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The Quest of the Missing Quill

A sandbox Pathfinder adventure set in the far reaches of The Empire, where the province of Trevis clashes with Orcs and Drow.

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Chris1234
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Re: The Quest of the Missing Quill

Post by Chris1234 »

Hihim nods eagerly and trots along following Ishan.
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Just_Ice
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Re: The Quest of the Missing Quill

Post by Just_Ice »

Benji, still not entirely awake, is a bit surprised to be taken by the shoulders so readily. As Ishan walks off, he coughs so that a small chuckle isn't heard, and silently makes certain that they haven't forgotten to tell the orc- whose name escaped him as the headache continued to throb, looking about the inn for that unmissable fellow.

All of his earthly belongings being on his back, Ben is ready to depart to market after doing so.
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Re: The Quest of the Missing Quill

Post by HorizonsDream »

"And they are leaving," Jasmine mutters to herself. Though, she hops out of her chair, and follows after the group.
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Re: The Quest of the Missing Quill

Post by keymeister16 »

It was just as well Ishan put out the call to march. despite just barley finishing his spell preparation AND his physical preparation (including procuring another bottle of imperial red). Zurgo hated idling, he loved the motion and life of moving forward. his packs comfortably slapping his back, he ventured off with his group.
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Re: The Quest of the Missing Quill

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Whole party (Trevsville merchant quarter)
The group, agreeing to get on the road, gathers their things and heads to Trevsville's merchant quarter.

Zurgo buys a bottle of Imperial Red wine for 4 silver.

As they travel, Ishan fills Hihim in on the quest that they had accepted, and were moving to pursue. He learns that they're looking for a manticore quill for Mazzart the Magnificant, as the one he had was stolen. Mantacore quills are estimated by the group at an untold value, and Mazzart is promising a hefty reward for it, in gold or in magic. Since no one has sighted a Manticore in the area recently, their plan is to hunt down the thief of the quill and to thus return it. Their only leads on this thief is that it is likely an orc that fled to the east, towards orc territory. They rescued a maid that got knocked out by the orc, and her description of him suggests that the thief was a war-orc, which is a rather rare and powerful rank of orc in the orcish army/hierarchy.

Gaheris is pleased to find that the jeweler is in today, so he can get the gem they found recently appraised and sold. (Jaded, would you like to roleplay out some bartering with him, or just sell it for an amount determined by your appraisal roll, his mercantile cheating skill (all merchants cheat, duh) and his appraisal of the gem).

All players can browse the shops or do any last minute town activities that they want. Unless someone posts something to stop me (or wants to stay behind for a duel), I'll assume you're all heading towards the southern forest in your next post.
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Re: The Quest of the Missing Quill

Post by Vrindlevine »

"Yes leaving is a good idea these small towns bore me. When I was in the army we use to just steal uh requisition food from these places there's never anything to do. I'm sure the forest will be much more interesting."

Ishan is going to ask around about any funny business going on in the forest, on the groups way out perhaps a local woodsman or farmer.
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Re: The Quest of the Missing Quill

Post by keymeister16 »

"to the south, and pray we find something to gouge my axe into before noonmeal or my axe is going to be VERY thirsty!" Zurgo roars with laughter at his own orcish humor.
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Haahque
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Re: The Quest of the Missing Quill

Post by Haahque »

Gaheris
Ducking into the jewelers, Gaheris barters with the gem-cutter and ends up selling the gem they found for 25 gold, which he splits amongst himself, Jasmine, Ishan, Zurgo and Benjamin, 5 gold each.
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Re: The Quest of the Missing Quill

Post by JadedDM »

After selling the items and regrouping with the others, he gives them their share of coin. "Alright, let's head out," he says. "The question is, though, how we'll proceed. Should we just venture out into the wilderness on our own, and hope we find some clues along the way that will lead us to the village? Or should we see if we can get some info from the barracks? That way is safer, but those imperials will be back any minute now, ready for the duel."
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Re: The Quest of the Missing Quill

Post by Haahque »

Moving along now...

Whole Party
With some last minute preparations the group gets some advice from the military as to where they’re likely to find the orcs before heading out, then they leave the edge of civilization (or so the empire advertises it) in order to travel to relatively unknown lands. It helps that they have an idea where they’re going, but most of them have never been to an orc town before.

The travel, despite how exciting the journey might seem to some of the party members, starts out at a rather slow and boring pace. Horses are extremely hard to get in the empire if one’s not part of the military or nobility, so they’re travelling by foot, and there is nothing exceptional to look at as they travel for the first fifteen kilometers. That is, unless you’re interested in looking at farm after farm, a scattered bluff of trees every here and there and a few large rocks lying in fields or between farms. The terrain is, for the most part, fairly flat.

After about fifteen kilometers from Trevsville, the farmers’ fields end and the fields are mostly composed of tall, uncut grass stretching as far as eye can see in all direction. Paths have been trampled into the grass in many spots, sometimes with an occasional clearing or bluff of trees, the grass itself varying in length from 5 inches to 15 inches tall.

It’s in this terrain that another group comes into sight, a band of five humanoids, although he can’t identify race or gender at this range. They’re travelling in the other direction, towards Trevsville. They haven’t noticed the party yet, but without any cover nearby it’s likely that they will notice very soon


Gaheris walks across town (15 min), asks around the barracks (15 min), and walks back to the east end of town to leave (15 min). Diplomacy: 21, gains good information to help find the village: (+2 on survival checks to find the village). Random encounter roll: 19, no random encounter.
The party leaves Trevsville, heading south-east towards the Southern Forest (3 hours walking).
The party makes a perception check (highest perception is +8 from Benjamin): 18, medium-sized humanoids are spotted at 360ft, race/gender can be identified at 180 ft.
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Re: The Quest of the Missing Quill

Post by JadedDM »

As there is nowhere to hide, Gaheris urges the group to continue moving until they are close enough to identify the band. Hopefully, they are friendly. But if not, he gestures for the group to be ready at a moment's notice.
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Re: The Quest of the Missing Quill

Post by Just_Ice »

Despite having picked out the group they are coming up on in the first place, Benji is likely the least interested in their existence. Still nursing his throbbing headache, he uses the lute to block the blaring sun from his eyes as he continues to focus on one leg going in front of the other. He almost voices a complaint before everyone is shushed by Gaheris.
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Re: The Quest of the Missing Quill

Post by Chris1234 »

Hihim checks the grip on his shield and marches resolutely forwards. He thinks, ~It's all so new, so exciting!~
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Re: The Quest of the Missing Quill

Post by HorizonsDream »

Jasmine looks towards the other group, her hands resting on her swords as she walks. ~What are they going to do?~ she thinks to herself as she continues forward.
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Re: The Quest of the Missing Quill

Post by keymeister16 »

Zurgo sticks his head in his spell book, casually drumming the side of his axe as they pass by.
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