Finding the Spark (Pathfinder 1E Quest)

OK, vote closed.
Adhoc vote count started by DragonParadox on Apr 14, 2024 at 3:39 AM, finished with 23 posts and 6 votes.

  • [X] Try to find a map of the Inner Sea well made enough to plot out the insights from the Azlanti Vault upon them
    [X] Speak to Venture Captain Goldgather about joining the Pathfinders
    [X] Follow up on the dwarf at the Forester's Endowment, apparently he'd managed to find a wealthy patron
    [x] See if Captain Caulker or any of his colleagues will be sailing out soon and if so what the pay is like for the Grey Corsairs
    [x] See if House Naran has need of discrete investigators beyond the walls of the city
    [X] Speak to High Loreseeker Jaes to see if she has any work for wanderers. According to Mina Desnans usually
 
Arc 5 Post 37: Through the Dust of Ages
Through the Dust of Ages

1st of Lamashan 4707 A.R. (Absalom Reckoning)

While the people of Augustana are certainly more concerned with sea charts than inland maps there is a thriving trade in both and, having ingratiated yourself with one of the city's major mercantile families it is not hard to get directions to reputable sources rather than purveyors of 'treasure maps' for the gullible. Down narrow streets and dusty halls so overfull of parchment that no fire is allowed inside, only the light of sun and sorcery, you, Mina, and Sirim delve. The Supreme Elect himself probably couldn't get Cob into some of these places, not that he seems to mind that much, having chosen instead to accompany the four iruxi sea-fishing in sheltered waters of Fresh Harbor.

Knowledge (Local) Check: Automatic Success (Contact: Silea Naran)

Lost 120 gp -> Now at 1,079 gp 19 sp 21 cp

Gained Maps of Andoran, Cheliax, and Taldor


What the memories implanted in your mind insist what should be named the Asori Mountains upon this map are marked as the World's Edge Mountains, marked the eastern expanse of the now crumbling empire of Taldor for five thousand years and more. No roads did the Taldans carve into that part of the mountains, not even in the age of their glory. You peer at the faded lettering closest to the place your thumb had landed: "Hunting Ground?"

Mina shakes her head grimly. "Not for the living. That says 'haunted', and judging from all the ogre and giant fastnesses around it, it has to be by something foul enough that even they do not dare come near."

But they probably do not know there's anything there to find either, you think, the treasures of the High Realm flashing through your mind. They would have been made to last though the millennia or else held in the grip of frozen time.

Halios is marked as a closed archeological dig and dangerous to 'mental and spiritual hygiene' of civilian evacuees is, despite its presence on the ominously named Hellmouth Gulf, seemingly free of any monstrous neighbors... as long as one does not mind walking into Cheliax. The closest settlement is the small fishing town of Blackcove, a decent enough place to find supplies for a merchant in trouble, even if one is Andoran by the marking on the map. That at least might be counted encouraging.

The temple of Jandi, Jey Nexus, you had found last is also in Cheliax, though in the southern Barrowood, not in the Whisperwood whose edges you had pierced. Only the faces of grinning wicked fey, slavering beasts, and savage drakes greet the eye, though where ink and parchment had failed you perhaps sorcery will not.

"The nexus should be felt from afar," Sirim muses, adding. "I very much doubt it has stayed empty ten thousand years and more. For all our sake, I hope the present inhabitants are less fearsome than the druids of the Uskwood."

"That is also where Cob's old tribe came from," you remember and wonder if your friend wants to go back for vengeance against the alchemist who had taken over the Stone Munchers.

Last is, by chance as maps are sorted, prices for access haggled and so your eyes fall upon the site of Pestri... right were some overworked cartographer scribbled Claes Redoubt. "How...?" your stomach turns over unpleasantly. What are the chances that you would be handed a journal that marks the descent into one of the bunkers you had already been shown through the remnants of High Realm artifice and the aid of the long dead?

"Mankir couldn't have known," Mina says, sounding as shocked as you feel.

Only Sirim seems unperturbed. "Destiny and conspiracy rhyme," he says, with the air of one passing down a proverb. "Either you were meant to have it by fate or by mortal intent. The chances of you in particular being sold that particular tome at that particular time are so small as to not be worth counting."

Sites Marked
Pestri: Claes Redoubt, Andoran
Miner's Retreat: Northern World's Edge Mountains, Taldor (Dangers: Undead)
Archeological Site of Halios: Along the banks of Hellmouth Gulf, near Blackgrove, Cheliax (Friendly Town)
Temple of Jandi: Southern Barrowood, Cheliax (Danger: Hostile Fey; Beasts; Chelixian Patrols; Stone Muncher Tribe)

What do you do?

[] Try to find Menkir and get some answers from him (Bluff+Detect thoughts; Lose reputation with the Grey Corsairs on failure)

[] Continue with the information gathering

[] Write in


OOC: Been waiting for a while to drop this. Enjoy.
 
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Any chance the map of the Inner Sea would be added to the maps section?

Claes Redoubt is on the way to Almas, the place where Kastor Tuvius tried to send us to with the cursed ring before we dealt with the problem. About 1000 200 miles by road... the fastest way would probably involve getting a ride on a ship and sailing along the coast.

It's also tentatively on the way to Fusil, for what it is worth.

[] Try to find Menkir and get some answers from him (Bluff+ Detect thoughts; Lose reputation with the Grey Corsairs on failure)
What would we be trying to get from him, and why does it threaten our reputation? Because we'd be trying to get inside his head without him noticing?

He sold us the book; I guess the best we can do is read it if we haven't already. Did Mina translate the whole thing?

Edit:
What the memories implanted in your mind insist should be named the Asori Mountains
Asori, or Astori?
 
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Now that is some juicy archaeological information! 🤠 (<--henceforth known as the Indiana Jones emoji)

We aren't ready for handling the dangers in that redoubt, however. We need a bit more levels under our belt, IMO, and more gear. I think we should probably stick to lesser threats and more local issues for now while we accumulate wealth and XP.

