Barrow Moor: Raust and the Orphidian tribe.

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Barrow Moor: Raust and the Orphidian tribe.

#1 Post by Spearmint »

This will be the forum for Raust's continuing venture to convert the Orphidians from a Kali focussed faith and renegade lifestyle to a more civilized culture.

I will edit this with an overview of the story arc then set the first challenges to play through.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#2 Post by Spearmint »

The Orphidian Caves: interior caverns.

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The S- shaped passage to the side of the Ritual Cave leads to a pool of water that gives access to a swimmable underwater passage that leads to the exterior pool outside under the waterfall.

The other rock pool you originally swam through will lead you back to the dead end passage that exits from the Hurtloam Cave.

The waters within the caverns come from seepage and drainage of waters flowing from the Barrow Moor drainage and after the convergence of many branches, form the singular Merisc River that flows westwards between the southern range of the Blackened Forest and the forests of the Thornswild.

if you look at the Regional map. The cave is located at the junction of the three hexes that is to the right of the circled number 12.

The Orphidian tribe currently consists of a couple of dozen ex-humanoid Orphidians (mostly goblin 2HD types) and a similar number of ex-human Snake-men, (3HD) who act as the main tribal warriors. There are no Kali priests among them, the acolytes having been slain in the encounter.

You have 'a bank' of assorted coins worth 273gp though not formal trade is being conducted. The Orphidians are mostly hunter-gatherers and have a subsistence living as far as crafting from pelts and manufacturing basic tools or weapons such as javelins, basic bows, stone axes.

They collect tar from a nearby source to use upon torches.

Raust, aided by Venwynn and shielded from any sudden personal attacks by her lupine companions, Carca & Numma settles into life in the cave.

There is not formal enthronement, certainly no throne to be seated upon. The previous Naga sanctum has two large flat topped boulders that served as bed and altar. They can be cleansed to become you own abode and the room serve as your 'court' (for want of a better word) or you can choose to headquarter yourself in another part of the cavern system.

As you have seen, the caverns have other exits at least, one from the rock pool leading back to the Hurtloam Cave. Presently you keep secret regarding that access. The Orphidians are also unaware of the healing mud and its location.

Kai, seems to be the current leader of the Orphidian tribe and respected by the other tribal members. He gives deference to both you and Venwynn and addresses you in chosen manner, normal prefixed by "Mistress".

He is aware and makes known to you that some still keep to a Kali faith, holding various trinkets or foci to be devoted to.

The totem that you passed by the entrance to the interior caverns, is a carved stone with various caricature faces on. It stands upon a tall slender shaft of rock that rises from a chasm surrounding it. water from the interior waterfall and pool stream through here towards the outside.

Patra-patra, an albino skinned human, is a member of a subterranean tribe of humanoids. Sadly here backstory and reason to be here is unknown to the surviving Orphidians. However some of the topmost visages in the totem reflect more of her races facial appearance than serpentine faces. So you may conclude her tribe might have had some previous history here.

Your first few days, you take stock, regain full health and learn new spells from your advance of experience.

What would you like to do next?

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Re: Barrow Moor: Raust and the Orphidian tribe.

#3 Post by Marullus »

Marullus wrote: Mon Nov 28, 2022 5:09 pm Raust is highly charismatic, and having been raised by wolves and in devotion to the God of the Hunt, should be able to relate to the nature of these feral Orphidians. She needs to establish her position as Alpha in the vacuum of the Naga's death and then devote some time to learning their current culture and ways. Then she can work her plan to shift them to her view of civilization (defined above - hunting for sustenance, not biting humanoids, forming into a pack/social unit, worshipping Herne and not Kali - which is still perhaps a bit 'uncivilized' to townfolk).

She also helps dispose of the dead by their traditions, burns at least a portion of the Naga in sacrifice to Herne, begins introduction to the way of Herne and its prospects for their continued life rather than being a hunted menace, removes trappings of Kali, establishes a loyal guard of the most Herne-willing, and gets the opinions of Venwynn on the way ahead.
(Transferring the above actions from here.)

