Spilling most of your gold into the grasping claws of the merchant is not an easy decision, nor one you come to lightly. A part of you almost expects the fragile comradery to break over it and each of you to go your separate ways, but Gorok does not grumble when part of his stash goes towards getting a patch-scale shirt for Cob, nor when the pots of acid and alchemist's pitch are split between Mina and you... with Cob receiving the last after a moment's silent counsel taken between the rest of you. He did say he knew how to handle an alchemist's weapons from the time he had robbed Juran. If you are going to trust him with a knife at your backs, the reasoning goes, you might as well trust him with a fire pot.
Granted, Gorok dons a coat of metal scales over the dull grey of his hide and a crook of black iron, that did not come from any duergar forge you know, propped over his shoulder promising death or capture to beast and warrior alike.
Weapon:
Ogre Hook for Gorok
Armor:
Hide Shirt for Cob
Scale Mail for Gorok
Alchemical Substances:
1x Alchemist's Fire
2x Acid Flask
2x Antitoxin
Total Cost: 234 gp
Remaining Funds: 51 gp
Thus you find yourselves once more a crossroads, who to speak to and what to seek in your quest for meaning, for lore, for purpose... and for eating something other than tunnel rations eventually. Mina giggles when you share the thought, though from her expression she obviously agrees with the point behind it.
Perhaps catching the laughter in the crowd, or simply marking you for the odd company you are, the pair of orcs from earlier approach with their proposal. They explain that they are brothers, prospectors for a Burnland chief, 'noble' Mina calls him in her own tongue, and that they had been paid to find every entrance from below into their employer's copper mine. However, they had quickly found themselves unequal to the task of dealing with the colony of vegepygmies that had taken up residence in the lower passages, forcing them to flee downwards, eventually finding their way to Cauldron. The elder of the two, Urz, promises to split the nine hundred gold commission, two thirds for you and one third for them, but when Gorok growls that you would be doing all the work the younger is quick to agree that you should have all of the gold.
Half-Orc to bluff: 1d20 +5 = 15
Akorian Sense Motive (Guidance): 1d20+7+2 = 17
Something smells like week-old eel here... "Coin falls from your purse like blood from the guts of a dying man and yet there's no trail of silver or red behind you. Could it be it's us you are trying to gut?" Your words are quiet, conversational, so much so that you do not think the family of four out selling baskets not four steps away did not even notice.
"What the... we are offering you prop'r coin!" the smaller of the brothers seems aggrieved that you are not putting your nose to the stone like a good hound.
"It's not your coin I doubt, but your words." In three quick steps you move between him and the nearest lantern, letting your uncanny shadow fall over him, its misshapen head snapping like an eager hound. Whatever power is behind it, if it is even something more than your own strange sorcery, approves.
"Fine, fine, you got us! We're smugglers using the old mine to trade with the Darklands, but now it's all filled up with those bastard mushroom-men."
Rather than say anything you just stare at them, knowing they are not done with the truth-telling.
"The last batch of 'herbs' is up there, but we ain't telling you where, that isn't part of the deal. It ain't yours, it's ours." Not having grown up under a rock you know what the word means when it comes to illicit trade. They are smuggling poisons to the surface from Nar Voth.
"Don't come to us, we'll come to you," you sneer, moving past the older of the orcs.
While Mina looks a little intimidated herself by your performance Gorok is obviously content that you had dug up the truth and Cob... well Cob just wants to know if vegepygmies are good eating.
"No!" You have to be getting along. That came from three throats at once.
What do you do next?
[] Take the smuglers deal Reward: 900 gp
Task: clear a small tribe of vegepygmies out of an abandoned mine
[] Head to the Vents to steal the secret of steel Reward: Lore, Treasure
Task: Fight or sneak your war into the inner sanctum of a xulgath tribe
[] Speak to the Dancer, alone
[] Look for more hunts or bounty missions
[] Write in
OOC: And Akorian has his first undiplomatic social encounter. I have to say, doubling the bonus from Guidance makes for quite a good early edge.
Haha, nice rolls there, Kori. Sense Motive FTW. I like the weaponized use of our freaky shadow, @DragonParadox. I hadn't though of that possibility.
Hmm, that Vegepygmy extermination quest would be very valuable. More than enough to pay for Mina to get a new Familiar. The Vegepygmies themselves shouldn't be too much of a threat to us, we've got a few morningstars and plenty of daggers to bypass their Damage Reduction, but that Russet Mold is a major threat. Only a Vegepygmy Chieftain should be able to directly infect a target with the mold, however, so I think we should make the attempt.
[X] Take the smuglers deal. Our group could use the practice and experience gained in fighting Vegepygmies before we pit ourselves against a Xulgath tribe.
-[X] Just in case we encounter the Russet Mold so commonly associated with Vegepygmy colonies, we'll purchase several skins full of powerful liquor before leaving the market. Quality is not a concern, merely potency, so it shouldn't cost us too much coin to arm ourselves with the cheapest rotgut available.