[X] Seek out an armorsmith to commission a set of Scale Mail barding for Warty. It will take some time to complete such an order, so the sooner it is started the sooner it will be ready, allowing us to go further afield before needing to return to Augustana.
 
Any chance the map of the Inner Sea would be added to the maps section?

Claes Redoubt is on the way to Almas, the place where Kastor Tuvius tried to send us to with the cursed ring before we dealt with the problem. About 1000 miles by road... the fastest way would probably involve getting a ride on a ship and sailing along the coast.

It's also tentatively on the way to Fusil, for what it is worth.


What would we be trying to get from him, and why does it threaten our reputation? Because we'd be trying to get inside his head without him noticing?

He sold us the book; I guess the best we can do is read it if we haven't already. Did Mina translate the whole thing?

Edit:

Asori, or Astori?
  1. Why he gave Kori in particular the journal since it seems too neat to be a coincidence (according to Sirim at least, take that as you will). It would threaten your reputation since you would trying to use detect thought on him
  2. Astori, fixed, thanks
 
The scale and distances seem a little different from what is linked in this thread as the map of Andoran.

It says the distance between Andoran and Almas by air is ~240 miles, while the map in this thread implies it is more than twice that. Which measure would you be using?
 
The scale and distances seem a little different from what is linked in this thread as the map of Andoran.

It says the distance between Andoran and Almas by air is ~240 miles, while the map in this thread implies it is more than twice that. Which measure would you be using?

The one on the Wiki map because at least it's consistent with itself rather than hoping that all the books have consistent maps (they do not even have consistent text in places as seen with House Naran).
 
[X] Seek out an armorsmith to commission a set of Scale Mail barding for Warty. It will take some time to complete such an order, so the sooner it is started the sooner it will be ready, allowing us to go further afield before needing to return to Augustana.
 
I can't check at the moment, but the party wasn't with Iolda for very long, was there enough time for someone to have gotten the journal on the ship before it left port but after we joined up with her?

[X] Seek out an armorsmith to commission a set of Scale Mail barding for Warty. It will take some time to complete such an order, so the sooner it is started the sooner it will be ready, allowing us to go further afield before needing to return to Augustana
 
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I can't check at the moment, but the party wasn't with Iolda for very long, was there enough time for someone to have gotten the journal on the ship before it left port but after we joined up with her?

[X] Seek out an armorsmith to commission a set of Scale Mail barding for Warty. It will take some time to complete such an order, so the sooner it is started the sooner it will be ready, allowing us to go further afield before needing to return to Augustana

There might have been time depending on where they made port before they came to the Chelish coast.
 
[X] Seek out an armorsmith to commission a set of Scale Mail barding for Warty. It will take some time to complete such an order, so the sooner it is started the sooner it will be ready, allowing us to go further afield before needing to return to Augustana.
 
In addition to the tents Gorok bought for us a couple chapters back (which still needs to be added to the front page), @DragonParadox, can we also go ahead and buy other camping supplies, like good pots and pans, new blankets, cloaks, clothing, travel rations, etc?

Some of what we've got is still good, but a lot of it was scavenged or of low quality, or of obvious Darklands origin. We'll appear more respectable and less suspicious if we look less like strangely or poorly dressed and equipped oddballs.
 
[X] Seek out an armorsmith to commission a set of Scale Mail barding for Warty. It will take some time to complete such an order, so the sooner it is started the sooner it will be ready, allowing us to go further afield before needing to return to Augustana.
 
[X] Seek out an armorsmith to commission a set of Scale Mail barding for Warty. It will take some time to complete such an order, so the sooner it is started the sooner it will be ready, allowing us to go further afield before needing to return to Augustana.
 
Here's everyone's updated character sheets, @DragonParadox.
Name: Akorian
Alias: N/A
Alignment: Chaotic Neutral
Age: 25
Race: Caligni (Medium Humanoid)
Level: 5 (16458 XP/23000 XP)
Class: Oracle 5 (Shadow Mystery) [Friendless Curse]
Feats: Cunning, Extra Revelation (Cloak of Darkness), Skill Focus (Bluff)
Traits: Fate's Favored, Reactionary, Seeker
Drawback: Umbral Unmasking
Class Features: Orisons, Mystery (Shadow), Curse (Friendless), Revelations (Cloak of Darkness, Dark Secrets, Stealth Mastery)
Languages: Dark Folk, Duergar, Learning (Common, Draconic, Goblin)

HP: 42
AC: 10 + 2 (DEX) + 1 (Shield) + 3 (Spidersilk Armor) OR + 4 (Cloak of Darkness)* = 16/17* (Touch AC 12)
Initiative: +2 (DEX) + 2 (Reactionary) = +4
Spell Save: 10 + 4 (CHA) = 14 + spell level
Base Attack: +3
  • Heavy Crossbow: +3 (BAB) + 2 (DEX) = +5 [1d10/x2]
    • w/Divine Favor: +7 [1d10+2]
  • Masterwork Dagger: +3 (BAB) + 2 (DEX) + 1 (Masterwork) = +7 [1d4-1; 19-20/x2]
    • w/Divine Favor: +9 [1d4+1]
  • Gloom Blade:
    • In Bright Illumination: +3 (BAB) + 2 (DEX) + 1 (Masterwork) = +6 [1d6-1; 19-20/x2]
    • In Dim Light: +3 (BAB) + 2 (DEX) + 1 (Enhancement) = +6 [1d6; 19-20/x2]
    • In Darkness: +3 (BAB) + 2 (DEX) + 2 (Enhancement) = +7 [1d6+1; 19-20/x2]
    • In Supernatural Darkness: +3 (BAB) + 2 (DEX) + 2 (Enhancement) = +7 [1d6+1; 19-20/x2]. Special: Wielder gains the benefits of the Blind-Fight feat.
    • w/Divine Favor: Increase attack and damage bonus by +2.
Weapon and Armor Proficiencies: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

