[LPF] Greener is the Grass


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jbear

First Post
"Te creature is a long time dead. We should leave te dead to rest with peace."

Maui is hesitant to get closer. He orders Taniwha to keep his distance. He does approach close enough to kneel outside and offer a prayer to Tane.

"Let te spirits here walk free and begin te journey to Hawaiki, Forest Father. Haere, haere, haere atu."

He remains there some time in quiet meditation as his spirit probes whether the spirit of the child remains trapped in torment or if it has moved on.

[sblock=OOC]Is taking 10 an option here? If it is Maui would have 13 Geography (trained), 16 Heal (trained) and 18 perception (trained) [/sblock]
 

ScorpiusRisk

First Post
Denizel skirts the outside of the grove for now, looking for any other clues to what happened here. A discarded item, a muddied footstep perhaps. You have no idea what you're doing.

[sblock=Actions]Perception 19

I can also try knowledge local but IC, Denizel would rather let other people examine the body until its necessary that he acts. A little prodding would speed that along. [/sblock]

[sblock=Denizel, Level 4 Bard/Oracle]Denizel
AC: 20 (18 flat-footed, 12 Touch)
HP: 26 Current: 26
CMB: 0 CMD: 12 Fort: +1 Reflex: +6 Will: +8
Speed: 20'

Current Weapon in Hand:
Current Conditions in Effect:

+1 Longsword: +5, 1d8, crit 19-20/x2
Wand, Inflict Light Wounds: 50/50, Touch, 1d8+2, Will DC 16 for Half, SR = Yes
+1 Crossbow: +5, 1d8+1, Crit: 19-20/x2, Rng: 80ft, 31 Bolts
Wand, Cure Light Wounds: 50/50, Touch, 1d8+2, Will DC 16 for Half, SR = Yes

Key Skills: Bluff +14, Diplomacy +11, Disguise +13, Kn Arcana +11, Kn History +10, Kn Local +10, Kn Nobility +10, Kn Religion +11, Perception +8, Perform (Dance) +9, Profession (Courtier) +5, Sense Motive +7, Spellcraft +6

Bardic Performance: 11/11 rounds per day

Bard Spells Remaining: 1st level 4/4
Bard Spells Known: 1: Charm Person (DC 16), Disguise Self, Hideous Laughter (DC 16)
0: Daze (DC 15), Detect Magic, Light, Message, Prestidigitation

Oracle Spells Remaining: 1st level 5/6
Oracle Spells Known: 1: Bless, Cure Light Wounds, Identify, Sanctuary
0: Ghost Sound, Guidance, Mage Hand, Mending, Read Magic, Resistance, Stabilize
[/sblock]
 

Systole

First Post
Boots heads into the copse first, nose to the ground, with Sylla following behind. Her eyes light on the doll and her expression twists into one of absolute fury. It is a moment before she looks up and notices a missing investigator. "Bard! Your eyes, here. Now!"

She moves over to the doll and picks it up. "There is going to be a reckoning for this." She turns to the foragers. "Fetch me a shovel." There is murder in her eyes.

[sblock=Mini Stats]
Sylla_150-1.png
Boots_150-1.png

Sylla the Grim
AC: 18 (14 flat-footed, 14 touch)
HP: 28/28
CMB: +5 CMD: 19
Fort: +1 Reflex: +5 Will: +4
Perception: +4, Low Light Vision
Initiative: +4

Current Weapon in Hand: Spear
Current Conditions in Effect: None
Spells Remaining (1st): 4
Spells Remaining (2nd): 2

Boots
AC: 18 (16 flat-footed, 12 touch)
HP: 29/29
CMB: +6 CMD: 18 (22 vs. Trip)
Fort: +4 Reflex: +5 Will: +1
Perception: +6, Darkvision 60', Scent
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None

Used Items:
Arrows x2[/sblock]
 


GlassEye

Adventurer
Vincenzo pokes around until a particular glint catches his eye. Investigating further he discovers a gold bead. Sifting through the dirt he finds another, then an amber bead, and finally a broken strand with several beads alternating gold and amber. Whoever this girl was she possessed a fair amount of wealth.

Out of respect the foragers step back and stand silently while Maui performs his ritual for the spirit of the girl. The druid is drawn, or perhaps led by the spirits of this place, to look at the body. By the scraps of clothing he sees and the beads that Vincenzo shows him Maui is fairly certain that the child was a member of a Goti clan, perhaps traveled north to Martna to trade. In addition, Maui discovers a strange gouge in the skull as if she were struck by something sharp and jagged; probably the blow that killed her.

Denizel circles the copse. Too much time has passed for him to discover any relevant tracks and the proximity of the swoop lizard nest would only serve to further obscure any evidence of that sort. However, as Denizel studies the ground the setting sun causes a gleam to flash for a fraction of a second on the ground near him. Running his hand across a bare patch of earth he finds a roughly triangular bit of black glass about the size of the end of his thumb.

