Romance of the River Kingdoms II

Dr Simon

Explorer
Grandfather Wen's misgivings about the intelligent metal aside, the group leaves Tigerskin Gorge behind and continues the journey upstream. A few days later they pass Ropoko Island, familiar to Annika and Ape but not to the others. Here, a small island juts out midstream between two sets of rapids. There is a tiny shrine set amongst scrubby underbrush, and the signs of encampment on the island - the lion banner of General Chandrat of Ashoyin flutters above the shrine. The shrine itself contains a gateway to the spirit realm and the river spirit village of Heartsflow. But although the group may have business here later, the first order is to find out more about the Jade Elixir and so, using ancient portage paths past the rapids, Wen's boat is carried above Ropoko Island and the group continues up the Leng River.

This is beyond Wen's circle of experience, and the old man becomes even more fussy and fastidious about his boat than before. Above Ropoko Island, the Leng River flows between rocky banks where kingfishers dart, and where the eaves of cedar trees overhang the water. Then, three day's journey beyond Ropoko, the boat rounds a corner in the river and there on the right-hand bank is a village of wooden and stone houses. Three small boats are tied up at a wooden jetty, from whence steps carved into the bedrock lead up to a small cluster of brightly painted wooden houses.

This must be the village of Willowmantle. According to the Vashti, there was once an old shrine, or temple, to the Monkey King nearby, the only lead toward the Jade Elixir which should allow safe return to the spirit world.

[sblock=OOC]
Just pushing things on since they seem to have dead-ended with the talking metal. Just wondering who we've got left still playing - [MENTION=4936]Shayuri[/MENTION], @walkingdad, [MENTION=24380]Neurotic[/MENTION], [MENTION=29558]Mowgli[/MENTION], [MENTION=6680745]ahayford[/MENTION]
[/sblock]
 

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Neurotic

I plan on living forever. Or die trying.
As soon as branches got over the boat, Mystal disappears into the foliage.
"I will scout upriver and follow you through the forest. You will see me every now and then so you know I didn't come to harm."
He travels along the boat, keeping a bit forward. When he sees the village in the forest he drops low to converse with his teammates.
"I would prefer not to be seen at the moment, just in case. I will observe your interaction with the villagers. Feel free to mention there is more of you around."
 

