(Q.A.) Discovering a New World

Amstaad
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(Q.A.) Discovering a New World

Post Post #0 (isolation #0) » Mon Jun 18, 2012 8:47 am

Post by DeathNote »

Starting location:

Small dwarven camp just east of the cave entrance on Krond. The group has awoken the day in which they will set out at about 6:00 in the morning. The cave is aproximitly half a mile east of the camp so a short walk. The tunnel system itself is rummored to be much larger stretching for a good hundred miles.

Players:


Spoiler: Yaw- Arlis
Race Human Passani

Final Aspects:

Closed-minded
Shrewd
Devotion to the One God
Temple Guard
Secret Shame
Coping

Final Skills:

Language -- Passani (Great)
Bow (Good)
Knife (Good)
Language -- Trade (Fair)
Knowledge: Religion (Fair)
Asceticism (Fair)
Strength (Fair)
Knowledge: History (Average)
Cooking (Average)
Investigation (Average)
Knowledge: Old City (Average)

Fate Points: 2

Equipment:
Bronze Breastplate
Dagger
Reflex Bow and Quiver (20 iron arrows)
Sack
Passani Prayer Book
Blanket
QUEST ITEM: Grim's Touch



Motivation: To defend the Temple from those who might defile it.


Response Color:
Green


Spoiler: inspiratieloos- Heron
Race: Elf

Aspects:
Tall (racial)
Thin (racial)
Druid's son
Demophobic
Woodsman
Bounty Hunter

Skills:
Elvish (Great) (4 racial)
Language Trade (Good) (2 racial+1)
Longbow (Good)
Knowledge: Survival (Good)
Knowledge: Herb Lore (Fair)
Knife (Fair)
Woodworking (Fair)
Healing (Average)
Bartering (Average)
Negotiation (Average)

Equipment:
Longbow
Leather Armour
Combat Knife
Survival Gear:
*Contains knife set, sharpening set, flint, steel
Bed Roll
Medicine Pack:
*Contains Herbs (Anti-poison and Venom), Empty Vials, Bandages, cotton/cloth, basic tools (equipment for applying bandages/medicine), vial of alcohol


Motivation: Uphold the law in the forest and to protect it from harm.


Response Color:
Blue


Spoiler: Anix- Saladin
Race: Passani

Aspects:

Human
Closed-minded (Racial Aspect)
Shrewd (Racial Aspect)
Secondary Concerns
Noble Intentions
Duty to His Subjects
Falling from Grace Leaves Bruises

Skills:

Language (Passani)- 3 (Racial Skill)
Diplomacy-3
Intimidation- 2
Perform (Rhetoric)-2
Language (TikTik)-2
Knowledge (Geography)-1
Craft (Maps)-1
Deceit-1
Scimitar-1
Knowledge (Nobility)-1
Unarmed Combat-1
Language (Trade)-1 (Racial Skill)

Fate Points: 4

Equipment:
Scimitar
Chain-Mail Shirt
Paper, Quill, and Ink
Bed Roll
Coil of Rope
Flint and Steel


Goal: To regain the House and help the Tiktik regain what they deserve.


Response Color:
Red


NPCs:


At Camp-

A Dwarf Nobel, Kirkstoff
Two Dwarf Peacekeepers
One Elven Scout
A Dwarf Chef
A Dwarf beastmaster
((These NPCs will be updated with more information once the players learn that information.))
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Post Post #1 (isolation #1) » Mon Jun 18, 2012 8:59 am

