head in deep respect to the powerful follower of Maab's consort. Otherwise he remains silent, but alert as he watches the grove.

~~~~~~~~

Perception: 20

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=12 ; d20=12 ; d20-1=14 ;
Tuesday February 19th, 2013 11:20:27 PM

Valla stands looking; no; Staring at the druid. Apparently a living legend... Attuned with nature and obviously very well adapted. This should be helpful. He thinks to himself as Zeoll begins speaking with the man. Perrimus.

After a moment Valla gains his bearings a bit; he bows in respect; stays silent until Zeoll is done speaking and then just can't hold it in any longer.

Or; If I may sir; If not to get it from you then to at least come to you for your guidance and help with understanding these visions. I've not seen any myself; but I stand by my companions through and through.

Valla stands proud his left arm bent and clasping his right hand in front of his waist; feet spread he stands at "attention". Finally nodding his head he finishes;

Please sir; we need your help.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Wednesday February 20th, 2013 10:54:53 AM

Zane, decides to speak up as well.
"I also had a vision, it's not very clear in my mind, as I was going through a very large change in my life at the time. I remember seeing lines and a vision of a city near a bay or at least near a large body of water."


Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+7=9 ; d20+7=22 ;
Wednesday February 20th, 2013 11:38:03 AM

Perception: 9
Sense Motive: 22

Honestly, a forest looks like a forest to Restlin. Intelligent animals and trees? Sure, why not. Stranger things have happened. He would probably enjoy the trip more if he wasn't so busy missing Hook City's weather-enhancing magic.

Still, he knows to check his attitude when they meet Peerrimus. He checks out the jewelry he's wearing, thinks back to his lavish Hook City dwellings, and realizes the group's best bet is for him not to draw attention to the fact that Restlin is basically everything this Peerrimus guy dislikes about civilization. Those who follow Fey Royalty are much better off doing the speaking...

Peerimus' Grove (co_DM SteveK) 
Wednesday February 20th, 2013 11:44:56 AM

Zeoll note the other guardians as they approach the druid grove, and realizes when speaking to Peerimus to tread carefully. He attempts to be very persuasive and open about their motives for coming to see the druid.

Bosk feels almost like walking into a trap with all the defenses, and only continues because of the series of visions and magical discernment prior to leaving Hook City.

Beriothian feels tongue tied, having lost some of the cocky self confidence he used to have when he melded with that soul when fighting the demi-god. He bows his head at mention of the Fey's rulers to show he is one of the followers.

Wyaar stands tall and displays the crest of his Queen on his chest, but also bows his head in deep respect to the powerful follower of Maab's consort.

Valla stare at the druid, impressed with his attunement with nature and feels that this should be helpful. The impetuous elf manages to stay silent until Zeoll is done speaking and then just can't hold it in any longer. "Please sir, we need your help."

Zane also speaks of his vision.

Restlin decides that discretion is the better part of valor and keeps silent, feeling this druid doesn't like his kind much.

...................

The druid, Peerimus, one of the legendary Children of Chaos, a ringer of the even more legendary Chaos Bell gravely listens to Zeoll, then Valla... then smiles.

"Perhaps not just adventurers, then. Be welcome to my home, eat, drink, and take your rest to be ready in body, mind, and spirit." The words seem to have a formal declaration, and are followed by a flurry in the bushes that reveals a bevy of animals and a couple of tree-ents bringing sacks and gourds and other carrying things to create a picnic in the glade off to one side (and outside) the circle of oaks. "You are guests now, and Eberyon takes bargains seriously. No fighting is allowed with a guest and no guest is allowed to fight within my grove or else break your privledge." Continuing on, he speaks directly to Beri (anyone speaking Druidic: Highlight to display spoiler: { welcome little brother away from the stink of civilization.}

The picnic turns out to be mostly vegetables, nuts, and beans made in various dishes that tease and tempt the palate. Acorn bread and wild grain breads and flatbreads are served with garlic artichoke dip, and hummus, and a stiff sour cream with herbs. A hot spicy tuber is offered that brings tears to the eyes but also has an explosion of flavours; "Stingroot, brought in from the far west of Gateway Downs", and more than the heroes can eat. Drinks are served in bladders or gourds and range from the freshest cool water to fresh juices to a couple of smaller gourds that contain potent applejack or mint schnappes. There is even a fizzy drink made from the root of a tree...

With the picniking heroes and Peerimus are a number of other denizens and guests of the druid. The badger, One-Stripe, is accompanied by her entire family of talking badgers, an ent stands tall and provides shade, the great bear lays down and is a terrific backrest (only slightly smelly), as well as any number of small forest creatures coming and going, and a single centaur who is introduced as an embassy from a herd living to the south.

There seems no prohibition about talking business while eating. As soon as everyone has a leaf or bark tray piled as high as they could wish, Peerimus gets to the point.

"Protector groups of Hook City I know, having been in one years ago. Not a recommendation one way or another to your intentions, and I care less for helping the Noble Races than I once did." Peerimus gives a wave of his hand, dismissing the last and next statement at the same time. "And I know nothing of a 'Hse' or 'Solomar'. And while I acknowledge the Crones have Power, and the pushy northern gods (though I admit the Gray Lord has his good points), I'm not on real speaking terms with them as champion the cities at the expense of the natural order, so won't help you there."

Blunt and direct, the druid's conversation skills are quite different than the suspicious MudTown or the 'always beating around the bush' etiquette of Hook City.

"I am, however, VERY interested in how you heard Trace lately speaking to his grandchildren, for he left for Dre Moria when we retired and no one enters the Kingdom of the Elves anymore. How did you get this knowledge? Speak plainly, you are guests, and I will answer as plainly. To start with, the Chaos Bell is already hidden, and done so well that it will be never found until the next Great Migration. Don't attempt to seek it or it's power out, for it is a fruitless trail."

"But there is something about you and here that interests me."
The druid trails off, clearly not yet knowing or willing to talk about what that interest might be. It seems that it will be up to the Iron Adventurers to provide more details to how they found their information and to convince Peerimus that they are here for selfless purposes.



Zeoll AC22, HP56 
Wednesday February 20th, 2013 5:12:09 PM

Zeoll smiles in relief. "That is good news, Peerrimus, I had no desirre to come as close to the Chaos Bell as you have been."

"It was my vision that rrevealed Trrace talking to his grrandson. The vision was grranted as a boon given to me by one Heather Brodery, a "Kon" of "the Edge." I asked about the significance of the Chaos Bell. Then, in the vision, I was transported to the Edge, and saw the scene as I descrribed it."

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Wednesday February 20th, 2013 7:37:06 PM

Beriothian turns to Peerimus and responds in the ancient tongue.
Diolch i chi am eich brawd caredigrwydd. Mae'r bobl yn y ddinas yr ydym yn byw yn yn dda yn y bôn, ond ar y cyfan nid oes ganddynt unrhyw syniad beth mae'n ei olygu i fyw mewn cytgord â'r byd o'u cwmpas. Mae'n wirioneddol wych bod yn ôl yn yng nghanol natur.
(anyone speaking Druidic: Highlight to display spoiler: {Thank you for your kindness brother. The people in the city we live at are good at heart, but by and large they have no idea what it means to live in harmony with the world around them. It is truely great to be back at in the heart of nature.} }

At the picnic Beri fills his plate, enjoying the bounty that the world around them has provided. The stingroot in particular delights the the druid, the each bite making his mouth water more and bringing a slight sting to his lips and tongue.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Wednesday February 20th, 2013 9:05:10 PM

Valla is happy. Content. Feelings hed not felt in a long time. During the picnic he hums to himself while he fills his plate. He stops to eat, but his eyes dance around from terr ent, centaur, the bear and druid. He catches a glimpse of most every animal that comes and goes.

When getting down to business, Valla is surprised at how blunt he was. But not offended nor angered, Valla responds, without thinking much of it.

The information we have doesnt even seem like information to me. Just riddles, that all seemed to point to you, or finding the chaos bell. But, if you said its hidden. Are you sure? These visions must have a reason. If its not for us to find it, then maybe its for us to save. Or stop an evil madman from using its power. Ive not seen the visions myself, nor know more than whats been shared. But, visions as these wouldnt shiw themselves to a group who saved hook city from an evil demigod, just to find out the bell is safe and sound.

Valla traces the scar on his face for a moment, Whens the last time you saw the bell? Is it able to be checked on? If so, you should. Or we could, if you dont wish to be bothered with Noble race problems.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d8=4 ;
Thursday February 21st, 2013 12:19:13 AM

Bosk is unusually quiet, but he senses that the advice of letting the druids do the speaking was wise and has little new information to contribute the the subject. When the food is served Bosk is impressed by the selection, despite the lack of meat, and tries the applejack and schnapps with great curiosity as he wonders if it was distilled through a boiling procedure or if the druids use a more natural method of freezing the alcohol and removing the ice to make it more potent.

Thank you for your hospitality, the food is amazing! I hope you don't mind me asking, but my father was a vintner of the sacred blue wine of Imod and as a hobby I have taken to collecting alcohols from across the Wold. Could I trouble you for a bottle of something made around here? I would pay you of course, or I have a gallon of fine ale that I would be willing to trade for it if you prefer.

Peerimus' Grove (co_DM SteveK) 
Thursday February 21st, 2013 10:37:30 AM

Zeoll reveals where the Iron Adventurers came about with the information on Trace.

Beri gives some defense of the generally good people of Hook City. Peerimus holds a hand up in acknowledgement and gives a rejoinder in Common to include the others. "Most people are good as you say, only ignorant and more given to their own concerns over that of others. I am not interested in tearing down all the cities, and not even Eberyon wants that anymore, but any civilization is the greatest threat to despoiling the natural order of the Wold, and we should be ever on guard." Peerimus smiles and changes the subject. "But you have not come to bandy philosophy or gauge a potential unknown power, but to get advice."

Valla is his usual blunt self, and questions the validity of Peerimus' statement. Far from offended, the druid looks pleased that there is someone who will come right to the point!

Bosk is more interested in his hobby of collecting various kinds of alcoholic beverages, and suggests a trade in kind to the hosting druid. Peerimus waves off any suggestion of a barter. "I see two gourds unopened there of each variety. Take them as a guesting gift", he says. "The apple is naturally fermented in its own sugars, and the mint is as you have thought. It is first packed and fermented in a sugar solution, that is then enhanced by freezing off the excess water."

........................

"Trace always was more excitable, and tended to overstate things. But it appears that you are all more than you seem. I have also cast my question out on the Edge of the Wold. The Edge is a great cliff (as you well know), and I have it on good authority that everything that has ever been spoken or will be spoken has an echo bouncing around the" Edge. Those who are able to ask a question will always get the truth, and maybe some ghosts of echoes not part of their question. I think that must be the meaning to your words of 'Hse' and 'Solomar'." (any PC who was on the IA adventure with the witches in Sargrass recognizes that 'Hse' was the name of the Manfri Chief.) And Peeimus gets another smile. "And Trace is an elven ranger. He has only had a son for less than a year. What you heard was probably a much older Trace several hundred years from now!"

At Valla's questions, Peerimus stands, and beckons the Iron Adventurers to follow him. "I do not have it, nor have I seen the Bell since I carried it to the center of the Southern Continent and rang the Bell to start the Great Migration. But if we are allowed, I will let you see the Bell and you will understand its defenses."