Outstanding questions:
  • What are the outward forms of worship they are accustomed to performing to Kali?
  • What are the core beliefs they hold towards Kali? (That I may need to convert to Herne if they conflict)
  • What sects within them are most amenable and most resistant?
  • What are Venwynn's thoughts and motives?


New questions:
  • Over the first few days, Raust uses Detect Magic and Detect Evil at the Totem and then throughout the caverns. What is notable?
  • Raust studies the totem more closely to determine its nature, age, origins, and relationship to portraying local history.
  • Closest neighbors: as Raust is a resident (and as I'm new to the mass of docs in this forum), what does Raust know about the Blackened Forest, the Thornswild, or the Morlocks from being raised in the Moor by Herne loners? Is this all blank-slate-new, or do I have a starting point? Do they have known reputations that Herne human/elves or fauna might have relayed?


Raust stands before the first bonfire, looking out at her new tribe. The flesh of the Naga crisps and blackens within the flames; the druid not only established her role but also demonstrated the proper methods for consecrating a portion of the hunt to Herne. She mouths their chosen name... Mistress. It is not who she was. She was The Roust. She was the Pack. She did not have the individual mindset. But this is a new expectation... this is a new thing she now becomes. The pack has expectations, needs that the alpha must present. Mistress. She accepts this new identity. She is Mistress. She is The Raust.
The Orphidians are mostly hunter-gatherers and have a subsistence living as far as crafting from pelts and manufacturing basic tools or weapons such as javelins, basic bows, stone axes.
Raust finds herself more comfortable among the Orphidians than she expected. Raised as she was, her own upbringing is much the same. She applies her keen wisdom to discerning the differences - where do they slaughter for pleasure? Do they do so at all without the Naga's influence? The structure of Herne's subsistence lifestyle may not be as hard as she imagined...

She walks among them and she teaches by example, not by words alone. She goes out with the hunters, showing Herne's arts in bringing down game, understanding the hunt as a form of Worship in itself. She returns and publically gifts the burnt offerings to Herne from each kill, then allowing each other Orphidian who brought down game to do the same - gaining recognition and reward of the first-takings. She then works through cleansing the caves of impure food - there is no eating of that which was not hunted or gathered by ourselves. Food that is stolen or scavenged is unworthy and an offense to Herne. These lessons of self-reliance, of self-worth and capability, are things she works to instill in her example.

She is grateful for Namma and Carca, keeping them with her for not only protection but comfort and normalcy. As she incorporates with the Orphidians, she also does not wish to lose who she is, being one of the pack. She teaches the way of the Wolf to the Orphidians as well, demonstrating by her actions with her companions the principles of putting group needs first, of learning your companions, of acting together as a pack - as one organism together - when on the hunt. The snake is solitary, the evil of Kali begins in selfishness. She brings on each Orphidian as they witness, as they see the strength on the pack, the belonging, the common good. A pack of serpents.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#4 Post by Spearmint »

great post and lots to digest and update. I will add to this before the weekend if I can manage.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#5 Post by Spearmint »

What are the outward forms of worship they are accustomed to performing to Kali?
What are the core beliefs they hold towards Kali? (That I may need to convert to Herne if they conflict)
What sects within them are most amenable and most resistant?
What are Venwynn's thoughts and motives?
I will break you long post up and try to answer each in turn.

As far as Kali worship and rituals, there is no strict litany or protocol they follow. (Or at least I never scripted one). What you would know is that Kali is regarded as a demi-god and offspring of Nergal, who is the chief god of the Underworld. Nergals's power waned over the last centuries and he invested some of his essence in various relics that are kept in the Barrow Mounds. His sons, Set and Orcus tried to usurp his authority and war between themselves over who is going to take ultimate power. Other siblings include Impurax, a female demi-god of pestilence and decay.

Kali takes form as a multi limbed person, often with serpentine features. Her main tenets revolve around death and rebirth through reincarnation rather than resurrection.

Outward worship signs would be quite a ritualistic based faith, blood offerings, sacrificial devotion, appeasement. Receiving a 'kundalini' type spirit in worship services.