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The sun pulled at the horizon, eager to push itself to the top of the sky. Light flooded through the valleys, vanquishing all shadows it could reach. The forest remained a shelter for what remained of the night. The group within riled to attention as the Sun announced the arrival of a new day. It would not be long before the forest would chitter and chatter with all manner of living beings. One stout dwarf was more active this his companions, his long red beard bristling to and fro as he moved. The man was working hard on preparing the explorers their breakfast. He had his orders to keep them well fed and healthy for their quest. Kirkstoff seemed mighty adamant about exploring this cave and he wanted no screw ups. The hired adventures would be awakening soon to find a pipping hot dish at the center of the camp. The northern part of camp held the rather over exagerated tent of Kirkstoff who was probably already awake and excited from anticipation. Two Peacekeepers stood outside his tent, keeping a wary eye on their surroundings. The woods held all sorts of menacing creatures but it was unlikely anything would breach past the strong arms of the dwarfs. The beastmaster was on the southern part of camp with his own little tent. He stood near two battle rams which were used to help transport supplies. An elf stood on a tree branch just above the beastmaster, watching the dwarf sooth and tend to the animals.

Finally, the eastern part of camp held the three tents for Saladin, Heron, and Arlis. An unlikely trio but for whatever reason, the three responded to the Dwarf Lord's call for help. Now all that remained, was for them to awaken...
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Post Post #3 (isolation #2) » Mon Jun 18, 2012 10:52 am

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The chef grunts in acknowledgment of your arrival. He pushes a plate towards you topped with a brown mushy food.
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Post Post #5 (isolation #3) » Mon Jun 18, 2012 11:16 am

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on phone but I will respond to players color coded. Kirkstoff is in his tent. Only the chef is available to talk to.
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Post Post #9 (isolation #4) » Tue Jun 19, 2012 5:07 am

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The dwarf chef turns with a disgruntled look. "Gee'Hourslic, of course. Finest mixture of herbs an' crops to create the perfect balanced meal. Nuttin will nourish you like this here."
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Post Post #14 (isolation #5) » Tue Jun 19, 2012 10:28 am

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Kirkstoff steps outside of his tent dressed in a dazzling set of armor. He does not appear to be the type of man for war but like most lords, he takes every opportunity he can to show off his wealth. His pepper salt beard is well kept and trimmed unlike the other dwarfs apart of the expedition. He looks around the camp and waits patiently for the adventures to finish their meal.
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Post Post #18 (isolation #6) » Wed Jun 20, 2012 7:11 am

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Kirkstoff let his eyes drift over the camp ground before noting the adventures. He motions with his hand for them to approach.

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Post Post #21 (isolation #7) » Wed Jun 20, 2012 7:17 am

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The Dwarf Lord nods towards Arlis before speaking, "Good morning Master Arlis and Master Heron. One moment and I will explain the current situation to you all."
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Post Post #23 (isolation #8) » Wed Jun 20, 2012 7:30 am

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Kirstoff adresses you all with the trade language,

"Hello hello! I am so pleased that each of you took the time to come this way with me. Unfortunately, this is were you continue alone. We will, of course, remain here and ready to assist you upon your return. This shouldn't be too much of a problem though as I am paying you three to dive deep into this cave of wonders. So, a few things you should know before you leave. One, the cave is rumored to be haunted but I highly doubt that is possible. Still, to be safe, expect anything and everything and take this."

A sturdy dwarf hand holds out a silver ring.

"This is called a Grim's Touch. There are few remaining in Hais and none that I know of in Amstaad. Consider yourself fortunate to be able to use it! Oh... silly me, I should explain what it is! The ring will glow a florescent green when in the presence of other worldly beings. If there is anything spiritual in that cave, the ring will be sure to tell you."


Actions? Note that only one player can have ring.
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Post Post #27 (isolation #9) » Wed Jun 20, 2012 10:50 am

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Arlis receives the ring, Grim's Touch.


Fabulous! The cave entrance is just a short walk due east of here. You can't miss it. While there, please write down as much information as you can. I want to know everything that is inside that place. I notice that Master Saladin has plenty of paper so this shouldn't be a problem. Other then that, there is nothing more that I require. I am unawares what exactly you will find but I am sure it will be glorious! Ok, is there anything else that you require from me?