Need more exp and better gear before we tackle any big tribes, so best to practice.
[X] Take the smuglers deal. Our group could use the practice and experience gained in fighting Vegepygmies before we pit ourselves against a Xulgath tribe.
-[X] Just in case we encounter the Russet Mold so commonly associated with Vegepygmy colonies, we'll purchase several skins full of powerful liquor before leaving the market. Quality is not a concern, merely potency, so it shouldn't cost us too much coin to arm ourselves with the cheapest rotgut available.
[X] Take the smuglers deal. Our group could use the practice and experience gained in fighting Vegepygmies before we pit ourselves against a Xulgath tribe.
-[X] Just in case we encounter the Russet Mold so commonly associated with Vegepygmy colonies, we'll purchase several skins full of powerful liquor before leaving the market. Quality is not a concern, merely potency, so it shouldn't cost us too much coin to arm ourselves with the cheapest rotgut available.
[X] Take the smuglers deal. Our group could use the practice and experience gained in fighting Vegepygmies before we pit ourselves against a Xulgath tribe.
-[X] Just in case we encounter the Russet Mold so commonly associated with Vegepygmy colonies, we'll purchase several skins full of powerful liquor before leaving the market. Quality is not a concern, merely potency, so it shouldn't cost us too much coin to arm ourselves with the cheapest rotgut available.
We should get ranks in intimidate next level up. I like what we did here.
[X] Take the smuglers deal. Our group could use the practice and experience gained in fighting Vegepygmies before we pit ourselves against a Xulgath tribe.
-[X] Just in case we encounter the Russet Mold so commonly associated with Vegepygmy colonies, we'll purchase several skins full of powerful liquor before leaving the market. Quality is not a concern, merely potency, so it shouldn't cost us too much coin to arm ourselves with the cheapest rotgut available.
[X] Take the smuglers deal. Our group could use the practice and experience gained in fighting Vegepygmies before we pit ourselves against a Xulgath tribe.
-[X] Just in case we encounter the Russet Mold so commonly associated with Vegepygmy colonies, we'll purchase several skins full of powerful liquor before leaving the market. Quality is not a concern, merely potency, so it shouldn't cost us too much coin to arm ourselves with the cheapest rotgut available.
Green chestbursters, ho!
It is weird that Paizo simultaneously are the people making Goblins a base ancestry (and giving lizardfolk and trodlodytes names in their own languages, etc), while also coming up with all-new breeds of ever-more despicable evil humanoids. Or maybe it's not that strange...
[X] Take the smuglers deal. Our group could use the practice and experience gained in fighting Vegepygmies before we pit ourselves against a Xulgath tribe.
-[X] Just in case we encounter the Russet Mold so commonly associated with Vegepygmy colonies, we'll purchase several skins full of powerful liquor before leaving the market. Quality is not a concern, merely potency, so it shouldn't cost us too much coin to arm ourselves with the cheapest rotgut available.
1) Some readers of my quest claim that in RAW Guidance can not be used in such social checks as Bluff and Diplomacy because such checks could last more than one minute. I homeruled that MC can use Guidance. What's your opinion on this matter?
2) What's Half-Orc aptitude to fact that Akorian was casting during the conversation? In my Worm/Pathfinder quest casting Guidance is a delicate matter, because when interlocutor sees that you do something strange, and it can not be disguised as "ancient prayer of good fortune", then Diplomacy and Bluff checks become more harder. This is not an Earth Bet... how does casting during conversation look in Golarion?
3) Why Akorian has bonus +2? Guidance gives a competence bonus, and Fate's Favored gives additional bonus +1 only to luck bonus.
1) Some readers of my quest claim that in RAW Guidance can not be used in such social checks as Bluff and Diplomacy because such checks could last more than one minute. I homeruled that MC can use Guidance. What's your opinion on this matter?
2) What's Half-Orc aptitude to fact that Akorian was casting during the conversation? In my Worm/Pathfinder quest casting Guidance is a delicate matter, because when interlocutor sees that you do something strange, and it can not be disguised as "ancient prayer of good fortune", then Diplomacy and Bluff checks become more harder. This is not an Earth Bet... how does casting during conversation look in Golarion?
3) Why Akorian has bonus +2? Guidance gives a competence bonus, and Fate's Favored gives additional bonus +1 only to luck bonus.
Depends on the roll. If you just want to spot something in a casual meeting Guidance works fine, if you are listening through the First Councilor's three hour speech about the Kingdom's policy to see if they are a traitor, well you had better have some way to chain cast it silently and without gestures which is rather rare
Well they ended up unfriendly, but Akorian us so used to it by now that he does not think it is unusual
Hmm... I thought Guidance was luck. I'll have to adjust that in the future.
