“You could say that”, Drexon replies to Karm with a sly grin.
“Let’s wait until we have more privacy and I’ll fill you in”, he says looking around at all the people present and the rangers.
Once the group are alone, or at least out of earshot of anyone else, he will relay what they learned.
“It seems there have been five child abductions. At the scenes of two of them have been evidence leading to the Magisterium, a Circus on the edge of town. We paid them a little visit and although I do not believe they are responsible we did get some good information”, he says as they walk.
“There are a couple of ne’er-do-wells there, brothers called Urgash. They keep getting in trouble in town and have likely painted themselves in the light that they would be easily framed. The first piece of evidence was a simple flyer. The second was the symbol of the Magisterium on a piece of torn shirt. It happens that one of the Urgash brothers had his shirt torn when they got in a fight with some townsfolk”, he continues, still shuffling his cards in one hand as he walks.
“Anyway, whether this leads back to the circus or not, those Urgash brothers are definitely involved in some smuggling operation. Any idea what this is?”, he says passing the vial with the strange shaped gold leaf in it to Karm, doing it subtly so no-one outside the group sees.
Apart from your own group of five, you can see that Yntar will be taking a group of six volunteers consisting of mostly farmers and smiths. Another group of five consisting of mostly merchants and artisans is being led by the massive man that stood beside Yntar during the briefing; you hear the group calling him Ser Halaster.
Several rangers spread around the three groups when Yntar begins leading you and them to the southeast edge of Faete's Grove. The Grove itself is quite crowded at this time. Farmers are tending to the crops. Ranchers are herding animals. Children are helping and playing on the field. You pass a great windmill standing atop a plateau with rows and rows of drying grain waiting to be ground into flour.
Yntar stops after a while and calls the group's attention toward a set of impressions on the ground. Even after five days, the mark of horse hooves is still present. The hoof imprint itself is coal black in color as if the horse hooves are burning hot. There is still a distinct smell of sulfur near the imprint.
"You will be following this hoof imprint," Yntar says. "It will be easy enough because even after five days the imprint still looks fresh. Not even the rain three days ago wiped it. However, be mindful to keep track of every single hoof imprint. A couple of the rangers discovered that sometimes the trail will disappear for quite a stretch before appearing about 40 to 60 feet away as if the horse itself was flying for a short time."
Yntar leads the group further southeast following the hoof imprint. About half an hour in, Yntar stops the group once again and points at the hoof track. As he said before, the hoof imprints disappear for about 30 feet before continuing further south.
An hour passes by before Yntar stops the group once more. He nods to the ranger escort around the group and whistles sharply.
"This will be the place we split up," Yntar says. He points a further few feet and the group can see that the singular horse trail has split into seven different directions. Four of them have a pile of rocks on top of it. "We've put rocks on the explored trail to mark them off. That left three. I'll take a group. My second, Ser Halaster, will take another. That leaves the newcomers."
Yntar looks toward the five of you, particularly Drexon and Eremoz who heard the full briefing. "The five of you seem capable, but it will put my mind at ease if you will take my beastmaster with you. He knows these woods better than any of us, and his companions may allow us quick communication in case you find something."
{{Karm has rolled a 1 for the trail leading southwest. Any objection? Or forward we go with this?}}
{{Karm, examining the gold leaf in the vial that Drexon gave you will be a Nature check.}}
Cob, as you see the scorched hoof imprint on the ground, it reminds you of something you have only heard tales of. You know not the name, but you have heard that there was once a warlord that went to war riding a flaming steed. It was said that the warlord made a deal with the devil to raise the steed from the fire of the Nine Circles of Perdition. The steed was said to be a harbinger -- a sign or an omen -- telling people that lament and suffering would come behind the scorching hoof of the flaming steed. Just how much of that tale is real is anyone's guess.
Karm, you have seen this golden leaf before, even use it for an experiment during your study. It is called Trinitas. It is the leaf of a plant that grows only in a mountainous area. In its raw form, it can be steeped into a tea that can induce hallucination. It is considered a regulated and monitored substance as the tea is moderately addictive once consumed. After grinding and drying it, the Trinitas is usually used as the key ingredient in brewing a Potion of Psychic Resistance. The vial contains enough ingredients for one potion or for three cups of tea.
{{Calling twice for the southwest trail! I'll wait until tomorrow for an objection before committing. If there aren't any, then we'll call it sold and go southwest.}}
Thats Trinitas, a plant that grows in the mountrains and has psychadelic effects. With enough of it one could brew a potion that increases their mental fortitude. What we have here would suffice for one dose or allow some of us to have a good time. Or we could try to sell it.