As the IA and Peerimus with his ever-present bear walk down another path through the primeval woods, the druid tells the story of the Children of Chaos, the Chaos Bell, and the Great Migration. The COC were cursed with tattoos called the Mark of Chaos by touching the Chaos Bell. They eventually learned that the tattoos allowed them to manipulate change as well as being manipulated by the Bell itself. "More trouble than it was worth!", Peerimus says feelingly. "But it is powered by all the Powers of the Southern Continent, and is the Key for the Great Migrations."

The Powers of the Southern Continent, endeavor to prevent conflicts among the Noble Races that escalate to the level which requires a Cataclysm as has happened four times in the Northern Continent.
Their solution here in the South is The Great Land Migrations. Every few hundred years, before things can escalate to the point Cataclysm, The Powers initiate a Great Shift. When this happens, the kingdoms and territories of the Southern Continent are "shuffled" moved from place to place as if putting a jigsaw puzzle together with the pieces in different places from when the puzzle was first assembled. It happens in one night. The people of a kingdom wake up the next day, usually after a severe storm, to find that their kingdom is not in the same place anymore. The neighbors to the north, east, south, and west, are all different. New treaties have to be signed. New trade routes established. Protections groups are sent out to discover where old enemies and allies are located on The Continent. Weaker nations escape from their oppressors. Evil nations have to find new nations to dominate if they can. Eventually all nations and territories adapt to their new situations and life goes on...until a few centuries later when it all happens again.

The last Great Migration only about five years ago, the COC was the hand of the Powers, using their curse and the Chaos Bell to rip the lands apart to stop the Northern God Ga'al from taking over the Southern Continent. As a last act for stopping the Migration for never ending, the CoC sacrificed their Chaos Tattoos, sending the power back into the Chaos Bell and halting the lands where they now lay.


At the end of the story, the Iron Adventurers find that Peerimus has led them to a still pond. The druid casts a spell on the pond (Arcane DC 19 Highlight to display spoiler: { Greater Scry}) and an image forms of a roguish-looking elf, clothed in leather-and-leaves with eyes like the center of the hottest furnace. The elf gives a half-cocked smile and speaks for all to hear.

"YOU WISH TO SEE THE BELL AGAIN? DON"T YOU TRUST ME, PEERIMUS?"

To all, it is immediately evident that they are in the presence of an Avatar of Eberyon, the King of the Fey!


Zeoll AC22, HP56 
Thursday February 21st, 2013 11:44:34 AM


Zeoll bows low. He recognizes the Fae King, for he has met him once before. He remembers how the Fae King awoke, and then wrought havoc on the civilizations of the Wold. He recalls how the Fae King was opposed by other great powers, and split himself into many avatars. Then Queen Maab sent the heroes of the Wold out in their groups, each one to track down an avatar, and to choose the King's fate: to Atone and Reform, to Die, or to go back to Sleep.

Zeoll, and the heroes of the Wold, voted for Atonement, and now the reformed King has disavowed his plan to destroy all the cities of the Wold; and he has offered friendship -- friendship that Zeoll, now a Cradled, has welcomed.

However, he is not sure that it is his place to speak. The King has spoken to Peerimus, and it seems rude to interrupt their conversation. The liontaur holds his tongue for now.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+14=16 ;
Thursday February 21st, 2013 1:11:13 PM

Restlin is so far out of his element that he doesn't even recognize a scry when he sees one; how unseemly.

The wizard feels no reverence for the Fae King. Restlin is quite fond of cities & hasn't forgotten the king's plans. The fact that a group of heroes voted to let him atone or face death doesn't fill Restlin with any real confidence that the king has indeed changed his ways.

He keeps this to himself, of course. Reformed or not he still wields more power than Restlin. That at least is something the wizard can admire. He continues staying out of the limelight, focusing instead on picking any bugs or branches out of his hair...

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist  d20+9=24 ;
Thursday February 21st, 2013 3:27:40 PM

Zane recognizes the scrying, but is a bit unsure how he should react to the Avatar of Eberyon, the King of the Fey. He may be a Drow, but he wasn't always so.....

Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
0/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+17=18 ; d20+4=5 ; d20+4=17 ;
Thursday February 21st, 2013 4:40:02 PM

As the druid casts the spell an odd looking beetle catches Valla's eye causing the elf to be startled a bit when the Drow is seen in the water, speaking for all to hear. When the Fey King speaks of trusting him and knows we come to see the bell. Valla nods his head to the avatar. A drow! I'd never had guessed.

I'm.. He looks around and steps forward, We are afraid it may be in danger. We need to be sure nothing has happened to the bell.

Valla doesn't speak with an 'demanding' tone; but one of concern. He does understand what the Bell is capable of; and is sure it could be used for untold evil and catastrophic damage is used by the wrong person.

Valla thinks for a moment before speaking again. Eberyon; King of the Fey. Still a drow, only trusted on a case by case basis. Southern Power or not. He had planned on destroying all the cities.

King of the Fey; please set our minds to rest. Show us the bell. How is it that you keep it safe?

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Thursday February 21st, 2013 5:35:40 PM

Beriothian has a momentary fear that the Iron Adventurers may somehow be pawns being used to lure the bell out of hiding so someone else can receive it or at least learn of what's protecting it... nah, it's just the natural paranoia he picked up back when he was a rogue.
I always think everything could be a trap... which is why I'm still alive.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Thursday February 21st, 2013 8:58:54 PM

Wyaar nom nom noms on the food offered and listens to the druid speak.

When the avatar of Eberyon appears, he offers a deep bow of respect, but also remains silent as it was not him that was addressed... he IS a King after all.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d20=19 ;
Thursday February 21st, 2013 11:57:22 PM

Bosk thanks Peerimus for his generosity and carefully places the unopened gourds between the corpse grog and pomfri in his bag. Talking about fermentation and distillation helps the horned cleric to relax a little more and reminds him of his past life back on the taur isles.

When Peerimus finishes his story the blond taur watches as the druid casts Greater Scry on the pond and a form appears in the water. Although Bosk is unaware of who the form is in the pool he quickly picks up on Zeoll's bow and does likewise. Silently he waits, deciding it best if one of the druids does the speaking.

Knowledge check = 22

Peerimus' Grove (co_DM SteveK) 
Friday February 22nd, 2013 11:21:44 AM

Zeoll recognizes the Fae King and bows low, recognizing the avatar, but is not sure that it is his place to speak and holds his tongue for now.

Restlin is so far out of his element that he doesn't even recognize a scry when he sees one! The wizard keeps this to himself, and stays out of the limelight, focusing instead on picking any bugs or branches out of his hair...

Zane recognizes the scrying, but is a bit unsure how he should react to the Avatar of Eberyon, the King of the Fey.

Valla quickly understands the waters must have played a trick on him, the elf in the water is NOT a Drow (Zane was speaking of Zane as drow). The headstrongedness of Valla has its virtues, one of which is the elf is not afraid of speaking out and afraid it may be in danger and would he kindly let the group see the Bell?

Beriothian has a momentary fear that the Iron Adventurers may somehow be pawns being used to lure the bell out of hiding, but then dismisses the thought. But thinking that everything COULD be a trap is the reason Beri is still alive...

Wyaar offers a deep bow of respect, but also remains silent as it was not him that was addressed.

Bosk thanks Peerimus for his generosity and listens carefully to the story. He doesn't recognize the avatar, but is quick enough on the uptake to copy Zeoll, and waiting silently for more.

....................

Peerimus does not bow, but even the densest person in the Iron Adventurers can see that his attitude is more respectful and wary than during the picnic. He sidesteps the question of trust, and instead keeps on the same line as Valla. "These are a group of heroes called the Iron Adventurers. Torm from Hook City has told me about them and I see they may be useful. I ask not for my sake, but for their's to see the Bell."

The living avatar (or one of them anyways) of the Fey King suddenly laughs. "HOW DIPLOMATIC! PERHAPS YOU SHALL BE MY EMBASSADOR AFTER ALL?" The molten eyes dance with mischief and rapid changes of mood. The figure doesn't wait for a response before turning and allowing the pool's magical gaze to look beyond his shoulder. "LOOK THERE, VALLA CRUDARIAN, AND SEE THE CHAOS BELL AND THE GUARDIANS."

The vision seen through the still waters is a Large metal Bell with a crack in one side resting on a grassy area. Around the Bell are more figures; a matronly woman festooned with flowers, a humanoid ice elemental with eyes like a blizzard, an anthromorphic humanoid that looks to be made of pure Woldsblood, five women in a cluster all with robes and staffs and each a different age from childhood to ancient; a shining elf in greenleaf and a bow, a determined dwarf in mithril armor and axe... and there are shadows of still others, including a gray cloaked and towering figure that Bosk knows very well indeed!

The avatar of Eberyon speaks again. "LOOK WELL AND SEE THAT NONE WILL USE THE BELL UNTIL THE POWERS DECIDE IT IS NEEDED. TRY THEM OUT, PEERIMUS, TO FIND THE SHARD. IF THEY LIVE THEY MAY BE USEFUL. SURVIVAL OF THE FITTEST!" The molten eyed elf waves his hand and the spell ends.

Peerimus looks a little worn out, and it looks as if it is up to the Iron Adventurers to take the next steps in this riddle.

(ooc: any Iron Adventurer that visited Maab's Temple in Hook City Highlight to display spoiler: {recognizes the name 'Torm' is supposed to be the high priest there.})

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Friday February 22nd, 2013 2:32:04 PM

"That surprisingly like he may have given the dreams to those of us who had them, as well as describing a job for us to do. It's apparent that the majority of the bell is safe where it is, but that a small sliver of the bell was lost when it cracked.
Do you know when the crack happened by any chance? knowing when, might direct us to a location to begin our search for this shard of the Chaos Bell."


Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
0/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Zeoll AC22, HP56 
Friday February 22nd, 2013 4:18:41 PM


As the vision ends, Zeoll looks plainly at Peerimus. "I honor and love the Fae King, Peerrimus, but I do not trrust him. Howeverr, if you suggest we should look forr this sharrd, I will follow yourr suggestion."

"Can you tell us morre of the sharrd? And if you advise us to seek it, have you any idea how to starrt?"

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Friday February 22nd, 2013 8:43:43 PM

We don't need to trust him. I trust Gargul, the gray cloaked figure, and that is good enough for me.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Friday February 22nd, 2013 10:13:40 PM

Peerimus was talking to Torm about us? It's amazing how small the Wold seems some times... I hope we made a good impression when we visited the temple.

Sir, we do have a growing reputation in Hook City, but I am curious what Torm has told you... did he have anything to do with leading us here?


Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Saturday February 23rd, 2013 12:50:20 AM

I think your right, zane. Sounds like something bigger than us too

Valla asks the king, Why us? Is there a reason? Or moreso, why do you want the bell restored, what shall be done after we bring it back

Doing this may bring us more reknown, but for what cause. I dont want to help for a cause of destruction. Or bring another power above the others.

Finally, he asks, Useful for how?

Zeoll doesnt trust the king. Bosk trust gargul. Be he hasnt told us to do anything, why wouldnt he have just went through bosk. Hmmm... intriguing

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells)  d20=7 ;
Saturday February 23rd, 2013 1:55:56 PM

Restlin scratches his head. "I thought Gargul wasn't keen on the Southern Powers. Why was he mixed up in there? Are we sure that was really him?"

Restlin begins thinking to himself.

...and why is this so important that the Fey King took notice of Zeoll and whomever else had that vision? This feels weird.

The wizard ponders what he knows about the bell & why this shard may be so important.

***

Knowledge d20 roll = 7. Not sure which skill is more appropriate, so here's a list of my knowledge bonuses:

Arcana, local, history: +14
Religion: +8
Planes: +13

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Saturday February 23rd, 2013 4:44:54 PM

