{{I forgot to address the Om-Com, but apart from the last message which was sent on the 29th of Redmoon just before you engaged the Predator and the Voidsphere, the Om-Com doesn't respond when you talk to it. It is on, but no one responds back.}}
There is a chalkboard near the bar that lists the menu of the day. On the very top is today's date: 3rd of Kapitu. There is no year. After a little bit of looking, you see a newspaper. On the front page is the headline: "Erdelun Guard Still Searching For Five Missing Children." The date on the newspaper is the 3rd of Kapitu, 377 ABM. You have traveled to the past more than 125 years from the day you left, which is the 29th of Redmoon, 512 ABM.
Cob fidgets a little and then looks into his pouch, making sure there are still coins there. Then he takes one out and quickly scans it to make sure there's no indication that the coin is from the future.
"I'll take a single please." Says Dvark tossing a coin pouch on the table before taking his key and heading towards the rooms "If anyone needs me Ill be in the room. I need to process for a little. If anyone starts picking on Karm come and get me."
When Dvark reaches his room and closes the door he sinks to the floor and breaks down. He whispers softly "I'm sorry my love. I'm so so sorry..."
He remains on the floor for a while before pulling his holy symbol from his pocket and channeling all of his grief and power into it he utters a prayer "Dusk Weaver, Dark Lady, Night Mother. Hear my plea and answer the call of this humble servant. What am I to do? Am I still on the right path? Please don't let my wife know if I never return to our time that I meant to... May night take us all."
Stilk restless and feeling lost Dvark puts his gear in the corner, pulls a small hammer from his pack and gets to work tapping some of metal rings int shape to repair his chainmail.
{{Sorry for kinda doing my own thing in a corner Dvarks just going through it a bit}}
{{I really cannot see whether the dice roll shows the correct roll or not. In the post, it is 21, but the pop-up shows 10. I'll use the 21 for this.}}
Cob, you spend quite some time with an entertainer troupe, traveling across the Verdant Trammel. You have seen many coins exchange hands and know that not every coin is accepted for commerce. The key is to know the year of the mint. You have an interest in this when you heard that the latest coin minter has monopolized the facility for more than one hundred years due to the long livelihood of his people, the elves.
The coins in your possession bear the symbol of the eagle of Yvraithe on one side and the face of the First Primarch of the Republic of Yvraithe, Primarch Helaena Forsythe, on the other. Under the face of the First Primarch is the year of the mint. You have seen 5 mint years which correlates to the year in which the coin minter was replaced by new management. That year is the year 155 ABM, 267 ABM, 299 ABM, 352 ABM, and 377 ABM. When the coin mint year changes, the coins of the mint year before that cannot be used for trade anymore and will have to be exchanged. In your time, the coins with the mint year 155 ABM, 267 ABM, and 299 ABM cannot be used for trade anymore as they are already out of circulation, but the coins with the mint year 352 ABM can still be used until the 377 ABM coin mint year changes.
Your coins have a mint year of 377 ABM, which actually will come into public on 378 ABM. You will be skirting some uncomfortable questions if people pay attention too much to the coins you will be using as they will not be released until next year.
Eremoz gives the innkeeper a wave as they enter. “I will take a double room and some food.” To the rest of the group. “If anyone wants to join in my room, feel free.”
Afterwards, he will take time to clean himself and tend to his wounds before returning to the room.
Aleays these stereotypes… calls Karm after Dvark then to Eremoz he says I‘ll take you up on that if you dont mind.
He follows Eremoz to their room and deposits his pack. He then spends about an hour or so sifting through his notes of the arcane comparing them with what he discovered the past few days.
After he is done he leaves the room and knocks on Dvarks door. Should he open karm speaks a few words, but he‘d leave after about 15 seconds should he get no reaction.
I am usually bad with such things and i can‘t relate to you much. But we will get you back to them, alright? And if we dont, i‘ll find a way to bring them back. If you know a place that only you and her know, one you know she‘ll visit at some point, you can leave her a message. You got a century. And if it helps you, remember that they wont have to wait for you.
He ends it witha semi-akward pat on the shoulder and goes to check if the others are still in the tavern area
"Very well, I will take a bath before dinner", he says and retrieves his key and heads to his room. He will deposit his things and head to the bathhouse, before ending in the bar area, sat at a table having ordered a plate of hot food and a mug of warm ale. If any of his companions are there first, he joins them.
As he waits for the food to be delivered, he scans the room taking note of each of the other patrons. Paying particular attention if there happens to be a game of cards underway.