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Post Post #31 (isolation #10) » Mon Jun 25, 2012 2:46 am

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You head east through thick woods. Your journey is quick and safe so no actions needed. Eventually, you clear the woods and notice the terrain has shifted upwards. The Peak of Krond lies before you, or at least part of it. The mountain side scales up at a remarkably steep incline. A thick overgrowth covers most of the mountain side and no cave entrance can be seen at this point. Due to the mountain, the group can not proceed further.

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Post Post #34 (isolation #11) » Mon Jun 25, 2012 5:34 am

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using Heron's knowledge: Survival.

Difficulty Fair.

Rolling....

MoS 2!!!! You discover the cave has been overgrown with vines just to the right.
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Post Post #37 (isolation #12) » Mon Jun 25, 2012 7:16 am

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The cave entrance is narrow, barely wide enough for a human body but once inside, everything appears so much larger. The tunnel leads straight but is dark. A faint dripping sound can be heard.

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Post Post #39 (isolation #13) » Mon Jun 25, 2012 7:42 am

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You attempt to examine the walls but notice nothing unusual. This is mostly due to how dark it is although you can tell that moisture is clinging rocky sides.
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Post Post #42 (isolation #14) » Mon Jun 25, 2012 12:03 pm

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The fire springs to life on top of the wooden torch. The light extends into the cave for about twenty feet revealing the damp walls and uneven floor. A small stream of water flows through the cave entrance and down the tunnel. The tunnel itself is roughly fifteen feet wide and rather consistent. This is all the group can make out until further investigation.
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Post Post #44 (isolation #15) » Tue Jun 26, 2012 6:29 am

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As you walk onward, the tunnel starts to narrow from fifteen feet to roughly eight. The ceiling seems to lower as well giving just enough room for the group to still stand while walking. There is a turn up ahead.

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Post Post #50 (isolation #16) » Thu Jun 28, 2012 8:38 pm

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You turn the corner and find the tunnel stretches on. A faint light is seen at the end of the hall. The rocks along the side are jagged and cover many shadows from the flicker of the torches.

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Post Post #52 (isolation #17) » Fri Jun 29, 2012 5:49 am

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Arlis takes the lead down the tunnel. As you get closer to the light, you make out a faint moaning sound. Eventually, you see a wall with two torches lighting up the end of the tunnel. On the wall are hieroglyphic symbols that arch into the shape of three rings. The center part of the rings has a hand protruding out from the wall holding a human skull. The moaning sound turns into a low growl.

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Post Post #54 (isolation #18) » Fri Jun 29, 2012 9:01 am

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Difficulty is Good.

Knowledge: Survival is Good.

Total MoS is -1. You fail to determine what is causing the sound.

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Post Post #56 (isolation #19) » Fri Jun 29, 2012 12:04 pm

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You would be as clueless as the rest. I will give you this though.

The noise sounds supernatural.
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Post Post #59 (isolation #20) » Sat Jun 30, 2012 10:04 am

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The ring remains a dull lifeless silver.
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Post Post #61 (isolation #21) » Sat Jun 30, 2012 10:36 am

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dead end
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Post Post #65 (isolation #22) » Sun Jul 01, 2012 6:33 am

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Rolling investigation, difficulty fair.

Original Roll String: 4d3-8 (STATIC)
4 3-Sided Dice: (3, 1, 3, 2)-8 = 1


-1 for fair gives you a MoS of 0. Scene...

You approach the wall and examine the hieroglyphics. You recognize some of the symbols but can't make out which language is being used. It almost appears like the wall is a mixture of several ancient languages. Suddenly, the wall appears hazy and man illuminated with a pale green runs through the wall and towards the group. He screams maniacally.

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Post Post #69 (isolation #23) » Sun Jul 01, 2012 7:51 am

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The man runs through the group and vanishes while giving a muffled yell.

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Post Post #74 (isolation #24) » Tue Jul 10, 2012 7:44 am

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The wall is still there.
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