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Hook City Sojourn
Preparations and Departure


Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Tuesday January 31st, 2023 6:40:54 PM

Snark will supplement Benni's storytelling by creating a Silent Image of a boggard, though it might look just a little more fearsome than the ones we met. He'll add a Ghost Sound of croaking to the mix.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Tuesday January 31st, 2023 7:07:17 PM

(Corym would like a Blowdart and either 5 or 10 darts, depending on what Snark is willing to part with.)

Corym partakes in the partying as well, chiming in on the rare occasion somebody talks to him. The quiet figure in the corner isn't the most interacted with in a time of festivity. He's obviously relieved at the result of the expedition, relaxed and enjoying himself.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Tuesday January 31st, 2023 7:41:38 PM

Snark is happy to work with Corym on the loot. "No problem Corym, so long as you understand yer taking your share in items instead of gold."

(Turns out, the value of one blowgun and 10 darts is about the amount of gold that would have been Corym's share.)

Saniainen Noapte (Holly) AC 19, HP 20/20 
Tuesday January 31st, 2023 9:29:39 PM

Sani observes the revelry and loot division. Her interest is piqued and she decides to introduce herself, with drinks. She gestures to a server and says "Send over another of whatever that bunch is drinking."

Then, she approaches the heroes. "Whoa!" she says to Snark, "The croaking effect is top-notch. Really brings it to life."
Next she nods at Corym. "Oooh, a blowdart! I've never seen anyone use one of those. What's the range? Oh hi. I'm Sani, by the way. Ah! I took the liberty of buying you another round in celebration. Great what you did for those kids."

DM Carl 
Tuesday January 31st, 2023 9:52:08 PM

It seemed easy enough: escort the Woad Beer to Hook City along with Captain Rio. Heranmar gets paid, Snark gets to visit a tree wizard, and our heroes get some fresh air on the open sea. Alas, kids will be kids.

...but now that's all behind us, which is great news since the year's brewing is complete and ready to ship out! Poor Ralphus has been waiting since the dark hours for our heroes to wake up, but he was wanted to be sure everyone was rested. Luckily he poured all that energy into breakfast! The scents of sausage, bacon, and biscuits greet everyone as they wake, and a full spread is awaiting them. It seems that Captain Rio and her officers were the first to arrive and are plating up, but there is plenty for everyone. Her officers seem more interested in food than our heroes, but Rio beams a smile when they enter.

"Ah, here be ma' knights in shining armor! Last chance for decent eats, heroes. Best be making it count." A large, surly fellow glares daggers at Rio, but keeps his mouth shut.

Ralphus practically bursts with energy as he gets ready to shove food at the party. Two new faces are already at the table with their plates. They don't look like sailors. Of course, would you know a minotaur sailor if you saw one? Rio speaks up when she notices anyone looking. "Two new faces, yes? Don't you worry, I'ma vouching for them. Can't be too careful on the seas these days!"

"Or any day for that matter," opines an older man among Rio's crew. He wears an honest to goodness eye patch, but a quick check shows he has neither a peg leg, nor a hook.

OOC: Sani and Tykeas, welcome to Heranmar. You've had a chance to observe over the last few days, maybe even made introductions, but there's been a call to adventure and you've been invited!

"Listen!" says Rio suddenly, causing a hush to fall. In the quiet, one can hear light rain. "The skies will be dry before noon, and that's when we'll be departing. If you have business in town, best be getting it done." She sits to eat, approachable if there are questions, but all too happy for a moment's peace before the voyage.

***

It's been a long time since this trip was announced, at least in real world time. So here's a quick refresher: every year a shipment of Woad Beer is sent to Hook City. The proceeds are used to fund the festival, pay for the town's docks and security, and are the primary source of the income afforded to local government officials. It is vital for the health of the community!

It is far faster to reach Hook City by land, but 100 heavy barrels of beer are best carried by sea. Hence, Captain Rio and her vessel the Sea Witch have been hired to deliver it. Our heroes are along for martial support, and will also be responsible for securing payment upon arrival in Hook City.

Anyone doing any shopping should feel free to finish it up on their schedule. We won't be jumping into combat right away.

Tykeas hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Tuesday January 31st, 2023 11:00:17 PM

Tykeas piles his plate full of meat. Looks around until he finds a "maid" and asks...."Got any wine? A meal like this is best complimented by a bottle of sharp wine. " .... Not really waiting to see if she takes the hint, he turns to the captain and asks...."How long you expect the journey to be?" then glancing at the other peeps in the room he says, "You may call me Tykeas. How will you prefer to be addressed?"

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday February 1st, 2023 1:09:09 AM

Onesimos comes to break the night’s fast, and smiles at Ralphus. ”Love of friends, community, and working your gifts all at once. I hope you know how special you are in the hearts and stomachs of all gathered!”

The elf gets a modest plate to start the day, and sits in between Tykeas and Sani to get to know them better as they banter with Captain Rio and her crew.

The elfin cleric’s pale and narrow face is framed by long brown hair untidily bound with a fragile-appearing diadem. He is in simple clothes with elaborate embroidery and counter-stitching in a wild flower motif, but most is covered by his armor and a sleeveless calf-length coat. ”Since we are together in our temporary time in the Wold, I would be pleased for you to call me ‘Benni’, as do the other Luck Makers. In combat, my main strength is in protection and defensive spells: do not look for me to magically heal every hurt.”

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Wednesday February 1st, 2023 8:05:49 AM

Teddy and Gore'Thum introduce themselves to the newcomers. Teddy is a small bear person with soft brown fur and a timid and uncertain nature. Gore'Thum is a giant frog - a little smaller then a dwarf! - with brown pebbled skin and a white underbelly. Gruff and blunt, he seems to be the one to take the lead out of the pair most of the time and Teddy seems to look up to him as a mentor, which is odd because the frog doesn't seem to be all that intelligent.



Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Wednesday February 1st, 2023 12:48:26 PM

Snark Riverstone has tan skin and pale blue hair and beard. He's dressed in a green robe that comes to about his knees with brown breeches beneath. Slung across his back is a short staff with a polished pale blue stone atop it.

The little gnome trots up to the food, and at just over 3 feet tall he has to reach for things. He gets a nice plate of sausage, bacon, and biscuits, but manages to drag his sleeve in the gravy in the process.

He nods at Rio as he goes past the captain, and he mutters a tune he once heard from a bard, "Her name is Rio and she dances on the sand..."

He goes and sits by these new folks that will be on our voyage. As he does so, he casts a little spell to clean the gravy from his sleeve.

"So, I dunno about you two, but I sure am looking forward to getting back on a ship. I gotta go see a fella about a tree near Hook City, so this ship guarding thing with my friends works out. My name's Snark Riverstone, and I'm a wizard."

To Sani he says, "Hey, thanks for them drinks the other night. Ooo, I see you got a bat. Me too!" The little gnome pulls out a small, brown bat from his pocket. "Her name is Luna. Maybe she and your bat could be friends. 'Course, bein' a familar, she's not exactly a real bat, but she's still my pal. So what's your deal - what do you do that you'll be guarding the ship with us. And how'd you come to be here in Heranmar?"

Even sitting, the minotaur towers over the little wizard. "Pleased to meet you Tykeas. Yer a big one, you are. So, rule number one is don't step on the gnome. How'd you come to be here today, you from around here? Looks like yer an archer with all them bows and arrows and stuff. Corym here's an archer too, among other things. You two should talk.

"You met Benni. He just loves meeting new people. You shoulda seen him charge after them kids yesterday. And you met our frog Gore'Thum and his pet teddy bear. Ol' Gore'Thum's not as grouchy as he likes to seem. Teddy's great, he likes healing people. Over there's Isaac, he puts the pal in paladin and he's great in a fight.


Gesturing to Sani and Tykeas, he adds, "So, what's the deal with you two - are you a couple?"

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Wednesday February 1st, 2023 7:42:22 PM

Corym smiles when approached by Sani. "Not quite sure myself, if I'm being honest."