Maidhc O Casain

Na Bith Mo Riocht Tá!
The little Ura rides along in Master Wen's boat, occasionally taking his turn guiding or rowing as he's allowed. However, by the time the group reaches the little village the old man's irritability and fussiness are getting the best even of Chaarr's patience - he's more than ready to get out of the boat and use his legs once more. He jumps clear as soon as the vessel bumps against the steps.
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[sblock=StatBlock]
Chaarr of Ghost Stalker in Snow on the Sand
Male Ura Oracle 4 Rogue 1
CG Tiny Humanoid
Init +3; Senses darkvision, low-light vision; Perception +10
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 15 (+3 armor, +3 Dex, +2 size)
hp 48 (5d8)
Fort +3, Ref +7, Will +5
Weakness oracle's curses (haunted)
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Offense
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Speed 30 ft.
Melee Iron Weapon (Earth Breaker) +6 (1d10+1/x3) and
. . Iron Weapon (Kukri) +8 (1d3+1/18-20/x2) and
. . Iron Weapon (Lucerne Hammer) +6 (1d10+1/x2) and
. . Iron Weapon (Naginata) +6 (1d6+1/x4) and
. . Iron Weapon (Rapier) +8 (1d4+1/18-20/x2) and
. . Masterwork Cestus +9 (1d3+1/19-20/x2)
Ranged Shortbow, Comp. (Str +1) +8 (1d3+1/x3)
Space 2.5 ft.; Reach 2.5 ft.
Special Attacks sneak attack +1d6
Oracle Spells Known (CL 4):
2 (4/day) Restoration, Lesser, Cure Moderate Wounds, Heat Metal (DC 17)
1 (8/day) Lead Blades, Divine Favor, Cure Light Wounds, Ant Haul (DC 16), Burning Disarm (DC 16)
0 (at will) Resistance, Stabilize, Mending, Mage Hand, Ghost Sound (DC 15), Detect Magic, Sotto Voce (DC 15), Guidance
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 12, Wis 10, Cha 20
Base Atk +3; CMB +4; CMD 15
Feats Extra Revelation, Extra Revelation, Weapon Finesse
Traits Resilient, Roof Runner
Skills Acrobatics +8, Bluff +3, Climb +3, Craft (armor) +12, Craft (blacksmith) +12, Craft (weapons) +12, Diplomacy +10, Disable Device +7, Escape Artist +0, Fly +4, Intimidate +10, Perception +10 (+11 to locate traps.), Ride +0, Sleight of Hand +7, Spellcraft +5, Stealth +12, Swim -2, Use Magic Device +10
Languages Imbatan, Low Imperial, Uran
SQ agile leaper, heat endurance, mysteries (metal), revelations (armor mastery, dance of the blades, iron weapon [cold iron, 4 minutes] [8/day], steel scarf [1d8+2] [8/day]), scavenger, trapfinding +1, tunneler +2, uran ears
Combat Gear Wand of Burning Hands (CL 3); Other Gear Masterwork Breastplate, Arrows (20), Blunt arrows (20), Iron Weapon (Earth Breaker), Iron Weapon (Kukri), Iron Weapon (Lucerne Hammer), Iron Weapon (Naginata), Iron Weapon (Rapier), Masterwork Cestus, Shortbow, Comp. (Str +1), Artisan's tools, masterworkCraft (armor), Artisan's tools, masterworkCraft (blacksmith), Artisan's tools, masterworkCraft (weapons), Backpack, masterwork (7 @ 20.625 lbs), Belt pouch (3 @ 3 lbs), Flint and steel, Sack (empty), Silk rope, Thieves' tools, masterwork, Trail rations (2), Whetstone, 4 GP, 3 SP, 8 CP
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TRACKED RESOURCES
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Arrows - 0/20
Blunt arrows - 0/20
Iron Weapon (cold iron, 4 minutes) (8/day) (Su) - 1/8
Steel Scarf (1d8+2) (8/day) (Su) - 0/8
Trail rations - 0/2
Wand of Burning Hands (CL 3) - 3/11
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Special Abilities
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Agile Leaper Ura gain a +8 bonus to Jump checks. Furthermore their maximum jumping distance (high and long) is not limited by their height.
Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt
Dance of the Blades (Ex) +10 Speed while wielding a metal weapon.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Heat Endurance As desert creatures, Ura are resistant to the effects of a hot environment. They gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
Iron Weapon (cold iron, 4 minutes) (8/day) (Su) You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear's shaf
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Roof Runner You spent your early years exploring and foraging along the rooftops of your home city. You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.
Scavenger Ura are natural scavengers, cobbling together tools and equipment from whatever they find. They gain a +2 racial bonus to Craft and Sleight of Hand checks.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Steel Scarf (1d8+2) (8/day) (Su) Melee attack deals 1d8+2 slashing damage.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tunneler +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Uran Ears An Ura’s large ears give him a +2 racial bonus to Perception checks. Because an Ura finds it difficult to control the body language of his ears, however, Ura suffer a -2 penalty to Bluff checks.
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Chaarr was born 'Third Child' to Duul and Chari of Ghost Stalker lineage in the Snow on the Sand clan. His family trace their line proudly to the great warrior who hunted and slew the desert bandits who had preyed on his clan, eliminating all but the Ghost Stalker himself. The doughty warrior not only tracked down and put under the sands the entire group of bandits, he then saw fit to stalk and slay their spirits as well, so that their own line would be truly and forever erased from Conclave. It is said that the Gods bestowed their blessing and forgiveness for this vengeance by causing a foot of snow to fall on the dunes over Ghost Stalker's clanhome on the night his mission was complete.

