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Session Three: The Colony.

Posted by GMFor group 0
GM
GM, 133 posts
Revealing an
Unwelcome Truth
Mon 6 Apr 2020
at 22:41
  • msg #1

Session Three: The Colony

The merfolk settlement of Ucho Oyo is situated within a cove, in between steep limestone cliffs. It is a small village of wooden huts and various outbuildings, as well as several piers. A few fishing boats float lazily in the bay.
Most of the buildings appear to be private dwellings or used for storage, and only a few appear to be public. However, it doesn't take the three strangers long to happen upon what might be described as a dockside tavern.
The structure itself is rickety and unremarkable. Fishing nets are strung along the outside as if meant to be decorative. They can't make out much detail, as the sun has set some time ago, but torches have been setup along the pier, as well as periodically between the buildings to provide enough illumination for one to make their way around.
The inside is well lit by sconces, however you note that each flame is a different color: blue, purple, and turquoise. And it is under these otherworldly pastel tones that you see your first merfolk.
They are build like humans, except for the long fins that extend from the backs of their forearms and calves. They wear little clothing, apparently preferring to drape themselves in a minimum of cloth. Because of this you can see their fingers and toes are webbed. Hairlike growths spout from their heads, and is either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. Some of the men have similar growths extending down from their cheekbones.

Perhaps to Liam's surprise (or perhaps not) there is a spattering of humans here as well.
No one in the tavern seems to pay you much heed, aside from noting your entrance. They huddle in small groups, drinking and chatting quietly. One group of merfolk stand off to one side, tossing darts at a wooden board with a crude painting of a reptilian creature with three rows of tusks jutting from it's upper jaw.
The barkeep, a large and heavily muscled merfolk and lacking any hair growths offers you a warm smile as you approach the bar. He produces two wooden mugs before asking, "What'll it be?"
This message was last edited by the GM at 13:51, Tue 07 Apr 2020.
Liam
PC, 125 posts
An Old
Friend
Wed 8 Apr 2020
at 20:21
  • msg #2

Session Three: The Colony

Liam looks around to see how well-armed the various patrons are. It's partially to assess the danger, and partially to make sure he's not committing any kind of faux pas by bringing his own weapons to the tavern.

To the barkeep, he says, "Three ales, please." Hopefully ordering something bland and commonplace won't out him as a newcomer.

He keeps quiet, waiting for someone else to speak (or not), although he will make inconsequential talk with his own party if he thinks no one is eavesdropping.
GM
GM, 136 posts
Revealing an
Unwelcome Truth
Thu 9 Apr 2020
at 21:16
  • msg #3

Session Three: The Colony

A few of the others gathered here have daggers on their belts, but most appear to be more akin to fishing knives than actual weapons. However, no one seems to alarmed to see you and your companions armed as you are.
The barkeep's brow raises slightly as you order three ales. He pours a liquid into the two mugs he previously placed on the counter from a tap behind him, before producing a third. The containers are wooden, so it is hard to see the color of the drink inside, but there is a foam on top. It smells like what you'd expect.
As Sketch reaches up to take the third mug, the barkeep clicks his tongue and pulls the mug back.
"Sorry there little guy," he says, "but that's for your ma an' pop." He shifts his gaze from Sketch to Liam, an awkward and apologetic look on his face.
"Little?" Sketch snaps indignantly. "You believe this guy?" he sneers as he glares up at the bartender.

You can tell Sketch is about to say, or perhaps do, something that he might regret later. What does Liam do?
Liam
PC, 126 posts
An Old
Friend
Thu 9 Apr 2020
at 21:24
  • msg #4

Session Three: The Colony

"This one's no child," says Liam, "no matter how much he acts it."

"Here," he says to Sketch, "Have mine too." He puts a mug in each of the halfling's hands.
GM
GM, 137 posts
Revealing an
Unwelcome Truth
Fri 10 Apr 2020
at 15:51
  • msg #5

Session Three: The Colony

"I don't think so," the barkeep exclaims as he moves around the counter. Now that he is out from behind the bar, you can see how big he is. His chest and arms are heavily muscled, and he appears strong enough to wrestle an ogre and probably win.
The commotion draws the attention of the others here, stopping the game of darts along with the other peripheral conversations. All eyes fall on the three strangers and the barkeep. "Look, I don't want any trouble. But I can't get a reputation for serving children, you understand?"
"I'm not a bloody child, you fish-faced nincom--
"What our son is trying to say," Allessia interrupts, steppping up between Liam and Sketch. She slides one arm around Liam's waist and pulls herself close to him, and places her free hand on Sketch's head. She shoots the bartender a wide and desperate smile, "is that we've traveled a long way tonight. He is overly tired, and hungry..."
"Say no more, ma'am," the barkeep replies, his expression softening to Allessia's words. He takes the mugs of ale from Sketch (who hangs onto them a little longer than he should) and returns behind the counter. He motions for the three of you to sit before he taps a different keg and fills a wooden cup with a different liquid. The other patrons return to their conversations and game, satisfied that the tension has passed.
"I was going to turn this into cider," he says as he offers the cup to Sketch. "But I suppose you can have a bit. I can't offer you any food right now, but the monastery is still taking refugees. They've got food and beds available, last I heard. Nibs can take you there."

Alignment Fulfillment: Liam --> Allessia
Liam's chaotic alignment has spurred a companion to significant and unplanned action.

This message was last edited by the GM at 14:16, Fri 17 Apr 2020.
Liam
PC, 129 posts
An Old
Friend
Fri 10 Apr 2020
at 18:16
  • msg #6

Session Three: The Colony

"I appreciate your offer, and your help. But we aren't refugees. We'll be happy to pay for our meal and lodging, and return to our own home when we're through."
GM
GM, 140 posts
Revealing an
Unwelcome Truth
Mon 13 Apr 2020
at 17:27
  • msg #7

Session Three: The Colony

"Sure thing," the barkeeper replies, offering you a conciliatory nod. He then shifts his attention to the other patrons, moving down the counter to refill mugs and speak with others.
Once he moves away, you notice Allessia staring at you. She looks anxious, as if not sure what to do next. If you return her gaze, she quickly turns away, taking a long pull from her mug.
Sketch drains his cup in between muttering angrily to himself. He obviously doesn't like attention being brought to his size. He slams the cup down on the counter before hopping off the stool. He wanders over to the game of darts being played.

What does Liam do?
Liam
PC, 131 posts
An Old
Friend
Mon 13 Apr 2020
at 17:54
  • msg #8

Session Three: The Colony

"Guys, do we have any reason to stay here? Could we get back to the mine without running into the centaurs again? Even if it's a 60% chance we avoid them, I'll take it."
Allessia
NPC, 2 posts
Devoted
Iomedae
Mon 13 Apr 2020
at 20:09
  • msg #9

Session Three: The Colony

"I thought we were on a trading mission," Allessia says incredulously. "Wasn't it your idea to find a neighboring community to sell ore to? And we were at least a day away when Sketch walked us into those... creeps," she adds before taking another drink from her mug. Her nervousness seems to have melted away, replaced now by anger. "If we go back now, even if we avoid them, this whole thing will be a complete waste of time!"
Sketch
NPC, 3 posts
Mon 13 Apr 2020
at 20:11
  • msg #10

Session Three: The Colony

Sketch isn't listening. Instead, he is watching the merfolk play their dart game. After a few rounds, he asks to play.
Liam
PC, 132 posts
An Old
Friend
Mon 13 Apr 2020
at 20:54
  • msg #11

Session Three: The Colony

"Yes, it's true. We should stay and look for a trading partner. I had my nerves rattled a bit by those centaurs and how straightforward they were in their brutality. I suppose any bad actors here will be hiding behind smiles and open hands."

He watches Sketch to see if he's any good at darts.

Meanwhile, Liam looks to see if anyone is interested in poetry or tale-telling. Maybe this isn't that kind of bar, and such a performance would seem out of place. But if there are people looking to hear an epic or two, Liam might as well earn some coin and maybe a room for the night.
Allessia
NPC, 3 posts
Devoted
Iomedae
Mon 13 Apr 2020
at 21:35
  • msg #12

Re: Session Three: The Colony

Liam:
"...I had my nerves rattled a bit by those centaurs and how straightforward they were in their brutality..."
Allessia raises her mug to Liam before downing the rest of it. She then signals the barkeeper, indicating "two," one for her and one for you.
"Most of the others seem preoccupied with their own business. But I'd like to hear what you got."
GM
GM, 142 posts
Revealing an
Unwelcome Truth
Mon 13 Apr 2020
at 21:42
  • msg #13

Re: Session Three: The Colony

At first, those playing darts don't allow Sketch to play. Like the barkeeper, they seem to think he is a human child. They all laugh wildly when he lays down a coin as if to buy his way into their game.
"What is that?" one asks in between fits of laughter.
"He's copying what he's seen his pa do," says another. "You know how humans are, anything they want they throw their coins at it!"
Sketch
NPC, 4 posts
Mon 13 Apr 2020
at 21:44
  • msg #14

Re: Session Three: The Colony

Angered, Sketch picks up a dart lying on a nearby table and tosses it at the board. It hits the creature perfectly between the eyes with a thud.
GM
GM, 143 posts
Revealing an
Unwelcome Truth
Mon 13 Apr 2020
at 21:45
  • msg #15

Re: Session Three: The Colony

The merfolk stop laughing, amazed by the little guy's throw.
"Do that again," one of them says, offering him another dart.
Sketch
NPC, 5 posts
Mon 13 Apr 2020
at 21:46
  • msg #16

Re: Session Three: The Colony

Sketch takes the dart and again tosses it at the board, scoring another hit directly to the creature's left eye.
Liam
PC, 134 posts
An Old
Friend
Wed 15 Apr 2020
at 16:51
  • msg #17

Re: Session Three: The Colony

Liam watches Sketch hustle the dart players before turning his attention back to their newest party member.
Allessia:
"Most of the others seem preoccupied with their own business. But I'd like to hear what you got."