As Dvark is taking off his mail but hasn't yet started his work on it he hears Karma knock on the door. As Karm speaks Dvarks eyes turn sad but he remains composed. As Karm goes to pat Dvark on the arm Dvark misinterprets and gives Karm an awkward one armed hug. After releasing Karm and realising that he may have misread the situation he says "my thanks friend. I will think about it more and look for such a spot. I will do whatever I can to help unravel whatever your mystery when the time comes."
{{The pattern on Karm's hand? It is fading into a muted white compared to the stark colored lines, but yes, it persists. Make an Arcana check.}}
Drexon, after a while you notice a group of three men setting up something on a corner table. Ara talks with them for a while before delivering them some snacks and drinks. Before long, one of them opens a deck of cards and begins shuffling it while the other empties several bronze coins onto the table.
You also notice that the man that Ara was talking to when you enter the tavern is looking at you with a strange expression for a long moment before turning back to his drink. He is a shabby-looking man with messy dark hair and a gaunt figure. You can feel a deep sense of longing and loss radiating out of him. It is almost too much for you that you have to take a deep calming breath and cover your eyes as thick veins begin to bulge around your eyes.
Karm, as you look at the pattern on your arm again, it is fading. It is not quite disappearing but becoming muted in color compared to when it first flared in Bast Trench. Without as much stark coloring, you can see primordial script written in such a way as to create the helical pattern around your arm. Most of the significance of the script is lost to you without a more detailed study and reference, but you can surmise that this is how the Ancients weave their magic into objects. It has a codeword, password, and/or environmental lock that only allows the effect of the magic in the object to take place when the correct conditions are met.
Your pattern contains within itself the essence of a key and a flame. You are unsure of what the flame essence means, but you recognize that the key essence will allow you to access or use the Ancient facilities, just like you accidentally open the hidden chamber in Bast Trench just by passing in front of it. It will be useful if you are to find another Ancient fortress or building in the future.
Drexon uncovers his eyes as he manages to regain some semblance of control and looks across to the table where the card game is about to start, eager to get involved. But involuntarily his gaze flicks to the man at the bar.
The sense of loss is too enticing, the card game now a mere hint of a desire, as he walks across to take a stool by the man at the bar. He once again closes his eyes as the emotions tumble across him, almost energising him. He fights to remain calm before he speaks, reaching his hand into his pocket to grasp his crystal to help ground him.
"What ails you, stranger?"
As he speaks, he involuntarily reaches out into the mind of the man next to him. He is not sure how it happens, he doesn't even notice it himself, and yet the man's thoughts tumble into his own mind.
Action: Cast Detect Thoughts, using one Sorcery Point for Subtle Spell Metamagic.
{{ Surface thoughts only to start with, so no save at this point and he doesn't know Drexon is doing it }}
This post has potentially manipulated dice roll results.
Cob shrugs and hands over coins to cover his room for the night, hoping no one pays attention to the date stamps. He starts to follow Drexon but then veers away to another table when he sees his companion start talking to the stranger.
He looks for an empty table and sets about getting some food, idly playing his fiddle as he waits for it.
He keeps an eye on the other patrons to see if anyone else is taking an interest in them.
"Your hat," the stranger says, slurring a little. "It reminded me of my own son's. Gone now."
Drexon, as you reach into the man's mind, you see a glimpse of a small boy, no older than six, wearing a dark brown wide-brimmed hat. He is sitting on top of a pony and behind him is the wall of Erdelun and a farm field. A wide grin is on the boy's face as he waves and yells to the sky in jubilation. There is a somberness behind the thought. You get the sense that the boy is no longer with the stranger -- either dead or missing.
Cob, when you pull out your fiddle, the two musicians at the corner halt their playing for a moment before continuing. They send you a brief intrigued look and a nod of respect as a fellow musician. You notice that they look alike, perhaps brothers, and they are wearing a muted purple ensemble with the symbol of a prancing stallion. It seems that they are from an established group.
Rollback Post to RevisionRollBack
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Is there by any chance a calendar hanging on the wall or some sort of newspaper lying on a table?
Investigation: 19
Passive inv is 16
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
{{I forgot to address the Om-Com, but apart from the last message which was sent on the 29th of Redmoon just before you engaged the Predator and the Voidsphere, the Om-Com doesn't respond when you talk to it. It is on, but no one responds back.}}
There is a chalkboard near the bar that lists the menu of the day. On the very top is today's date: 3rd of Kapitu. There is no year. After a little bit of looking, you see a newspaper. On the front page is the headline: "Erdelun Guard Still Searching For Five Missing Children." The date on the newspaper is the 3rd of Kapitu, 377 ABM. You have traveled to the past more than 125 years from the day you left, which is the 29th of Redmoon, 512 ABM.