STATS:
8 (-1) Strength
14 (+2) Dexterity
14 (+2) Constitution
12 (+1) Intelligence
10 (+0) Wisdom
18 (+4) Charisma

SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 1 + 2 (DEX) = +3
WILL: 4 + 0 (WIS) = +4

Special:
+4 bonus to Will saves vs Enchantment effects

SKILLS:
Bluff: 8 + 4 (CHA) + 3 (SF) = 15
Disguise: 4 + 4 + 3 (Morale) = 11
Intimidate: 8 + 4 (CHA) + 3 (Morale) = 15
Knowledge (Dungeoneering): 4 + 1 (INT) = 5
Perception: 8 + 0 (WIS) + 1 (Seeker) = 9
Sense Motive: 8 + 0 (WIS) + 4 (CHA) = 12
Spellcraft: 6 + 1 (INT) = 7
Stealth: 8 + 2 (DEX) + 3 (SF) + 3 (Morale) + 2 (CoD)* = 16/18*

BACKGROUND SKILLS:
Knowledge (Geography): 1 + 1 (INT) = 2
Knowledge (History): 4 + 1 (INT) = 5
Linguistics: 3 + 1 (INT) = 4
Lore (Azlanti History): 8 + 1 (INT) = 9

Spells Known (CL 4):
Level 0: Create Water, Detect Magic, Enhanced Diplomacy,Guidance, Mending, Stabilize (At will)
Level 1: Barbed Chains, Bless, Blurred Movement (B), Cure Light Wounds (B), Dancing Darkness (DS), Divine Favor, Protection from Evil (7/Day)
Level 2: Boneshaker, Burst of Radiance, Cure Moderate Wounds (B), Invisibility (B), Searching Shadows (DS) (5/Day)

Special Abilities:
  • Fate's Favored: Whenever you are under the effect of a Luck bonus of any kind, that bonus increases by 1.
  • See in Darkness: You have the See in darkness special ability allowing them to see perfectly in darkness of any kind, including that created by Deeper Darkness.
  • Cloak of Darkness (Su): You conjure a cloak of shadowy darkness for up to 5 hours per day that grants you a +4 Armor bonus to AC and a +2 Circumstance bonus on Stealth checks. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
  • Dark Secrets (Su): You can add a number of Sorcerer/Wizard spells equal to your Charisma modifier (minimum 1, maximum equal to half your Oracle level) to your list of spells known as Divine spells. You can only add spells from the Illusion (Shadow) subschool or with the Darkness descriptor.
Curse & Drawbacks:
  • Light Sensitivity: You are Dazzled in areas of bright light.
  • Umbral Unmasking: The shadow you cast is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by Misdirection, Nondetection, or illusions, except those that also affect shadows (such as Invisibility).
  • Friendless:You do not gain your Charisma bonus to Diplomacy checks, and if you use Diplomacy to make a request of someone, their attitude worsens one step (but no worse than unfriendly) after the request succeeds or fails.
    • 5th Level: You gain a +3 Morale bonus to Disguise, Intimidate, and Stealth checks, and always treat those as class skills.
Band of Clarity
Description: This crescent of barely solid moonlight merges with the head of the bearer, opening their mind to the song of the world, that they might know the hearts of those nearest to them. Once they were as common as lanterns on a dark street in the hands of those blessed by the moon above, but the world was changed, the sky blackened and all were extinguished... all but one it seems.
Ability: Can cast Detect Thoughts 3/Day

Pathfinder Pouch
Aura none; CL 9th
Slot none; Price 1,000 gp; Weight 1 lb.
Description:This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials.
Ability: Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their non-magical auras, these pouches sometimes hold secret treasures for generations.

Equipment of Note: Drow Spidersilk Armor, Gloom Blade, Heavy Crossbow, Masterwork Dagger, Masterwork Light Steel Shield, Morningstar

Companions

Cob the Goblin Rogue
Name: Cob
Alias: N/A
Alignment: Chaotic Neutral
Age:
14-ish
Race: Goblin (Small Humanoid)
Level: 5
Class: Unchained Rogue 5 (15898 XP/23000 XP)
Feats: Dampen Presence, Deft Maneuvers, Roll With It, Skill Focus (Stealth), Weapon Focus (Dagger) (B)
Traits: Color Thief, Goblin Foolhardiness, Mathematical Prodigy
Drawback: Magical Klutz
Class Features: Finesse Training (Daggers), Rogue Talent (Weapon Training [Dagger]), Sneak attack (+3d6)
Senses: Darkvision 60ft
Languages: Goblin, Duergar, Learning (Common)

HP: 42
AC: 10 + 4 (DEX) + 1 (Size) + 3 (Hide Shirt) + 1* (Dodge; Danger Sense) = 18/19* (to avoid traps) (Touch AC 15/16*)
Initiative: +4 (DEX)
Base Attack: +3
  • Stonebow: 3 (BAB) + 1 (Size) + 4 (DEX) = +8
    • Damage: 1d6 [x2], +3d6 damage with Sneak Attack
  • Switchblade: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 1 (MW) = +10, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+4 [19-20/x2], +3d6 damage with Sneak Attack
  • Bane Dagger: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 1 (Enhancement) = +10, Special: +1 attack bonus when facing a larger foe with no allies nearby)
    • Damage: 1d4+5 [19-20/x2], +3d6 damage with Sneak Attack
    • Special vs Devils:
      • Attack: 3 (BAB) + 1 (Size) + 4 (DEX) + 1 (WF) + 3 (Enhancement) = +12, Special: +1 attack bonus when facing a larger foe with no allies nearby)
      • Damage: 1d4+2d6+7 [19-20/x2], +3d6 damage with Sneak Attack
  • Deft Maneuvers: You do not provoke an Attack of Opportunity when performing a Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers.
Weapon and Armor Proficiencies: Unchained Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