It takes him awhile to figure out what she means, but when he realizes what she's asking, he's surprised.

"Well, I'm not going to sing to you one-on-one. That would be a little awkward. But I do know a tale of your deity."

He launches into a long tale about Iomedae, and how a devil tempted her to drink a certain kind of god-intoxicating wine. Every day Iomedae would feed the wine to a magical bird instead of drinking it herself. Finally, after a week, the devil thought Iomedae was immune and gave up trying to tempt her. However, to make sure the wine was actually intoxicating in the first place, the devil took a huge gulp of it himself. He ended up destroying himself, while Iomedae was fine. And the bird's physiology didn't let the wine affect it, so the bird became a symbol of triumph in adversity.

It takes Liam about 15 minutes to tell the story in full.
Allessia
NPC, 3 posts
Devoted
Iomedae
Wed 15 Apr 2020
at 19:43
  • msg #18

Re: Session Three: The Colony

By the end of your story, Allessia appears completely enchanted. She's ordered another ale, and is sitting comfortably with her elbows on the counter, leaning toward you. Her bright blue eyes are affixed on you as you finish the tale.
"I haven't heard that story since I was a little girl," Allessia says, almost dreamily. "After entering the chantry, nearly all of the lessons and trainings are martial, or refer to Iomedae's deeds during the Shining Cru-
This message was last edited by the player at 19:43, Wed 15 Apr 2020.
GM
GM, 145 posts
Revealing an
Unwelcome Truth
Wed 15 Apr 2020
at 19:43
  • msg #19

Re: Session Three: The Colony

A series of scuffs and sneers interrupt Allessia's thought. You turn around to find many have left their conversations to stand around you and hear your tale.
"Eeomday," one scoffs loudly before turning away. "Never heard of him..."
"Could be a Cozi trick," you hear another say.

"Is this some sort of joke?" says one of the merfolk who had been playing darts with Sketch. He is holding the coin Sketch put down in his hand, studying it closely. "I've never seen a coin like this before."
"Oh, you know humans," says another. "The faces on their beloved currency change with the tides, aye?"
"No," the original replies. "This doesn't look like it's from Sea Gate. Where did you get this?" he asks Sketch.
This message was last edited by the GM at 19:43, Wed 15 Apr 2020.
Sketch
NPC, 7 posts
Wed 15 Apr 2020
at 19:44
  • msg #20

Re: Session Three: The Colony

"From my last employer," Sketch answers as he lines up another shot. He tosses the dart, which is then snatched out of the air by a merfolk.
"What? It's not counterfeit, I swear. Besides, you blokes owe me!" he states, thumbing his chest triumphantly.
Liam
PC, 135 posts
An Old
Friend
Wed 15 Apr 2020
at 20:00
  • msg #21

Re: Session Three: The Colony

"If that tale was not to your liking," he says as he stands up to face the crowd, "perhaps you'd like to hear how the shore-dwellers stole poetry from the sea-king's waves. Or, if you're prepared to accept our money as good, I could relate the tale of how the sharks devoured Prince Eric. But that is no tale for an unwelcome guest to relate..."
GM
GM, 146 posts
Revealing an
Unwelcome Truth
Thu 16 Apr 2020
at 15:15
  • msg #22

Re: Session Three: The Colony

A few patrons return to their own tables and quiet conversations. The rest remain, waiting for Liam to tell another tale. Perhaps the majority wasn't as offended as the few that spoke out; or maybe there just isn't anything else more interesting going on in this little drinking hole.
"Let's hear about the poetry," a female merfolk says.

"We don't gamble with children," the merfolk closest to Sketch says. He slides the coin back to Sketch.
Liam
PC, 137 posts
An Old
Friend
Thu 16 Apr 2020
at 16:13
  • msg #23

Re: Session Three: The Colony

Liam tells the story of how the shore-dwellers stole poetry from the sea-king. However, he also tries a daring bit of improvisation.

In the original tale, the shore-dwellers were elves: lithe, long-lived, and in touch with nature. Liam changes that. He makes the shore-dwellers halflings. He tries to do it subtly, but he slips in some references to their short stature and how their appearance belies their years of wisdom -- or as the sea-king viewed it, base cunning.

He hopes to teach his audience that halflings can do anything tall folk can. But he doesn't want to make it preachy. It's a tough line to walk, even for an experienced storyteller like Liam.

He stretches the tale out to three quarters of an hour, mixing in some ballads, some blank verse, and some prose sections. He includes the 'song of the sea' that every schoolboy knows. He tries to dramatize the characters with their individual voices.

By the end of the performance, he's visibly sweating a bit, drinking plenty but still trying to keep his mind razor-focused.
Sketch
NPC, 8 posts
Fri 17 Apr 2020
at 13:57
  • msg #24

Re: Session Three: The Colony

Sketch returns his coin to his pocket before slinking away. While Liam is telling his story, Sketch slips outside, away from merfolk.
He wanders around for a bit, making a mental map of the village.
Allessia
NPC, 4 posts
Devoted
Iomedae
Fri 17 Apr 2020
at 14:08
  • msg #25

Re: Session Three: The Colony

Allessia listens to Liam's story. She isn't as interested in shore-dwellers or sea-kings than she was in the previous story, but she enjoys Liam's performance none-the-less. He has a gift, that's for sure. And she might just be beginning to understand how to leverage it...

New Bond (Allessia)
I am working on converting _Liam_ to my faith.

GM
GM, 147 posts
Revealing an
Unwelcome Truth
Fri 17 Apr 2020
at 17:01
  • msg #26

Re: Session Three: The Colony

The patrons love Liam's performance. They absolutely love it. A few minutes in, those playing darts stop and move closer to the performance. Nobody orders additional drinks as they are all tuned into Liam's story. Even the barkeeper doesn't mind, as he leans on the counter, as fascinated with the tale as everyone else in the tavern.
In the end, they all let out an audible and satisfactory sigh as the story ends. Some laugh, others turn away to wipe away tears from their eyes; but everyone erupts  in communal jubilance. They slap each other on the back, order each other more drinks, and talk excitedly about the events that played out over the last forty-five minutes.
A few merfolk approach Liam afterward and offer him their thanks and gratitude. In fact, one introduces herself as Demetra Wavecrest, daughter of the "Mer."
"I'd like you to meet my father," she says, her voice measured despite the air of excitement permeating the place. She is tall and thin, athletically built, like a swimmer. Her skin is light, perhaps silvery in color, but it is difficult to tell in the ever changing pastel hues of light. Patches of blue or perhaps seagreen dot her bare shoulders, arms, and back. Her hair resembles dark-colored fine seaweed, and cascades down her shoulders and back. "Are you staying at the monastery? Perhaps you would prefer more comfortable accommodation."

"Tell us another!" someone shouts. A chorus of cheers rise up, calling for another tale.

What does Liam do?
Liam
PC, 138 posts
An Old
Friend
Fri 17 Apr 2020
at 22:28
  • msg #27

Re: Session Three: The Colony

GM:
"Are you staying at the monastery? Perhaps you would prefer more comfortable accommodation."

"We aren't staying anywhere, yet. My party and I just arrived here. It's no secret that we're from an outpost about a day's walk from here. We recently arrived in the area and haven't been able to leave." He makes that last sentence ambiguous. It could mean they are so enchanted they don't want to go, or it could mean they're stuck.

"Please forgive me, but I'm new to your people's customs. Is your invitation for the three of us or for me only?"
GM
GM, 149 posts
Revealing an
Unwelcome Truth
Wed 22 Apr 2020
at 13:56
  • msg #28

Re: Session Three: The Colony

"You, your mate, and offspring of course," Demetra replies. "I know my father would love to speak with you."
The other patrons begin shouting, demanding another story. The barkeeper busies himself with refilling drinks.
"This place has never been this... buoyant," he mutters to you as he refills your mug. You can tell by the look on his face that he's not kidding. The energy in the room is something he is clearly not used to.

Does Liam go with Demetra, or tell another story?
Allessia
NPC, 5 posts
Devoted
Iomedae
Wed 22 Apr 2020
at 14:26
  • msg #29

Re: Session Three: The Colony

Allessia's eyes nearly pop out of her head once she realizes the fish-lady has referred to her as Liam's "mate."
I guess I walked into that, she thinks to herself. I didn't correct them when they thought Sketch was our son--and it only stands to reason they would assume I his mother. Even in the colorful hues cast by the shifting lights, anyone can see her light complexion turn a shade or two red.
Maybe they'll think it's the ale, she tells herself as she takes another drink from her mug.
Embarrassed, and slightly inebriated, Allessia looks around the bar for Sketch. Unable to find him, she shoots Liam a worried look.
Liam
PC, 139 posts
An Old
Friend
Wed 22 Apr 2020
at 17:40
  • msg #30

Re: Session Three: The Colony

Liam would like to go with Demetra, but finding Sketch is priority number one.

Liam looks around for about two minutes. When he realizes he's not going to find Sketch, he goes with Demetra to her father's house.
GM
GM, 150 posts
Revealing an
Unwelcome Truth
Thu 23 Apr 2020
at 14:43
  • msg #31

Re: Session Three: The Colony

The patrons of the tavern collectively groan when it becomes apparent that Liam isn't going to give them another story. Despite their disappointment most call out their fare-thee-wells, and a few even meet him at the door to impart a personal goodbye.
Outside and with Allessia in tow, you find Sketch sitting on the wharf. He's tossing small rocks into the water, his hairy feet dangling over the dock. He jumps up when he sees you and races over to rejoin you.
You follow Demetra to her home. It is easily the largest house in the village. While most are little more than huts, the Wavecrest residence is a proper house. Not a manor, or anything grand, but compared to the others it might as well be. In fact, the only thing bigger, Liam can see, is the silhouette of a stone tower situated on a nearby cliff.