It is weird that Paizo simultaneously are the people making Goblins a base ancestry (and giving lizardfolk and trodlodytes names in their own languages, etc), while also coming up with all-new breeds of ever-more despicable evil humanoids. Or maybe it's not that strange...
They are indeed plants, specifically grown from the remains of their victims, some of them have vague memories of being the person out of whose chest they busted out, but not many.
Adhoc vote count started by DragonParadox on Mar 7, 2023 at 6:40 AM, finished with 17 posts and 9 votes.
[X] Take the smuglers deal. Our group could use the practice and experience gained in fighting Vegepygmies before we pit ourselves against a Xulgath tribe. -[X] Just in case we encounter the Russet Mold so commonly associated with Vegepygmy colonies, we'll purchase several skins full of powerful liquor before leaving the market. Quality is not a concern, merely potency, so it shouldn't cost us too much coin to arm ourselves with the cheapest rotgut available.
Nine hundred gold pieces are... nine hundred gold pieces. Whether it be in the forms of weapons, armor, more alchemical supplies, or provisions for the long journey to the surface that Mina desires and you are drawn to that is too high a price to turn up your noses at. What you all not only can but do turn up your noses at is the one gallon barrel of aptly named rotgut, which you mean to use on the vegepygmies heart-mold, bought from a grizzle-haired mongrelman for a single gold coin. The old man first glares at the coin with his single bulbous frog eye, then bites into with gusto.
Lost 1 Gold
Gained a barrel of Rotgut
"Ah... those coins are lead, aren't they? Gold-plated?" Mina asks, looking a little ill from more than just the fumes. At your nod she adds. "You shouldn't bite into lead like that. Doctor Henrick, who worked, or works I guess, at an insane asylum in Vische treated painters who went mad from white lead. It was very sad. Some of them still wanted to paint, you see, but they did not really know how."
"Lead can kill you? The stuff they make money out of?" You ask with a shake of the head that is less denial and more surliness at the arbitrary dangers of the world.
"Not all money. In Ustilav gold coins are just gold. They are bigger too and marked with Desna's wings, but only noble folk handle them..." What follows is a description of Ustilavic coinage that bores you to tears, though when you start counting rocks on the side of the tunnel she stutters off, leaving you feeling vaguely guilty and not knowing what to do with the feeling.
"What's the matter with your shadow?" she asks after another half-mile's trudge down the smooth black which seems to have been carved for no other purpose other than to bounce the traveler's eye off.
"Woke up with it like that," you answer laconically, sure that she'll be content to leave it at that. People are usually content to avoid the matter of your shadow, with its twisting boneless movement and jagged smile, when they can.
"The Desnan Monks teach that the shadow is part of the soul," she muses instead after a moment.
"So what does it say of my soul that my shadow is so monstrous?" you challenge, stung and hating yourself for it.
"I don't think it looks like a monster." Mina motions ahead, by the light of the swinging stone lantern, where you notice the hunched bestial form of your own shadow trailing after Cob, their heads almost level. "Looks kind of like a goblin. Maybe that is what you were in your last life and it stuck around."
"I'm pretty sure those are wings on its back," you shoot back dryly. In truth, you had seen your shadow fly only when you were fleeing for your life.
"Well maybe you were some kind of Fairy Goblin," she insists.
Whether she was going to carry on the line of reasoning you will never know as a responding 'Eurgh' from Cob, complete with stuck out tongue at the very notion of a goblin so transformed, puts an end to the line of conversation.
Still, you cannot quite help yourself from teasing a little. "If you had drank the right potion who knows what could have happened."
"No, no, no, wrong potion, worst potion," he insists, drawing a hiss of amusement even from your reptilian guide.
As the hours pass though and your feet start to hurt against the cold stone Gorok calls for a halt and asks you how you want to deal with the matter of provisions along the way. He is used to hunting for himself and is reasonably confident that he can provide for the rest of the company as well, but you will have to go slower and by more circuitous ways where the lizards and slurks congregate, which will also give more time for the other denizens of these tunnels to find you and perhaps try to make a meal for themselves.
What do you vote to do?
[] Keep eating the dwarf supplies (-24 Duergar Trail rations for the round trip)
[] Hunt for your food (Does not spent trail rations; twice as likely to have a hostile encounter; potential for hides and other trade goods from the creatures Gorok hunts)
OOC: It's a six day round trip to the mines and there are four of you. Those supplies are far from infinite so I thought this would be worth a vote.
[X] Hunt for your food (Does not spent trail rations; twice as likely to have a hostile encounter; potential for hides and other trade goods from the creatures Gorok hunts)
We should start getting good now, while the stakes are low. We don't seem to be wasting a significant amount of time, either.
Akorian has no survival skill so no, he would not be able to find tracks and follow them to food, that said if Gorock finds something nastier than he can deal with alone the rest of the party can help him with it