STATS:
8 (-1) Strength
19 (+4) Dexterity
14 (+2) Constitution
14 (+2) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 1 + 2 (CON) = +3
REFLEX: 4 + 4 (DEX) + 1 (DS)* + 2 (Ring) = +10/*11 (to avoid traps)
WILL: 1 + 2 (WIS) = +3

SKILLS:
Acrobatics: 8 + 4 (DEX) = 12
Appraise: 5 + 2 (INT) = 7
Climb: 7 - 2 (STR) = 5
Disable Device: 8 + 4 (DEX) + 2 (TF) = 14
Escape Artist: 8 + 4 (DEX) = 12
Knowledge (Dungeoneering): 8 + 2 (INT) = 10
Knowledge (Local): 8 + 2 (INT) = 10
Perception: 8 + 2 (WIS) + 2 (TF)* + 1 (DS)* + 5 (Spectacles) = 15/*17 (to find traps or avoid being surprised)
Ride: 4 + 4 (DEX) +4 (Racial) = 12
Sleight of Hand: 7 + 4 (DEX) = 11
Stealth: 8 + 4 (DEX) + 4 (Size) + 4 (Racial) + 2 (Color Thief) + 3 (SF) = 25
Survival: 0 + 2 (WIS) + 5 (Spectacles)* = 2/7* (to follow tracks)
Swim: 7 - 2 (STR) = +5

BACKGROUND SKILLS:
Craft (Alchemy): 8 + 2 (INT) = 10
Knowledge (Engineering): 7 + 2 (INT) + 1 (Trait) = 10
Linguistics: 4 + 2 (INT) = 6

Special Abilities:
  • Dampen Presence: Cob may use the Stealth skill to hide from any creature attempting to perceive him using Blindsight or Blindsense.
  • Trapfinding: Cob adds 1/2 his level on Perception checks to locate traps and on Disable Device checks. He can use Disable Device to disarm magic traps.
  • Finesse Training (Ex): In addition to applying his Dexterity bonus on attack rolls instead of his Strength bonus when wielding daggers, Cob also applies his Dexterity bonus on damage rolls instead of his Strength bonus.
  • Evasion (Ex): Cob can avoid even magical and unusual attacks with great agility. If he succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
  • Danger Sense (Ex): Cob gains a +1 bonus on Reflex saving throws to avoid traps and a +1 Dodge bonus to AC against attacks made by traps. He also gain a +1 Perception bonus on checks to avoid being surprised by a foe.
  • Uncanny Dodge (Ex): Cob can react to danger before his senses would normally allow him to do so. He cannot be caught Flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. He can still lose his Dexterity bonus to AC if an opponent successfully uses the Feint action against him.
  • Rogue's Edge:
    • Stealth: Reduce the Stealth penalty from sniping by 10 (down from -20 to -10).
  • Debilitating Injury (Ex): When Cob deals Sneak Attack damage to a foe, he can also debilitate the target of his attack for 1 round. These penalties do not stack with themselves, but additional attacks that deal Sneak Attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
    • Bewildered: The target takes a -2 penalty to AC. Against Cob, the penalty is instead -4 to AC.
    • Disoriented: The target takes a -2 penalty on Attack Rolls. When targeting Cob, the Attack Roll penalty is instead -4.
    • Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Tracker's Friend
Description: Made of bone, though of what origin none can say, these spectacles have in place of glass a dark oily film that clings to the frame. Colors are muted in their sight, contours blurred, except the target, the thing most sought.
Ability: These Spectacles let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking.
Secondary Ability: When worn by someone with the Light Sensitivity weakness, these spectacles negate the penalties of being in bright light.

Bane Dagger
Description: This plain steel dagger has seemingly nothing to recommend it beyond solid workmanlike construction, perfect for slitting throats, but it resonates destructively with some distant sphere.
Ability: +1 Enchantment, Bane Devil

Seal of Infernal Judgement
Description: This ring is made of red gold of a tint bloodier than most, set with a single ruby cut into a pentagon shape

Abilities:
  • +2 Enhancement Bonus to Reflex Saves
  • The wearer may use Arcane Mark at will, but only on objects and willing creatures (The mark is the glyph on the ring)
  • The wearer may cast Wrath 1/Day
Traveler's Any-Tool
Aura moderate transmutation; CL 9th
Slot none; Price 250 gp; Weight 2 lbs.
Description:
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Equipment of Note: Bane Dagger (Devil), Common Thieves Tools, Dagger x4, Stonebow, Switchblade, Tracker's Friend, Seal of Infernal Judgement, Traveler's Any-Tool

Gorok the Lizardfolk Ranger
Name: Gorok
Alias: N/A
Alignment: Lawful Neutral
Age: ???
Race: Lizardfolk (Medium Humanoid[Reptilian])
Level: 5 (15764 XP/23000 XP)
Class: Ranger 5 (Lantern Bearer)
Feats: Harvest Parts, Improved Initiative, Shield of Swings (B), Weapon Focus (Great Axe)
Traits: Reactionary, Seeker, Silent Hunter
Drawback: Scarred
Class Features: Combat Style (Two-Handed Weapons), Enhanced Vision, Hunter's Bond (Warty, Animal Companion), 1st Favored Enemy (Magical Beasts), Track
Senses: Low-Light Vision
Languages: Draconic, Duergar, Learning (Common)

HP: 53
AC: 10 + 3 (DEX) + 1 (Natural Armor) + 5 (Scale Mail) = 19 (Touch AC: 13)
Initiative: +3 (DEX) + 2 (Reactionary) + 4 (Improved Initiative) + 2* (FT) = +9/11* (underground or in dungeons)
Base Attack: +5; Additional +2 attack & damage bonus vs Magical Beasts or +4 attack & damage bonus vs Evil Outsiders
  • Natural Attacks: 2 Claws: +8 (1d4+2) & 1 Bite: +8 (1d3+2)
  • Masterwork Greataxe +5 + 1 (MW) + 2 (STR) + 1 (WF) = +9 [Damage: 1d12 + 3 (1-1/2 STR) (x3)]
    • w/Power Attack: +7 [Damage: 1d12 + 9 (1-1/2 STR) (x3)]
Weapon and Armor Proficiencies: A Ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