*     *     *     *
The next morning you awaken in the guest room of Wavecrest House, the residence of the "Mer" of Ucho Oyo and his family. Sketch is curled up at the foot of the bed, while Allessia kneels by the window in silent prayer. She insisted on sleeping on the floor, and rose before the rest of you.
Gathering in the dinning room for breakfast, your are presented with a buffet of baked fish, boiled eggs, a soup made of some kind leek and potato type vegetables and light broth, and a medley of sliced garden vegetables.
Mer Cetus Wavecrest, Demetra's father, greets you when you enter, but doesn't engage in conversation until the meal has been completed.

"My daughter tells me you are from the outpost," Mer Cetus says to you once everyone has eaten their fill and things are being cleared away. "What news from the mountain?"
Allessia
NPC, 6 posts
Devoted
Iomedae
Thu 23 Apr 2020
at 16:04
  • msg #32

Re: Session Three: The Colony

During her communion with Iomedae, Allessia prays for her eyes to be cleared and to reveal the aims of others. She also asks for Iomedae to guide her weapon should weapons be required today.
  • Detect Alignment
  • Magic Weapon


Allessia partakes in the meal. The soup and veggies might not be what she's used to, but she finds the food pleasant enough.
Sketch
NPC, 9 posts
Thu 23 Apr 2020
at 16:36
  • msg #33

Re: Session Three: The Colony

The next morning, Sketch slips Liam a small vial containing a golden, honey-like liquid.
"It'll make others see things your way," he whispers. "Just in case."

Sketch isn't shy when it comes to breaking his fast. He eats two fish, three eggs, and two bowls of soup. He even eats several of the strange vegetables.

Spoiler text: (Highlight or hover over the text to view)
Sketch gives Liam a vial of Goldenroot poison: The target treats the next creature they see as a trusted ally, until proved otherwise.

Liam
PC, 140 posts
An Old
Friend
Thu 23 Apr 2020
at 16:55
  • msg #34

Re: Session Three: The Colony

When they're discussing the sleeping arrangements, Liam offers a suggestion:

"I'm sure Sketch would be happy to share the bed with you, Allessia. And it's not like he takes up too much room."


After breakfast Liam is happy to answer the Mer's questions.

"We didn't mean to stay long at the outpost," he says truthfully. "But circumstances have made us residents there."

"We aren't aware what alliances might have existed in the past. We have very few ties to the old management. However, I'm exploring the nearby realms as an ambassador, seeking to build new alliances."

When that line of conversation dries up, and if politeness allows it, Liam tries to turn to the subject of the nearby tower.
GM
GM, 152 posts
Revealing an
Unwelcome Truth
Thu 23 Apr 2020
at 17:47
  • msg #35

Re: Session Three: The Colony

Mer Cetus stares at Liam for a long moment before responding. The merfolk is old, you can tell. His face is wrinkled, not unlike a human. He is either bald, or shaves his head of the strange seaweed-like "hair." His skin is pallid, the only coloring present in splotches of light tan around his neck, shoulders, and arms. His facial features aren't as soft as the others you've seen, but more angular. He has large lips and a long nose.
"I asked about the mountain," he says matter-of-factly. "From your answer, or lack thereof, it sounds as if there's trouble up there." He remains in his seat, unmoving, his tiny, black eyes fixed on Liam.
"What position are you in to 'build new alliances?' My daughter told me you are a storyteller. A minstrel, or the like. But you speak to me of alliances. Speak the truth: what brings you to our village?"
"Father..." Demetra says, but abruptly stops when Cetus raises his hand to silence her. He never takes his eyes off you.
Liam
PC, 141 posts
An Old
Friend
Thu 23 Apr 2020
at 18:03
  • msg #36

Re: Session Three: The Colony

"You've been welcoming and forthright with me, so I will return that basic courtesy.

"I was asked to govern the people of the mining outpost, but we have meagre resources. Harmony is easy in times of plenty; but we are barely scraping by. We need food, we need building materials, we need even basic information about our surroundings and our neighbors.

"I don't come to you empty-handed: the mine produces ore and we are willing to work and trade for our share of this land's bounty. However, most people we meet seem to want to exterminate us, or seize our land, or both. We ask only to be allowed to live and enjoy basic comforts.

"Now tell me, Lord Mer, what do you think I should do to honor this land and its people, but be true to my own?"

OOC: Using "Charming and Open" in the "what do you wish I would do?" mode.
GM
GM, 154 posts
Revealing an
Unwelcome Truth
Thu 23 Apr 2020
at 20:30
  • msg #37

Re: Session Three: The Colony

Cetus tilts his head slightly, towards Demetra.
"Leave us," he commands his daughter. Obediently, she rises from her seat at the table and exits the dinning room. Once she is gone, he waits another moment, possibly ensuring she is truly gone before speaking to Liam once again.
"That is a difficult question for me to answer without knowing anything about you, or your people. However, you have come to me seemingly in friendship and trust. I've hosted you not only in this village, but in my home.
"You say you have ore, and wish to trade rather than flaunt or bully. In truth, we too are strangers here. Ucho Oyo is a colony; an experiment of sorts. Even with the backing of the Empire, it would be imprudent to make enemies of the locals.
"As important a resource as ore is, I'm afraid we have little use for it. We don't have any smiths. What little metal we have we dredge up from the depths, waste from human wars and forgotten places.
"If you teach us how to shape it to our own designs, we might be willing to trade with your outpost, assuming we knew more about you."

Spoiler text: (Highlight or hover over the text to view)
Liam's question: What do you wish I would do?
Cetus's answer: Teach us to use ore
Cetus's question: Whom do you serve?


Liam
PC, 143 posts
An Old
Friend
Thu 23 Apr 2020
at 20:45
  • msg #38

Re: Session Three: The Colony

Liam explains about being hired by Godfrey, finding Mahlon mad and the mine in shambles, even the monsters from the mountain.

Finally, he says, "And we weren't told when we took the job that this place is --" he struggles for the word -- "disconnected from the world I call home. Is that your sages' understand as well, that we are on some kind of alternate plane of existence?"
This message was last edited by the GM at 14:24, Fri 24 Apr 2020.
GM
GM, 157 posts
Revealing an
Unwelcome Truth
Fri 24 Apr 2020
at 17:19
  • msg #39

Re: Session Three: The Colony

Cetus appears to accept your answer, but doesn't seem overly satisfied with it. He stares at you for a long moment after you speak of alternate planes of existences.
"Alternate existence? No," he says at length, shaking his head. "You may be disconnected from your homeland--most of us are thanks to the Roil. But you're not on an alternate plane... at least, not in regards to existence."
As he speaks, you can't help but pick up on Cetus's plain, matter-of-fact way of speaking.
"Your way home might not be straight forward, and perhaps the path is ever-changing. But I doubt very much the way is closed to you. However, I cannot help you in that regard--at least, not presently.
"As I said, my daughter has informed me that you possess knowledge, in the form of histories and stories of ages past. If this is true, we might be able to help each other."
Liam
PC, 145 posts
An Old
Friend
Fri 24 Apr 2020
at 17:35
  • msg #40

Re: Session Three: The Colony

Liam spreads his hands in a gesture of openness. "By all means."

He enjoys this colony and its residents, and would be happy to spend time with the Mer or his subjects. As long as Liam doesn't feel like he's overstaying his welcome, he'll sick around and share knowledge or lore.
GM
GM, 158 posts
Revealing an
Unwelcome Truth
Tue 28 Apr 2020
at 17:47
  • msg #41

Re: Session Three: The Colony

Cetus smiles at Liam warmly. He invites you to go with him to the monastery, located further up the cliffs overlooking the village.

"The monastery is the heart of this entire enterprise," Cetus explains as you, Allessia, and Sketch follow him up a winding path towards the stone tower. Each of you have been given a gift to present to the monks there: a case of smoked fish, a basket of bread, and two small casks of rice wine.
The way from the coastal village up through the cliffs isn't difficult. The little sandy path appears regularly traversed, which keeps the weeds to a minimum. Gusts from the bay buffet the cliffs, however the merfolk have hauled up large rocks and have lined them up along the trail, acting as a barrier to keep you from loosing your footing and falling over the edge.
From this vantage point, you can see a few more boats out in the bay. The wharf is abuzz with activity.
"Fishing may be the livelihood of many," Cetus continues, "but wrecking is the lifeblood of our village. The Empire doesn't like it, but even they can't refute it's usefulness. The things we find, usually on the ocean floor, we send here, for processing."
"Usually?" Sketch asks, the casks balanced on each shoulder, his arms wrapped around each one. "You said 'usually on the ocean floor'," he clarifies to Cetus's inquisitive look.
"We have, on occasion, discovered shipwrecks," the Mer replies matter-of-factly.