"If there are concerns we can, and likely would be wise to, check with the Queen. As far as the bell in concerned though I'd say it is safe".

The Direction of Dreams (co_DM SteveK) 
Sunday February 24th, 2013 9:40:11 AM

OOC: This is Monday's post. I will post next on Tuesday.
................

Zane hypothesizes that the dreams have been pushing them to find the Sliver of Bell, and asks Peerimus if he knows anything more.

Zeoll states that he honors, not trusts, the Fae King, and asks for the druid's suggestion.

Bosk is certain that with Gargul present, trust is not an issue with the Bell.

Beriothian walks with Peerimus and is interested in if their reputation or Torm's words may have been a reason the group is here now.

Valla thinks Zane is right. The elf has more questions for the Fae King, but the spell is broken and the questions only fall to the creaures in the grove. His final question is as intriguing as any other, if Gargul were involved, why didn't he just come out and talk to Bosk?

Restlin has always thought Gargul wasn't keen on the Southern Powers, and wonders why he is mixed up in there and what that was really him. The mage thinks that the Fey King sent the dreams, and ponders why this shard may be so important. It is Restlin's magical knowledge that comes to the front as he speculates that the Bell, being an epic powerful artifact and touched by EVERY Power in the Southern Continent ... why, even a piece of the Bell could have powerful properties like the Rod of Seven Parts... (ooc: love the constant skill rolls! Great way to advance the story!)

Wyaar suggests that they take their concerns to Queen Maab, but is satisfied that the Bell itself is safe.

..................

Peerimus recovers rapidly, probably his inattention was due more to inward thinking than fatigue, and he is forthcoming with responses (if not certain answers) as the Iron Adventurers ask them.

"Eberyon is a Power to honor, not trust, but one who will gain the natural order it's rightful place in the Wold. The Fae Queen is good for her powers, but she is a preserver, a defender, a resister.... all passive traits. Eberyon is the creator and can change the status quo, a power for action instead of reaction. And that is why I hold him first to bring the natural Wold to prominence. But trust? No, I don't trust everything he says or does."

"As to the Powers, I don't claim to know their whole minds. A parents doesn't speak their whole mind to the babe, nor the child understand all the adult. What makes any of you so important and knowing that you should think you know everything that a Power wants or does? And that goes for your Gargul as well. He was there in the Children's contest against the northern Power of Ga'al, and was present in the birth of the Sargrass Power. I have travelled to his gray realm on behalf of heroic friends and cannot deny that he holds Power in the Southern Continent. But so do many others."

"For Visions and why you are here, I don't know why, but am pleased you are, for you seem to be the last piece of a puzzle. I did not send any dreams, and I don't think Eberyon did or he wouldn't have suggested I 'try you out'. As to Torm, we are old allies, and he is a part of my druid network. Just because I don't like cities doesn't mean I don't acknowledge their own power and that what happens in Hook City may affect my charge."
Peerimus smiles. "Torm has merely been telling me of the Iron Adventurers being a group who has been growing in power and reputation, and seems to still care for the helpless and innocent. That is a glowing recommendation for anyone who has lived in Hook City for a while. Power and Compassion? Very rare and worth watching."

"For the Shard, I never saw a break in the Bell until this vision, I didn't know it COULD be broken, but it now explains something that I have been investigating for months. There is an anomaly about the Gateway Downs town of Threshold, a growing evil. But it also has the power to keep me out and several of my former companions have tried to get to the town and met with the same resistance. If it is because of this Shard, I now know why!"


Peerimus has been walking with the group back to the picnic area, and as they return they see the picnic is cleaned up and the other guests have gone away. The group is alone in the grove except for Peerimus and the Large bear.

"When the Great Migration ended, it wasn't clean and everything went back to the way it was. Besides the lands being changed, the Sargrass closed or destroyed, and the Edge becoming a place of Power, there is another anomaly. It seems the lands are not as close, magically, as they once were. It is now impossible to teleport from one land to another. A mage has to teleport to the edge of his current land, walk over the border, and then can teleport again, but whisking oneself from Hook City to the Edge, for example, is now impossible. Also, it seems that every person is aligned with the Land that they are in. Trying to 'push' in to other anomalies can't happen... Except the Iron Adventurers, for some reason, can."

'The Children of Chaos spent some time cleaning up different anomalies and learning about still others. We were uniquely suited to do so because we had the Chaos Tattoos. When we gave those up, we are no longer able to shut down rogue anomalies like what is happening in Threshold."

"I am convinced the Shard is in Threshold and causing the anomaly, and that the Iron Adventures can pierce the protections and stop it. If you get the Shard, I want you to keep it and hide it away. I will work with two of my former companions, Firn'gaer and Rash, so they may build an artifact storage container for you in your Iron Tower for the Shard and any other cursed or powerful magic you may wish to keep safe."

"Deal?"




Zeoll AC22, HP56 
Sunday February 24th, 2013 11:25:52 AM


For Zeoll, who honors the Fae King as one of his Cradled, but who actually worships Queen Maab as one of her clerics, to hear the druid dismiss his Queen as merely a passive resister is a torment. But he masters himself, because a theological debate is not going to help the situation. He grinds his teeth and tunes back in just in time to hear the druid offer some concrete assistance.

Zeoll says that for himself, he is glad to accept Peerimus's advice and offer of help. But when the druid mentions Chaos Tattoos, he hits himself in the head in dismay.

"Sirr Peerrimus, I almost forrgot. We recently encounterred something like yourr Chaos Tattoo, and you should know about that too."

The liontaur recounts the entire story about the Mudtown protection gang they just defeated, and the odd tattoo one of the gang had, and all that the gang members told them about that.

OOC to DM Steve and fellow players: "Trying to 'push' in to other anomalies can't happen... Except the Iron Adventurers, for some reason, can ... the Iron Adventures can pierce the protections ..." HUH!? Kindly DM Steve, is he referring to something we've done? I can't think of any anomolies we have penetrated. What the heck is he talking about? Why would he think we can do that? I'm so confused.

DM SteveK: :-) Ask Peerimus. I wouldn't want to give too much out-of-character information.:-) Suffice to say that there is a reason from the Iron Adventurers' past that made Peerimus think this is true.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Sunday February 24th, 2013 11:55:51 AM

Interesting... im loving the story guys! Post coming later, and ya Zeoll said is true, i didnt get that part either.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Sunday February 24th, 2013 2:36:09 PM

The Horned Cleric looks puzzled. Are you saying all those times we traveled with Alistair's help (or someone elses), when we teleported in one way or another to the Land of Rest, where ever the area in the ring was, the temple of the Illithid, Heramar and the Sargrass, that it should not have been possible? That we should never have been able to magically leave the Hook City Region? That we must have some unique abillity to "pierce" that which blocks others travels?

Although Bosk is confused, he loves...no craves the idea of having such a unique and special abillity.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Sunday February 24th, 2013 5:15:05 PM

"You want evidence of our bending the rules of what most call the hard and fast laws of magic. Just look at me, a couple months ago I was completely different.
I remember my previous life as a Taur, a youth who was found on the wreckage of a Minotaur pre-salvage vessel, what most would call either a raider or a pirate ship. Growing up in a temple, trained in the martial arts, learning of my arcane and Draconic heritage.
Then I have this dream, and a few days later I awaken having undergone a very big change, I'm now what you see, a Drow, who uses a big blade, casts a lot of magic that enhances myself and probably others, and changed from being part Bronze dragon to being part Red dragon.
Now, you tell me whether or not we as a group have seemed to break the rules others live their lives by?"


Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
0/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Zeoll AC22, HP56 
Monday February 25th, 2013 9:39:52 AM


Zeoll looks puzzled, and listens carefully to Zane and Bosk. He is not convinced.

"Peerrimus, can you tell us morre? Arre my frreinds rright? Orr is therre some furrtherr rreason you say we have the powerr to penetrrate these anomolies?"

Zeoll's down-swishing tail and confused expression communicate his lack of understanding.

The Direction of Dreams, Addendum (co_DM SteveK) 
Monday February 25th, 2013 10:07:36 AM

ooc: OK, I promised no Monday post, but with 5 of 7 characters posting and it is only discussion, I thought it OK to have the heroes continue squeezing out information. :-)

...................

"That you can travel is an effect of your current abilities to pierce the magical laws of the Southern Conintent", the elder druid replies to the various questions and queries. "The cause of your ability, I think, comes from other gifts that you have picked up earlier in your career."

Peerimus points to an earring of Bosk's. "That Luck Charm, for example, is a blessing of one power. Your ability to move to the Edge is another. And there is a sacredness about you that can give some of you another chance to cheat a doom which is still another. These all point that you are part of many lands in the Southern Continent, and so can travel more freely."

Then the druid holds up a warning hand. "Beware these gifts, for it will also mark you as disruptions of what should be, and bring the attraction of powerful adversaries. If you have these gifts, it may be best to use them and let them go rather than horde them for a long time."

"But for now, this ability to go to the Edge, or have Luck, or a Second Chance, will give you the ability to pierce the anomaly at Threshold, secure what is most probably the Shard, and then keep it safe away from any who would use its power for selfish ends."


Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells)  d20+11=25 ; d20+14=22 ;
Monday February 25th, 2013 11:43:02 AM

(Knowledge, Geography: 25)

"Threshold is some 300 miles away unless we cut through the Spirit Swamp. Does anyone have teleportation magic that will go more than a few feet? If not, that's a heck of a walk.

"We should check it out, though. If for no other reason that to see what's causing the disruption in teleportation in these parts."

The wizard ponders what could be responsible for them having the ability to move through where others can't. Was it their experience with The Edge & Heather? Wyaar wasn't around then, nor was Valla. Maybe they're close enough to those of us who were? He thinks on it...(knowledge, Arcana: 22).

DM SteveK: Restlin's active mind seems to align with what Peerimus has told them. Wyaar and Valla must be included because they are in the Iron Adventurers for some reason.

Zeoll AC22, HP56 
Monday February 25th, 2013 1:08:43 PM


The liontaur nods as Peerimus explains. "That all makes some sense," he murmurs.

Then Zeoll is eager to be off. "A rroad trrip to Thrreshhold sounds just fine!" he says. "Why rrush orr teleporrt if we arre not in a huge hurrry? Besides, we don't have any ability to teleporrt. And wherre magic fails, feet may serrve."

He pauses, and asks Peerrimus, "ARRE we in any hurrry, good drruid?"

OOC: Thanks for the extra post, Steve!

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Monday February 25th, 2013 2:07:57 PM

OOC: Yes, thanks for the post! :)

I wonder how these things allow the breaking of the Magical Law... Have we upset some continuum or a sort of "Traveling Dimension"?
Visibly Valla is staring up into the trees and sky; once again tracing at the scar on his face and neck;
Eh, no matter. What has come to be, HAS come to be. I'm glad to be a part of it, even if not responsible; Being held by laws and regulations is always a stab at the excitement of exploration. Besides, It's only known by us who's items and abilities allow this. To the public, the Iron Adventurers as a whole have the abilities and renown to travel freely. Meaning, my fame is sure to come soon enough! Whether it be as the Grand Elven Archer-Mage of the Iron Adventurers. Or Valla Crudarian; Powerful Wizard and Expert Archer Of Hook City!

Valla is intrigued at his friends gifts that allow the IA to travel more freely through the southern continent. And, after a bit of thought, very glad he's a part of the IA. Knowing it will further gain his name respect and power beyond what his father could ever achieve.