Before He hands the vial back he uncorks it and takes a sniff. he recorks it hand returns the vial
"Sure, I don't see why your beastmaster shouldn't tag along. Would be good to have some local knowledge with us", Drexon replies looking around for the beast master and their beasts.
"We'll go South-West I think, it's as good a direction as any".
"I had a feeling you would know Karm. Those brothers had crates of the stuff in their tent, that's quite an operation!", he replies to Karm a little shocked. "I doubt they even know what they got themselves into".
{{I just remember. Something to keep in mind: Dvark didn't carry weapons to avoid the hassle of being searched at the gate of Erdelun and he hasn't retrieved it from his room at the tavern yet before going on the search. He has nothing on him but -- as per my notes -- his wallet, his holy symbol, and the clothes he is wearing. How do you want to treat this? I will, for the moment, allow Dvark to maintain his armor and AC, but not his weapons or, if he has one, his shield.}}
Karm, additional information, yes, Trinitas worth quite a sum. The amount in the vial would fetch about 25 to 30 coppers.
Drexon, you remember that you saw about two dozen vials within a box when you peek into one back at the Urgash's tent.
Yntar nods at Drexon. He whistles sharply once again and all of you can see that from among the trees emerged a young, perhaps no older than twenty, tiefling. His dark green skin, paired with the moss-green cloak around him, almost blends with the forest. He would not be easily found if not for the black horns curling around his head like a crown. A strange-looking horse, moss green in color, stands slightly behind him, having a beak instead of a muzzle and clawed front legs instead of hooves. Standing atop the strange horse's head is an equally strange-looking creature, a half-black half-white raven.
"That's Leander," Yntar says, pointing at the newcomer. "He will follow behind you at a respectable distance to allow you to search without distraction and to cover your back in case wild animals catch your scent. Just whistle for him if you need or find anything. He will send his raven to me or to Ser Halaster."
"It is not a beast," Leander says to Cob's question. "It is a creature that has been tortured, corrupted. It, its creator, and their plans have no place in this world." Leander offers no more explanation. His face remains stoic and softens only when interacting with his animal companions.
Eremoz, as you look at the imprints on the ground, your experience in hunting makes you consider something other than sight alone. Your sense of smell catches something in the air other than the reek of sulfur from the trails. There is a presence around the place where the trail split that is recent. It smells like people, but wilder and accompanied by the smell of wet fur. The smell is especially strong on the trail heading southwest. Other than that, you also notice that there is a strong scent of petrichor from the trail leading east. As you remember that it hasn't been raining recently since you arrived in Erdelun, it seems rather strange to you.
{{I just realized something. Karm does not have access to a Pearls worth 100gp (100 bronze in our case?) So he couldnt cast Identify and would not know what the ring or the sand does. Would that be information he could have found in the annex?}}
Drexon wanders over to walk beside Cob as they make their way down the south-west trail.
"If you decide to get a better view, let me know and I will make sure we stay in communication, for a few minutes at least", he says tapping his temple.
If Cob does fly upwards, he initiates a telepathic link for the following three minutes.
As he walks, he keeps a careful eye out for anything that might be a clue as to the whereabouts of the children who took them.
Cob takes a deep breath at Leander's description of whatever has made those prints.
"This definitely isn't the circus," Cob says. Then he nods to Drexon and pops up into the air, low enough to keep an eye on the group but high enough to hopefully see ahead on the trail (60'?).
{{Karm, it is possible to find some mention or description of both the ring and the dust in the Annex. As per the conversion we are using, 100 gp will be equal to 100 copper or 1 silver.}}
{{We are about to begin following the trail. As Drexon and Cob already rolled a Perception, I need one of you to roll a Survival to see how long you can follow the trail without being lost. You can make it with an advantage as Leander will be helping along the way. Together with the Perception, this will determine how much danger or obstacles you may encounter along the way. Also, how fast are we going to travel? At a slow pace, you will be considered hidden. At a fast pace, you will have a greater chance of encountering or meeting an obstacle along the way.}}
Got most of it. More than i expected honestly. But i'll enjoy a walk now.
You have found out something yourselfs?
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
“You could say that”, Drexon replies to Karm with a sly grin.
“Let’s wait until we have more privacy and I’ll fill you in”, he says looking around at all the people present and the rangers.
Once the group are alone, or at least out of earshot of anyone else, he will relay what they learned.
“It seems there have been five child abductions. At the scenes of two of them have been evidence leading to the Magisterium, a Circus on the edge of town. We paid them a little visit and although I do not believe they are responsible we did get some good information”, he says as they walk.