The tower is unremarkable in style, likely serving the village in utility. It is made of stone, perhaps ninety feet in diameter and narrows slightly as it raises its three stories. It is topped with wide crenellations.
Inside, the monks greet you warmly and accept the gifts Cetus gave you. The interior is just as unremarkable as the exterior. The chambers appear to have been build wholly to provide shelter, and any artistic expression is lacking.
Here you are introduced to the monks' leader, Abbot Limu. He is a squat, broad-shouldered, round specimen, with pale skin. The top of his bald head is muddy gray and mottled with dark spots that run down his shoulders, back, and arms. He has thin lips and long, catfish-like whiskers.
Mer Cetus explains to Limu that you might be able to help them, that you allegedly possess knowledge about their people and histories.
"Go on," Cetus urges you. "Tell him about how poetry was stolen from us by the surface dwellers."
This message was last edited by the GM at 17:50, Tue 28 Apr 2020.
Liam
PC, 146 posts
An Old
Friend
Tue 28 Apr 2020
at 18:51
  • msg #42

Re: Session Three: The Colony

"Forgive me," says Liam, "for I am new to your ways. But would it not be more edifying if all the brother monks were to gather together and hear the story in assembly? I would be more comfortable performing to an audience, and I think it would be instructive for them, as well. Of course, I understand most monasteries are run on a strict schedule; I am willing to wait until later if need be."

In truth, he'd rather not have to give a repeat performance so soon, and for an audience of only one.

"In the meantime, good Abbot, perhaps I could regale you with a small tale or two, for your personal amusement."
GM
GM, 159 posts
Revealing an
Unwelcome Truth
Tue 28 Apr 2020
at 19:13
  • msg #43

Re: Session Three: The Colony

Both Abbot Limu and Mer Cetus appear interested in what you have to share.
Liam
PC, 147 posts
An Old
Friend
Tue 28 Apr 2020
at 19:43
  • msg #44

Re: Session Three: The Colony

Taking a break from fables and myths, Liam instead relates a mostly factual history of the war between two coastal human nations.

"Although it doesn't directly involve the merfolk," he begins as a preface, "most historians agree that this war weakened the seafaring humans of the area and paved the way for the historical ascendency of the Pearl Dynasty, which I'm sure you know is still held to be one of the zeniths of your race's culture."

Liam relates the history as best he can, alternating between an emphasis on individual men and women, and on historical catalysts as broad, impersonal forces.

Somewhere in the middle, the story reaches a somewhat touchy subject. "Of course," he says then, "some slanderers say that this was the point in the war where merfolk began to sell arms to both sides to prolong the conflict. But I can't find any good contemporary authorities that support this theory."

He continues the story to the war's conclusion.

As he acts out the parts, he finds himself drawn to impersonating certain historical figures, mostly the fat or bawdy characters, but he does try to give an individual persona to each human he portrays.
GM
GM, 160 posts
Revealing an
Unwelcome Truth
Wed 29 Apr 2020
at 18:03
  • msg #45

Re: Session Three: The Colony

At times during your performance, Abbot Limu and Mer Cetus whisper to each other, as if they are conferring about some detail or point. However, after a moment or two, they usually find themselves in agreement and return their attention to you.
Thoroughly, they enjoy your story--even the touchy parts. Looking around the chamber, you find that the other monks have found themselves to you, and all have gathered around to hear. Cetus snickers as Limu shoos the acolytes away.
"We weren't aware of everything of which you spoke," Limu says at length. "I've never heard of any 'Pearl Dynasty,' but that only proves the importance of our village's mission. We are not here to expand the territorial holdings of the Empire, nor to eek out meager livings as fishermen."
"The entire point to our settlement here on land is," Cetus chimes in, "reclamation. Follow us, and we'll tell you what we know."

The merfolk give you a short tour of the monastery. As they do, they explain the deity to which it has been dedicated: a being known as Cosi.
Cosi is the deity of land and earth. He is part of their religious triumvirate, along with Ula, the goddess of water, and Emeria, the goddess of sky, wind, and clouds.
"I have taken the teachings of Ula as my personal creed," Abbot Limu reveals to you, somewhat proudly. You find that nearly all of the monks here also claim Ula's creed as their own, while Cetus admits to worshiping Emeria.
"None worship Cosi," Limu declares, "at least not openly."
"The Empire has all but forbid it," Cetus adds.
"Why?" asks Allessia curiously. For all this talk about other gods and goddesses, she has been oddly quiet. Normally, the woman cannot help sneak in this or that about Iomedae.
"Because Cosi is known as the Trickster," Abbot Limu replies. "He has shattered Emeria's domain, and is responsible for the Roil.
"Despite these facts, we," Limu continues, gesturing to his fellow monks and Mer Cetus, "understand that Cosi still represents a third of the world. Ignoring him does little to serve us. The Roil will continue. And without seeking to understand his designs, we will always be at his mercy."
"And that is Ucho Oyo's mission," Mer Cetus exclaims. "We have established a surface colony in order to seek out and rediscover ancient Cosi sites of power, lost knowledge, and artifacts. I believe you can help us, and in turn, we can help you and your outpost."

What does Liam do?
Liam
PC, 149 posts
An Old
Friend
Wed 29 Apr 2020
at 20:36
  • msg #46

Re: Session Three: The Colony

Liam uses the moment to make his case. "We won't be around to help anyone, unless we stabilize our community. Religion has been a big help, but we also need food and building supplies. You speak of long-term plans. I'm speaking of making it to next month. I'm sure any help you gave us now would blossom and return to you ten-fold. I will have much more time for culture and the sharing of lore, when those miners are settled."
GM
GM, 162 posts
Revealing an
Unwelcome Truth
Fri 1 May 2020
at 19:59
  • msg #47

Re: Session Three: The Colony

Limu looks to Cetus in the wake of Liam's plea. The Abbot might speak for the monks within the confines of the monastery, but only the Mer of Ucho Oyo can speak for the entire colony.
"Finding yourself in a foreign land and strapped with the heavy responsibility of others' lives and the success of the entire endeavor is a lonely burden. Even I have  some support from the Empire.
"You ask for food and offer us ore. As I said before, presently we have little use for your metal. What we want," he says, indicating himself and Limu, "is your knowledge. We need to know where to look next. Tell us what you know of the Trickster, or where he might have hidden his temples or shrines. This is the currency by which we will deal. Yes?"
Liam
PC, 151 posts
An Old
Friend
Tue 5 May 2020
at 16:24
  • msg #48

Re: Session Three: The Colony

"You've dealt fairly with me, so I'll deal fairly with you. I don't know much about your people. But -- I know where to look, who to ask. I can't be your encyclopedia, but I can be a bibliography and I can make introductions. And what lore I do know immediately, I can share with you.

"You speak of currency. I can't make a lump-sum payment, but I can work with you as a consultant, help you increase your own productivity."
GM
GM, 164 posts
Revealing an
Unwelcome Truth
Thu 7 May 2020
at 18:14
  • msg #49

Re: Session Three: The Colony

Cetus and Limu agree. They nod excitedly as they lead Liam into another chamber within the tower to share with him their current investigation.
The room is furnished with a simple table and six chairs. A bookshelf has been setup along one of the walls, packed with tomes and scrolls. On the table is a map of the area, weighed down at the corners by large seashells.
"Everyone knows that Cosi broke Emeria's heart, which caused her tears to create the first seas," Limu says. "And it was Ula who brought life to the waters in an attempt to comfort his sister. The first people created by Ula were known as the Vaal. They build a kingdom that has since been lost to time."
"And the Roil," Cetus adds, some what sourly.
"Scholars cannot agree as to where the Vaal kingdom was ceded, but artifacts and evidence of them can be found in every seabed," Limu continues. "Cetus and I are trying to locate the site of the ancient Vaal capital city. We believe the answers might be found on land, possibly hidden within Cosi temples."
"A friend and associate of ours," Cetus says as he returns to the door, "is a local known as Nibs." He opens the door, revealing to you a tall, thin man with blue-gray skin and pupil-less eyes. His long hair is white, and four, short, fleshy barbels sprout from his chin. He is clearly not a merfolk (you may use your Bardic Lore move to identify Nibs's race, if you wish).
He is bare-chested, and sports a series of leather cords biceps and forearms. A broad belt with several pouches hold up baggy trousers, which are in kind, tucked into his knee-high boots.
Nibs enters the chamber and offers you a curt nod, but doesn't say anything.
"Nibs believes he might have found a Cosi temple," Limu exclaims after a moment passes. "However, he cannot access the temple, and we think you may be able to help. There is a door, built a short ways into the cliffs about a league or so further up the coast." Limu produces for you a piece of parchment paper, and on it is an illustration of the door.
It appears to be made completely of stone, although you aren't sure which type. Such things are hard to translate via hand-drawings. Hundreds of swirling sea shells, sand dollars, and sea stars decorate the door, but again, you aren't sure if they are embedded into it's surface, or if the designs are embossed. There is no keyhole or handle.
"Runes appear on the door during high and low tide," Cetus explains. "We don't understand them. We think they are instructions, detailing how to open the door. Perhaps your knowledge of the ancient past might help. Will you help us?"

What does Liam do?
Liam
PC, 152 posts
An Old
Friend
Thu 7 May 2020
at 19:33
  • msg #50

Re: Session Three: The Colony

"Give me time to make preparations and choose a suitable party, and I'll gladly investigate.

"If you allow me to return to my people with food enough for a few weeks, I can probably pull a few of the more clever ones from their duties at the mine and take them to this temple. Some of them have arcane knowledge, and some of them have the kind of street smarts that keep adventuring groups alive in strange temples."
GM
GM, 165 posts
Revealing an
Unwelcome Truth
Mon 11 May 2020
at 20:35
  • msg #51

Re: Session Three: The Colony

Without some kind of trade agreement, Cetus is unable to agree to anything on behalf of the colony, at least until Liam or his people preform some sort of service.
However, Limu interjects, promising a month's worth of food from the monks as a gesture of good will.
You briefly discuss the needs of your people. All Limu can offer right now is food, no other supplies. He asks for the number of people being fed, including children; and the location of the outpost. He passes the information to another monk before asking for a day to prepare.
"The sea door is only a few miles up the coast," Cetus points out. "Since you're going to be here at least another day, you might be interested in at least seeing the door."