You learn that the Mistress Naga did not bring the Kali faith. She herself took on the role, usurping a previous incumbent. The Orphidians, as a serpentine creature type, lean naturally towards that faith. Certainly they would not accept any of the Futurus and of the Angarach pantheon, Silvanus is more geared towards Elves and fey or nature focus and Cromm Cruach is a human based faith of settlement, industry, labour, conquest.

So Herne perhaps is alone in being similar with descriptions around hunting and eating, celebrations of lunar, solar events.

Venwynn is a half-elven ranger of nominal Herne faith. She assists you in scouting, ranger stuff as an NPC.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#6 Post by Spearmint »

New questions:
Over the first few days, Raust uses Detect Magic and Detect Evil at the Totem and then throughout the caverns. What is notable?
Raust studies the totem more closely to determine its nature, age, origins, and relationship to portraying local history.
Closest neighbors: as Raust is a resident (and as I'm new to the mass of docs in this forum), what does Raust know about the Blackened Forest, the Thornswild, or the Morlocks from being raised in the Moor by Herne loners? Is this all blank-slate-new, or do I have a starting point? Do they have known reputations that Herne human/elves or fauna might have relayed?
There magic auras within the cavern system only ping as far as the ritual cave and the goods you have located.

The Totem is carved from stone having caricature images. They cover each of the four sides. The totem is built on top of a shaft of rock that rises from a chasm. The chasm is filled with water which runs from the waterfall pool and elsewhere to flow through subterranean passages out to the exterior river Merisc.

Raust may have heard of 'neanderthal caves' over by the foothills of the Moon Peaks close to the Wrymwood but you have never ventured that far. (you could read some ooc info from the Destiny with Harmony expedition).

The totem here predates the Orphidians taking over the caverns. They carved serpentine features into the lower section of the totem. The Barrow Moor history goes back a thousand years to barbarian tribes (humans known as Mercians) who fought in a tri-race alliance with elves and dwarves to defeat cultish humanoids. After a 'war of desolation', the Moor atrophied and the mist descended over the area. The 'neanderthal tribes' predate those but little is widely known.

The Wrymwood elven settlement is a community (see it's settlement thread) that is slowly decaying in number and viability.

The Thornswild is an elven community chosen to live relatively cut off and withdrawn from other societies. Little contact, if any has gone on with them. Rumour is that "the elves of the Thornswild are breeding hybrid critters'. Kang the ape mentioned that 'the elves catch us and change our skins' which may add to some suspicions of activity.

The Blackened Forest is as stated in the Settings thread. A large forest that arcs around the west and north if the region, home to humanoid tribes such as Bugbears, kobolds and Hobgoblins. Some of these tribes have cultish leanings and are oft recruited as minions by Set or Orcus groups.

Pretty much, you have a canvas to paint on and shape how you deal with the Orphidians and try to integrate them into the setting as an indigenous and peaceful group.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#7 Post by Spearmint »

Orphidian Caves

June 6th 1066


Raust and Venwynn have settled into their Herne proselytising of the Orphidians. Teaching them various basic spiritual tenets of faith and the outward conduct expected of devotees.

It is not easy to grasp. Some aspects are familiar; the hunt, the praise offering, the exaltation of the warrior but other more personal issues need attention. The Orphidians had a hierarchical structure of strongest first so an equity based community, of the strong looking after rather than dominating the weak is a daily hurdle.

You get time to study and pray each day, receiving any allocation of druidic prayer spells as necessary to support your endeavour.

One thing you have noticed is that the Orphidians have mainly stuck to the upstream riverbanks in their exploration and hunting. The Merisc flows as a single river westwards after the waterfall cave entrance. It is a single river for about two miles upstream and forks, one tributary being the northernmost finger of the branch that drains water off the Moor. This one you walked along on the expedition. The southern one leads east into the Moor and is joined by three major draining streams. These are relatively unexplored though.

So, figuring to develop new hunting grounds plus to explore the region, Raust can decide to go explore 'the three tributaries' or explore further downstream.

A group of Orphidians (three smaller ex-goblinoid Orphidians armed with spear and dagger and three larger ex-human Orphidians armed with bows). Each anxiously wait on Mistress Raust to determine a group venture.