“There are a couple of ne’er-do-wells there, brothers called Urgash. They keep getting in trouble in town and have likely painted themselves in the light that they would be easily framed. The first piece of evidence was a simple flyer. The second was the symbol of the Magisterium on a piece of torn shirt. It happens that one of the Urgash brothers had his shirt torn when they got in a fight with some townsfolk”, he continues, still shuffling his cards in one hand as he walks.
“Anyway, whether this leads back to the circus or not, those Urgash brothers are definitely involved in some smuggling operation. Any idea what this is?”, he says passing the vial with the strange shaped gold leaf in it to Karm, doing it subtly so no-one outside the group sees.
I'll have a look...
That'll be a 13 for what check? History is 8
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Apart from your own group of five, you can see that Yntar will be taking a group of six volunteers consisting of mostly farmers and smiths. Another group of five consisting of mostly merchants and artisans is being led by the massive man that stood beside Yntar during the briefing; you hear the group calling him Ser Halaster.
Several rangers spread around the three groups when Yntar begins leading you and them to the southeast edge of Faete's Grove. The Grove itself is quite crowded at this time. Farmers are tending to the crops. Ranchers are herding animals. Children are helping and playing on the field. You pass a great windmill standing atop a plateau with rows and rows of drying grain waiting to be ground into flour.
Yntar stops after a while and calls the group's attention toward a set of impressions on the ground. Even after five days, the mark of horse hooves is still present. The hoof imprint itself is coal black in color as if the horse hooves are burning hot. There is still a distinct smell of sulfur near the imprint.
"You will be following this hoof imprint," Yntar says. "It will be easy enough because even after five days the imprint still looks fresh. Not even the rain three days ago wiped it. However, be mindful to keep track of every single hoof imprint. A couple of the rangers discovered that sometimes the trail will disappear for quite a stretch before appearing about 40 to 60 feet away as if the horse itself was flying for a short time."
Yntar leads the group further southeast following the hoof imprint. About half an hour in, Yntar stops the group once again and points at the hoof track. As he said before, the hoof imprints disappear for about 30 feet before continuing further south.
An hour passes by before Yntar stops the group once more. He nods to the ranger escort around the group and whistles sharply.
"This will be the place we split up," Yntar says. He points a further few feet and the group can see that the singular horse trail has split into seven different directions. Four of them have a pile of rocks on top of it. "We've put rocks on the explored trail to mark them off. That left three. I'll take a group. My second, Ser Halaster, will take another. That leaves the newcomers."
Yntar looks toward the five of you, particularly Drexon and Eremoz who heard the full briefing. "The five of you seem capable, but it will put my mind at ease if you will take my beastmaster with you. He knows these woods better than any of us, and his companions may allow us quick communication in case you find something."
{{Karm has rolled a 1 for the trail leading southwest. Any objection? Or forward we go with this?}}
{{Karm, examining the gold leaf in the vial that Drexon gave you will be a Nature check.}}
Cob eyes the blackened hoof print with great curiosity.
”This definitely wasn’t those two from the circus unless they’re much better actors than they let on.“
Arcana check: 17
The check is a 17 then
{{i interpreted it as a leaf replica made of gold, thats why i had history in mind as it didnt strike me as obviously magical}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Cob, as you see the scorched hoof imprint on the ground, it reminds you of something you have only heard tales of. You know not the name, but you have heard that there was once a warlord that went to war riding a flaming steed. It was said that the warlord made a deal with the devil to raise the steed from the fire of the Nine Circles of Perdition. The steed was said to be a harbinger -- a sign or an omen -- telling people that lament and suffering would come behind the scorching hoof of the flaming steed. Just how much of that tale is real is anyone's guess.
Karm, you have seen this golden leaf before, even use it for an experiment during your study. It is called Trinitas. It is the leaf of a plant that grows only in a mountainous area. In its raw form, it can be steeped into a tea that can induce hallucination. It is considered a regulated and monitored substance as the tea is moderately addictive once consumed. After grinding and drying it, the Trinitas is usually used as the key ingredient in brewing a Potion of Psychic Resistance. The vial contains enough ingredients for one potion or for three cups of tea.
{{Calling twice for the southwest trail! I'll wait until tomorrow for an objection before committing. If there aren't any, then we'll call it sold and go southwest.}}
Thats Trinitas, a plant that grows in the mountrains and has psychadelic effects. With enough of it one could brew a potion that increases their mental fortitude. What we have here would suffice for one dose or allow some of us to have a good time. Or we could try to sell it.
Before He hands the vial back he uncorks it and takes a sniff. he recorks it hand returns the vial
And it smells good
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
"Sure, I don't see why your beastmaster shouldn't tag along. Would be good to have some local knowledge with us", Drexon replies looking around for the beast master and their beasts.