What does Liam do?
Liam
PC, 154 posts
An Old
Friend
Mon 11 May 2020
at 20:56
  • msg #52

Re: Session Three: The Colony

Liam thanks the monks for their offer of food. "Believe me, we're good for it," he says.

Liam offers to go visit the door, but he's leery of even approaching it. If he can have his way without causing trouble with the merfolk, he'll stay about 20 yards from the door. If Sketch is feeling adventurous, Liam will invite Sketch to approach the door, but he won't force him.

He'll also take some drawing materials so he can make a general map of the area and quick drawings of any insignia. That might help when making a plan of who to bring and how to proceed.
GM
GM, 166 posts
Revealing an
Unwelcome Truth
Tue 12 May 2020
at 17:39
  • msg #53

Re: Session Three: The Colony

Shortly after your meeting with Limu, Nibs takes you to see the sea door. He alone leads you, Allessia, and Sketch on the trek "further up the coast."
Keeping the sea to your right, Nibs takes you up the cliffs. As you climb higher, the difficulty of the trail increases in kind. Thanks to the rocky soil and constant buffering from the wind, only a few, stunted shrubs grow here along the path.

"You sure that was wise," Sketch whispers to you just before you crest the cliffs. "They asked about our numbers, and you just gave it to them after a song and dance about their gods."
Liam
PC, 155 posts
An Old
Friend
Tue 12 May 2020
at 21:24
  • msg #54

Re: Session Three: The Colony

"I also told them we have nothing to be robbed of, and everything to offer in cooperation. Would you attack a mine full of angry men, iron, and not much else?"

Liam explains his plan to stay far away from the door and not be baited into an adventure. He also asks Sketch who he would pick for an exploration party.
GM
GM, 167 posts
Revealing an
Unwelcome Truth
Wed 13 May 2020
at 22:11
  • msg #55

Re: Session Three: The Colony

Sketch doesn't press it. At first you think he just might be trying to be polite. But after a moment you realize that he is staring out over the vast emptiness below the cliffs to your right. It appears very much the same as before, when you and Ileosa were exploring the area north of the Outpost.
It is the first time either Sketch or Allessia have seen it.

The cliffs end abruptly to the north, falling away into a gray-blue nothingness. As before, huge chunks of rock float out in the expanse, like flotsam drifting on invisible waves. The "islands" are all rock underneath, but you can see vegetation growing on the topside. Some even have streams of water flowing over their edges, dissipating into mist before ever reaching whatever bottom might be far below.
At the edge of the trail, Nibs is producing hooks and ropes from his pouches and other equipment, as if he intends on... well, you're not sure what.
Sketch
NPC, 10 posts
Wed 13 May 2020
at 22:21
  • msg #56

Re: Session Three: The Colony

"Depends on what you expect," Sketch says after the initial shock of the expanse wears off. "Bryn's good in a fight, but needs to be the boss of everything. Allessia's great to look at, but I ain't seen her do much else. Duncan's a great foreman, but I don't know how he'd do outside the mines. Soapy... Well, he's really important. I'd leave him back at home.
"Ileosa would have been my choice," he says with a shrug. "But you let her go.
"Actually, Bryn and Duncan might be good choices. They're dwarves, and the drawing we saw of the door looks like it's made of stone. And if it's carved into the cliff, perhaps a dwarven perspective is what you need."

"Hey, what do you think Nibs is doing?" he says, watching the pale-skinned guide prepare the hooks and ropes.
Liam
PC, 156 posts
An Old
Friend
Fri 15 May 2020
at 16:27
  • msg #57

Re: Session Three: The Colony

"Ah, crap. He's going to make us climb from island to island with grappling hooks, I think. It's not too late to turn back."
GM
GM, 168 posts
Revealing an
Unwelcome Truth
Fri 15 May 2020
at 17:13
  • msg #58

Re: Session Three: The Colony

Nibs is indeed preparing for you to move from island to island via his ropes and hooks. He, himself, traverses the distance with a single rope and hook, attached to a special harness ingeniously built into his belt and baldirc. Like a bird, Nibs leaps into the expanse and tugs on the rope. Within one or two seconds, he slides along the rope and lands on his feet on the other island.
Without saying anything, he finishes securing three other ropes he had begun on the previous island. It doesn't take him more than a moment, and he's strung a make-shift rope bridge spanning the two islands.
"Come," he says, and you realize it is the first time you've heard the man speak.
Allessia steps forward, noticing three hooks attached to leather straps affixed to the top-most rope. Following Nibs's gestures, she straps the leather around her waist. A dozen or so steps later, she is safely on the other side.
Allessia
NPC, 7 posts
Devoted
Iomedae
Fri 15 May 2020
at 17:17
  • msg #59

Re: Session Three: The Colony

"Liam!" Allessia shouts across the void. "You have to try this! It's amazing!" Honestly, walking a tightrope across a chasm of incalculable depth to a floating "island" while strapped to a rope is probably the wildest thing she's done in... well, probably forever. As scary as it had seemed, it was quite easy, and completely exhilarating.
Her skin flushes and she finds that she cannot stop giggling.
Liam
PC, 157 posts
An Old
Friend
Fri 15 May 2020
at 17:30
  • msg #60

Re: Session Three: The Colony

"Well, we'll have to do it next time. Might as well practice now. At least this way we can impress Brynn with our expertise."

Liam puts himself into the harness, making sure to double-check everything and then triple-check it.

"This will make for a great verse in the Chanson de Sketch! 'Boldly flew the halfling, across the dang'rous void...'"
GM
GM, 170 posts
Revealing an
Unwelcome Truth
Mon 18 May 2020
at 08:58
  • msg #61

Re: Session Three: The Colony

Thanks to Nibs's ropes and harnesses, traversing the void between the "islands" is easy. Allessia and Nibs are both there to catch you and help you out of the leather strap harness. It feels equal parts dangerous and exciting, but is otherwise quite safe.
Neither does Sketch have any issues making it across.
As Nibs recovers his equipment, and Sketch recovers his breath, the latter asks how many more of these "islands" they'll have to cross. Nibs raises two fingers before leading you and your companions further along the path that cuts through the tiny landmass. The trail continues for about another one-hundred yards of twisting, rocky outcropping and wind-blown cliffs.
Twice more does Nibs make it possible for Allessia, Sketch, and yourself to easily (and relatively quickly) span the expanse between the floating masses that slowly gravitate near the coast.

The door itself is located in a small alcove, situated perhaps ten or fifteen feet into the side of the cliff face. Liam does not approach the door, but from that distance, he can still see the shapes and patterns embossed into the stone.
A myriad of sea-shapes decorate the entire surface, save a small sections at the center--presumably where the runes appear during the tides.
Liam
PC, 160 posts
An Old
Friend
Tue 19 May 2020
at 18:25
  • msg #62

Re: Session Three: The Colony

Seeing Nibs in action, Liam suddenly becomes curious about the creature. What race is he? Why would he associate so closely with the Merfolk?

Liam makes note of the many crossings they make, and an uncomfortable thought occurs to him. If the Merfolk ever wanted to lose him in an accident, this would be the place to do it. The miners wouldn't even think twice about accepting such an explanation -- especially if Sketch or Allessia were still around to recount how dangerous the crossings seem.

He puts the uncomfortable thought aside for the moment.

At the door, Liam addresses Sketch. "What do you make of it? How would you break in?"

And to Allessia, he says, "What's the religious significance of this place?"
GM
GM, 172 posts
Revealing an
Unwelcome Truth
Thu 4 Jun 2020
at 06:57
  • msg #63

Re: Session Three: The Colony

You know that Nibs is a member of a race known as the Kor. However, as to why he might be helping the merfolk--his motivations are probably more personal, rather than racial. How did Liam first learn about the Kor?
Sketch
NPC, 11 posts
Thu 4 Jun 2020
at 07:05
  • msg #64

Re: Session Three: The Colony

Sketch examines the door, looking closely for any exposed hinges or other mechanical mechanisms. At length, the halfling shakes his head.
"Hard to say, Boss. I can't find the lock. That is to say, not a mechanical one. If this opens, it'll probably have something to do with those," he says, pointing to the sections present on the front. Most of the door is decorated with sea iconography, swirly shells, sea stars, fish, and the like. The the center area is devoid of any carvings or etchings.
"I think they said runes appear with the tides?"
Allessia
NPC, 8 posts
Devoted
Iomedae
Thu 4 Jun 2020
at 07:09
  • msg #65

Re: Session Three: The Colony

Allessia shrugs. "I see a few symbols that remind me of the Cult of Dagon; but that could just be coincidental. I guess it depends on what these tidal runes might say when they appear."
Liam
PC, 162 posts
An Old
Friend
Sat 6 Jun 2020
at 03:29
  • msg #66

Re: Session Three: The Colony

Liam first discovered the Kor while drunk at a revel. Or rather, he discovered one very specific Kor. He never caught her name, but she was a marvel on the ropes and trapezes of the big-city carnival. Afterwards, he sat through a friend's lecture on the history and culture of the Kor, but he didn't pay much attention. His mind was rapt with the memory of her grace on the lines.

Seeing Nibs in action, he's starting to understand that ropes and vertical agility are a part of the wider culture. Maybe most Kor women move that way?


"This place gives me the creeps. I don't mean, like, spiritually. I just feel like we're going to get sucked into that place and not be able to get out. Let's come back when we have a crew."