The Gods blessed Ghost Stalker with long life, and saw fit to reward his prowess with a new wife from a nearby clan. Together with his mate, Ghost Stalker founded the Snow on the Sand clan on the site of his original clanhome, thus bringing new life from and restoring the sanctity of that cursed place.

~~~~~

The boy who would become Chaarr, being the third child of his parents, perceived that he had little responsibility to his family and clan and that his two older brothers were sufficient to carry the family honor. He grew from a beautiful infant to an impetuous youth, and as a young man spent his days getting into all sorts of mischief. On the fourteenth anniversary of his birth, his mischief was so great that his parents and clan despaired of his ever taking proper care of his honor - and that of the clan. He was judged harshly, and sent out into the world to make his own way, to grow up or to perish.

Bitter and alone, the young Ura made his way after some few misadventures to the great trading city of Ok-Tom-Bo. There he continued to use his talents for mischief and his not inconsiderable charm to pursue a frivolous life of petty crime and minor misdeeds, living one day to the next. He was not a malicious child, just thoughless and care-free.

Then one fine evening, his fate once more caught him up, and his mischief brought about the death of another. A young girl, the beautiful daughter of an iron merchant whom the miscreant Ura had decided would provide the where-with-all for his next few meals, caught him at his pilfering and made to capture him for her father. In the course of the chase, the poor lass fell to her death from the rooftops.

Devastated by this turn of events, Duul and Chari's third child spent weeks in grief and mourning, all but senseless to the turnings of the city around him. And here is where his story turns for the better, at long last.

For the young merchant's daughter, slain by the child's thoughtless behavior, was in fact not only an exceptionally generous and happy soul, gifted with a most mischievious streak herself, but also an adept student of her father's ways, of the Mysteries of Metal. She came to the Uran youth in his despair and harangued him until he brought his thoughts back to the world around. At that point, she informed him that she bore him no ill will but recognized the pattern of fate in their lives. She would be both the instrument of his penance and his salvation, were he only willing. Without hesitation, the young man accepted the words of this happy spirit. She bestowed upon him her connection with the Mysteries of Metal, and resolved to be a guide to him in his life studies and a constant reminder of the cost of thoughtless mischief.

And so, the young "Third Child" of Duul and Chari took the name Chaarr - meaning "Steel" in his native tongue - along with the study of metals of all kinds. He now wanders the lands of Concord, practicing his craft to make a meagre living and for the benefit of others and accompanied - haunted and harrassed - always by Taibhse, the spirit of his sole unintended victim.

His mischevious nature continues, and he remains good natured, impulsive and full of humour; however, his mischief is now tempered by at least a measure of forethought, enforced by Taibhse's "gentle" reminders of the consequences of his previous actions.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.[/sblock]

 

Shayuri

First Post
Though Annika is as uncomfortable in a boat as ever, she restrains herself from just leaping out at the first chance, as if she'd been sharing the boat with a tiger. Instead she leans over to Wen, touching him on the shoulder, and says, "Thank you for bringing us here. This wouldn't have been possible without your help."

Then she steps lightly off the boat, grimacing as the water laps up around her feet, and hurries to shore.

Mystal vanishes quickly, leaving her with the others.

"Well, it seems simple enough from here," Annika decides, and starts up the steps towards the colorful village above.
 

Walking Dad

First Post
AC 15 (T15, FF13), HP 51/51, F +6,R+3,W+7 (Spells: 1:5/5, 2:4/4, 3:3/3)
Ape Form (AC: 18, Touch: 18, Flat Footed: 14)


Ape nods at Annika's words after been uncharacteristically silent through the journey. He liked being close to nature, but he prefers the solid ground to the water. His animal-form fur tends to smell after getting wet.

He looks around trying to take in all details around him.

[sblock=ooc]

Perception +11

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Ape
Spells (CL: 5, DC: 13+spell level)
infinite/Day Level 0: Stabilize, Detect Magic, Guidance, Light, Purify Food and Drink, Read Magic
5/Day Level 1: Faerie Fire, Produce Lightning, Shillelagh, Lesser Vigor, Detect Spirits, Summon Nature's Ally I.
4/Day Level 2: Summon Nature's Ally II, Protection from Spirits, Animal Aspect, Ball Lightning
3/Day Level3: Summon Nature's Ally III, Magic Circle vs Spirits

CLW Wand: 48/50 charges.

Lightnings: 4->3 min/uses

Baboon Traits:
AC: 18, Touch: 18, Flat Footed: 14
Fort: +7
Refl: +5
Will: +7
Move: 40', cimb 40'
Init: +4
Perception: +11
[/sblock]
 

Dr Simon

Explorer
Willowmantle seems a pleasant enough place, a small village of perhaps twenty or so buildings loosely arranged around a central area at the top of the steps from the river. People, pigs and geese move freely around the village, but the people stop and stare at the newcomers (the pigs and geese, however, are indifferent).

Shortly, a man emerges from a long low building with open sides and a green tiled roof. He is a middle-aged Nekuu man with a shock of white hair and white beetling eyebrows. He gives a polite bow.

"Welcome, strangers, to Willowmantle," he says. "What brings you to our remote village? We seldom get visitors up here."
 

Shayuri

First Post
Annika nods at him and scans the village again...no sign of priests or holy men; no pilgrims or shops meant to cater to them. It didn't...LOOK...like the site of a shrine.

"We've come looking for the shrine of the Monkey King," she says. "I'm Annika."
 

Neurotic

I plan on living forever. Or die trying.
Mystal makes a quick round about the village, looking for remains of the temple or strange occurrences, people or suspicious happenings.
 

Dr Simon

Explorer
The white-haired man laughs suddenly, then catches himself.

"Forgive me, Mistress Annika," he says. "I mean no disresepct. You are correct, there is a shrine," he waves an arm towards the tree-covered hills rising behind the village. "Up there, but it's been a long time since we've had any pilgrims come through. This will make old Bijoa very happy," he chuckles again. "Oh yes, very happy indeed. I'll introduce you." Wiping away a tear of mirth, he adds "My name is Kanzi, headman of Willowmantle."

[sblock=Mystal]
Meanwhile, sneaking around the outskirts of the village, all seems normal to Mystal - the people are curious of the strangers but no-one seems to be hostile or doing anything suspicious. He does find, near the rear of the village, an overgrown track that leads up into the hills. A small stone waymarker carved with a grinning monkey stands to the side, almost completely covered by foliage.
[/sblock]
 

Neurotic

I plan on living forever. Or die trying.
Mystal waits for others to come to the marker. He still observers the village, but more casually now, listening into the forest as much as looking over the villagers.

OOC: if others show signs of settling down for the day or to participate in some welcome ceremony I'll change this
 

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