STATS:
14 (+2) Strength
17 (+3) Dexterity
16 (+3) Constitution
10 (+0) Intelligence
14 (+2) Wisdom
8 (-1) Charisma

SAVES:
FORTITUDE: 4 + 3 (CON) + 4 (PS)* = +7/11* (vs poison)
REFLEX: 4 + 3 (DEX) = +7
WILL: 1 + 2 (WIS) = +3

SKILLS:
Climb: 8 + 2 (STR) = 10
Heal: 4 + 2 (WIS) = 6
Knowledge (Nature): 8 + 0 (INT) = 8
Perception: 8 + 2 (WIS) + 1 (Trait) + 2 (FT)* = 11/13* (underground or in dungeons)
Ride: 6 + 3 (DEX) = 9
Stealth: 8 + 3 (DEX) + 1 (Trait) + 2 (FT)* = 12/14* (underground or in dungeons)
Survival: 8 + 2 (WIS) + 2 (Track)* + 2 (FT)** + 5 (Spectacles)* = 10/17* (to follow tracks) or 14/19** (underground or in dungeons))
Swim: 4 + 2 (STR) + 8 (Racial) = +14

BACKGROUND SKILLS:
Handle Animal: 8 - 1 (CHA) = 7
Knowledge (Geography): 5 + 0 (INT) + 2 (FT)* = 5/7* (underground or in dungeons)
Linguistics: 1 + 0 (INT) = 1
Profession (Hunter): 5 + 2 (WIS) = 7

Spells Prepared (CL 2):
Level 1: Keep Watch, Lead Blades

Special Abilities:
  • Enhanced Vision (Ex): Gorok gains Low-Light Vision.
  • Poison Resistance (Ex): Gorok gains a +4 bonus on saving throws against poison.
  • Track (Ex): Gorok adds half his level to Survival skill checks made to follow tracks.
  • Hunter's Bond (Ex): Gorok has formed a bond with Warty, making him into an Animal Companion. Gorok's effective level for his Animal Companion ability is equal to his Ranger level -3.
  • Favored Terrain [Underground] (Ex): Gorok benefits from a +2 bonus on Initiative checks, and Knowledge (Geography), Perception, Stealth, and Survival skill checks when underground (in caves or dungeons). He also leaves no tracks while underground and cannot be tracked.
  • Shield of Swings: When you take a Full-Attack Action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 Shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
  • Favored Enemies:
    • Magical Beasts: Gorok gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
    • Evil Outsiders: Gorok gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Magical Beasts. Likewise, he gets a +4 bonus on weapon attack and damage rolls against them. He may make Knowledge skill checks untrained when attempting to identify Magical Beasts.
Name: Warty
Great Slurk (Giant, Animal Companion)
N Large Magical Beast
Init +5; Senses Darkvision 60ft; Perception +0

DEFENSE
AC 16, Touch 10, Flat-Footed 15 (+1 Dex, +6 Natural, -1 Size)
HP 42 (3d10+18)
Fort +8, Ref +5, Will +1

OFFENSE
Speed 30 ft., Climb 30ft.
Melee Bite +6 (2d8+5)
Ranged Slime Squirt +4 ranged touch
Space 10 ft.; Reach 10 ft.
Special Attacks Belly grease, Slime

STATISTICS
Str 19, Dex 12, Con 22, Int 2, Wis 10, Cha 10
Base Atk +3; CMB +8; CMD 19 (23 vs. bull rush, grapple, overrun, and trip)
Feats Improved Bull Rush(B), Improved Initiative, Improved Overrun(B), Toughness
Skills Acrobatics +15, Climb +16, Escape Artist +5, Swim +8; Racial Modifiers +10 Acrobatics, +8 Climb, +4 Escape Artist
SQ Hunker

SPECIAL ABILITIES
  • Animal Companion:
    • Link (Ex): Gorok can handle Warty as a Free Action, or push him as a Move Action.
    • Share Spells (Ex): Gorok may cast a spell with a target of "You" on Warty (as a touch range spell) instead of on himself. He may cast spells on Warty even if the spells normally do not affect Magical Beasts.
  • Tricks: Aid, Attack, Come, Defend, Guard, Heel, Sneak, Stay
  • Hunker (Ex): The slurk gains a +4 bonus to its CMD to avoid Bull Rush or Overrun attempts.
  • Belly Grease (Ex): The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.
  • Slime (Ex): Warty's back is crusted with thick, dry slime and dozens of nodules. As a Standard Action at will, Warty can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, Entangling the foe. Anyone Warty successfully Bull Rushes or Overruns is automatically squirted with back slime. The hardened slime can be removed as a Full-Round Action with a DC 15 Strength check. Warty's back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a –8 penalty on Ride checks to dismount.

Equipment of Note: Bone Earthbreaker, Masterwork Greataxe, Scale Mail

Mina the Changeling Witch
Name: Mina
Alias: N/A
Alignment: Neutral Good
Age: 20
Race: Changeling (Medium Humanoid, Changeling/Hag)
Level: 4 (15864 XP/23000 XP)
Class: Witch 5 (Patron: Spirits)
Feats: Blood Hex (Abeyance)(B), Extra Hex (Evil Eye), Improved Initiative, Potent Hex
Traits: Child of the Temple, Mediator, Precise Treatment
Drawback: Uncanny Seeming
Class Features: Cantrips, Hexes (Cackle, Evil Eye, Healing, Slumber), Familiar
Languages: (Read & Write only): Celestial, Draconic, Kelish, Sylvan, Taldane (Common)

HP: 34
AC: 10 + 2 (DEX) + 1 (Armored Kilt) + 4 (w/Mage Armor*) = 13/17* (Touch 12)
Initiative: +2 (DEX) + 4 (Improved Initiative) = +6
Spell Save: 10 + 4 (INT) +1 (Enchantment) +1 (Enchantment Without Ongoing Control) + spell level
Hex DC: 10 + 2 (CL/2) + 4 (INT) + 1 (Potent Hex) +1 (Mediator)
Base Attack: +2
  • Dagger: 2 + 2 (DEX) = +4 [1d4-1]
  • Stonebow: 2 + 2 (DEX) = +4 [1d6; x2]
Weapon and Armor Proficiencies: All Simple Weapons and no Armor. Subject to Arcane Spell failure from all armor.