He listens to Allessia and Sketch, but he watches for a reaction from Nibs. The Kor are notoriously self-sufficient and brave. He wonders if Nibs will perceive his own caution as cowardice.
GM
GM, 173 posts
Revealing an
Unwelcome Truth
Fri 12 Jun 2020
at 16:30
  • msg #67

Re: Session Three: The Colony

Nibs doesn't protest when Liam announces his intent to leave. He had been setting up a make-shift camp, expecting to stay at the door at least long enough for the newcomers to witness the changing tide. The kor simply shrugs and begins gathering equipment for the return hike. Unless spoken to directly, Nibs doesn't say anything regarding Liam's retreat from the door.

You return to the colony shortly before sunset. Again, you find the village of Ocho Oyo wrapped in the quiet and peaceful embrace between the cliffs and the northern sea. Villagers move about their properties concluding their daily business; and most of the fishing boats are returning to the pier. Thin wisps of smoke waft from chimneys as they prepare their evening meals, granting the little seaside village a quaint aura reminiscent of a Meignaud painting.
A mist obscures the horizon line but captures the rays of the setting sun, washing the sky in multicolored hues of pinks and purples. Looking to the northwest, you can barely make out the dark hulks of the floating islands, lurking beyond the mist. Occasionally, you spy a flash of what must be lightning inside the mist.

Nibs takes you back to the monastery, and you are again greeted by Abbot Limu. He asks if you've learned anything from the door and insists that you stay the night in town before returning to your Outpost.
"It will do you no good to travel through the night on the mountain side," Limu says. "Besides, I feel a storm coming. Stay with us here at the monastery, or perhaps with Lady Wavecrest. I would not advise being unsheltered tonight."
Allessia
NPC, 9 posts
Devoted
Iomedae
Fri 12 Jun 2020
at 16:30
  • msg #68

Re: Session Three: The Colony

"I'd prefer to stay here tonight," Allessia confides with Liam. "I don't relish the idea of roaming through the woods at night, especially with those creepy centaurs about."
Sketch
NPC, 12 posts
Fri 12 Jun 2020
at 16:31
  • msg #69

Re: Session Three: The Colony

"Bah! I hate it here," Sketch says, if asked his opinion by Liam. "Everything smells like fish, and everyone thinks I'm a human child. And so long as they see me that way, they won't let me drink or gamble. And the women here… well, let's just say I've been to kratan whorehouses that smell better." Afterword he smiles sheepishly. He is sure Liam knows full well there are no kratan whorehouses, for there are no kartan whores. But he is satisfied, his point being made.
Liam
PC, 163 posts
An Old
Friend
Fri 12 Jun 2020
at 23:51
  • msg #70

Re: Session Three: The Colony

"I've never heard of a Kartan whore, but I'm sure that for you they would create the whole industry from scratch."

"We will stay here tonight," he says to the abbot.

Liam spends the night ruminating on the door and, more specifically, which of his new subjects to bring along for the exploration party.
GM
GM, 174 posts
Revealing an
Unwelcome Truth
Fri 19 Jun 2020
at 19:33
  • msg #71

Re: Session Three: The Colony

The storm began in earnest shortly after sunset. Gusts of wind and rain buffeted the monastery into the night, punctuated by flashes of lightning. Each thunderclap sounds closer than the last, sending violent vibrations though the stone walls.
A contingent of monks remain awake throughout the night, tasked with tending fireplaces and keeping various sconces lit despite the wind that occasionally tears through the drafty tower.
Most of the rooms that share exterior walls have some sort of leak, allowing a little water inside. However, it isn't too bad considering the alternative of being caught outside tonight.
The evening meal consists of fish-head stew, some kind of white tuber vegetable, and flat-bread.
Allessia, Sketch, and you are given beds in a sparsely furnished common room. A wide fireplace dominates one wall, while five rows of bunk style beds jut from the opposite wall.

At some point during the night, a particularly menacing thunderclap wakes you from sleep. The accompanying rumble lasts far longer than the crash of lightning. In fact, it continues for several minutes. The unoccupied beds slide and skid across the flagstone floor, grit and thick dust bunnies fall from the rafters above.
"An earthquake?" Sketch asks from the bunk next to you.
From across the room, Allessia is up and making for the door, trying to keep her feet as the ground trembles fervently. After a few steps she is forced to crouch low and wait for the shaking to stop for fear of falling over.
A low droning can be heard from somewhere in the monastery, probably the monks praying or chanting, however the storm outside makes it nearly impossible to make anything out clearly.

After a time, the shaking eases, but doesn't fully stop. Just as the barefooted Allessia makes it to the door, it swings open to reveal huge monstrosity standing just beyond!
Instinctively, Allessia jumps back as the creature enters, ducking through the door. The beast stands over eight feet tall and is as wide as two men. Six tusks protrude from its upper jaw, three on either side of its flattened, reptilian head.

What do you do?
Liam
PC, 164 posts
An Old
Friend
Tue 23 Jun 2020
at 00:53
  • msg #72

Re: Session Three: The Colony

Liam's first instinct is to run. And maybe he will. But first he waits to judge this beast's intent. Is it sentient? What is its mood? Is its danger immediate, or subtle?

Liam ponders all that whole looking for an escape route.
GM
GM, 176 posts
Revealing an
Unwelcome Truth
Wed 24 Jun 2020
at 20:58
  • msg #73

Re: Session Three: The Colony

Other than the doorway the creature came through, there is one other door on the opposite wall. The only other potential escape is the fireplace, which is still burning.

The creature snarls before lunging at Allessia. However, she is quicker, having expecting something violent from the beast. She dives under the nearest bunk in an attempt to escape the monster's massive hands. Anger flares as it chases her, smashing the wooden bunk to kindling in a single blow. It bellows loudly as it raises its thick, tree-like arms for another attack.

What do you do?
Allessia
NPC, 10 posts
Devoted
Iomedae
Wed 24 Jun 2020
at 21:00
  • msg #74

Re: Session Three: The Colony

I continue to hide while trying to evade the monster's attacks. I crawl from one bunk to another, moving toward my bunk and where I stored my gear for the night...
Sketch
NPC, 13 posts
Wed 24 Jun 2020
at 21:02
  • msg #75

Re: Session Three: The Colony

I roll out of my bunk and begin rummaging though my equipment. Somewhere I have a dose of goldenroot. Once I find it, I'll begin applying it to one of my throwing daggers...
Liam
PC, 166 posts
An Old
Friend
Wed 24 Jun 2020
at 21:33
  • msg #76

Re: Session Three: The Colony

Liam has no attachment to this place, nor need to defend its people.

He just needs enough to time to get his own party and gear to safety.

He moves between the creature and the fireplace, and begins shouting.

When the beast charges, he'll get out of the way so it's charging the fireplace.

At least, that's the plan.
GM
GM, 178 posts
Revealing an
Unwelcome Truth
Tue 14 Jul 2020
at 16:57
  • msg #77

Re: Session Three: The Colony

What you're describing sounds primarily like you're evoking the Defying Danger move. Ultimately, you are wanting leap out of the way as the monster charges you causing it to crash into the fireplace for damage, yes?

Under normal circumstances I would post a description of it as it charges you before asking you to roll a
Defy Danger check using DEX, and then another descriptive post detailing the results of that roll. However, since I goofed up and went into the woods for two and a half weeks without telling you, I think it might be more appropriate to give you a little more. I usually wouldn't roll for you, but I'd like to further the scene quickly, given the delay I caused.


The creature hunts Allessia for a moment before it turns its attentions to you. You shout and taunt it, doing everything you can think of to capture its ire. Your efforts pay off, per se, as the monster turns and charges at you! You hold your ground, patiently waiting until the last possible moment before leaping away…
11:30, Today: GM, on behalf of Liam, rolled 7 using 2d6-1. Defy Danger (DEX).

[Worse Outcome]
Somehow, Liam is able to remain standing directly in the beast's path until he can smell the stink of its breath. He dives away and can feel a burst of wind as the monster flies past him just before slamming into the fireplace stones. There is a sickening thud as it collides with the hearth, followed immediately by a terrible hollow sound as the wall falls away. The timbers above, holding the ceiling up, crack and spilt, serving as a final warning before a section of ceiling collapses.

Ash and embers are blown all through the room along with a thick cloud of dust! The particles ignite, causing the beds and linen to catch fire. Liam loses sight of Sketch in the conflagration; and the last known position of Allessia was under one of the beds.

The lower half of the creature begins to spasm, its lower extremities lashing out violently from under the pile of debris. The compromised wall groans loudly, threatening to collapse further if the assault continues.

What do you do?
Liam
PC, 168 posts
An Old
Friend
Fri 17 Jul 2020
at 03:03
  • msg #78

Re: Session Three: The Colony

Liam drops to all fours and tries to get a clear view under the smoke. He'll try to spot Allessia and ascertain her state of health.

If he has to move, it will be away from the beast.
GM
GM, 179 posts
Revealing an
Unwelcome Truth
Tue 21 Jul 2020
at 15:55
  • msg #79

Re: Session Three: The Colony

Crouching low and moving away from the beast still spasming under the rubble that was once a fireplace, Liam can see Allessia under a row of bunks to his left. Her hands outstretched with her palms up in a peaceful gesture, she is softly—and urgently—chanting a mantra that Liam cannot quite make out from his distance from her. However, he can clearly see the effect of her spell: as if engulfed in a shimmering bubble, the area immediately surrounding Allessia is free of dust, smoke, and rubble.
Other sounds assail Liam's ears as he strains to make heads or tails of his current situation. The closest is the death throes of the monster crushed under the weight of the collapsed chimney behind him, but he can also hear cries of pain and terror, seemingly from the monks residing in the tower.
"Oy! Boss," Sketch shouts to him from somewhere to his right. "I think it's time to go. The ceiling is coming down." As if to accentuate his point, another beam gives way with a sickening crack, dumping more rubble into the room.

The creature entered the room through a doorway to the left (near Allessia's position), and Liam remembers there is a doorway to the right that leads farther into the tower (possibly where Sketch might be now). A hole has opened in the ceiling, granting access to the second floor thanks to the piling rubble of the collapsed fireplace.
However, most of your gear is still in this room…

Do you risk your health to collect your gear, or do you flee the burning, collapsing room? And if you do flee, which exit do you choose?
Liam
PC, 170 posts
An Old
Friend
Wed 22 Jul 2020
at 19:17
  • msg #80

Re: Session Three: The Colony

Liam would like to find the songbook, and (lower priority) the bottle of Goldenroot poison. He'll spend about 30 seconds looking for the book and/or poison, and then give up.

After the 30 seconds of searching, he'll move towards where he thinks Sketch might be.

OOC: Is this the only room that seems to be coming down, or does it seem like this whole level of the building will collapse? Also, which was is "out" to the outside of the building; or do both exits eventually lead out?
GM
GM, 180 posts
Revealing an
Unwelcome Truth
Thu 30 Jul 2020
at 19:07
  • msg #81

Re: Session Three: The Colony

This room appears to be the only room collapsing. The main exit was through the left door, but Liam knows the door to the right also leads to the exit (eventually).

Liam scoops up his songbook but is unable to find the bottle of poison. Moving to the right, Liam finds Sketch by the door.

What do you do?
Liam
PC, 171 posts
An Old
Friend
Thu 30 Jul 2020
at 20:58
  • msg #82

Re: Session Three: The Colony

The poison is lost, then.

Liam helps Sketch escape the collapsing room. Rather than recrossing the dangerous territory, he'll push them further into the right-hand path.
GM
GM, 181 posts
Revealing an
Unwelcome Truth
Tue 4 Aug 2020
at 13:39
  • msg #83

Re: Session Three: The Colony

"Where's Allessia?" Sketch asks as he follows Liam away from the burning room.
You cross another room before happening upon another bedchamber once having belonged to the monks. The bodies of two merfolk lie on the floor, both violently mangled. One's left arm has been torn off, discarded a few feet away.
Cries can be heard from adjoining rooms as the merfolk battle the monstrous brutes invading the tower.
Liam
PC, 172 posts
An Old
Friend
Wed 5 Aug 2020
at 04:43
  • msg #84

Re: Session Three: The Colony

"She's safe, I saw her magic protect her."

Liam looks to see if the mangled merfolk had any weapons.

"Sketch, I'm thinking full-on stealth mode. This isn't our fight, and if someone notices us there's no need to deal with everyone else. Your thoughts?"
GM
GM, 182 posts
Revealing an
Unwelcome Truth
Mon 24 Aug 2020
at 14:30
  • msg #85

Re: Session Three: The Colony

The deceased merfolk do not have anything of value on them.
Sketch nods his approval of Liam's pro-stealth policy.

How does Liam plan on escaping the tower?
  • Jump out the nearest window.
  • Make his way to the roof.
  • Walk out the front door (duh).
  • Sneak into the basement.

Liam
PC, 173 posts
An Old
Friend
Wed 26 Aug 2020
at 16:28
  • msg #86

Re: Session Three: The Colony

"I don't want any vertical shenanigans. If we're leaving we're leaving at ground level."

OOC: Front door
GM
GM, 183 posts
Revealing an
Unwelcome Truth
Mon 31 Aug 2020
at 20:35
  • msg #87

Re: Session Three: The Colony

Methodically, Liam leads Sketch towards where he remembers the front entrance to be. Sticking to the shadows, the two find it fairly easy to maneuver around this level of the tower. The chaos of the strange, brutish creatures' attack on the merfolk priests only helps their efforts to remain unseen. Their merfolk hosts, on the other hand, are viciously slaughtered almost to the man.
Each room they enter along the winding route towards the front of the tower contains the body of at least one slain merfolk. Blood and viscera run freely along the flagstone floor, pooling along the edges, and pouring down the staircase that leads deeper into the cliff.
More than once you happen upon the monsters as they stalk their victims. You keep hidden until the danger passes, however you do notice that the creatures aren't completely lost to their bloodlust. A couple of times, you spy them capture and carry away some poor soul.

Just as you reach the front exit, you come upon a group of the beasts. Three of them are here, taking those unlucky merfolk who have been captured and carrying them outside. As one leaves, another replaces him.
It appears almost impossible to escape through the front door without them noticing you.

What do you do?
Liam
PC, 174 posts
An Old
Friend
Tue 1 Sep 2020
at 17:55
  • msg #88

Re: Session Three: The Colony

"Ok," he whispers to Sketch. "Most beast-types are at least a little bit scared of fire. Let's find some flaming brands and keep them between us and these guys. Maybe they'll be intimidated long enough to let us run away."

He'll backtrack slightly if necessary. If he can find a good piece of flaming debris, he'll seize it. As he told Sketch, Liam's hope is that these creatures are stupid enough to be mildly scared of fire.

If not, well, entering a fight is better with a flaming stick than without.
GM
GM, 184 posts
Revealing an
Unwelcome Truth
Thu 3 Sep 2020
at 14:05
  • msg #89

Re: Session Three: The Colony

Keeping the flaming debris between you and the tusked creatures, Liam breaks cover as he moves towards the doorway. Almost immediately the monsters notice him and Sketch—but true to Liam's assumption, the fire gives them pause.
They snarl and hiss at you as you make your way closer to the exit. A flash of lightning reminds you that it is still storming outside.

One of the lumbering beasts isn't as dissuaded as its compatriots, however. It doesn't charge you, instead situating itself directly in front of the doorway and blocking your escape. The two others move around and take up flanking positions behind you, encircling you and Sketch.

Do you:
  1. Attempt to talk to them
  2. Defuse the situation by performing a hilarious pantomime
  3. Attack
  4. Offer them Sketch for your freedom
  5. Wait

Liam
PC, 175 posts
An Old
Friend
Fri 4 Sep 2020
at 03:38
  • msg #90

Re: Session Three: The Colony

Liam draws back his mouth in imitation of a snarl. He widens his arms and bends his knees, making himself appear as wide and as stable as possible. He looks the blocking creature right in the eyes, silently daring him to make the first move.
GM
GM, 186 posts
Revealing an
Unwelcome Truth
Thu 10 Sep 2020
at 15:49
  • msg #91

Re: Session Three: The Colony

The beast blocking your escape moves ever closer to you, as if expecting you to wave your burning implement at it. The creature is large and stooped, at first appearing more akin to an ogre or lesser giant. Though squaring up to this one, you now see it is much more reptilian. It has long, heavily muscled arms that would drag on the ground if it were to drop its defensive stance. Its splayed hands and feet are webbed, and long tusks protrude from its large mouth.
It lashes out at you—but you expected as much. Anticipating the forthcoming blow, you dodge the attack. However, with its superior reach, it knocks the burning debris out of your hand. In an instant, the others are on you!
Outnumbered and outmuscled, the monsters overpower you easily.

When you come to, you find yourself in a cold, dank, dimly lit rough-hewn chamber. Phosphorescent lichen hangs from the ceiling, casting a sinister shadow over everything. Moisture runs down the limestone walls, collecting in fetid shallow pools. The stink of decay permeates the area.
Rubbing the chill and numbness from your extremities, you notice the bodies piled up along the walls in various states of decomposition. From what you can tell, nearly everyone appears to be merfolk.
A single passage appears to lead up and out of this chamber, promising a deeper cavern complex. As you near the opening, you can feel a temperature change as waves of humidity waft through the opening. Further, you can hear movement and hissing coming from somewhere nearby.
Liam
PC, 176 posts
An Old
Friend
Thu 10 Sep 2020
at 19:26
  • msg #92

Re: Session Three: The Colony

Liam's first move is to gather what resources he can, and to look for companions.

Even though he probably doesn't have his normal tools, he'll still do what he can to prepare himself - including scraping a patch of phosphorescent lichen into his hand to use as a portable light source.

He looks around to see if anyone else is with him. If there's nothing to see in the immediate chamber, he moves through the humid tunnel to see what other rooms await.
GM
GM, 187 posts
Revealing an
Unwelcome Truth
Wed 23 Sep 2020
at 20:32
  • msg #93

Re: Session Three: The Colony

The circular, naturally hewn chamber is roughly twenty feet in diameter. Its walls are smooth and slick with moisture, providing nutrients to the numerous patches of lichen that cling to the porous limestone. The floor is slightly convex, collecting a shallow pool of freshly filtered water; however, proximity to the piles of dead bodies ensures the pool is unfit to drink from.
Taking stock of the situation, you find that you have your gear, but not your companions. Searching the area, you discern that they are not in the piles—which is a good thing, you tell yourself.

You exit the cadaver room, a fistful of glowing fugus to light your way. The chamber beyond is much larger, its walls built in cyclopean-style limestone masonry. The floor is paved in similarly tight-fitting, albeit smaller, flagstones that pitch and roll in uneven waves as water, vegetation, and time have played havoc on the structural integrity of this place. Great wisps of cobwebs hang from the ceilings and corners as a carpet of phosphorescent fungi covers nearly everything, save the numerous footpaths and gathering areas of the tusked behemoths that dwell here.
Perhaps two dozen of the monsters that attacked the merfolk tower infest the hall. Nests and burrows have been situated haphazardly around the wide chamber, fashioned of from all sorts of refuse: beach wood, old and spoiled tapestries, chunks of ruined masonry, and of course layers of packed lichen. Piles of rubbish, bones, and guano lie scattered about, piles in which several smaller versions of the creatures play.
At intervals, sections of exposed masonry have been rubbed clean of the fungi, instead plastered with sheets of sickly white ecdysis.
The creatures lumber about, hissing and snapping at each other and their young. Occasionally, you also hear human—or perhaps merfolk—cries of pain and/or terror.

Do you:
  • Investigate the area
  • Search for the source of the cries
  • Continue watching the creatures
  • Something else/Other

Liam
PC, 177 posts
An Old
Friend
Fri 25 Sep 2020
at 01:25
  • msg #94

Re: Session Three: The Colony

Liam searches for a way out. Although he'll go out of his way to help his companions, that courtesy does not extend to the merfolk or to strangers. Only a sure sign that one of his party is here will divert him from his search for an escape route.
GM
GM, 188 posts
Revealing an
Unwelcome Truth
Tue 29 Sep 2020
at 14:38
  • msg #95

Re: Session Three: The Colony

You spy a tunnel leading away from this chamber and make for it. As eager as you are to be out of this place, you also don't relish the idea of being noticed and re-captured, so you take pains to avoid detection. It is slower going than you would like, bobbing and weaving around the various hovels and dwellings of the beasts, but failing at this stage of your escape cannot be an option. You have to make it out of here, find your companions, make it back to the Outpost, and… and what? Actually, help the merfolk; or will you try to forget this whole misadventure ever happened?
Just before reaching the mouth to the tunnel that most assuredly leads to the surface, sunlight, and safety, you crouch behind a pile of refuse long enough to allow a patrol of the creatures to pass when you notice a familiar-looking bracer. It is made of pigskin and dyed black, adored with pyrite inlay depicting stylized cornucopias and horseshoes.

"The Taldor cornucopia is a symbol of abundance," Sketch told you one night after hours of gambling with the miners. "And the horseshoe symbolizes luck in the Azlanti pantheon, while pyrite attracts wealth—alchemically speaking. They're my lucky cuffs," he said, crossing his arms in front of him and banging his wrists together. "I never take them off."

Your short reverie causes you to pause another moment. A small whimper coming from the burrow to your left catches your attention. Peering inside, you see Sketch curled against the far wall, holding his right arm tightly to his chest. It might be the low light, but he appears rather pale. He doesn't see you, his eyes locked in a thousand-yard stare.
Directly to his right (your left) are three of the monster-lings, smaller, welp-like versions of the tusked brutes. They are crouched over something on the floor, snapping and hiss at each other. Whatever it is has their complete attention. If you're quick, you might be able to pull Sketch out of the burrow without them immediately noticing. However, if you slip on the uneven and loose scree, you'll undoubtedly thrust yourself into a precarious situation.

What do you do?
Liam
PC, 178 posts
An Old
Friend
Tue 29 Sep 2020
at 21:32
  • msg #96

Re: Session Three: The Colony

Liam evaluates the young of the species. Would he be able to take one in a fight? What about all three? He contemplates using surprise to his advantage and actually assaulting them before grabbing Sketch.

Whether he thinks he can take the creatures or not, he'll use the bracer to get Sketch's attention. He'll silently hold it up, hoping to catch Sketch's eye without alerting the monster-lings. If Sketch is too far gone, so be it.
GM
GM, 189 posts
Revealing an
Unwelcome Truth
Wed 30 Sep 2020
at 13:44
  • msg #97

Re: Session Three: The Colony

In reply to Liam (msg # 96):

Evaluating the creatures and situation sounds to me like Discern Realities. Go ahead and roll for that and post your questions, if applicable.

At first Sketch doesn't notice your attempts to catch his attention, instead he appears transfixed in some horrifying and distant daydream. However, after a moment he shudders as if in great pain before catching sight of you. His facial expression shifts from sheer terror to defiant resolve.
"Hey," he croaks, his throat dry. He swallows hard before trying again. "Hey …you slimy wankers, hey! Look at me… C'mon. You want another piece of me?" As he says this he tries to sit up and must use his left hand to steady himself, forcing himself to release the tight hold he has of his right arm over his chest. From your vantage point, you can see that his right hand and most of his forearm has been torn off.
Liam
PC, 179 posts
An Old
Friend
Wed 30 Sep 2020
at 18:08
  • msg #98

Re: Session Three: The Colony


13:03, Today: Liam rolled 10 using 2d6+1.  Discern Realities

What is about to happen?
What should I be on the lookout for?
What here is not what it appears to be?


Liam eyes the creatures. Yeah, he's starting to understand.
GM
GM, 190 posts
Revealing an
Unwelcome Truth
Thu 1 Oct 2020
at 14:54
  • msg #99

Re: Session Three: The Colony

From what you can tell, Sketch now sees you at the mouth of the burrow and is trying to distract the three whelps so that you can take decisive action—whatever that may be. This isn't your first rodeo, so you know to keep your guard up even if it seems advantage is on your side. These littler creatures are still the size of fully-grown dwarves, and you are on their turf. Detecting you and crying out for help is something they can do in an instant, and that could make your escape next to impossible; or at least exponentially difficult.
The good news here is that it looks relatively straight forward: three young brute-lings versus a one-armed halfling suffering from severe blood loss and yourself.
One thing to note, however, is that the burrow itself should contain an escape tunnel in case the main entrance is attacked. In fact, you think you see it… just behind a curtain of dried skin shedding.

What do you do?
Remember, you take +1 forward any move you decide to take in this situation due to your having successfully discerned realities.

Liam
PC, 180 posts
An Old
Friend
Thu 1 Oct 2020
at 20:58
  • msg #100

Re: Session Three: The Colony

Liam reconnoiters the escape tunnel. If he can make sure no one is between him and the exit, then he can help keep the way clear for Sketch.

At that point, the creatures can call the whole nest for all he cares. As long as it's a clear shot to the exit, Liam is confident that even Sketch can outrun these guys.

He'll make sure the way is clear, then scream at the whelps to draw their attention.
GM
GM, 191 posts
Revealing an
Unwelcome Truth
Fri 2 Oct 2020
at 19:03
  • msg #101

Re: Session Three: The Colony

Surveying what you believe to be the dwellings escape tunnel, confidence swells within you as you imaging Sketch taking flight and out-running the welps while you provide a grand distraction. The air so filled with cries of pain and torture, hisses and other unpleasant noises that the creatures don't pay Sketch much heed as he tries to create his own distraction for you.
Using his good arm, he drags himself closer to them, spitting insults in three different languages.
Once he closes the distance between himself and them, about five feet or so, they do turn their attention to him. One swipes at him, causing him to recoil back, as another leaps and slams his feet into his chest, pinning him to the ground. Staggered, he doesn't understand the peril he now finds himself in, but after a few seconds his head clears a little and the realization washes over him.
"No," he cries, trying to squirm in a feeble attempt to get the welp off of him. "No—no—no!"
In the blink of an eye, the third is on him, holding his other arm out, and the first grabs one of his legs. The second, perched on his chest, places its clawed foot on Sketch's neck, a razor-sharp talon posed over the halfling's throat. It yaps something, and although you don't understand it's language, you know it is gloating, enjoying your companion's terror.

Enter Liam.
You begin screaming at them, waving your arms and kicking loose scree into the dwelling. Immediately they disregard Sketch, instead forming up a protective circle of sorts around him. They bare their teeth, tusks, and claws. One actually has a frill atop its head that extends to display a plumb of bright, electric blue.
Focusing their attention on the main entrance of their abode from which they expect an attack, Sketch buries a hand spade from his adventuring gear deep into the third welp's inner thigh. Blood rushes from the wound in a crimson torrent and the welp collapses on top of the halfling!
Hearing the commotion, the other two turn their attention to their fallen kin. Confusion falls over them as they try to reconcile what is happening between the noises at the front door and their companions now in a death throe spasm on the floor behind them.

What do you do?
Remember, you have a +1 forward the next move you make in this situation.

Liam
PC, 183 posts
An Old
Friend
Sun 4 Oct 2020
at 02:57
  • msg #102

Re: Session Three: The Colony

Liam charges the whelp at Sketch's neck. As he builds up speed, he focuses on keeping his footing on the uneven, slippery ground. He'll need to drop out of a run at just the right moment, lifting his feet to catch the whelp in a drop-kick. Hopefully, the creature will sail right off of Sketch and leave Liam room to grab the halfling and rise up into a fireman's carry.

It's at the exact moment of execution that something occurs to Liam -- he's never even practiced a drop-kick before.

21:56, Today: Liam rolled 2 using 2d6.  Defy Danger (STR) or Hack & Slash, DM's choice.

edit: with a +1 that's a 3 I guess.

This message was last edited by the player at 02:59, Sun 04 Oct 2020.
GM
GM, 192 posts
Revealing an
Unwelcome Truth
Tue 6 Oct 2020
at 19:14
  • msg #103

Re: Session Three: The Colony

Sorry for not posting yesterday. I was on a decent roll there for a moment…
Let go with Defy Danger. I think the consequences of a 'miss' provides us with more narrative options than Hack & Slash. Here is your ugly choice:


Although you've never ever actually done a maneuver like this before, you always thought they sounded pretty easy from the way the heroes always seemed able to dole out punishments in the epics and poems you've heard while growing up. Muscling through dangerous situations was what those guys were all about. Getting to the fight—that was the hard part. But kicking monster-tail? That was simple as, as…
Well, now that you're mid-kick, you aren't so sure.
Your original intent might have been to kick the first welp away from Sketch so that you could pick up your halfling friend and bolt through the escape tunnel before the welp recovers. However, now you know that you don't possess that kind of stopping power—at least not physically. You can knock the welp back enough for Sketch to attempt a break for it, or you can pick Sketch up in a fireman carry, but not both.
Liam
PC, 184 posts
An Old
Friend
Tue 6 Oct 2020
at 19:18
  • msg #104

Re: Session Three: The Colony

As far as Liam's concerned, that's an easy choice. He'll knock the creature away from Sketch.
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