"We'll go South-West I think, it's as good a direction as any".
"I had a feeling you would know Karm. Those brothers had crates of the stuff in their tent, that's quite an operation!", he replies to Karm a little shocked. "I doubt they even know what they got themselves into".
“We are capable, but if you feel they are best used in our company, we won’t deny the assistance of your beast master.”
Eremoz kneels down next to the print and examines the ground, looking for any other tracks that are less noticeable.
Survival: 17
Con points out the charred looking hoof prints.
”These were either made by some sort of devil horse or someone who wants to make it look that way. Definitely doesn’t look like circus folk.”
Is the beast master there? If so Cob will ask him about the prints and what the rangers have made of them.
(And southwest sounds good)
{{I just remember. Something to keep in mind: Dvark didn't carry weapons to avoid the hassle of being searched at the gate of Erdelun and he hasn't retrieved it from his room at the tavern yet before going on the search. He has nothing on him but -- as per my notes -- his wallet, his holy symbol, and the clothes he is wearing. How do you want to treat this? I will, for the moment, allow Dvark to maintain his armor and AC, but not his weapons or, if he has one, his shield.}}
Karm, additional information, yes, Trinitas worth quite a sum. The amount in the vial would fetch about 25 to 30 coppers.
Drexon, you remember that you saw about two dozen vials within a box when you peek into one back at the Urgash's tent.
Yntar nods at Drexon. He whistles sharply once again and all of you can see that from among the trees emerged a young, perhaps no older than twenty, tiefling. His dark green skin, paired with the moss-green cloak around him, almost blends with the forest. He would not be easily found if not for the black horns curling around his head like a crown. A strange-looking horse, moss green in color, stands slightly behind him, having a beak instead of a muzzle and clawed front legs instead of hooves. Standing atop the strange horse's head is an equally strange-looking creature, a half-black half-white raven.
"That's Leander," Yntar says, pointing at the newcomer. "He will follow behind you at a respectable distance to allow you to search without distraction and to cover your back in case wild animals catch your scent. Just whistle for him if you need or find anything. He will send his raven to me or to Ser Halaster."
"It is not a beast," Leander says to Cob's question. "It is a creature that has been tortured, corrupted. It, its creator, and their plans have no place in this world." Leander offers no more explanation. His face remains stoic and softens only when interacting with his animal companions.
Eremoz, as you look at the imprints on the ground, your experience in hunting makes you consider something other than sight alone. Your sense of smell catches something in the air other than the reek of sulfur from the trails. There is a presence around the place where the trail split that is recent. It smells like people, but wilder and accompanied by the smell of wet fur. The smell is especially strong on the trail heading southwest. Other than that, you also notice that there is a strong scent of petrichor from the trail leading east. As you remember that it hasn't been raining recently since you arrived in Erdelun, it seems rather strange to you.
Eremoz turns to Yntar, “The East trail smells of rain. Keep a close eye on it.”
”I can smell wet fur and… people of a sort on our trail.” He looks up at his companions and hands a longsword to Dvark. “Just in case.”
{{I just realized something. Karm does not have access to a Pearls worth 100gp (100 bronze in our case?) So he couldnt cast Identify and would not know what the ring or the sand does. Would that be information he could have found in the annex?}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Drexon wanders over to walk beside Cob as they make their way down the south-west trail.
"If you decide to get a better view, let me know and I will make sure we stay in communication, for a few minutes at least", he says tapping his temple.
If Cob does fly upwards, he initiates a telepathic link for the following three minutes.
As he walks, he keeps a careful eye out for anything that might be a clue as to the whereabouts of the children who took them.
Perception: 20+5=25
Cob takes a deep breath at Leander's description of whatever has made those prints.
"This definitely isn't the circus," Cob says. Then he nods to Drexon and pops up into the air, low enough to keep an eye on the group but high enough to hopefully see ahead on the trail (60'?).
Perception: 16
{{Karm, it is possible to find some mention or description of both the ring and the dust in the Annex. As per the conversion we are using, 100 gp will be equal to 100 copper or 1 silver.}}
{{We are about to begin following the trail. As Drexon and Cob already rolled a Perception, I need one of you to roll a Survival to see how long you can follow the trail without being lost. You can make it with an advantage as Leander will be helping along the way. Together with the Perception, this will determine how much danger or obstacles you may encounter along the way. Also, how fast are we going to travel? At a slow pace, you will be considered hidden. At a fast pace, you will have a greater chance of encountering or meeting an obstacle along the way.}}
{{ Happy to take it slow, after the things the other trails ended at, it is likely going somewhere nasty }}
{{Agreed}}
{{good for me}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist