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  1. Chapter 1: Rat's Nest Narration The night at the Hoeffen house blissfully passes without incident. The accomodations are a little spartan as Ms. Alsberg mentioned, but the comfort of a roof over your head and actual beds is an incredible comfort after such a long journey. Emberwood, despite its dour appearance, turned out to be a welcoming space so far. The meals at the Bark and Buzzard were warm and filling, and the merriment of the other guests proved infectious. You discovered you weren’t the only adventurers who had arrived that day, two other three-person teams had taken up at the Red Lion, and a group of four had returned from a successful excursion bearing a small collection of delerium that quickly changed into coin and a round of drinks in celebration. The next morning comes with a slight hangover for those who drank, but nothing a cold shower and and plenty of water can’t fix. Short King whinnies and whines for his breakfast as you all come to life in the small cottage on this cool and overcast morning. Underneath the front door is a small letter with the familiar seal, that of Vash’s. “Friends, I trust you slept well. Hopefully better than Bogdan and Francis. Elijah Hendrix invites us to his homestead as the sun reaches noon. I hope to see you there. Regards, Vash” Elrod finds a similar letter stuck to the window of his room however. Elrod's letter “Elrod, I have a proposition for you and your friends. A show of faith if you will. Since you’ve yet to reach the city. I’ve been given word to seek out the truth behind a rumor about an unusually large shard of delerium. I cannot discuss details in such an insecure manner, but given your history with the academy and current involvement with the Followers, I feel it is worth your time. Come by the Red Lion at your leisure, but if I don’t hear from you by this evening, I’ll be forced to give away this to someone else. Fortitudo in Sapientia, River” OOC The day is yours! Morning, Day 44 Haze: Not Present
  2. Thistlerun Karaxes Range, Florid Sepulcher Krinkle Kjeran, bioluminescent gau rattlehand, was glad he had not set sail with Krass. He had done what he could to help make the ship seaworthy, of course; it was the least he could do for a fellow survivor. Now, Krinkle reflected, he was a survivor of two disasters: the rootquake of Giant's Fall, and then the fangs of Thistlerun. Most of the others, it turned out, were eager to leave the ruined port behind them. Only the driftwood ironbound known as Magrai and a dozen others had stayed behind, including Krinkle. Krinkle could not articulate why they did not join Krass and the other in fleeing, but something powerful compelled him to stay behind. Krass' ship, christened the Iron Thistle, was still in sight when it became apparent that the disaster that had leveled the port was not ended. There was a flash of bloody mandible and chitinous claw, and the ship was dragged down into the depths in less than the blink of an eye. The survivors of the port stared out over the expanse of leaves, and most of them vowed then and there to never leave this spot; they said that Karaxes had spoken, and this would be their home eternal now. Krinkle, of course, still had every intention of leaving, but on his own was struggling to make a seaworthy craft, and he was unable to convince the others of his quest. Instead, they turned to worship, carving an idol to the insectoid menace that had destroyed their port and leaving offerings of meat and berries before the idol. A week later, water was scarce, despite the massive storm that had inundated them two days after the Ruin, but berries were still in good supply in the treetops around them. There had been no sign of the insect, which most of the survivors believed was Karaxes himself, since the 'sinking' of the Iron Thistle, but none of them showed any desire to leave what they viewed as the only safe place left on the sea. All save Krinkle, who humoured his fellows by offering a portion of his meal to the stone relief of Karaxes every night. Then someone forgot to leave an offering; no one was sure who, but only twelve were left, while there should have been thirteen. That night, there was an eerie howl, and in the morning Morubai, an ill-tempered ardent, was gone. Krinkle searched the ruins with the others, and eventually found the torn rose-cloak that Morubai had worn, stuck on a splintered piece of wood at the top of a half-sunken wooden building. The wooden building had once been an apothecary, Krinkle recalled, full of herbs and seeds and all manner of vile-smelling concoctions. Even now, so long after the Ruin that came to Thistlerun, he could still smell the cocktail of ingredients, all mashed together now. The attack had forced most of the apothecary down below the treeline, with only the front door and a hint of thatched roof still visible. The floor inside the door was tilted at an outrageous angle; descending down into there would require some delving skills to avoid injuring themselves. Unless, Krinkle mused, they could wavewalk around and try to find another entrance. The ruined apothecary shuddered, and Krinkle froze as he caught a glimpse of something moving in the darkness below, down inside the sunken building. He took a step backwards. Was it Morubai? Was it a wild animal? Or was it something else? Should be investigate further? Go for help? He looked around; Mograi the ironbound was standing within sight, atop the ruins of someone's home, looking out toward the open sea. OOC Welcome to the Wildsea, @Sandpoint! While the Argos finishes up at Angler's Spire, I figured I would give Krinkle the opportunity to discover who he is and introduce him to the... encounter he will have to deal with, along with the Argos' crew when they arrive. This thread will become the main Argos thread when you all meet up, but for now, it's just you in here. You have a vanished survivor on your hands, an increasingly superstitious group of villagers, and something moving in the darkness of the ruins below the treeline. Your next move is your choice. :)
