Party:
The party heads back to town, swiftly but safely, resting as necessary and hunting along the way. When making camp if needed, they cycle through guard duty as required, Myrrani taking the most shifts because of needing only two hours sleep. As they travel, Philo works on translating the notes.
The party heads east down the trail arriving at the river. They cross the river with some effort as the previous bridge has been destroyed. Once across Val heads north to the ruins of Jorine, the party heads south.
The party manages to exit the forest and camps in the plains, about 10 hours north of Klagek. The hunters return with 1 deer and 3 squirrels, a fire is made to cook them. Night falls and the party bunks down for the night. Philo has managed to translate another 80 pages before needing to sleep. Before he goes to bed he reads them out loud to the party.
Once inside the town the temperature seems to drop ever so slightly. You are not sure if it is the wind blowing a certain way, the shade of the buildings and walls, or something else darker.
You watch as a cat has cornered a mouse on the north wall and plays with it. Very quickly the mouse becomes tired of trying to run away and lies still, the cat pounces, killing it.
To the north west you notice some large dark clouds moving in now, very slowly.
A well equipped soldier exits from the tower on the north wall gate, directing the other soldiers in closing the gate.
"Looks like we are going to have a storm.", says one of the guards.
"Ya", says the armored captain.
A few of the shop owners to the east look at the sky and begin to turn down their shops. Having probably no further customers and a possible storm, they move methodically.
A little south and to the west you see the sign of the Bear Moon Inn. Dangling on its chain strap holdings, swaying in the wind.
Further south you see the church of Heironeous, its large doors shut.
You hear a few passing townsfolk talking of an upcoming parade to celebrate something, though you couldn't quite make it out in the wind and commotion. Lwentano is local enough (and elvish enough) to remember, and explain it is a parade to commemorate the liberation of the town from a volatile attack by devils about a thousand years ago.
Edited: Oliron on 3rd Sep, 2010 - 8:23am
Aive decides he is not ready for bed yet and heads further south to the Lucky Sprite (bar).
Once inside he finds a mark and acts slightly drunk stumbling into him while trying to pick his pocket. The man he targeted seems wealthier than the others but form the looks of the bar and him, he is almost as poor. Maybe the only difference being that he bathed this mourning and is wearing clean clothes.
The man gives a look of surprise at Aive as he bumps into him, getting ready to deck the thief out cold. He stands up knocking his chair back to the floor in anger when he sees Aive has his coin purse in his hand.
Aive quickly responds with a cartwheel as the mans fist swings wide. The bar patrons start to chuckle. The man, now infuriated, charges at Aive. Aive does a tumble to the side followed by a flip, bringing cheers from the bar patrons. The man now seems a bit flustered and reaches out his hand asking for his coin purse back. Aive begins to juggle his coin purse along with an empty mug and a dagger.
The crowd now begins to cheer and Aive finishes the act by doing a flip onto his table and handing him back his coin purse, then doing a back flip off the table. The crowd applauds, Aive continues to perform for a while longer, doing a few clever acrobatic moves followed by a joke or two.
Aive plops down the mug he was juggling and motions for anyone who wants to place tips within it. He receives 12sp and 3cp for his efforts.
Once he is tuckered Aive makes sweet with the waitress and cops a free meal from her, as well as her eye. The bartender chuckling tells Aive he is welcome to come back and perform here again, drinks on the house.
The party enters the Bear Moon Inn. There are rooms available costing 1gp per person for a night. The rooms are basic but clean, quite, and comfortable. They sleep but are once again accosted by nightmares. Philo was able to translate another 80 pages before drifting off.
Philo has a separate room so he will have to share with the others what he has translated.
Journal pages 140-220:
Jul now writes that he has been trying to gain ranks in the organization. He talks about his efforts and how corrupt the organization is. He has started to become obsessed with orderly things, one of them being folding clothes. He stresses that folding clothes for him releases him from something and allows him some relaxation.
Jul notes that he has more than a few rivals and no matter how well he out does them he cannot gain there respect or the respect of the higher ups. He does not want to stoop to cheating or back stabbing as the rest of the organization does. Stating that this activity only hurts them and makes them weaker.
Jul mentions in his writings that new rituals and spells are being researched, and have been. These spells / rituals are designed to unleash some sort of unrefined evil from within the sacrifice. This evil once removed theoretically can be harnessed to use as raw evil power. However the research has been stalled because there seems to be another element within the evil that is untameable as of yet.
The party wakes the next day within the Bear Moon Inn. They feel refreshed but the nightmares leave a nagging feeling of doom and gloom that can't be shaken easily. The previous storm is still going on, outside it is drizzling and at times raining, with a slight cold wind.
Edited: Oliron on 4th Sep, 2010 - 9:59pm
Philo:
Philo shares the disturbed ramblings he has been translating from the journal as the group meets over a simple breakfast.
"I am planning to wander town and see what I can learn of these people and if anything interesting is occuring in the surrounding areas."
gather information +3
unmod rolls: 14 17 17 11
listen +3
unmod rolls: 9 13 5 7
Philo will also be examining the nicer dwellings for possible visits in the wee hours of the night.
knowledge architecture +4
knowledge local +4
search +7
spot +3
unmod rolls: 19 20 14 15
Aive:
Aive wonders back to the bartender of the Lucky sprite, swirling his coins around in the tip jar he frowns upon them as he hands them to the bartender, with a guesturing nod,
"these are for you, do you know where I may find or who in this town deals with or owns, lets say, coins of a platnium nature?"
Altho the disease of greed snaps at my heels, I assure you I wish to obtain such coin for noble reasons, Do you recall a man passing through by the name of Jul, I'm sure he would have been a strange fellow, a bit obsessive and neat, carrying a journal and general mage things...