Drexon approaches the tiefling with a weary smile.
"Good evening to you, Ara Emereth. You have a fine establishment", he says looking about the plush interior.
"We are weary from the road, and I am hoping that you have some rooms available for my companions and I", he adds.
"Of course," Ara says. "How many would you like? We have rooms for two for 50 bronze a night and single rooms for 35 bronze a night."
Cob fidgets a little and then looks into his pouch, making sure there are still coins there. Then he takes one out and quickly scans it to make sure there's no indication that the coin is from the future.
"If a single room includes a bath and a meal, I think that would be appropriate. For myself at least", Drexon replies.
He hasn't considered the matter of futuristic coin at all!
{{Cob, make a History check for me as you look at the coins.}}
"We have a communal bathhouse at the back," Ara says. "Meals are separate from the rooms, but it is 5 bronze per person for dinner and breakfast."
Cob History: 15
"I'll take a single please." Says Dvark tossing a coin pouch on the table before taking his key and heading towards the rooms "If anyone needs me Ill be in the room. I need to process for a little. If anyone starts picking on Karm come and get me."
When Dvark reaches his room and closes the door he sinks to the floor and breaks down. He whispers softly "I'm sorry my love. I'm so so sorry..."
He remains on the floor for a while before pulling his holy symbol from his pocket and channeling all of his grief and power into it he utters a prayer "Dusk Weaver, Dark Lady, Night Mother. Hear my plea and answer the call of this humble servant. What am I to do? Am I still on the right path? Please don't let my wife know if I never return to our time that I meant to... May night take us all."
Stilk restless and feeling lost Dvark puts his gear in the corner, pulls a small hammer from his pack and gets to work tapping some of metal rings int shape to repair his chainmail.
{{Sorry for kinda doing my own thing in a corner Dvarks just going through it a bit}}
{{I really cannot see whether the dice roll shows the correct roll or not. In the post, it is 21, but the pop-up shows 10. I'll use the 21 for this.}}
Cob, you spend quite some time with an entertainer troupe, traveling across the Verdant Trammel. You have seen many coins exchange hands and know that not every coin is accepted for commerce. The key is to know the year of the mint. You have an interest in this when you heard that the latest coin minter has monopolized the facility for more than one hundred years due to the long livelihood of his people, the elves.
The coins in your possession bear the symbol of the eagle of Yvraithe on one side and the face of the First Primarch of the Republic of Yvraithe, Primarch Helaena Forsythe, on the other. Under the face of the First Primarch is the year of the mint. You have seen 5 mint years which correlates to the year in which the coin minter was replaced by new management. That year is the year 155 ABM, 267 ABM, 299 ABM, 352 ABM, and 377 ABM. When the coin mint year changes, the coins of the mint year before that cannot be used for trade anymore and will have to be exchanged. In your time, the coins with the mint year 155 ABM, 267 ABM, and 299 ABM cannot be used for trade anymore as they are already out of circulation, but the coins with the mint year 352 ABM can still be used until the 377 ABM coin mint year changes.
Your coins have a mint year of 377 ABM, which actually will come into public on 378 ABM. You will be skirting some uncomfortable questions if people pay attention too much to the coins you will be using as they will not be released until next year.
Eremoz gives the innkeeper a wave as they enter. “I will take a double room and some food.” To the rest of the group. “If anyone wants to join in my room, feel free.”
Afterwards, he will take time to clean himself and tend to his wounds before returning to the room.
Aleays these stereotypes… calls Karm after Dvark then to Eremoz he says I‘ll take you up on that if you dont mind.
He follows Eremoz to their room and deposits his pack. He then spends about an hour or so sifting through his notes of the arcane comparing them with what he discovered the past few days.
After he is done he leaves the room and knocks on Dvarks door. Should he open karm speaks a few words, but he‘d leave after about 15 seconds should he get no reaction.
I am usually bad with such things and i can‘t relate to you much. But we will get you back to them, alright? And if we dont, i‘ll find a way to bring them back. If you know a place that only you and her know, one you know she‘ll visit at some point, you can leave her a message. You got a century. And if it helps you, remember that they wont have to wait for you.