Boots sniffs around near the body. Everything smells normal except a very faint scent tickles his nose with a bit of spice with an underlying scent of something else that is old enough and faint enough that he can't quite place it but reminds him of a sickhouse he once passed in Venza. Sylla's fury sends the three foragers scurrying for the camp as quickly as they can go.
 

jbear

First Post
"Te girl was murdered. Te hole in te head is made by te sharp point. Te beads are tribal beads. Goti tribe maybe. I'm not sure where we are right now, and which way te Goti live. Maybe that is a good question to ask te Boss. If te girl is far from home and we travel te way of her home, Maui will take her bones back to be buried. She is at peace but her family must be suffering."

Maui looks to the others in case they might know which way the Goti tribe might lie making the return of her remains a possibility.
 

Systole

First Post
"I don't know what I'm smelling, guys. Spices ... sickhouse ... sorry," Boots says.

Seeing Denizel's find, Sylla says, "So she was killed by an obsidian axe. Or one of those ... a terbutje, I think they are called. Are there tribes nearby who use such things?" Her knuckles are white on her bow.

She nods curtly at the druid's suggestion. "Yes, a reasonable idea. We will return her remains if possible."

[sblock=Mini Stats]
Sylla_150-1.png
Boots_150-1.png

Sylla the Grim
AC: 18 (14 flat-footed, 14 touch)
HP: 28/28
CMB: +5 CMD: 19
Fort: +1 Reflex: +5 Will: +4
Perception: +4, Low Light Vision
Initiative: +4

Current Weapon in Hand: Spear
Current Conditions in Effect: None
Spells Remaining (1st): 4
Spells Remaining (2nd): 2

Boots
AC: 18 (16 flat-footed, 12 touch)
HP: 29/29
CMB: +6 CMD: 18 (22 vs. Trip)
Fort: +4 Reflex: +5 Will: +1
Perception: +6, Darkvision 60', Scent
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None

Used Items:
Arrows x2[/sblock]
 

ScorpiusRisk

First Post
Denizel picks up the glass just as Sylla bellows for him. She's got spirit! Why don't you? Denizel holds up the bit of glass as he enters the grove. He thinks on what he knows about this area and this girls clan as he takes a look at the ghastly body. "Let me think for a moment on what I remember about these . . . Goti"

[sblock=Actions]Knowledge Local: 12

Knowledge Religion: 23 I'd specifically like to know what this girl's burial practices might be.[/sblock]

[sblock=Denizel, Level 4 Bard/Oracle]Denizel
AC: 20 (18 flat-footed, 12 Touch)
HP: 26 Current: 26
CMB: 0 CMD: 12 Fort: +1 Reflex: +6 Will: +8
Speed: 20'

Current Weapon in Hand:
Current Conditions in Effect:

+1 Longsword: +5, 1d8, crit 19-20/x2
Wand, Inflict Light Wounds: 50/50, Touch, 1d8+2, Will DC 16 for Half, SR = Yes
+1 Crossbow: +5, 1d8+1, Crit: 19-20/x2, Rng: 80ft, 31 Bolts
Wand, Cure Light Wounds: 50/50, Touch, 1d8+2, Will DC 16 for Half, SR = Yes

Key Skills: Bluff +14, Diplomacy +11, Disguise +13, Kn Arcana +11, Kn History +10, Kn Local +10, Kn Nobility +10, Kn Religion +11, Perception +8, Perform (Dance) +9, Profession (Courtier) +5, Sense Motive +7, Spellcraft +6

Bardic Performance: 11/11 rounds per day

Bard Spells Remaining: 1st level 4/4
Bard Spells Known: 1: Charm Person (DC 16), Disguise Self, Hideous Laughter (DC 16)
0: Daze (DC 15), Detect Magic, Light, Message, Prestidigitation

Oracle Spells Remaining: 1st level 5/6
Oracle Spells Known: 1: Bless, Cure Light Wounds, Identify, Sanctuary
0: Ghost Sound, Guidance, Mage Hand, Mending, Read Magic, Resistance, Stabilize
[/sblock]
 
Last edited:

GlassEye

Adventurer
At the least the group is aware that the Goti are a nomadic people living on the grasslands of the Pell renowned for their breeding of exceptional horses of speed and endurance. The horses you ride are Goti-bred mounts purchased in Martna and the lands you travel towards are Goti and Pell lands though by all calculations it will be another two weeks probably three at the rate the wagons travel before you reach the northern border of the Pell.

Denizel recalls quite a bit about Goti religious belief and particularly burial practice. Numerous rituals prepare the spirit for its journey to the otherworld and protect the living from uneasy spirits. The body is attended during these rituals, at the proper time taken to a holy site, and left in the open air for crows, the servants of Maga, a Goti goddess of death, to devour. Later there are rituals with the bones. The specifics of these rituals elude Denizel's but one thing he knows with absolute certainty: only holy men or women were allowed to touch the body. From the looks of it this child did not undergo any of the rituals required and according to Goti belief would be in danger of becoming a restless spirit.
 

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