  3. Chapter 1: Kindled Magic Magaambya Having arrived throughout the day, heavy rains soaking your clothes and hair, and leaving you drenched you are shown to the Spire Dormatory and bidden to wait in the halls for Teacher Ot. Other students flit in and out of their rooms or passing through on their way to lessons. They're an eclectic group, a miniature kobold, a dwarf, humans, and others. Most pay you little attention though a few nod in passing. It isn't long before Teacher Ot arrives. The teacher speaks with a gentle, soothing timbre. "Welcome, and a kind hello, new students. It is my pleasure to instruct you. You may call me Teacher Ot. You are embarking now on a life of study and service. We see within you intellect, passion, and judgment—in short, the virtues to build upon the strengths of the thousands who have come before you. We follow the footsteps of Old-Mage Jatembe, who showed us that the price of magic is the responsibility to better the world." "Please, introduce yourselves. Tell me something about your interests. What would you consider your greatest strengths?" he pauses to smile reassuringly, "Forgive the nature of these questions but I would like to know you better to help to guide you on your journey to growing strong in magic." "What work have you done to bolster those in and around the Magaambya before now? What is it that you seek from Magaambya? Once you have attained that which you seek, what goals do you wish to achieve?" OOC Scene Notes There is no active map. When there is please refer to the active map spoiler below. Please use directions when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS MECHANICS DESCRIPTIONS Not in Use!! Default Marching Order CHARACTER STATUS . . . . . Show Active Map Map goes here
  4. With the completion of the Slipfang and Argos, it was time to get underway; other crews already had weeks of a head start on them, and while the Bloom could take anywhere from months to over a year to find, time was of the essence, and everyone was excited to finally set out on a ship of their own. In the comings and going of the crew onto and off of the Argos' sturdy build, it took the crew a little while to notice that, in the pages of the Boughbreaker's logbook in the crew's storage area, a drawing of a fanged flower and a shimmering fragment of a petal were pressed. A last gift from their mysterious ironbound friend, it would seem. There was a lot to do, though, and the logbook was temporarily forgotten as the group prepared to set sail, taking what they could from Verdurance before leaving it behind. Verdurance, the Wildmason's Port, is the largest in the Sepulcher. Build atop a mountain poking above the foliage, Verdurance has since expanded as wildmasons cement ruin and rock fragments to each other to build an artificial plateau atop the trees surrounding the mountain's peak. Gaps in the stonework make canals, filled with flowers that are traversed by gondolas, that snake through the city's periphery, while the core is solid and permanent. Verdurance has a sense of permanence that few other ports have, being immune to most of the ravages of the wildsea thanks to its unique construction. The city is a bustling hub of activity, especially now with the Bloom coming. You can find nearly anything in Verdurance, and nearly anything can find you... Montage Before the Argos sets sail across the wild green, the crew set about the city, accomplishing last minute preparations and picking up anything they think might be helpful on their trip, from supplies to rumours about where to start looking. OOC We begin with a Montage: the crew temporarily splits up to do their own thing before departure. Every player can select up to two actions from the following list to carry out (and you can take the same action multiple times). Please feel free to add as much detail into your actions as you'd like, including specifying what you're looking for/creating/doing and how you are doing it. If your action requires a roll, you can roll the dice (and provide suggestions in the OOC thread/an edit to your post on the twist if you roll doubles), or I can do it for you otherwise. Please post by the end of the day on Sunday (October 22), but I'll provide updates as people post. You can perform actions in any order, or post one action and then wait until you see what others are doing/your results before posting your second. Feel free to make your post however you like; there are no expectations regarding formatting, so long as it's clear what your character is doing. Acquire Resources Create Something Take on Cargo Explore Venturing Forth OOC Next week, your crew will leave Verdurance. Unless you have found an alternative destination through rumours (via Exploring), you can set sail to any of the ports near Verdurance (sailing directly to too far a port is risky). Your three choices for a next destination are: Angler's Spire: The hunter's port, a short journey to the west. This is on the fastest route to Port Sakura, Inkspill, and Oberon (along the Concourse of Petals). Old Needlesap: Probably not worth your time, as it is in the upper northeast corner of the reach, but maybe you really want some syrup. A short journey, but you'll have to turn around to search the rest of the reach, unless you are lucky and the Bloom is right next door. Sevenstones: A city of ancient lore, history, and scrap metal, a medium journey to the south. This is on the fastest route to the Broken Hives, Rosecourt, Sarkosa, and Titana and Gorgantha (along the Pirate's Path). You do not have to decide on a destination until after the opening montage, but you may want to discuss it with your crew before choosing cargo. Your ship-building threads have been converted into crew OOC threads for strategizing with them. Moreover, the passages Ford read from the logbook also contain potential plot hooks and places to start searching. Please also feel free to use the pre-game IC to roleplay with the entire nine-person gang before setting off, or to interact IC with your crew below as well as participating in the montage. Once everyone has finished doing what they want or on Monday/Tuesday next week, whichever comes first, you'll select a destination and set sail!