Preliminary scouting suggests that some submerged barrow mounds exist in the delta area while downstream heads towards the Blackened Forest.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#8 Post by Marullus »

That is great; thank you. So I am interpreting correctly, our focus of play continues to be exploration and external relationships, not consolidation within the Orphidians themselves (which will happen over time off-camera based on her successes/failures). The lay-down of history and societies helps immensely.
So, figuring to develop new hunting grounds plus to explore the region, Raust can decide to go explore 'the three tributaries' or explore further downstream.
...
Preliminary scouting suggests that some submerged barrow mounds exist in the delta area while downstream heads towards the Blackened Forest.
Sitting by the sacrificial fires, Raust broods, her fingers twining in the fur of Namma and Carca. It took time to teach the ways of the pack, but some begin to understand - the three stunted snakemen bustling to tend the ritual areas. The wolves have come to accept them, though Carca keeps a wary eye. Now that the transition has begun to take hold and Raust has grown confident with the new knowledge and magics gained from the slain Naga, it is time to consider the next move.

First, we must know ourselves. We must grow roots, we must grow stronger where we are planted. The druid resolves to explore the upstream delta between three rivers - a tree grows down before it grows out, a wolf marks its territory, decides its boundaries. They must grow stronger before they approach the neighbors. A wolf does not approach another pack's territory from a position of weakness. We cannot leave unknown threats upwind or upstream or be weak when we go to the forests to speak.

Raust gathers her travelling gear - including her new blade, a sack of hurtloam, recently hunted food - and calls together her loyal devotees. She divides who will represent her interest in the caves and who will come to explore the Delta. It is dawn, the auspicious time to start a hunt, and she offers a prayer to Herne as they set off upstream...

Which of the three larger Orphidians and/or Venwynn should be left behind to continue to secure the Orphidian society while Raust goes out? The rest come with. Having Venwynn to track as we explore the delta would be desirable.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#9 Post by Spearmint »

A group of Orphidians (three smaller ex-goblinoid Orphidians armed with spear and dagger and three larger ex-human Orphidians armed with bows). Each anxiously wait on Mistress Raust to determine a group venture.
This was the initial thought for a group, with Venwynn included unless you wanted to bring more tribes-folk along.
not consolidation within the Orphidians themselves, which will happen over time off-camera based on her successes/failures.
Yes, in a general way. Be successful and it keeps your grip on authority. You do not rule as the Naga Mistress did via fear and charming gaze. So it is a little harder but there is no mutiny presently.

June 6th 1066.

Raust appoints Orphidians to various tasks while she and the exploration group are away. The trek might be a day or two, at least that is the provisional assessment. Some are assigned to hunt and fish locally, others to camp duties within the caverns. The 'ritual cave' (I presume you dwell therein as your chosen abode) is cordoned off while you are absent and Fire-trapped as an extra precaution.

Deciding to scout out the northern territory, the druid, ranger, wolves and Orphidians depart. Following the current of the Merisc upstream until the single river branches at first into two main tributaries. You follow along the southern banks and trek another two hours worth of slow progression, covering perhaps the three miles (give or take a few hundred yards) to the extreme of the river. Here the flowing waters are birthed from large boggy pools, bubbling with brackish waters in the sodden ground. The ground is difficult terrain, those with two legs or four are often knee deep in the mud which has a vaccuum like quality in sucking your boots with each step. The Orphidians fare little better, though they swish tails to move in serpentine fashion, they produce a heavy wake with each sway and once advancing a length, the mud closes quickly behind to fade any trail from all but the most discerning eyes.

Several times you note the wriggling forms of serpentine creatures, strange eels with a sphincter type mouth, each the length of an arm but as stout as a leg. They hurriedly flee as you pass close or submerge to bury themselves into the thick mud.

One of the Orphidians stabs out and artfully skewers one that flaps on his spear like a caught salmon. It is quickly coshed senseless and offered up as a treat for the two wolves to enjoy.

You might recognise such as a land lamprey. In this area, lots of the creatures gather and so you could harvest a bounty of them. Strength in numbers, one person wandering off might suddenly become the hunted for these creatures attack with swift surprise and latch on to your body and leech blood until satisfied or slain. It is easily understood how a straggler might be overwhelmed if caught alone.