Being charged with finding the Chaos Bell Shard is truly something. If only I could find Him. If he's even still alive; he'd have no choice but to be proud. Peerrimus.. He may know something of an Elven Ranger; its at least possible.

After staring off for a few moments, Valla realizes he's in the middle of a conversation again. He quickly shakes his head from side to side and addresses Peerrimus and the Iron Adventurers.

SO, without these gifts we'd be at the mercy of the laws of Magic? Don't lose that earring Bosk!
Valla says with little humor in his voice. Hoping no one thought to much of him staring off lost in thought; Then the distance problem arises,

Do you think we could purchase a method of transport? Whether it be a teleport scroll or some other magical means of fast travel? At the very least, I think mounts of some sort would help with making the trip a bit faster, and the, no doubt, tiring trek across the lands. Not that I don't like traveling with you all; but these elven feet here are not necessarily made for such a task.

After speaking Valla finds a rock, tree stump or anything to set down on. Pulling out his long sword he simply stares at the engraving on the hilt; Crudarian engraved in flowing script.

He waves his hand about and finally points at Peerrimus; whispering under his breath.

Whispered Message to Peerrimus Highlight to display spoiler: { Have you ever heard of an Elf name Aramik Crudarian?}

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Monday February 25th, 2013 5:26:41 PM

"... and any other cursed or powerful magic you may wish to keep safe."
Just how much does this guy actually know about us... I hope it's just coincidence, but if word has gotten out about such things we could soon find ourselves growing targets.


If the Wold and the powers that govern it have given blessed us with such gifts then we are proud to use them to protect the land. You said that the artifact storage container would be to hold cursed and powerful magic items... I know the bell and shard are indeed items of great power, but are they actually cursed as well?

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Tuesday February 26th, 2013 9:12:08 AM

"Yes, 300 miles is quite a distance, but we can of course always just buy a cart and a couple horses. There's no need for us to have to walk that whole distance. We don't always need to travel by magical means, even if that's what we seem to have become famous, or infamous for depending on one's view."

Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
0/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Zeoll AC22, HP56 
Tuesday February 26th, 2013 9:45:13 AM


"And what's wrrong with the paws that good Queen Maab gave you? Let's hoof it! You lazy slackerrs!"

Zeoll gently teases his travel-phobic friends.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Tuesday February 26th, 2013 11:19:45 AM

The horned cleric gives the whole matter some thought and is almost overwhelmed by the vast series of coincidences and parallels. I see nothing wrong with trying to take a horse and cart with us. Taking Peerimus words as fact, and assuming that this ability could "bring the attraction of powerful adversaries", it would be wise to ensure we do not tire ourselves out. Besides, we seem to find many items that would be convenient to transport on a cart. Carrying the witches cauldron would have been much easier (for Bosk, as he was the only one who could move it), and I would have loved to have been able to bring that magic tree and giant statue from the cave in the Sargrass with us that Valla recieved permission to go back and recover. It will be a loss to to the Wold if they were destroyed in the fire.

As for the earring, you have no need to worry about my losing it. Besides, I think these gifts run deeper than meets the eye. Our trip to The Edge changed us, did you not feel it? We saw creation itself, experienced death, the creation of life and the infinity of time. I myself was permanently marked by the Edge as I sought out the parallels between The Edge and Gargul while I contemplated their emphasis on the need to maintain balance. (Given the need for balance and the eye holy symbol I thought it might be a sect for Gargul)

Even now I have to wonder if this is all part of Gargul's plan. He himself is a traveler and I am his Eye, a follower of the travel domain. My very essence is split among the planes with my Shadow nailed in his thrown room in the Land of Rest and the Holy Symbol marking me his Grim Avenger on my forehead bares the plucked eye of Heather, holy symbol of the Kon of the Edge and token of the first lingering spirit I helped to cross over and whose untimely death we vindicated.

I may try divining Gargul's will, but it seems to me that this is our destiny. How may cursed and ritual items have we recovered? How many times has evil seemed to seek us out? This seems to be our destiny.


The Direction of Dreams, Addendum (co_DM SteveK) 
Tuesday February 26th, 2013 11:34:46 AM

Restlin considers his knowledge of geography and with horses, the group should be able to make the trip to Threshold in 10 days by taking the road. Cutting through a swamp reputed to be haunted and has no civilized holdings? Maybe shorter in straight distance, but the mage is certain that it will be much longer time-wise!

Restlin isn't sure if what Peerimus said is true or not, but the facts and assumptions fit in a reasonable pattern. If one reason teleportations don't work across land borders is because the people are now tied more closely to the land, and the Iron Adventurers have associations with more than one land through blessings of various Powers, then the Iron Adventurers may not be as tied to the land as much as other groups, and therefore can breech magic restrictions about multiple lands as long as they have those multiple blessings. It makes sense in theory.

Zeoll nods as Peerimus explains. "That all makes some sense," he murmurs, but the liontaur is eager to be off and out in the countryside, gently teasing his travel-phobic friends.

Valla has a lot to think about, not only hearing for the first time the 'why' of things around the Southern Continent by a reputable source (from all stories, Peerimus was one of the people responsible for the current situation in the Southern Continent!), but also by things from his past. Could someone knowing so much be of use in other ways? The elf with the scar seems determined to find out. Valla only Highlight to display spoiler: { A reply is whispered: I do not know that name. If you return from this mission successfully, I will ask a mage I know.}

Beriothian wonders just how much does this guy actually know about the Iron Adventurers. Was that comment knowledge of what they already have or a promise for more such missions to find dangerous magical items... even artifacts. The druid worries about word getting out about such things causing the IA to grow targets. Beri asks if the Bell is actually cursed. Peerimus shrugs. "We could never find any actual curse or evil about the Tattoos or the Bell, but the magic worked for its own purposes, many times using us as pawns. Most of my friends and I sure felt cursed!"

Zane suggests buying a cart and a couple horses for the trip, citing that they don't always need to travel by magical means.

..................

"Was the man you saw the Tattoo on a monk?", is Peerimus' immediate reply when Zeoll mentions a broken bell tattoo. At the liontaur's affirmative, the great druid relaxes. "He must have been from the Savin Monk School in Heranmar. The initiates upon graduating take a brand, and the school masters have minor magics placed on the brand. You will be able to visit it yourself if you go into Heranmar."

Peerimus escorts the group to the cairn that marks the boundary of his woods. "Thank you for agreeing to look into this anomaly at Threshold. Find the cause and end it. If it is the Shard as we suspect, take it with you but keep it secret, keep it safe. In return, I will make contacts to set up a holding vault for you in your Iron Tower in Hook City. There is so much magic in that city that the auras will get lost in the general background, thus giving the vault another layer of protection."

"Remember, your gifts by other Powers should enable you to pierce the veil, but are also dangerous. There may come a time when you have to decide to sacrifice those gifts for the greater good."

"You may find nearly anything you want to buy in Heranmar. The INN is very good with room and board, and the General Store has access to the Catacombs, that magical emporium."


.........................

Excellent roleplaying, everyone! There was a fight planned if the group barrelled in or became belligerant. You not only didn't spring the fight, but your excellent role-playing fished out all the information of the scene without a hitch.

Everyone gets 5,800 xp

Zeoll AC22, HP56  d20+18=33 ;
Tuesday February 26th, 2013 11:49:15 AM


Zeoll mentions the girl ghosts in the Iron Tower, and asks Peerimus to make sure they are handled gently. He also warns that they may "play" with uninvited guests.

Thanking the druid for all his help and advice, Zeoll thinks about shopping in Heranmar. He asks Peerimus if he thinks a simple divination such as Locate Object would sense the shard. And has the group actually seen the shard, or just the empty place in the Bell it should occupy? Can the image of the shard be deduced from that, if necessary?

If it turns out that the Shard is like an artifact, then it will not detect as magic. In which case, one stealthy option is to commission a duplicate, sneak in, and replace the real one with the copy. If there is no objection, Zeoll will look into finding someone in Heranmar who can do this kind of work. He asks Peerimus of the metal of which the Bell is made, or at least of the metal it most resembles.

Gather Info to find a craftsman in Heranmar: 33

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Tuesday February 26th, 2013 2:33:25 PM

"A cart or horses may not be a bad idea... At the very least we will travel quicker. I do not know that I would say that this is Destined, but it does seem to be the will of the Powers".

Still, Wyaar is a servant of Maab and will ask Zeoll to see if be can divine her wishes in this matter as well as added his own questions in prayer to be sure this is the correct path.

Zeoll AC22, HP56 
Tuesday February 26th, 2013 2:53:58 PM

Zeoll says that they should not leave today, and tonite he will sleep on it and see if he learns anything in a dream.

That night, after looking for a crafter who can make a fake shard, the liontaur will meditate on the quest of travelling to Threshhold to find a shard of the Chaos Bell -- and then go to sleep. This is a reference to the Seer Read Dream ability.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Tuesday February 26th, 2013 7:26:39 PM

With the size of a couple of the groups members, Zane inquires about a wagon, for the taurs, and a coach for the non taurs. Also enough horses for a switch out, so they can cover more ground each day. Also about some people food, and animal feed because they won't be spending much time foraging for themselves.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+14=34 ;
Tuesday February 26th, 2013 8:04:52 PM

Do you think we need a second set of horses? I don't think that will save us that much time, and that would be a ton of feed to haul around. As far as food goes, I can prepare goodberry spells each day, that should help supplement any food needs. I wonder if horses can eat these...

knowledge (nature) horse diets=24 (of all the things to roll a nat-20 on...)

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells)  d20+11=25 ;
Tuesday February 26th, 2013 9:11:15 PM

Restlin will graciously thank Peerimus, then head to Heranmar & get himself a nice room for the night. He'll let those with more experience in this stuff haggle for a cart/horses.

He does take some time to carefully consider what spells to prepare for the road. He thinks about the area he's about to travel through and any dangers unique to the area (knowledge, geography: 25 again).

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d20=20 ;
Wednesday February 27th, 2013 9:38:44 AM

Bosk thanks Peerimus once again and also ponders which spells to prepare for the trip and if it would be a waste of time and money to use divination to learn more about the shard. While the others debate how many horses to get Bosk spends his time looking at food and rations in order to be able to provide the group with something a little more enticing than the standard trail rations. The important thing is the spices. A man can live on trail rations from here 'til Judgment Day if he's got enough rosemary. The cleric is more than a little excited to be cooking on their journey. With all the groups magical transport and hired guides that provided food he had hardly had a chance to use his beautiful tortoise shell mess kit, and he has never had the opportunity to use his Deluxe Adventurer's Cooking Kit.

Cooking check for the journey = Natural 20 (Seriously I get rolls under 5 almost all year and this is my Natural 20!) Looks like we will be eating well!

Into Heranmar (co_DM SteveK) 
Wednesday February 27th, 2013 10:54:13 AM

Zeoll mentions the girl ghosts in the Iron Tower, but realizes Peerimus is not planning on having any of his friends to go to the Iron Tower until the group has ended the problem at Threshold and returned to their own home. The group has not seen the Shard, nor can the size or shape be deduced from the empty place in the Bell with the seconds that the group was able to see of it.

Wyaar thinks a cart or horses is a good idea, thinking that at least they will travel quicker.

Zane inquires about a wagon and coach and enough horses for a switch out, so they can cover more ground each day. Also about some people food, and animal feed because they won't be spending much time foraging for themselves.

Beriothian questions the need for a second set of horses because of the problem of feeding them. As for the heroes, why, that's what Goodberry is for, right? I don't think that will save us that much time, and that would be a ton of feed to haul around. As far as food goes, I can prepare goodberry spells each day, that should help supplement any food needs. Goodberry can also work on horses, but being Large, would require 2 for each meal.

Restlin will head to Heranmar & get himself a nice room for the night. He'll let those with more experience in this stuff haggle for a cart/horses. He considers what he knows about the environment.

The Great Forest is loosely populated by stockades of tough farmers and woodsmen, and interspersed with other monstrous races or slyvan landscapes. The forest is predominantly deciduous, broad-leafed trees with groves of pines that can go on for acres (mostly nearer the mountains).

The Spirit Swamp is a vestige of the 50 Years of Rain that was punishment for faithlessness in Gateway Downs, and is very boggy with heavy undergrowth, quicksand, and floating islands of sod. The only roads within the Spirit Swamp are elevated earthen causeways with many bridges and camping areas located every 10 miles. Of course, these camping areas are known to the wet denizens of the Spirit Swamp, and so are a favorite spot for ambush and raid.

Cliffport and the area around the Cliffs of the Great Migration used to be a gentle seaside area until the Great Migration occured which pushed the land hundreds of feet into the air. A windswept moorland, the clifftop is nearly barren of trees, with only bracken and hedgerows for small animals to hide.

Bosk spends his time looking at providing the group with meals more enticing than trail rations. He is excited about the opportunity to utilize his Deluxe Adventurer's Cooking Kit.

...............

The Iron Adventurers walk to Heranmar and enter. Upon the approach, one can notice a lot of activity at the Quarry, a deep-bass roar of a dwarven overseer cutting across the fields as the party walks down the North Road. This is in fact the first hint that Heranmar doesn't like to change. Clearly the "north road" is an east-west road, but the people of Heranmar haven't changed the name even though the Great Migration has changed the directions of the land!

On entering, the group is easily able to see "Savin's Monk School" at the first cross-roads. Taking the seaward walk near the Heranmar wall, the Iron Adventurers are quickly able to walk through most of the town. They can hear fishermen hawking their wares outside the seawall and see there are two ocean-going vessels in port, their masts standing proudly over the wall. They pass the Quendeck Mansion, now the seat of government in Heranmar, and all traces of damage from the hurricane the year before finally repaired. Snuggled up close to the South Gate (which points West) and the Guardsman's Barracks is the INN at Heranmar, and across the way is the General Store (with its backroom that leads to the Catacombs). In one of these two places, the Iron Adventurers are able to find just about anything they are looking for.

Restlin gets his fine meal, hot bath, and soft bed at the INN. The Innkeeper, a fat, bald, happy man named Chester is more than happy to banter stories of the roads to Threshold and what may be on them in this season. A dwarf, fat but with the moves and muscles of a warrior, sits to with an enormous dinner, and also passes the time with Restlin and any other adventurer. "Durgan", he says by way of introduction, "and you can get about anywhere in the Gateway Downs if you look like you are ready for trouble. Robbers are cowards at heart."

Bosk finds the General Store manager, a waif of a girl named Holly, surprisingly exuberant about packing flavorful options for food. "It's about time there comes an adventuring group that is interested in GOOD food!", she exclaims, and is able to provide the minotaur many basic herbal leaves, dried and in glass pots, all of which are in a leather-and-wood case for only 50gp. The herbs include Sage, Mint, Basil, Rosemary, Oregano, Salt, Black Pepper, Hot Pepper, Dill, Nutmeg, Sesame, and Poppy. "All the local spices", she affirms. For free, Holly also provides a recipe for baking Stingroot.

Nearby, a Stable stands, and the group can purchase horses, tack, saddles, and carts or wagons at the usual price. (ooc: all purchases must be annotated on Character Sheet and reduce money on hand.)

That night, Zeoll dreams of travelling to Threshold to find a shard of the Chaos Bell, and dreams of an enormous monster running through the woods...


Zeoll AC22, HP56 
Wednesday February 27th, 2013 11:35:11 AM


In the morning, Zeoll tells his friends about his dreams. "It was a vast thing, crrashing through brramble and brracken and running past trrees. I could not sense its intentions, but it seemed dangerrous to me. My intuition is that if it could fly, it would have been in the airr. As forr me, I intend to visit the Catacombs and purrchase a Potion of Fly. Worrd to the wise!"

Zeoll makes a quick Catacombs run!

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells) 
Wednesday February 27th, 2013 12:15:15 PM

Restlin nods at Zeoll's story, glad to have fly prepared already.

"The area we'll be travelling through, at least for the first two-thirds of our journey, is ripe with areas suited for an ambush. If any of you have some sort of alarm magic or divinations that will help, you'd do well to prepare them. I can keep an eye out for any magical auras approaching, but that won't help if a pack of dire wolves decide to make a meal from our horses."

Restlin asks how much the equipment was so he can pay his fair share as well.

Still not comfortable with this whole "piousness" thing he's supposed to have as a cleric, the wizard launches into another one-sided conversation with Wardd, hoping the god will take notice and grant good fortune on their upcoming journey.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Wednesday February 27th, 2013 7:52:43 PM

"I'm willing to purchase the wagons and carriage as well as the horses needed to pull them. I'll even hire the drivers needed to get them from here to where we are going and then back to Hook City. but if someone else can pay for the supplies both people food and horse food it would be a great assistance.
I figure 2 heavy wagons, 1 carriage and 5 heavy horses, but not combat trained.
As to needing fly potion, I'll be fine, remember I'm part dragon heritage, I can cast the spell."


Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
0/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Wednesday February 27th, 2013 8:36:45 PM

Wyaar will get himself a combat trained heavy horse, saddle and the like.
"I'd rather not be stuck in a carriage if things go bad, but otherwise I think the plan is a good one. I must admit Zeoll's vision of a massive creature chasing us does not bode well though."

-----

Ill throw 500 GP at the supplies and horse. Wyaar's horse and equip would be 332 of that

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  2d6=5 ; 2d6=9 ; 2d6=7 ; 2d6=4 ; 2d6=8 ; 2d6=11 ;
Wednesday February 27th, 2013 9:43:33 PM

I'm more than happy to pay anything needed to keep the horses healthy and well fed. If these wonderful creatures are going to help us then we should do what we can for them as well. I believe Bosk was looking at food for humans, and I will supplement that with as many goodberries as I can.


ooc:I rolled for Goodberry's, assuming I can re-enter the druid forest or find berries growing somewhere else close by. 44 total.

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Greater Magic Fang, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Preparing for Travel (co_DM SteveK) 
Thursday February 28th, 2013 10:13:25 AM

Zeoll tells everyone about his dream and makes a Catacombs run.

Restlin tells everyone about the geography from Heranmar to Threshold.

Zane offers to buy everything from horses to wagons to a carriage to people to handle and take care of all the equipment, if someone else will buy provisions.

Wyaar is all ready to buy his own warhorse and equipment and chip in some more gold for provisions.

Beri prepares by memorizing 6 Goodberry spells. With a little search (Survival DC 16 auto success for Beri), the druid is able to find enough berries to make 44 Goodberries which will last 8 days before the magic runs out, and will last almost 5 days if they only feed the Iron Adventurers. (5 Medium + 2 Large = 9 berries/day = 45 berries in 5 days)

....................

The Stable Master seems a good sort. Though he isn't interested in knowing anything about anything more than a day's walk from Heranmar, he is concerned about his animals. "A little advice for ye, ye ken?" And then the Stable Master lays out the logistical problem the Iron Adventurers are setting for themselves.

"Walking on shank's mare and skilled as you all are, you can get just about anywhere eventually without having to feed or defend more things, eh? Your problem is wanting to go faster. The first problem is that if you want to stay as a group, you have to stay at the slowest pace, ye ken? So..."

(From Pathfinder Environment Chapter)

20ft per round = 16 miles per day = 19 days to Threshold
30ft per round = 24 miles per day = 12.5 days to Threshold
40ft per round = 32 miles per day = 9.5 days to Threshold

Encumbered humans, minotaurs, and Wagons move at 16 miles per day
Lightly encumbered humans, encumbered horses move at 24 miles per day
Lightly encumbered horses and liontaurs move at 32 miles per day.

"Wagons will slow the party down, not speed you up.", says the Stable Master. "Further, Sir Wyaar, you may want a warhorse, but can you handle one? You don't sound like you know horses. If you want to buy one, I'll sell, but take some free advice, ye ken? If you get into a fight, dismount. You won't do the horse or yourself any good by staying in the saddle."

..........

NOTES

1 - Beri taking 10 on Survival (DC 26) can easily feed the party without horses for twice the pace. (ie, will take 38 days to get to Threshold)

2- Beri casting Goodberry enough for 9 berries per day will allow party to travel to Threshold in 19 days with no extra equipment/horses.

3- With an Extended Longstrider spell (range:personal) for Bosk and a riding horse for Wyaar, the party could travel at 24 miles per day and get to Threshold in 12.5 days, and Beri would need 11 berries per day.

4- With a Carriage for Bosk, 4 horses for the Carriage, a Horse for Wyaar, the party could make it to Threshold in 12.5 days and Beri would need 19 berries per day.

5- Wyaar would need Handle Animal DC 10 to have a mount perform a 'trick' like attack and Wyaar has a HA skill of +0. 50% chance.

6- Wyaar would need Ride DC 20 to control a mount in combat and Wyaar has Ride skill of +7. Less than 50% chance.



Zeoll AC22, HP56 
Thursday February 28th, 2013 2:37:38 PM

Zeoll returns, having bought some scrolls at the Catacombs. "This 'rreading' thing is coming in handy," he says. "Don't know why I put off learrning how forr so long."

Regarding the speed/wagon debate, he intends to walk, himself, which is fine, and he urges everyone else to keep up!

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Thursday February 28th, 2013 5:30:39 PM

ooc: post coming late tonight, but wanted to let you know before I head out that Beri will be happy to keep casting goodberry throughout the trip

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Thursday February 28th, 2013 9:14:18 PM

Well, my personal preference is not to put our burden on the innocent creatures of the Wold unless it's truly necessary, but I'm also aware that I have the ability to change form into something that would make travel easier. Since our main goal was speed I think it's best we go without horses.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Thursday February 28th, 2013 9:19:18 PM

Bosk pays the lady for the spices and thanks her for the recipe. I cannot tell you how much more enjoyable this will make our trip. He also prepares a Fly spell at Zeoll's suggestion. As they discuss travel arrangements the cleric frowns at the idea of taking a carriage and needing four horses to pull him. I am fine walking, and can use a long strider spell if you want to move faster. Does anyone have an extend rod, or would a potion be better?

ooc: Does anyone have an extend rod, or do I need to buy long strider potions?

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells) 
Thursday February 28th, 2013 10:08:48 PM

Restlin pipes up, "no extend rod here. I have a silent metamagic rod, but that won't help.

"I'm also on board with no horses if that's how we want to go with things, but let's get moving while it's still morning, yes?"

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Thursday February 28th, 2013 10:11:00 PM

"I appreciate your concern, my friend, but I've little intention of taking the horse into battle... I would simply prefer it not throw me before I get the chance to get off on my own terms." Wyaar tells the stableman and buys the mount just the same.