  5. Scene: Skolamog's Lair There is a legend among the wordbearers, encapsulated in a children's nursery rhyme that Nika had learned when she was very young, on board a unique ship crewed almost entirely by wordbearers. The rhyme was accompanied by a game, where one child, playing the monster, would sing the rhyme, while the others hid. The singing child then looked for the others, and when they found the hiding ones, they dragged them back to their "lair." The song, Nika recalled, went something like this: The wordbearer's duty, 'bove all and most, Is to deliver the post, the post. The wordbearer's place, so brave and true, Deliverin' hopes, to me, to you. The wordbearer's fear, 'tis always logged, Is bein' dragged off, by Skolamog. The wordbearer's foe, go run and hide, 'lest Skolamog takes you for a ride! When any of the children had misbehaved, the adults would lean into this spooky story; "Oh, Nika, you'd better apologize before Skolamog takes you!" "You hear that, Nika? That's the sound of Skolamog's fluttering wings; it's come to take you and wrap you up!" "You know what likes to eat bad wordbearer children? Skolamog!" As Nika had grown older, the Skolamog was used less often as a bogeyman, but none of the older wordbearers ever disavowed its existence; in fact, if anything, they had seemed less willing to talk about. Nika had learned more about it once, from Old Reginald before his passing: "It's real all right, but you don't need to worry. It feasts on lost hopes and dying dreams; a wordbearer who doesn't deliver their post on time, or worse, at all, may be stalked across their dreams by the beast. If they don't run fast enough... well, they vanish, in a flutter of wings, along with their post." That was all Nika had ever learned, and she had forgotten it as she grew older, the Skolamog vanishing into the distant recesses of her memory. Then her crew had abandoned her, young, small, and weak, to seek the Bloom, and that childhood bogeyman was the last thing on her mind. Sure, she had some undelivered letters, but there were extenuating circumstances, and this one very important letter, with someone's last words, was really almost impossible to deliver because the recipient apparently didn't exist. Nevertheless, as she slept outside under the stars one night, curled up alone in a rustling bough just outside a small port, she heard a flutter of wings. Her eyes sprung open, and something blotted out the stars. She barely had time to let out a shriek before the world went dark, and her stomach churned and tumbled as something grabbed her by the torso and dragged her in... an impossible direction. Her mind fractured and then went mercifully blank. When Nika opened her eyes, there were no stars in the sky; there was only a dim purple light emanating from a baleful moon impossible far away. The ground beneath her was solid, but rustled as she sat up and then stood. Looking down, she saw that she was standing on letters; miles upon miles of post covered the ground she stood on. She was in a forest, the trees varying from tall and thin to fat and short, but the trees had no leaves. She stepped close to a sapling, inspecting it, trembling softly. The leaves were more letters; sealed envelopes with addresses and recipients scrawled across their faces in every form of handwriting and in every language imaginable. Nika recognized low sour, cthonic, and saprekk, and other stranger ones she had never encountered. Something fluttered nearby. Fear gripped her heart and she turned around to see a pair of butterflies, their wings made from colorful envelopes, dancing through the postal trees. She walked in a daze until she found a path; the letters littering the ground thinned here, and there was some form of ink-black dirt showing that snaked through the trees. Nika saw that the ground was sloped, the inky path going both uphill and downhill. Nearby, a squirrel made from folded paper covered in smudged writing ran down the trunk of a tree. It moved in a strange stop-motion manner, pausing near the bottom of the trunk. It looked directly at Nika, cocked its head, then beckoned to her. It leapt from the trunk and ran away from the path, turning about to see if Nika followed. As the young wordbearer thought about whether she should follow the squirrel, she smelled something fragrant; minty, with a hint of citrus. It seemed to be coming from up the trail, in the direction leading to higher ground, and in also in a direction perpendicular to that the squirrel wanted to lead Nika in. The squirrel chirruped and gestured again. The ground shook, and letter-leaves fell from the trees. The purple moon was blotted out for a moment, and a horrifying fluttering sound filled the air, followed by a whoosh. Down the path downhill, out of sight, someone screamed twice... or two people screamed. Nika