But the lampreys are a plentiful swarm (or Frye if the eel collective can be adopted) and they are hunted not just by druids and Orphidians.

Two huge wading birds approach from our of the mist, each taller than a man; looking rather like some prehistoric ostrich with a wattled coloured body of feathers and large, stubby beak the size of a battleaxe. The pair squawk, fighting over a morsel one has in its mouth, inquisitive to the noises of the group. To the side another pair loom in the shadows.

The wolves tense and growl at the aggressive posture of the giant avians, a voracious and feral look in their squinted, bird eyes. The Orphidians huddle back to back in two groups and nock shafts to bows waiting on your signal.

actions please

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Re: Barrow Moor: Raust and the Orphidian tribe.

#10 Post by Marullus »

At first, Raust tries to address the sodden bog by nimbleness. Thick root clumps of grasses or plants provide semi-solid if squishy footing and she step-hops across them as she leads across the moor. Where she and the wolves denned north of here was not so wet, but in the moors it is a practiced move. Eventually she relents to slogging in the brackish water as the clumps prove too widely spaced at the brackish pools. Namma and Carca are equally discomfitted, their shorter stature reducing them to doggy paddling in certain places. They continue to pull themselves up on drier, more solid ground and shake their fur to scatter water droplets. Carca snarls iritably while Namma resorts to giving baleful looks to the mistress. Venwyn goes as Raust, keeping his bow ready and dry above the waterline. He fulfills Raust's request that he map as they go, marking the lamprey fields as an opportunity for future hunting/fishing.

As the huge birds come into view, Raust holds her breath in reverence. Such magnificant creatures. Such long, muck-skipping strides. She motions the others to stop and hold, firing only if she is attacked, and then only on the one attacking. She takes a hunk of the lamprey meat, letting it ooze through her slender fingers. She moves forward across a large mat of sphagnum moss between them with slow, cautious movement, extending the lamprey meat on her palm, making a gravelly cluck-cluck-chut-chut noise in her throat as she comforts the birds...

1) Cast Animal Friendship on one of the birds. (It gets a saving throw v magic)
2) Reaction Roll [1d100+25]=16+25=41. Otherwise uncertain of her, unless you've already rolled and this is moot.
3) Speaking to them in Bird to reassure them, trying to engage them and improve their reaction / converse with them about what is around. CHA roll (16) [4d6]=12 or [5d6]=14

Axebeaks are frequently mounts in D&D modules... Training it as a mount will be epic. 8-) If it subcumbs to animal friendship, it is trainable as a Trick in a week as her own mount. If it doesn't, but she can befriend them with food and charisma, perhaps she can train the longer way and they can be the first two in the stable of Orphidian Riders...

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Re: Barrow Moor: Raust and the Orphidian tribe.

#11 Post by Spearmint »

Exploring the Merisc Delta.

June 6th 1066.


Venwynn is a she. There are five axe beaks hunting here. I am not using 'Bird language' as a means to communicate but such understanding of what hoots, screeches and caws mean might be something you can learn with level progression.

Beaky 1: saves vs spells 16+ [1d20]=3

Deciding to trick and treat the voracious Axe-beak, druid Raust offers out her caught lamprey. The creature is a succulent treat and is greedily snatched from your outstretched hand by the prehistoric bird. In taking the offering, this Axe beak looks at you with inquisitiveness rather than longing (to eat), allowing you to chant more verses of the Friendship incantation.

However the other Axe-beaks are not so mesmerized by the Druid's pacifying touch. When it becomes clear to the Orphidians that the aggression displayed by the birds is from an instinctive hunting, the archers loose a volley of nicked arrows.
The two wolves bark their warnings and with Venwynn, ward away one Axe-beak who encroaches too close upon their personal space. The archers combine to hit one of the birds as it comes too close for comfort. It pecks at the caught lampreys and then stabs out a hatchet like beak to hack into the scaly humanoids. The smaller Orphidian trio hurl javelins into the pair that wander nearby in the mist.