~~~~~~~~

OOC: You don't need the DC 20 ride check to a control a combat trained mount in combat and I've no intention of having it attack =) Not unless we get low on rations and need the meat after it gets slaughtered.

DM SteveK: oops, you are right. dismounting a warhorse if attacked will require Wyaar only 2 Ride Rolls, DC10 to control the mount and then a DC20 to fast dismount as a free action. If he fails the fast dismount, he can still get off a controlled horse but will take a move action.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Thursday February 28th, 2013 11:20:23 PM

ooc; I'm posting now; long one too; for the last few days.... I apologize guys. I had put Hook on Back burner to Dming and my "Main" game for the past few days due to REALLY long work hours. getting used to a new schedule AND having to DM a interesting battle caught up to me.. I won't let it happen again.. Don't Kill Me :)

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+17=26 ; d20+10=21 ; d20+4=23 ;
Friday March 1st, 2013 12:30:19 AM

Valla nods to Peerrimus and Salutes him before they leave.

I'll give it my all Master Druid. I give you my word...
=============
During their initial entrance to Hernmar; Valla looks at the ships' mast's with interest having never seen a boat bigger than a canoe or small fishing boat before. Then the roads. "North" road heads east; "East" road heads south? Why don't they just name the road for which cardinal its Currently facing? Does West road exist? Does it head east?

Valla also follows Bosk to the Spice Shop; wanting to keep the big guy company and also give his own opinion of what to get. Seems like you've gotten everything big guy. Maybe some garlic?
Not having any extra money after getting a load of new stuff once he returned to Hook from the evil tentacles lair; he didn't even bother going to the catacombs. I've gotten plenty as is...

He does however get himself a room at the Inn as well. The bath refreshing as could be after the muddy fight they'd been in; and never been cleaned after. Before he settles down for bed he mixes up a quick potion of Shield. Upon waking the next morning he switches up a few prepared spells.
(To Brew Potion: Spell Craft 26 or Craft(alchemy) 21. DC's like 5-15 I believe....
=====================

Valla wakes up hearing about Zeolls dream; Thats not good Zeoll... If anything at all; its a warning I believe. You seem to be having dreams that present to you our very near future. A fly spell prepared indeed. Valla takes his companions advice and then begins to think about the horses.

As much as I love to travel on horse back; I don't think I can afford one... He chuckles a bit when the man gives Wyaar a hard time about his war horse; but nods at his friends confidence when he buys it anyway;
I gotta sell something If needed now; to ride alongside Wyaar. The horse may be of use later on as well.

So; everyone. As I said before; I really don't wish to walk; Wyaar I see you've bought yourself a horse; and also said you'd help buy some of the equipment for the journey. I've only got 25 gold; and thats counting my silver and copper. See; spending those eternal two years in the Black Slimy Tentacle Demi-Gods plane really put an ugly stopper into any way of making gold for myself. Now; I could surely go and sell something to the Catacombs; but that would take some time I'm sure. Valla paces in front of a particular war horse.
A normal; untrained horse would work; but Wyaar; what if were attacked? It'd do us no good for it to buck me off and take off running! A waste of gold that would be. So; I've come to the conclusion; pitching in the other 107 gold for me to own the beauty, and everything she'd need for me to ride, would surely be worth it. Plus, and this is an added bonus my friend, I'll pay you back every copper as soon as I'm able. Or; you can choose anyone of my pre-brewed potions; knocking their value from my debt.

Nightfall

Valla walks up to the Horse and begins to pet it, after a few moments it begins to lick his hand and nudge him to keep giving it praise; Handle Animal: 23

See Iron Adventurers? This horse is just.... Well.... My Animal Soul Mate I believe. If, you, Wyaar, or anyone else would care to loan me this; really, small amount of gold. I'd be forever grateful. As I said; I can pay you in potions right now. Their in my Haversack organized and safe. So; He looks at everyone;

What do you say? And I give you all my word; I'll not fall behind, nor run out up ahead.
==============
Potions Valla has to Offer:
Shield x2; Enlarge Person; Disguise Self; Resist Energy x2; False Life; and Cats Grace.

He also has a scroll of Tounges and Fly; trading one of the two scrolls if someone bought a heavy war horse and feed instead.
====================
Any suggestions of other spells I should prepare? Creating a link to just my Spell List now.

Prepared spells: *= Bonus Evocation Spells
0: touch of fatigue* , message, ray of frost, Light, ghost sound
1st: Feather Fall, Shocking grasp*, Shocking Grasp, Ray of Enfeeblement, Alarm, Dark Vision
2nd: Scorching Ray*, Cat's Grace, Resist Energy, Eagles Splendor, Flaming Sphere
3rd: Fireball*, Flame Arrow, Dispel Magic, Fly

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Friday March 1st, 2013 12:43:49 AM

Bosk will loan Valla the money.

Zeoll AC22, HP56 
Friday March 1st, 2013 6:29:56 AM

Zeoll will GIVE Valla the money! Ha!

Travelling to Threshold (co_DM SteveK) 
Friday March 1st, 2013 9:55:50 AM

Zeoll buys some scrolls at the Catacombs, and tells his friends that he intends to walk, and urges everyone else to keep up!

Beriothian thinks that since our main goal was speed, they best go without horses.

Bosk frowns at the idea of a carriage just for him and looks to have some Extended Longstrider potions to go faster if he needs to (since Longstrider is a Personal spell, and none of the others can cast it on Bosk.) Although getting a Extended Longstrider for 10 hours requires a CL 5 and each potion will cost 300gp. Per day of travel. Getting to Threshold 10 days faster in this method will cost the minotaur 3,000 Gold!

Restlin gets antsy and wants to move out in the morning, with or without horses. The spellcaster got a bed for the night, and there is plenty of time for the rest of the group to make all their decisions in the day left from the time the group left Peerimus' grove and the rest of the day in Heranmar. Restlin is sure they will be able to get an early start tomorrow morning.

Wyaar appreciates the Stable Master's concern, but knows better than the man his own capabilities, and purchases the mount and equipment..

Valla intends to do all he can about Threshold, and for more reasons than most of the Iron Adventurers. The elf seems to like the town but teases about their road names. Valla follows Bosk to the General Store and the spices, asking about garlic. Holly looks up, startled at not having noticed the soft-footed elf with the minotaur in front, and then further startled by Valla's scars. But for garlic she points up. "Garlic isn't a spice", she counters while pointing to the strings of garlic, onions, well-cured sausages and potatoes hanging from the rafters, "it is a popular vegetable for the long-voyage fishermen and very common. You can have a string for five silver."

Valla further wants a good bath, dinner, and room, and even has time to mix up a potion.

Finally, the elf would love to travel on horseback, but can't afford even a riding pony let alone a war destrieder like Wyaar. Problem is solved when Zeoll gives him the money!

.....................

Plans made, with Wyaar and Valla both mounted and everyone else on foot, hoof, or paw; the Iron Adventurers set off West (on the South Road), past the Standing Stones of the Crones (where they get a tentative wave from a much more humble Fithster), and they are off!

There is no great hurry, and it takes nineteen days of travel for the heroes to go from Heranmar to Threshold. For the first ten days, most of the travel has been on a Trade Road through large tracks of forest and wet, swampy areas with occasional settlements, but no reason to linger. Beri has to make 13 berries per day to keep the heroes and 2 horses fully fed, and Bosk practices his culinary skills nightly. There had been no trouble in the Great Forest, and while there were occasional eyes in the night while camping out on the Causeway through the Spirit Swamp, the aquatic denizens must have decided on discretion. The Iron Adventurers are not disturbed by day or night.

On the sixteenth day, the land has marched upward until the Trade Road tops a saddle formed by the northern tip of the Grey Tooth Mountains, and the heroes can see miles in every direction. Behind them are the high moors of the Cliffs Region. To the South the Grey Tooth Mountains march in ever higher majesty until they meet the Grey Divide 150 miles away. In front of them is a gentler descent to sylvan forests, streams, and virgin land of the Wane Downs. Lake Wane is close to the southwest, and Threshold is still 42 miles and 3 days travel away.