He ends it witha semi-akward pat on the shoulder and goes to check if the others are still in the tavern area
{{Did the patterns on his Arms persist?}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Drexon hands over the 40 bronze to Ara Emereth.
"Very well, I will take a bath before dinner", he says and retrieves his key and heads to his room. He will deposit his things and head to the bathhouse, before ending in the bar area, sat at a table having ordered a plate of hot food and a mug of warm ale. If any of his companions are there first, he joins them.
As he waits for the food to be delivered, he scans the room taking note of each of the other patrons. Paying particular attention if there happens to be a game of cards underway.
Perception: 16+5=21
As Dvark is taking off his mail but hasn't yet started his work on it he hears Karma knock on the door. As Karm speaks Dvarks eyes turn sad but he remains composed. As Karm goes to pat Dvark on the arm Dvark misinterprets and gives Karm an awkward one armed hug. After releasing Karm and realising that he may have misread the situation he says "my thanks friend. I will think about it more and look for such a spot. I will do whatever I can to help unravel whatever your mystery when the time comes."
{{The pattern on Karm's hand? It is fading into a muted white compared to the stark colored lines, but yes, it persists. Make an Arcana check.}}
Drexon, after a while you notice a group of three men setting up something on a corner table. Ara talks with them for a while before delivering them some snacks and drinks. Before long, one of them opens a deck of cards and begins shuffling it while the other empties several bronze coins onto the table.
You also notice that the man that Ara was talking to when you enter the tavern is looking at you with a strange expression for a long moment before turning back to his drink. He is a shabby-looking man with messy dark hair and a gaunt figure. You can feel a deep sense of longing and loss radiating out of him. It is almost too much for you that you have to take a deep calming breath and cover your eyes as thick veins begin to bulge around your eyes.
Arcana: 22
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Karm, as you look at the pattern on your arm again, it is fading. It is not quite disappearing but becoming muted in color compared to when it first flared in Bast Trench. Without as much stark coloring, you can see primordial script written in such a way as to create the helical pattern around your arm. Most of the significance of the script is lost to you without a more detailed study and reference, but you can surmise that this is how the Ancients weave their magic into objects. It has a codeword, password, and/or environmental lock that only allows the effect of the magic in the object to take place when the correct conditions are met.
Your pattern contains within itself the essence of a key and a flame. You are unsure of what the flame essence means, but you recognize that the key essence will allow you to access or use the Ancient facilities, just like you accidentally open the hidden chamber in Bast Trench just by passing in front of it. It will be useful if you are to find another Ancient fortress or building in the future.
Drexon uncovers his eyes as he manages to regain some semblance of control and looks across to the table where the card game is about to start, eager to get involved. But involuntarily his gaze flicks to the man at the bar.
The sense of loss is too enticing, the card game now a mere hint of a desire, as he walks across to take a stool by the man at the bar. He once again closes his eyes as the emotions tumble across him, almost energising him. He fights to remain calm before he speaks, reaching his hand into his pocket to grasp his crystal to help ground him.
"What ails you, stranger?"
As he speaks, he involuntarily reaches out into the mind of the man next to him. He is not sure how it happens, he doesn't even notice it himself, and yet the man's thoughts tumble into his own mind.
Action: Cast Detect Thoughts, using one Sorcery Point for Subtle Spell Metamagic.
{{ Surface thoughts only to start with, so no save at this point and he doesn't know Drexon is doing it }}
Cob shrugs and hands over coins to cover his room for the night, hoping no one pays attention to the date stamps. He starts to follow Drexon but then veers away to another table when he sees his companion start talking to the stranger.
He looks for an empty table and sets about getting some food, idly playing his fiddle as he waits for it.
He keeps an eye on the other patrons to see if anyone else is taking an interest in them.
Perception: 17
"Your hat," the stranger says, slurring a little. "It reminded me of my own son's. Gone now."
Drexon, as you reach into the man's mind, you see a glimpse of a small boy, no older than six, wearing a dark brown wide-brimmed hat. He is sitting on top of a pony and behind him is the wall of Erdelun and a farm field. A wide grin is on the boy's face as he waves and yells to the sky in jubilation. There is a somberness behind the thought. You get the sense that the boy is no longer with the stranger -- either dead or missing.
Cob, when you pull out your fiddle, the two musicians at the corner halt their playing for a moment before continuing. They send you a brief intrigued look and a nod of respect as a fellow musician. You notice that they look alike, perhaps brothers, and they are wearing a muted purple ensemble with the symbol of a prancing stallion. It seems that they are from an established group.