STATS:
8 (-1) Strength
14 (+2) Dexterity
12 (+1) Constitution
19 (+4) Intelligence
12 (+1) Wisdom
12 (+1) Charisma

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 2 (DEX) = 3
WILL: 4 + 1 (WIS) = 5

SKILLS:
Heal: 5 + 4 (INT) +1 (Precise Treatment) = 10
Knowledge (Arcana): 8 + 4 (INT) = 12
Knowledge (Religion): 7 + 4 (INT) + 1 (CoT) = 12
Knowledge (The Planes): 7 + 4 (INT) = 11
Spellcraft: 7 + 4 (INT) = 11
Stealth: 8 + 1 (DEX) + 3 (Familiar) = 12
Use Magic Device: 5 + 1 (CHA) = 6

BACKGROUND SKILLS:
Knowledge (History): 8 + 4 (INT) = 12
Knowledge (Nobility): 8 + 4 (INT) + 1 (CoT) = 13

Spell-Like Abilities (CL 5):
Dancing Lights, Detect Magic, Disguise Self, Pass Without Trace (1/Day)

Spells Known (CL 5):
Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Level 1: Command, Cure Light Wounds, Ear Piercing Scream, Hermean Potential, Ill Omen, Mage Armor, Recharge Innate Magic, Sleep, Web Bolt, Remove Sickness
Level 2: Glitterdust, Greater Detect Magic, Invisibility, Webhttps://www.d20pfsrd.com/magic/all-spells/d/detect-magic/
Level 3: Dispel Magic, Heroism

Spells Prepared:
Level 0: Daze, Detect Magic, Guidance, Resistance [At-Will]
Level 1: Ear Piercing Scream, Hermean Potential, Mage Armor, Sleep
Level 2: Glitterdust, Invisibility, Web
Level 3: Dispel Magic, Heroism

Special Abilities:
  • Hexes: Abeyance, Cackle, Evil Eye, Healing, Slumber
  • Ever Shifting Tongue: The Changeling will address any intelligent interlocutor in their native tongue unless blocked by Mind Blank or equivalent magic. The effect does not trigger on writing or any recording that does not have an intelligence behind it.
Curse & Drawbacks:
  • Uncanny Seeming : Your eyes are grey as polished moonstone and when you close them strange runes can be read upon the lids. You take –2 penalty on Bluff, Diplomacy, and Disguise checks
Name: Pepper
Cat (Figment-Sage Witch's Familiar)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 15, Touch 14, Flat-Footed 13 (+2 Dex, +2 Size, +1 Natural)
HP 8 (34/4)
Fort +2, Ref +4, Will +5

OFFENSE
Speed 30 ft.
Melee 2 claws +6 (1d2-4), bite +6 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 8, Int 10, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 6 (10 vs. trip)
Feats: Figment's Fluidity
Skills: Climb +6, Perception +7, Stealth +16; Knowledge (Arcana) +7, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (Nature) +5, Knowledge (Religion) +6, Knowledge (The Planes) +15
Racial Modifiers: +4 Climb, +4 Stealth

SPECIAL ABILITIES
Familiar: The master of a cat familiar gains a +3 bonus on Stealth checks.
Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment's master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day.

Manifest Dream (Su): Each time Mina awakens from a full night's rest, she can apply to the figment 1 evolution point's worth of Eidolon evolutions that don't have a base form requirement.
  • Current Evolution:
    • Skilled (Knowledge: The Planes): Pepper becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill.
Dazzling Intellect (Ex): A sage's Intelligence score is always equal to 5 + its master's class level, but it gains natural armor increases as if its master's class level were half what of the actual class level.

Sage's Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master's class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master's class level.

Equipment of Note: Armored Kilt, Dagger, Stonebow, Healer's Kit, Illusionist's Staff

Sirim the Nidalese Shade
Name: Sirim
Alias: Unknown
Alignment: Neutral Evil
Age: ???/2 months
Race: Smoke Shade
Level: 5 (15774 XP/23000 XP)
Class: Wizard 5 (Illusion [Shadow]; Opposed Schools Evocation; Conjuration)
Feats: Cosmopolitan (Bluff; Diplomacy); Eschew Materials, Spell Focus (Illusion)(B), Spell Specialization (Shadow Enchantment)
Traits: Student of Philosophy, Outlander x2 (Lore Seeker: Shadow Conjuration Shadow Evocation All). Silent Hunter
Drawback: Paranoid, Warded Against Nature
Class Features: Scribe Scroll (Disabled) Book of Shadows; Extended Illusions; Binding Shadows
Movement: 10 ft., fly 60 ft. (good)
Languages: Shadowtongue, Common, Duergar, Infernal, Necril

HP: 27
AC: 10 + 4 (DEX) +2 (Size) + 4 (w/Mage Armor*) = 16/20* (Touch 16)
Initiative: +4 (DEX)
Spell Save: 10 + 4 (INT) + 1 (Shadow Conjuration, Shadow Evocation, Shadow Enchantment) + spell level
Spell Resistance: 14
Base Attack: +2
  • Tendril +8 (2d6 negative energy plus cloying shade) (Reach 5 ft)
Weapon and Armor Proficiencies: Simple