(co-DM JonT will be taking over on Monday! I have been enjoying my time as DM with you!)

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Friday March 1st, 2013 12:54:38 PM

ooc: Does no one have an extend rod anymore?

Zeoll AC22, HP56 
Friday March 1st, 2013 1:02:14 PM

Zeoll tells his friend that he has a rod of lesser extension, and if it will speed our trip, he is more than welcome to use it on the road.

The liontaur is glad to be out in Queen Maab's domain, and he enjoys breathing the fresh air and stretching his legs.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Friday March 1st, 2013 1:58:20 PM

Zane mentions he used to have a rod, but when his change happened, it went with some of his other gear for more combat related gear, but buying one, two or even three of them is high up on his list of needed magic gear.

"Hell of a view from up here, but I can honestly say I don't wanna live here."

Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
0/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Friday March 1st, 2013 8:53:00 PM

Well, we should be relatively safe until we are out of the open are, but as we get nearer to our goal we should probably make sure we are prepared for combat.

ooc: is it safe to assume I've just been replacing the eaten Goodberries each day and currently have 44 on me?

I'll update my spell list tomorrow.

co_DM SteveK: Yes, as long as you have used 6 Goodberry spells per day, Beri can still have 44 Goodberry spells.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+11=17 ;
Friday March 1st, 2013 10:18:18 PM

Wyaar brings his horse to a stop at the top of the rise and rests his hands on the saddle and simply takes in the view for a long moment. While he spent much of his life in Mudtown and Hook City to a lesser extent, he still loved travelling and being out in nature. However, he does give a glance towards Restlin to see how he is holding up. In the short time he's known the young wizard, he hasn't known him to particularly keen on travelling. In the woods and swamp and all that wondrous dirt.

Perception: 17 if needed

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d20+12=14 ;
Saturday March 2nd, 2013 7:07:29 PM

They consider garlic a vegetable here? I love this town!!! There is nothing like fresh roasted garlic in olive oil until it becomes soft and sweet. I'll take two strings of those as well and a gallon of whatever local beer or ale you have please. With his purchases in order the cleric joins the others and learns about the final travel arrangements. As they discuss the plans he is glad to learn that the group still has an extend rod. Thank you for offering the use of your rod Zeoll, but it looks like we aren't in such a rush that it will be necessary. However it is good to know you have one should the need arise

Over the next few days Bosk hones his cooking skills making a large variety of meals using both the supplies he ought and those nature provided. As the group crests the Gray Tooth, Bosk jogs up the mountain, glad for a rest at the top. Garul's Eye, it is beautiful up here. The cleric sits down too rest a moment as he takes in the scenery.He pulls a couple of simple drop biscuits out of his pocket that were let over from the previous evening's meal and sits down for a quick snack. Between bites he asks if they plan to set up camp at their current location and if he should get a fire going. I was thinking about doing something special for dinner tonight. How does trying out that Stingroot recipe sound? I will even break the ale. Who knows when the next time we can have a good meal and relax will be.
If the group decides to stop Bosk will begin preparing the meal and pull the keg out of his bag of holding and pass around the cups from his mess kits, pouring his in the enchanted goblet he won that automatically warms or chills any drink within to the perfect temperature.

Perception = 14

DM JonathanT - I'm back! 
Saturday March 2nd, 2013 8:30:42 PM

DM OOC: lurking.


Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Sunday March 3rd, 2013 9:21:04 PM

ooc: The berries last one day per level, and at 2d4 berries I only need an average of 3 spells to replace slightly more than we consume, can I stick with 3 goodberry spells and 3 other level one spells?

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Greater Magic Fang, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=19 ; d20+9=29 ; d20+8=27 ; d20+8=10 ; d20+12=16 ;
Sunday March 3rd, 2013 11:44:43 PM

Valla enjoys the ride on his beautiful Nightfall. Valla stays quiet and alert through the swamps, the wet air and slimy aura of the place remind him of the Demi-gods plane and hes noticeably more at ease when they leave the areas. The forest was different though. He periodically stops to check out the flora, attempting to name each as he happens upon them. (K.nature 19)

Stopping atop the mountain Valla lets his gaze wonder the horizon. The amazing view leaving him lost in his gaze for the first moments of cresting the hill. Finally he snaps back at the mention of combat closer to their destination.

Ive prepared spells accordingly, what might we encounter in the last days of our journey? It seems weve managed to avoid Zeolls Dream Chaser. And yes, Id love fo camp under the stars, as close as we can get to them now... That recipe sounds like an interesting meal. Ill think on what may lye ahead.
====================
(K.local 29; k.Geography 27; K.Historby (take ten) 19; K. Dungeon (take ten) 22) Not sure which Knowledge; so i included ones i thought were relevant. Rolled for the two i took ten on in case I cant take ten

Zeoll AC22, HP56 
Monday March 4th, 2013 9:54:00 AM


"In my drream, it was chasing me thrrough woods. Can we avoid yon forrest, orr is it inextrricably in ourr path?"

If our path is through trees, Zeoll will be walking through the woods with his shield in one hand and his fly scroll in the other!

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells) 
Monday March 4th, 2013 10:00:46 AM

"We can stick to roads the entire trip, but those roads lead through swamp and forest. Unless we have some method of flying over all of that, there's not much we can do."

Zeoll AC22, HP56 
Monday March 4th, 2013 10:24:45 AM

"Well, let us prress on, then," says Zeoll, "and trrust in fate and skill to brring us thrrough, if the Twilight Lady wills it."

DM JonathanT - I'm back! 
Monday March 4th, 2013 2:25:13 PM

DM OOC: can you guys give me a marching order and refresh my memory of who is mounted and who is afoot/ahoof? Did you guys end up with a cart? It didn't seem like you did but I want to make sure.

Thanks.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Monday March 4th, 2013 3:11:27 PM

Valla would be in the middle or rear of the group and is riding upon a black warhorse named "Nightfall"

Thanks Zeoll,btw, for the help with purchasing her :)

Zeoll AC22, HP56 
Monday March 4th, 2013 3:40:07 PM


We did not have a marching order per se, but Zeoll will stay in the middle of the group.

OOC: Updated Zeoll's sheet for latest purchases and gifted Valla 200 gp.

Zeoll keeps his extended Mage Armor and extended False Life up all day (lasts 12 hours) ... and he is letting Bosk use his rod for an extended Longstrider as well, which uses all three of his rod charges per day. Zeoll quietly resolves to acquire another lesser meta rod of extend next time he comes into some treasure.

BTW, I think we are using this option for long-range movement: 3 - With an Extended Longstrider spell (range:personal) for Bosk and a riding horse for Wyaar, the party could travel at 24 miles per day and get to Threshold in 12.5 days, and Beri would need 11 berries per day.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Monday March 4th, 2013 5:28:35 PM

I'll take second from the back... I'm on foot

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Monday March 4th, 2013 5:32:33 PM

Wyaar will take point unless Bosk really wants it. He is mounted.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist 
Monday March 4th, 2013 8:11:07 PM

Zane has no problem being in the middle, he does need a bit of time to prep from a fight.....

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells) 
Monday March 4th, 2013 9:16:20 PM

Restlin will ride a summoned mount second from the front. His mage armor won't last all day, so he'll ride w/o it. Should the first half of the day go w/o issue, he'll cast it at 2:00.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Monday March 4th, 2013 11:30:42 PM

Bosk is on foot and will take 2nd from the front (he is a tall, large sized taur).

DM JonathanT - no wood chucks in these woods! 
Monday March 4th, 2013 11:31:33 PM

Zeoll offers the use of his Rod of Lesser Extension. This helps with spells to increase their travel speed and they make good time.

The Goodberries keep the party from having to go out and hunt for food and the horses, browsing overnight, along with Goodberries, stay healthy.

Beriothian comments that they should be relatively safe (DM: hahahahaha) while out in the open but to be very weary when they get closer to their goal.

Wayaar enjoys the view atop a rise a couple of weeks into the trip. He wonders how his wizard friends is holding up with the extened outdoorsy life.

Bosk gets a chance to experiment (DM:if you really want to know how your cooking goes, you'll need some cooking Skill checks.) with some of the stuff he bought. Good time to experiment, since there is no other food joint nearby.

Valla takes the scenery in but for curiosity sake and takes note of the varied vegetation. He attempts to name types of vegetation, perhaps to impress his friends or just to excersise his memory, and succeeds very well at first. But his knowledge falters some at the Swamps, and the farther away they go, some unusual plants crop up that he has no idea what they are. Good thing there are some basic ones throughout the Southern Continent he easily identifies.

Looking on from the saddle formed by they Grey Tooth Mountains, the Trade Road leads downward into a thick forest.

Zeoll recounts his dream in which he was being chased throuh woods and wonders if the forrest can be avoided. Unfortunately, unless all can fly for several days, it cannot. The road carves a path into the thick woods.

Good thing that the Party has used some magical means to hasten their travel, for as they speculate upon the woods and what may lie withing that will or may, fullfil Zeoll's dream, they figure they have only two days to go to reach Threshold.

After a brief rest, you plunge down the road and into the forest. As you travel, you notice the road getting narrower and narrower, the woods getting closer to the Trade Road, with more underbrush and twisty roots.
This goes on ever so gradually from one mile after the next. The sun dims as soon as you enter the forest and gets dimmer as the road goes deeper into the forest. By the end of the first day, the woods become ever more oppressive and the whole area quieter, the closeness of the trees amplifying your noise.
No animal is seen, and a sense of furtive waiting lays over the forest.

That first night is tense and dark enough to cut with a knife. Dawn does not bring the brightness you are used to and your cookfire only offers meager warmth.

Feeling fortunate that nothing except bad dreams, perhaps, disturbed the night, (not even the usual night sounds), you gather up your stuff again and head onward along the narrow strip of a road, barely wide enoug for two abreast now.

You have only been on the road about an hour after a brief lunch break when rustling in the woods, the first true sounds from the woods that you've heard since you entered them, is heard coming from your left!

DM Note: Map coming next round, not necessary at this point.

DM Note 2: Perception checks might come in handy. And any other checks you'd like to try out.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Tuesday March 5th, 2013 12:47:54 AM

ooc: I rolled a single cooking check before we headed out for the meals. made this trip and rolled a natural 20 (Since it was for RP I thought rolling every meal a little excessive.

DM JonathanT: missed that part. The only problem would be if you rolled a 1. :)

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells)  d20+7=21 ; d20+7=25 ; d20=6 ;
Tuesday March 5th, 2013 7:51:06 AM

Restlin spends two days practicing his prestidigitation. He constantly removes the sweat and dirt. He creates a minor force barrier to keep insects away. He tries to ignore the smells of nature but my goodness horses can produce some foul odors.