The Axe-beaks react. One is currently entranced by Raust, its partner ferociously attacks the archers, injuring one -9hp A second charges, raking another for -3hp as its nest kin gets impaled by the barbed shafts.

next actions please

so I adjusted the spell to pacify one creature but in this scenario, the other creatures are instinctively aggressive and in hunting food, lampreys or figures, their first nature is to attack what it considered prey. Of the five Axe-beaks, one is taken by the spell and another driven away by the wolves but three others remain who are fighting the group.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#12 Post by Marullus »

OOC:
So, the Animal Friendship takes six turns to cast, which removes Raust from the combat in order to bond the Axebeak. As she leveled up, she can have up to 4HD in creatures and I was assuming that could cover the axe beak (with the intention that she would then train it to be a mount wit h the rules for teaching tricks). Totally worth it.

You say you are "adjusting" the spell - what does that mean? Does she not have a hope of bonding it? If it is entranced but I won't bond, can I act in the scene instead?
Raust continues serenely with the ensorcelled bird, calm among the chaos. Namma and Carca defend their mistress, snapping their jaws futilely at the tall creature's legs to keep them back.

Namma (Thac0 16) [1d20]=8[1d4+1]=2+1=3 Carca (Thac0 16) [1d20]=7[1d4+1]=4+1=5

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Re: Barrow Moor: Raust and the Orphidian tribe.

#13 Post by Spearmint »

Exploring the Merisc Delta

June 6th 1066.


-2hp, -13hp, -5hp. The aggressive Axe-beaks take numerous wounds as the Orphidians defend themselves from becoming bird-food for the voracious swamp beasts. One drops, skewered by the thrown shafts, a second is pierced again and injured loses interest in fighting over this territory. A third presses forward, raking the exposed ranger for -3hp

The two wolves leap upon it and begin to overbear the feathered but flightless critter.
In the midst of the melee, Raust continues to pacify and beguile the last of the Axe-beaks. It seems torn between an instinctive reaction of ferocity to the ongoing melee and the enticing gestures that lull its mind to a more agreeable posture. Its wings sag and fold over its back and rather than raking claws with long legs, it folds one up crane like to balance itself as indeed, its own mind is weighed and shifted. While Raust continues her spellcraft, the Orphidians see to the last aggressive bird and under a hail of arrows and nips from the wolves, the Axe-beak retreats into the long grasses.

The druid takes one beast under her control, the Snake-men harvest 'swamp chicken' and several more wriggling lampreys. Venwynn binds her wounds and sees to the bleeding Orphidians.

Animal Friendship. the spell casting could have been nullified via a successful attack upon you but that was avoided. Bear in mind you also have two wolves as companions which would come within the parameters of this spell. Having failed to save from the beguilement, Beaky may be basically trained under the Friendship spell. You can demonstrate your inner 'beast-mistress' prowess and get to straddle its back though breaking it in as a mount as one might do to a horse is another matter.

Beaky reactions [1d100]=58

Adjusted by your own charismatic hold, the Axe-beak is compliant to being ridden though slightly unpredictable and certainly snappy to any outstretched arms close enough to peck at. It is unaccustomed to such company but with a full belly of lampreys and some grooming and petting, becomes less hostile and under a reasonable control.

I will add a note on Beaky in your Animal Companion thread.

next actions.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#14 Post by Marullus »

With a gentle susurration, Raust calms the massive bird and swings up onto its back. After a moment to reassure and understand each other, Raust is stable atop the beast, and she grins broadly at Venwyn.

The Mistress, now mounted regally, oversees as the Orphidians finish butchering the slain birds and gutting the capture lampreys. The steaks of the birds are delicious and the lamprey a delicacy, both hunts that Herne would approve of. She tutors them in sharing the work, then sharing the load, then sharing the meal. The alpha wolf eats first, yes, but is also responsible for ensuring everyone in the pack is then fed.

She checks Venwynn's maps, ensuring she understands the ranger's notations. Only two miles above the river's divide... still plenty further to go. She searches the horizon (now from a higher perch) and looks for any landmark that might give them a bearing. She then gives the direction accordingly.

Beaky's strong legs deal with the sucking mud much more effectively and Raust is glad for it. The wolves and Venwynn continue from grass mat to grass mat, the Orphidians ruddering with their tails. Beaky is not accostomed to the slow pace, but Raust coaches him, the beginnings of training. She gives him a little of his own lead to snap up lampreys as he pauses to wait for the others.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#15 Post by Spearmint »

Exploring the Merisc Delta.

Happy to reel in another beast, Raust begins to take its feral nature. Such acts add to her overall stature as 'Mistress' of the Orphidians.

Mistress might have certain unwanted connotations, so feel free to suggest another title, Beast-Mistress rather than Naga Mistress perhaps.

It is not a significant higher view, a few feet. To get above the Barrow Moors all prevailing mists however you need wings and the Axe-beak regrettably is a flightless creature though Beaky does have a prodigious but ungainly leap. The Snake-men slither across the muddy ground, the wolf companions tracking to the side with Venwynn.

You carry on along the outstretched river bank that flows from the branches of the waters draining off the Moor. Along the way you encounter grazing creatures that are quick to withdraw from your presence; huge gators that linger as floating logs or all submerged bar the tip of a snout, water buffaloes chewing cud and tall grasses in their thick lipped mouths, disdainful of your trekking by.

After a few hours you round the tip of the most southerly Merisc tributary then head slightly northwards to the delta interior, stopping in a wide boggy region on the edge of the next forming water filled with the drone of grass crickets and toads croaking. Above the running waters, the mist is less thick, allowing you to perceive more and a short distance across from you are the stony rubble remains of a ruined building. An arched column on the edge of the waters and a fallen decorative pillar suggest some type of temple or religious edifice rather than a stronghold such as a fort or even the heaped ruins of a barrow.

The area around the ruin is boggy terrain with many parts that look as though deep filled with pools of murky water. You study the area, taking in the wading birds that hunt among the reed beds, the thick carpet of seaweed type kelp that mats much of the stagnant pools, large frogs that each claim a large, shield size lily pad as its domain to croak for want of a mate. Another frog looks to have already croaked its last, trapped between the snapped jaws of a large Fly-trap carnivorous plant. Gnats, plenty swarm around you, discomforting as are the leeches that you pull from exposed skin and scales.

You note another thing too as the mist swirls, revealing some things, veiling others. The ruin is not totally uninhabited for on one cleared patch of ground stand several cane frames from which dangle dried fish or gutted game and some gator skins.

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Marullus
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Re: Barrow Moor: Raust and the Orphidian tribe.

#16 Post by Marullus »

Raust straightens her antlers atop her head and sits up straight. "We must meet the neighbors," she tells Venwyn and the snakemen. "Conceal yourselves here, at the edge of the fog. Should they offer violence, fall upon them."

Once the Orphidians are properly concealed with Venwyn upon the marsh, Raust rides forward slowly, cautiously. Namma and Carca pad along close at her side. Carca's lips curl, his hackles half raised. Namma sneezes at him, he remains quiet. Beaky's long legs step up near the entrance of the temple. Raust sits upright, her antlers impressive and unafraid. She waits, her elvish senses attuned, listening for what is within, for movement, for speech. For the fetid smell or faint breeze of hidden doors or vile creatures.

If there is nothing after a period of time, she will speak. "Come out. Come out to speak." Then she waits again.
Reaction Roll... (if needed) [1d100+25]=17+25=42
Please don't feel obligated to use my roll... :lol:

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Re: Barrow Moor: Raust and the Orphidian tribe.

#17 Post by Spearmint »

Merisc Delta Ruin.

Raust decides they must 'meet and great' and rather than introduce themselves with force of numbers, advances alone upon her feathered steed and accompanying wolves. The Orphidians slither towards some foliage to take cover themselves and importantly provide suppressing archery should Raust need defending from aggressors within the ruins.

Crossing the boggy ground from the edge of the riverbank to the ruin is arduously done for there are many deep pools of murky water that dot the landscape and the peat is treacherous underfoot. Beaky Axe-beak has more natural instinct to know where to tread and you approach closer to the ruins, noticing as you do that certain lengths of raised ditches criss-cross the ground to boundary patches of boggy ground that may double as saturated land suitable for growing edible swamp grasses, bull rushes and rice type grains. So this basic endeavour at cultivation around the ruins should indicate a more permanent settlement here.

A lot of ruins have already submerged beneath the boggy ground, a peaked roof gable or the remnant arch of a doorway sticking out from the mud, testament to some decline in the environment.

The main ruins are on slightly higher ground that you suspect inch deeper into the peat year on year. There is not one large ruin but the area is made up of several small ones. Each a detailed facade of marble like stone overgrown with thick carpets of lichen. Walls are broken and many pillars lay flat rather than upright, the area evocative of a once grander era now swallowed over by the mists of time and encroachment of the Moor.

The first ruin is set upon a large courtyard of weedy covered flagstones. Pillars of stone surround a derelict hall. Between these pillars on one side hang many skins of crocodile and lizard creatures as well as the dried ranges of eels, fish and game bird. You get within hailing distance but your approach seems to be already noted for the wolves snarl a warning as a few figures appear to cautiously watch your approach.

These bipedal amphibians are short in height but with long skinny legs and bulbous wide heads. Batrachians or Frog-men. Perhaps better known as Bullywugs. They croak at you and some leap up and down in excited jumps, raising voices and hands clutching spears above their heads. A bold one mounts atop a small column and bares its backside rather rudely, suggesting you cannot hit a cows arse with a banjo let alone his with an arrow.

You halt on Beaky to assess their nature, are they just camping up a threat territorially to frighten you off or to put on a war like impression? None has yet to actually threaten you though you might be at the limit of any javelin shaft thrown.

You can count at least half a dozen Froglings that come from the ruin.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#18 Post by Marullus »

Raust surveys the situation from her perch upon her bird, her face remaining stoic. The frog-people are murderous and petty, but then, so are snakes and they have hope for Herne. She will speak to their understanding... if they recognize her as their new leader with their small fascist brains, some may live. The pack alpha must establish its territory, without fear, and face such challenges. Teaching them the ways of Herne only comes after respect and submission.

"Send forth your leader to face me alone," Raust speaks loudly and clearly in Common, then in other languages she knows. "or I must kill you all instead." She holds her scimitar level in front of her, present but inoffensive for the moment. "I am the Beast-Mistress, and these lands are now mine. Grovel well and you may live to serve my people." She raises an eyebrow, imperious and unafraid. "Who comes forth? To speak or to die? You have options."
If they move to do anything enmasse, she is prepared to Entangle. It looks like that should cover most of the ruin. If one comes forward to fight, she is ready with flaming scimitar (and wolves and Beaky). If one comes forward to grovel, she is ready with Charm Person or Monster - she will only trust their submission with some magically-secured loyalty. (One thing I like about 1e is the duration in months between charm saves...)

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Re: Barrow Moor: Raust and the Orphidian tribe.

#19 Post by Spearmint »

Merisc Delta Ruin.

The Bullywugs pounce up and down, goading Raust to come closer, within range of a thrown javelin though with their prodigious leap, you might well be within range of attack anyway.

The druid parades before them, taunting them in return and challenging a champion to step forward. Behind you, the Orphidians cheer to, adding to the call for someone 'big enough and hard enough' to take the Beast-Mistress on.

The Bullywugs part, a group move a sidestep apart and a larger frog-man appears. He sits atop a lizard like beast, squat and muscular with a long flexible tail covered in hardened spines.

The champion soaks in the praise of his lackeys, jerks the Bone-snapper forward and bearing his spear upon shield, jerks his mount into a charge.

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Re: Barrow Moor: Raust and the Orphidian tribe.

#20 Post by Marullus »

"So, you have chosen Death, then." The druidess Raust raises her scimitar above her head, flames erupting from the blade dramatically, iluminating her antlers. Beaky give a braaaaawwwwwwk and flaps, Raust holds him steady between her knees so she can strike true as the charge passes by. Carca's hackles rise, his teeth snarling and snapping, warning the frogman and beast away from his mistress. Namma crouches silent and determined beside him.
Ivory Scimitar [1d20+1]=4+1=5 Damage [1d8+1]=2+1=3 (if fire) [1d4]=4
...Rats.

Not sure how the 'guard' function works, so I'll let you handle for Namma and Carca.
I don't know how much Beaky is listening right now, but I hope he takes a wack as the threat comes at him, too. :)

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