STATS:
- Strength
18 (+4) Dexterity
12 (+1) Constitution
18 (+4) Intelligence
13 (+1) Wisdom
7 (-2) Charisma

SAVES:
FORTITUDE: 1 + 1 (CON) = 2
REFLEX: 1 + 4 (DEX) = 4
WILL: 4 + 1 (WIS) = 5

SKILLS:
Bluff: 8 + 4 (INT) = 12
Diplomacy: 8 + 4 (INT) = 12
Knowledge (Arcana): 8 + 4 (INT) = 12
Knowledge (Religion): 8 + 4 (INT) = 12
Spellcraft: 8 + 4 (INT) = 12
Stealth: 8 + 4 (DEX) +8 (Size) +1 (Trait) = 21

BACKGROUND SKILLS:
Knowledge (History): 7 + 4 (INT) = 11
Knowledge (The Planes): 8 + 4 (INT) = 12
Linguistics: 1 + 4 (INT) = 5

Spells Known (CL 5; +1 Shadow Conjuration/Shadow Evocation, +2 Shadow Enchantment):
Level 0: All Except Opposition Schools
Level 1: Touch of Gracelessness, Mage Armor, Color Spray, Silent Image, Ray of Enfeeblement, Ferment, Recharge Innate Magic, Sleep, Alarm
Level 2: Darkness, Greater Detect Magic, Hypnotic Pattern, Invisibility, Mirror Image, Twisted Space, With the Wind
Level 3: Haste, Shadow Enchantment

Spells Prepared:
Level 0 (4): Detect Magic, Disrupt Undead, Ghost Sound, Mage Hand (At Will)
Level 1 (4+I): Color Spray, Mage Armor (uses 2 slots), Silent Image, Sleep
Level 2 (3+I): Darkness, Hypnotic Pattern, Invisibility, Mirror Image
Level 3 (2+I): Haste, Shadow Enchantment x2

Special Abilities:
  • Cloying Shade (Su) A smokeshade's tendrils deal negative energy damage. A creature that takes damage from a smokeshade's tendril attack is surrounded by a haze of cloying shadow for 1 round. This cloying shade imposes a -2 penalty on attack rolls and Perception skill checks and grants the target concealment from attacks made by opponents that are not adjacent to it. This ability does not give the target concealment against the smokeshade.
  • Hide in Plain Sight (Su) A smokeshade can use the Stealth skill even while being observed. As long as it is within 10 feet of an area of dim light, a smokeshade can hide itself from view in the open without anything to actually hide behind. A smokeshade can hide in the shadows of other creatures but not in its own shadow.
  • Misty Form (Ex) A smokeshade's body is composed of a semisolid black mist similar in consistency to thick foam. In addition to the incorporeal subtype, the smokeshade's misty form grants it the amorphous defensive ability. The creature cannot speak or make other sounds beyond a low rumble. Unlike a normal incorporeal creature, a smokeshade cannot enter water or other fluids, and it is always treated as a Tiny creature for the purposes of how wind affects it, even if it increases in size.
  • Book of Shadows (Ex): Having internalized his knowledge of wizardry in a desperate attempt to escape capture the wizard no longer has need of, nor can he made use of an external spellbook. Due to the added complexity of inscribing entire spells within his shadowy form the wizard requires twice as much time to inscribe a new spell. This class feature replaces Arcane Bond.
  • Extended Illusions (Su): Any illusion spell you cast with a duration of "concentration" lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of "concentration" become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
  • Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Curse & Drawbacks:
  • Weight of Smoke (Ex): Cannot make use of any equipment that is not specially designed for him, even Ghost touch weapons cannot be technically used by a smokeshade as it does not impinge upon the material, rather it is but smoke and shadow. Additionally the smokeshade wizard cannot use any item creation spells that require interactions with material reality
  • Paranoid (Ex): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
  • Warded Against Nature (Su): Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
 
Thanks @Goldfish added

Also Vote closed, the next update will be a Gorok interlude so we can get a bit more of a PoV on how he's been developing.
Adhoc vote count started by DragonParadox on Apr 15, 2024 at 3:32 AM, finished with 14 posts and 6 votes.

  • [X] Seek out an armorsmith to commission a set of Scale Mail barding for Warty. It will take some time to complete such an order, so the sooner it is started the sooner it will be ready, allowing us to go further afield before needing to return to Augustana.
 
Arc 6 Interlude 1: A Sharp Watch
A Sharp Watch

2nd of Lamashan 4707 A.R. (Absalom Reckoning)

Gorok rose from his crouch with a creak of the floorboards, feeling fully refreshed despite the fact that his eyes had scrutinized every visitor from the window's high perch. Strange that the gifts of the earth had come to him so readily when he did not even stand upon it in the midst of such raucous noise. Three score and one thousand warm-bloods... there was a time Gorok could not have even imagined so many of one thing unless some head-broken old warrior had decided to count blades of grass, but this was not even the largest of the cities in this single realm. Looking over the maps as Akorian had been pinning memories to scraped hide had been almost dizzying in its enormity, like being a hatchling again and peering down the length of a sinkhole, all but daring a sand snapper to have his neck.

"S'irsk, Rasok, Jirik, up!" he called out to break up the pile in the corner of the room barricaded behind the bed. Did he wish he could join in, sharing the easy warmth and affection over the demands of hunt leader?

The answer really was no. The three of them were year-mates, all a good five winters younger than Gorok. They had little in common with the strange wanderer who vanished one summer only to come back with strange companions and stranger tidings, to kill the red-robed man and promise new nesting grounds.

They didn't count warm-bloods in their heads and wondered what the future might bring.