stood paralyzed by fear and uncertainty. What path should she take? Where should she go? Where was she? What... what had happened? OOC Welcome to your solo roleplaying post, @Kalyras (though everyone can read it). My apologies for the delay again, I had an emergency plumbing situation pop up; this hasn't been a good weekend for updates. Play by post is both similar to, and different from, normal roleplaying. The basic idea is the same: the GM sets a scene, the players describe their actions (and make rolls if appropriate), the GM describes the results of their actions (with player input if they have any ideas), and the cycle continues. The biggest difference you'll find is there is a lot less back-and-forth; too much back-and-forth can cause games to grind to a standstill. This means I will sometimes take a little bit more agency into my hands to move things along, but if you ever feel like I'm stepping on your toes, please do let me know; it's a fine balance between ensuring that players have sufficient agency and making sure that the game's pace doesn't get stalled overly much by minutiae. There are no limits on posting frequency, but generally players post once or twice between GM updates (which in this game occur twice a week, typically Thursday and Sunday/Monday., though this is not strict). You should experiment with your own posting style, but generally I recommend that every post a player makes contain some kind of action that moves the story along (unless you are just bantering/roleplaying with another player character), and that you clearly identify that action, either just by making it obvious in your post or by adding a line at the bottom of your narrative post that identifies the action. For example, a crude example of a post might be: Sample Post Shahan Farr sheathed his cleaver; these guards would clearly not be intimidated. He extended a hand instead, and said, "Well met, friends. Care to stand aside so that we may pass? We are but humble cooks on our way to woo the princess with our culinary skills." He played up his char's charm to the best of his ability. Action: Use Sway to convince the guards to stand aside. Alternatively, you can also omit the "Action" line and assume I am able to figure out what you are doing. If you want to make a roll using some sort of skill, feel free to do so. If I judge that a roll is needed and you have not made one, I will roll it myself in my update. You can also ask questions about actions (or anything else) in the OOC thread or the game Discord, but try to keep posts in the in-character threads... well, mostly in character, but you can add OOC notes if they are clearly marked (like in this case). I usually try to leave a few possible choices open, but you can always find something else to do I didn't think of; I love it when players out-think me. For example, above, you can follow the squirrel, follow the minty scent, or find the source of the screams. Or do something unexpected I didn't think of. :) There is one other thing I highly recommend doing in your posts, which is fairly specific to Mythweavers: Bold all dialogue in your posts (like I did in the sample above). You do not have to, but bolding dialogue makes posts much easier to parse, and because dialogue is something that typically needs responding to, bolding it calls attention to it. I always bold dialogue in my updates, and when I have dialogue from multiple characters I sometimes color-code it as well. Welcome to the game, and best of luck navigating this challenge! You'll meet up with the Slipfang soon enough. If you are a member of the Slipfang reading this... spoilers! ;)
  6. Ruins of Azlant: PF2e with DM TheChaosCowboy Pre-game Information The colony of Talmandor’s Bounty is first and foremost a financial venture. The desire to spread freedom and democracy across Golarion is definitely part of the settlement’s mandate; nevertheless, the resources necessary to settle an island far from the mainland are not inconsiderable. Talmandor’s Bounty has two primary sponsors: the Andoren government, and a newly formed finance company named the Bountiful Venture Company. The Bountiful Venture Company is co-owned by House Naran and House Vaylen, two of the three merchant houses running Andoran’s major banks. Managing the colony through a company in this way protects the assets of both houses’ banks should the endeavor prove unprofitable and the Bountiful Venture Company go bankrupt. If the company were to go bankrupt, the colony’s business assets revert to the Republic of Andoran, subject to the People’s Council. The Venture Company also provides both merchant houses a relative degree of anonymity. The Bountiful Venture Company wishes to export natural resources, such as agricultural staples, lumber, mined ore (especially lucrative skymetals), and recovered artifacts, relics, and