Or have you herd of the group who call themselves the Dark?
If you can help me or point me in the direction of one who can I shall perform for you again tonight, and again all tips truly yours.
Myrrani:
After meeting with Philo and the others in the morning, Myrrani spends the day calling forth her familiar. (Small monstrous spider. What's the bonus I get from it?)
Lwentano:
Lwentano will go to the market place and restock his travel rations. HE will make sure he has enough for two weeks. He will also make sure his arrow stock is refilled and any mends that need to be made to his armor.
Aive --- Barath the Bartender has never heard or seen anyone depicting Jul's description.
He has heard of the Dark passingly but has no information. Speaking of them more as a fairy tale other than seeming concerned.
He doesn't know what you are talking about with platinums or others. He refuses your money adding it is yours and to come back soon.
Philo asks a lazy old woman on her porch about recent events. She comments that the weather has been strange and she has been having almost no good sleep.
He speaks with a young kid who says there is a camp of wizards just out of town, to the east. They have all sorts of fun magical things.
He discovers that a dwarf cleric (Grumar) is taking some stance against the upcoming parade. Being against it he has lost some of his church. Rumors are that he is a heretic.
A small section of houses on the northeast side of town look wealthy.
Myranni I had you down for a medium viper (for bluff). If you want the spider it is a + to climb or jump, all familiar bonuses a +2 I think. Whatever you chose consider it done. Remove the gp it took if any. Also keep in mind walking around town as a 99% naked tree lady with a monster is going to draw attention.
Lwentano restocks / repairs, the repairs are slight and sum up to nothing. Lwentano polishes a few blades while waiting for repairs.
Edited: Oliron on 8th Sep, 2010 - 9:23am
Philo and Aive are working together. They make plans for the night (Myrrani is still summoning her familiar, Lwentano is going about his business) to try and burglarize one of the more wealthy houses.
Philo:
Philo agrees with Aive and returns to the northeast side of town to get a better look at the houses and possible entry points, number of people to be alert for, any type of city patrol and the timing of their rounds, etc.
Philo will bring along his Thieves tools, grappling hook, 50 ft of rope, crowbar, sack & pouches, and his sharpened dagger.
If he sees one on the way, Philo will grab a ladder also - no sense in doing it the hard way if you don't have to.
For entering houses:
concentration 1+1=2
balance 2 + 3 = 5
climb 2 + 2 = 4
knowledge architecture 1 + 3 = 4
move silently 4 + 3 = 7
use rope 3 + 3 = 6
tumble 2 + 3 = 5
open lock 3 + 3 = 6
listen 4 + -1 = 3
Ring of Chameleon power +10 hide
Unmod rolls: 14 12 16 12 18
For looking around & deciding what is worth taking:
appraise 2 + 3 = 5
search 4 + 3 = 7
spot 4 + -1 = 3
disable device 2 + 3 = 5
Unmod rolls: 18 8 20 16 18
If noticed:
bluff 1 + 1 = 2
escape artist 3+3=6
survival 2 + -1 = 1
Ring of Chameleon power +10 hide
Unmod rolls: 16 8 18 12 20
Philo will first attempt to hide, then bluff, then escape, then result to violence if cornered.
Aive:
Aive buys a flower and a ring thats looks more precious then its actual worth, along with a note this will be his bluff if caught,
Too poor and ashamed to face the woman of his eye he pland to place it by her side while she slept and leave. Bluff 19
Choosing a house
Diplomacy 32 on the local jewler, to befriend him as Aive admires his work.
Bluff 18 only a half lie Aive a sleaze interested in the richer women (true) wants to know what jewels wich are interested in, and prehaps through conversation what they have bought.
gather info 15 once Aive has an idea of a hit.
Sense motive 24, 19 on all social interactions.
Then he will cross his finding with philo and together decide on a house.
Spot 22
Listen 13
At the houses swapping shifts with philo
Disguise 21 14 9 16, through out the day
Will spend a good hour discussing tactics and getting to now Philo and the way he works so they can work as an effecient team when ever possible.
Entering the house
Listen 18
Open lock 31
Disable divice 18
Hide 22
Move silently 23
Tumble 25
Jump 30 (nat20)
Find valuables
Spot 22
Search 30
Sleight of hand 19
Disable Device 17
Myrrani:
OOC: Just some things to note.
1) Medium Viper, not small monstrous spider. Sorry, I forgot we agreed the VIPER was the bluff bonus.
2) Myrrani DOES have clothes. She's wearing a scholar's outfit, probably taken from the bandits that kidnapped her or something.
Aive is able to gain an idea of what house to rob along with Philo's input, though is is more of an educated guess.
Aive sets to work on the back doors lock and hears a successful click after getting some encouraging words from Philo.
They are just about to enter when Philo notices a trap designed to hit an intruder with a very sticky bomb as well as an alarm. He is able to disarm it and the thieves enter.
Everything is going well until the two hear a scream from the second floor.
"NO not my mules!", they hear.
The two are stunned but return to looting after a few moments of silence. It is right after this that they hear someone grumbling to themselves about dirty stinking elves. A naked dwarf walks right past them and into the kitchen. They take cover and hide, unsure of what to do. Then just as quickly as he came the dwarf walks past them again. This time he is chowing down on a big piece of meat, probably a lamb leg.
Once he is gone and back upstairs they return to looting. Having grabbed the valuable items that they can carry they leave. Not wanting to risk waking the restless dwarf. They think they hear him still, asking himself "Why my mules, why?"
Items acquired:
1 tiny gold figure
1 set of fine siver ware
4 silver candle sticks
1 gold bell
1 fine rug
1 picture with good fame