***​

Warty was as eager to get out of the stable as ever. Gorok suspected he found the company of horses boring and one could only extract so much entertainment from lying perfectly still in the dark when a new person walked in and then suddenly croaking at full volume, so it was easy enough to get him saddled up and moving towards the great bridges. The harder part had been keeping the slug eggs out of his mouth. As uncannily clever as the slurk was, one couldn't explain to him how tiny pieces of cold metal were better than delicious eggs so they should trade one for the other.

Passing by the dead tree he asked the snake spirit he knew was there if he wanted to come. Of course he did. Gorok suspected the reason he was even still here and not one with the night was the insatiable curiosity that only a snake, able to squirm into every nook and cranny, could match.

"Alchemists and smiths can often be found under the same awning," came the by now familiar not-quite-intrusion of the serpent's voice. "The tools of the former's craft must be stout if they are to survive, much less prosper, and the latter profits greatly from hot flames and acid etchings."

Not needing the rest of it explained to him Gorok headed for the potion maker's shop. They had already poured gold into her coffers, more likely than not she'd be willing to scratch a scale and tell them where they could find an armorer willing and able to work with Warty, but the press of early morning in the market was stifling. How did anyone keep such shops open among all the colorful silks and glittering shinnies as Cob would call them and-

Gorok Perception vs ??? Stealth: 20 vs 15 (Success)

That was when he noticed the thin faced man on the corner, a skewer of seared meats held clumsily in his left hand and the other held slightly curled at his side, ready to draw a weapon as he picked through the sea of faces only to tense against the wooden wall behind him as soon as Gorok turned his way. He wasn't just looking for someone, he was looking for four iruxi and a slurk of all the multitudes of this city. Gorok and his kin were the man's prey of choice and he very much doubted this was a lone hunter, or the most dangerous. Only a fool has the best hunter spotted, that was a new-blood's job.

What does Gorok do?

[] Go about his day, now that he knows he's being watched he'll be more ready for an ambush

[] Try to find a guard to report the man to

[] Turn the tables on the man, tail and capture him if he has the chance

[] See if Mirindi the Miraculous has anything to say about watchers outside her shop, maybe she'll be willing to help

[] Write in


OOC: To be clear it is just Gorok, Sirim, and the other iruxi right now. Cob is working on his big jar of acid idea. Kori is sleeping since he does not like being out during the day and Mina is getting used to her new spells/learning from Pepper to get her new skills.
 
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Oh, nice, Gorok POV! I can't remember the last time we had one of those. Inside his head is an interesting place.
Gorok suspected he found the company of horses boring and one could only extract so much entertainment from lying perfectly still in the dark when a new person walked in and then suddenly croaking at full volume
:lol::rofl::lol::rofl:

Good boy, Warty.

Okay, a watcher isn't necessarily up to anything nefarious. There are legit reasons someone may be keeping an eye on us, though I'm doubtful. Still, on the off chance that this isn't a precursor to bad shit happening, I don't think we should try to attack the guy. Not a fan of the idea of going to the guards, either. We've already seen that they might not be the most upstanding citizens, and all it takes is a bribe or some anti-Iruxi prejudice and Gorok's day could get a lot worse.

That leaves going about our day like normal and waiting to see what happens, and talking to Mirindi. If we do the latter, we can still try the first if she can't help, so that's what I'm going to suggest for now.

[X] See if Mirindi the Miraculous has anything to say about watchers outside her shop, maybe she'll be willing to help
 
[X] See if Mirindi the Miraculous has anything to say about watchers outside her shop, maybe she'll be willing to help

I suspect they're either Twilight Talons or a criminal group
 
The answer really was no. The three of them were year-mates, all a good five winters younger than Gorok. They had little in common with the strange wanderer who vanished one summer only to come back with strange companions and stranger tidings, to kill the red-robed man and promise new nesting grounds.
Kinda feel bad for Gorok here, feeling so separated from his fellow tribe-mates.

But at least he has his party/friends.
Gorok suspected he found the company of horses boring and one could only extract so much entertainment from lying perfectly still in the dark when a new person walked in and then suddenly croaking at full volume
Ha! Love how Warty makes his own entertainment.

I wonder if Cob taught him how to do that or its just something he picked up himself.
That was when he noticed the thin faced man on the corner, a skewer of seared meats held clumsily in his left hand and the other held slightly curled at his side, ready to draw a weapon as he picked through the sea of faces only to tense against the wooden wall behind him as soon as Gorok turned his way. He wasn't just looking for someone, he was looking for four iruxi and a slurk of all the multitudes of this city. Gorok and his kin were the man's prey of choice and he very much doubted this was a lone hunter, or the most dangerous. Only a fool has the best hunter spotted, that was a new-blood's job.
Hmmm, now why would Gorok and company be targeted...

We should politely ask!

[X] Gorok walks up to man and politely ask why he and his kin are being tracked.

I just want to see if it works, lol.
 
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[X] See if Mirindi the Miraculous has anything to say about watchers outside her shop, maybe she'll be willing to help

I like the idea of being direct, but I'd rather try and get backup first
 
[X] See if Mirindi the Miraculous has anything to say about watchers outside her shop, maybe she'll be willing to help
 
Why would one be looking for iruxi? We haven't told many about their plight, and if it's something hostile, they do not make the easiest targets.

I suppose we'll find out soon enough. I am tempted to counter-ambush the watcher, this just feels right the way Gorok's brain works -- thinking about everything in terms of a Hunt.

[x] See if Mirindi the Miraculous has anything to say about watchers outside her shop, maybe she'll be willing to help
 
Why would one be looking for iruxi? We haven't told many about their plight, and if it's something hostile, they do not make the easiest targets.

I suppose we'll find out soon enough. I am tempted to counter-ambush the watcher, this just feels right the way Gorok's brain works -- thinking about everything in terms of a Hunt.

[x] See if Mirindi the Miraculous has anything to say about watchers outside her shop, maybe she'll be willing to help

Not everything, he tends to think of conflict as hunting, since he does not have the notion of 'war for territory' that is common among settled people. You fight someone to take their things or at most to drive them off.
 
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