other antiquities. Show Trained in Society House Naran, however, also provides banking services for the Andoran-based Lumber Consortium, and its investment in a colonial lumber operation could be a significant conflict of interest—hence the need for anonymity. Were the Lumber Consortium to become aware of the relationship between House Naran and the Bountiful Venture Company, that conflict of interest would be exposed. The individual colonists each have their own motivations for joining the colony, but certain incentives and potential rewards appeal to just about anyone. If the Bountiful Venture Company successfully exports goods from Ancorato, each settler in the first few groups of colonists is entitled to a small share of the profits. This occurs only after the initial costs of the settlement are recouped, which may take years. Additionally, these early settlers receive a land grant once the colony becomes self-sufficient. These benefits serve to make early settlers feel invested in the venture while motivating them to work hard to quickly build an infrastructure for future settlers and industry. Colony leaders Rayland Arkley (from the first group to arrive on the Liberty’s Herald) and Ramona Avandth (on the Peregrine) are promised marginally larger shares. Ramona Avandth is the acting leader of the colony. Ramona’s role is to facilitate the adventure and not impinge on their character’s agency during the course of events in the upcoming adventures. The Peregrine is a three-masted sailing ship with a spritsail on the bow. The vessel is 100 feet long and 25 feet across at its widest point. There are three decks and the ship can accommodate a cargo volume of 180 tons. Two ship’s boats, used to ferry passengers and cargo ashore, are stacked on top of each other on the top deck. Each ship’s boat is 10 feet by 20 feet, and is capable of transporting eight Medium creatures without squeezing. The Peregrine’s cargo manifest is not listed in detail and will be handled in an abstract manner, particularly if the items are mundane and common in nature. The Liberty’s Herald brought numerous tools, such as wood axes, shovels, saws, barrels of nails, and an anvil—everything necessary for multiple work crews to perform carpentry, farming, masonry, and smithing work. Foodstuffs, including grains, hardy vegetables, preserves, and salted meats, were also transported to help the colonists in their first few months while they planted crops, assessed the lay of the land, and located reliable game. The Liberty’s Herald also left one of its ship’s boats at the colony so the first group of colonists could move around the island by water. The Peregrine also carries supplies and materials, but as it was anticipated that the tools from the first ship are still available, its cargo contains much more food and a small herd of goats. If the PCs require basic tools like hammers, rope, and iron spikes, they should be available within reason. Though the supply of materials is not inexhaustible, as long as the PCs don’t take advantage of their fellow settlers, these items are loaned out to them for the purpose of helping the entire colony. Specialized equipment like alchemical weapons, rarer adventuring equipment, and magic items are typically not available except where specifically described, although individual PCs can certainly bring those items along with them as part of their starting equipment. There is no societal infrastructure to support the PCs in their endeavors on the island beyond their fellow settlers. There are no taverns, inns, or merchants, nor anyone to buy their treasure and sell them equipment upgrades. After 6 weeks, the Peregrine is scheduled to return to the colony (or another vessel if the crew of the Peregrine has cause to decline). Captain Jacob Markosi will buy anything the PCs wish to sell, and will purchase any equipment and magic items they want from Almas to be delivered on the next return trip. This can even include new formulae or spells transcribed into spellbooks from city-based arcane casters and alchemists. The Peregrin Somewhere in the Arcadian OceanThe Arcadian Ocean is a large body of salt water on the planet Golarion located between the continents of Avistan and Garund on its eastern edge and Arcadia on its western edge. To its south it adjoins the larger Antarkos Ocean near the Horn of Droon, and its waters extend as far north as the nation of Varisia, where it meets the Steaming Sea. The ruins of the former continent of Azlant are both above and below the Arcadian's waters. -=-=- 7:45 pm, WealdayWednesday the 16th of ArodusAugust, 4717 AR (ArmasseThe raucous, week-long festival known as Armasse is held each year beginning on 16 Arodus. The celebration—once dedicated to the god Aroden—is still important to the faithful of Iomedae, who use it to train commo