He briefly wonders if maybe a life cloistered in Hook City has affected him more than he realizes. Even people in other major cities around The Wold have to put up with these inconveniences daily. He eventually resigns himself to his fate & keeps the prestidigitations coming.

A simply smiles at Wyarr and gives a thumbs up when he sees the paladin glancing his way.

Upon hearing the rustling, Restlin will cast mage armor if it's before 2:00. He'll scan the brush and remember what he knows about the area he's in & what could be out there...

Perception rolls: 21, 25
Knowledge, geography: 17

***

My apologies for being flaky about posting the last two weeks. Things have finally gotten back to normal and I should reliable again from here on out.

Zeoll AC22, HP56+14  d10+6=14 ; d10+23=27 ; d10+23=30 ; d10+23=28 ;
Tuesday March 5th, 2013 10:06:00 AM


[rolling hp for False Life ... 14 woot!]

Zeoll casts Elf Vision and looks around to see what he can see.

Perception checks: 27, 30, 28

Then Zeoll uses his fey domain Hide Away ability to become invisible as a move action.

DM SANITY INFO ==========

Current Effects:
Mage Armor 12 hrs
False Life (+14hp) 12 hrs
Elf Vision lasts 1 hour
Invisible from Hide Away (fey domain ability) lasts one round

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8 (mage armor)
2nd lvl: 2 of 4 (false life takes up two slots)
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 0 of 1
Meta Rod of Extend: used 3 of 3

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist  d20+6=14 ; d20+6=20 ;
Tuesday March 5th, 2013 10:12:22 AM

Zane joins Restlin in casting Mage Armor, his spells rest at 6am, so he really don't care what time it is.

perception, 14 20

Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
1/7

2nd level
0/7

3rd level
0/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+11=24 ;
Tuesday March 5th, 2013 2:15:26 PM

With Zeoll's dreaming and the oppressive nature of the dark forest, Wyaar rides with his bow on his lap and his head moving side to side as he uses his inherent ability to detect evil to sweep over the forest around them.

At the noise, the first noise that day from the woods, he turns his gaze towards the source and concentrates while setting an arrow to his bow.

------

Perception: 24

Detect Evil towards the sound, 60' cone just to detect the presence of evil or direct evil intent.

If anything shows up this round and detects as evil, he'll activate smite as a swift action



Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=24 ;
Tuesday March 5th, 2013 9:33:19 PM

Valla feels comfortable withi the forest setting, but the dark and gloomy and silent forest has caught him off guard. Clopping along the dirt path Valla constantly watches side to side.

Where the squirrels, the snakes. The chirping and howling. Hell, growling would be a nice sound. Something is wrong... Is Zeolls dream coming true?

At hearing the sound, Valla nearly falls off Nightfall. His gaze whipping to the noise, his hands reach into his pouch of Potions in his bag. Grabbing the creamy yellow liquid he drinks it in one gulp. Almost instantly forming a yellow force shield in front of him. Dropping the vial, he then goes for his bow, resting it, arrow half knocked, in his lap.
=================
Perception: 24
Drink potion of Shield: Force gives +4 shield bonus, blocks MM and works against incorporal attacks.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20+18=35 ;
Tuesday March 5th, 2013 9:58:33 PM

Beriothian startles at the sound and takes on a defensive stance (total defense). The druid peers into the trees trying to determine if it's a band of robbers, or a harmless deer causing the groups adrenaline to start flowing.

Perception = d20+18=35

ooc: FYI, post coming late tomorrow

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Greater Magic Fang, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

DM JonathanT - no wood chucks in these woods! 
Tuesday March 5th, 2013 11:43:55 PM

Restlin works on his prestidigitation, keeping himself clean and smelling good, even keeping pesky insects off. His efforts, though, does not keep the smell of the others from invading his nostrils.
When he hears the rustling, he casts Mage Armor (DM: it is before 2:00pm).
He tries to think of what it could be but he is unfamiliar with this area and it could be anything.

Zeoll also prepares for the unknown, by first giving himself vision like an Elf's, then Hiding.

Zane also gets Mage Armor up.

Wyaar keeps vigilant, not trusting the strange forest. Using his ability to detect evil, he scans to and fro. When he hears the noise in the forest, he directs his detection in that direction. He does not detect any evil.

Valla enjoys the forest, but does wonder where the normal forest animals are. Startled by the noise, he almost falls off his horse. He quickly gulps down a potion of Sheild.

Beri goes into Total Defense, wondering if it is a false alarm or a band of bandits.

Bosk does something, I suppose. :)

____________________

It only takes a few seconds for you to realize that the 'rustling' is far more than something simply agitating a few branches. All your efforts to penetrate the dense forest fail to discern what it is until it is nearly upon you. By the time it is 'nearly' upon you, you realize it is not coming directly at you.

Whatever it is, it comes crashing through the forest and pops out some 30' ahead of you. Just before it pops out, you (those with the high Perception rolls) catch a glimps of a very tall humanoid that blends pretty well into the forest background.

Once it is upon the road, you get a better view of it, for it stops and looks at you, wide-eyed.

It is green, of humanoid shape, but with spikes all over it and a long tail. Some might describe it as a mix of Lizardman-Troll-Hornytoad. In the dimness of the forest, it looks almost like it has a Blurr spell cast upon it, but as it stands there giving out a series of hoots and howls, swishing it's tail menacingly, forked tongue lashing the air, you (those with those high Perception rolls) notice that the spikes are growing and shrinking, all in different order (that is, not in unison).

To make matters worse, there is more noise coming from the direction IT came from.

Perception 15: Highlight to display spoiler: { Multiple movements.}
Perception 20: Highlight to display spoiler: { At least six.}
Perception 25: Highlight to display spoiler: { Eight something-or-others.}

DM JonathanT - no wood chucks in these woods! 
Tuesday March 5th, 2013 11:51:05 PM

OOC: here's a map. check your locations and let me know if you want it changed.

Map: Threshold Forest Map 1

OOC: co-DM SteveK: from the travelling... Longstrider is a spell with range of Personal. Bosk can't access the spell. Therefore, he is not able to use Zeoll's Rod of Extend to make the overall group travel faster.

OOC2: Wyaar, Detect evil is blocked by line of sight and the group is in a forest. Unless the nearby trees themselves are evil, Wyaar wouldn't be able to see anything anyways.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Wednesday March 6th, 2013 12:23:01 AM

Bosk looks at the creature for a moment and tries to determine if the creature is showing aggression towards the group or if it was being chased by the things in the forest.

ooc: Can Bosk tell which of the two it is?

DM Note: Bosk can try to discern the creature's intentions. I believe it is a Sense Motive check. Give it a try.

Zeoll AC22, HP56+14  d20+23=36 ; d20+6=17 ;
Wednesday March 6th, 2013 6:22:42 AM

Perception 36

Zeoll becomes visible, looses his shield (move action) and reads his fly scroll (standard action), which he has kept handy.

He tries to identify the language that they speak: Linguistics 17.

Restlin (Carl) -- AC: 14/13/12 CMD: 19 HP: 62/62 (Spells)  d20+7=8 ; d20+2=9 ;
Wednesday March 6th, 2013 1:10:08 PM

Restlin can't see a darn thing that's special about this creature other than it probably will try to kill them and Zeoll will spend precious time trying to become its friend.

Perception: 8 (nat 1)

He tries, and fails, to dismount quickly before his summoned horse spooks. He manages to get on his feet, but it's not a graceful process. (Move action - ride check 9 to dismount quickly).

He's not sure if there are more bad guys coming, or if this is a good guy and bad guys are chasing him, or if this is a bad guy and some good guys are chasing him. He is sure that he doesn't want to sit and wait to find out.

"Ok everyone, let's just chill out for a moment," he quips before casting wall of ice. He sends a 70' long, 10' tall wall of ice along the tree line between this thing and wherever the additional sounds are coming from. The wall will be centered horizontally on the critter.


Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+14=20 ;
Wednesday March 6th, 2013 5:55:03 PM

In a calm voice Beri reports to the rest of the IA, I count seven more still lurking..

Beriothian tries to use his knowledge of nature to determine what these creature's strengths and weaknesses may be, and whether they are hostile by nature. Since the tail is swinging menacingly, his assumption is that they are, ones nature seldom confuses menacing and peaceful movements.

Suddenly a wall of ice springs up, and the druid fears the chances that these creatures are hostile has at least doubled. Beri remembers the dream from earlier and people's talk of needing to fly. Not wanting a repeat of Mud Town the druid transforms himself into an air elemental

knowledge (nature)=20

ooc:
DM Sanity:
air elemental: gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.

Prepared Spells for today
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, goodberry(x6)
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Greater Magic Fang, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Wednesday March 6th, 2013 7:59:51 PM

The Horned Cleric watches to see what the lizard man will do, unsure if the creature before him is fleeing from an enemy or is looking to become one. Just then a wall of ice springs up and Bosk decides to cast chill touch on himself as he waits to see how the creature reacts. We mean you know harm. The cleric is unsure if the thing speaks common, but hopes a friendly tone will get the message across.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist  d20+15=17 ; d20+6=19 ;
Wednesday March 6th, 2013 8:00:37 PM

Zane, being a bit more practical this time, casts fly on himself and then gains 30' in height.
"I'll keep watch from the air, until I'm buffed or not needed if there's no fight."

Fly Skill roll 17
Perception 19

Spell Info:

Spells Per Day
(used/total)

0 level
unlimited

1st level
1/7

2nd level
0/7

3rd level
1/5

Spells in Effect on or by Zane

Mage Armor duration, 7 hours
Fly duration, 7 minutes

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Wednesday March 6th, 2013 8:27:59 PM

Wyaar eyes the creatures until the wall of ice suddenly pops in between them and he glances back over his shoulder towards Restlin to return a quip, "That was just cold." He swings a leg off his horse to dismount and summons the celestial spirit in his bow to aid them if it comes to battle.

~~~~~~~~~~~

Move to dismount
Standard to activate Divine Bond for Keen and Fire

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=28 ; d20+3=18 ;
Wednesday March 6th, 2013 11:10:43 PM

Valla keeps very informed of the creatures movement and numbers.
Theres eight of them. We've been hunted, tracked since we entered. Any tactical ideas?

Valla quickly dismounts off his horse, luckily it went as planned and his foot didnt get caught up. I couldnt fight on horseback just yet.

He then activates his bows arcane abilities, arcane strike, and trys to pinpoint any creatures not blocked by the ice wall. Checking behind us as well. He ready a shot if the creature seems hostile. Waiting to see if these are just the local druids. Or witches.
======
Perception: 28
Ride: 18 to dismount quickly
Activate arcane strike (gives +1 atk & dam until next turn)
Ready action: Fire at hostile acting creature

Return To Index      Next Scene (Threshold Forest)
Copyright © 1980-2024 WoldianGames. All rights reserved.
Privacy Policy - Terms of Service - Site Map - Contact Us - SRD
 
WoldianGames Homepage