He grabs a small breakfast before sitting down. "You can call me Corym. Nice to meet you Tykeas."
Like usual, he allows the conversation to flow around him, just absorbing. When Snark brings up his archery, he smiles at the two conversating "I'd be enthused to have a conversation about archery. So much to discuss."



DM Carl 
Wednesday February 1st, 2023 10:27:24 PM

Tykeas soon discovers that it's just Ralphus helping dish up, but that it's mostly self serve. There is absolutely wine to be had if that's what he's thirsty for.

In fact, Ralphus is already joining him. He raises a toast with what smells like cider at Benni's words. The elf introduces himself to the newcomers, ensuring they know he is not there to kiss boo boos and make them all better.

Gore'Thum navigates the interior remarkably well for a giant frog, though Teddy will likely have to dish him up a plate. Most wouldn't want to follow a frog and his tongue at a buffet.

Snark chats up a storm. Seems he's excited about getting out of here. He wonders is the human and minotaur are dating. That is not, contrary to popular demand, where beastfolk come from.

Corym soon discovers that he has a fellow archer in his midst. One with a sling even! How exotic!

Captain Rio takes a moment to introduce her senior crew. "The pointy fellow there be my first mate, Hook." It's unclear if "pointy" refers to his elven ears, or the hook he has for a left hand. He's not very built, but he's the epitome of grace. He even eats with lithe, fluid movements! His skin is very dark for an elf (well, unless he's a secret drow). It's probably from the sun (he's totally not a drow*).

"Good to have some help on this trip. Pirates in this area are getting less and less likely to just ask politely for treasure like they used to." His voice is surprisingly melodious for a sailor.

Rio continues. "Patch there does...Patch, what is it you do again?"

"Paperwork, Captain. I do paperwork. Someone's got to make sure we've got enough food and water..." He must be the quartermaster. It appears the naming conventions among Rio's crew are pretty standard, as Patch indeed does appear to be missing an eye. The human's about as well worn as Hook, but much more heavily built.

"And Happy here cooks our food." The bald, surly looking man glowers at Rio, who stares him back down. "I'll not be callin' ya Scab! Ain't nobody want to eat food cooked by a 'Scab'."

Scab just grumbles before he gets back to eating. The man just exudes unpleasantness.

Outside is a cacophony of noises, including the sounds of many wheelbarrows moving back and forth. Loading up 100 barrels of alcohol is hard work, after all, and there are only so many in town who can handle that sort of thing. Plates start to empty as bellies fill.

*No really, he's just an elf.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Thursday February 2nd, 2023 12:52:48 AM

Onesimos gives pleasantries to Captain Rio, Hook, Patch, and Happy. He makes an inquiry on coordinating defenses against any pirate or monster attack. ”Are your sailors part of the defense, or is it their job to stay out of the way for any fight? I would prefer to work with any of your established procedures, Captain.”

The elf is no kind of sailor, but has endured voyages before, he explains to Sani and Tyk. ”I am from the Northern Continent, Amberdale in New Elenna. I was young in the Year of Ascension, maybe 120 years ago, when Marteus killed all the gods but was foiled by cunning Gargul. It was the moment Flower ascended to become a god, and I became one of her first acolytes. When ready, the Temple sent me on the very long voyage to the Southern Continent. It seems most gods are not trusted here, so my lifelong duty is to show differently.”

Benni gratefully takes his share and uses the morning to shop at the Catacombs. He’s got funds burning a hole in his pocket!

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Thursday February 2nd, 2023 8:08:36 AM

Teddy is intimidated by all the new people and sort of slumps in his chair as he's eating. Gore'Thum would have gotten help getting a plate and is happily munching completely unperturbed.

Tykeas hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Thursday February 2nd, 2023 8:40:23 AM

Tykeas (teek eye as) stands slowly but very smoothly. His almost 9 ft height seems to dwarf most if not all of the others in the room. He reaches up and hits the "cup" on his broken horn and whispers a quick word or two. Those who hear recognize it as a saying of the towns folk to ward away bad luck.
He heads back to the "buffet" for a second helping, making sure that his crossbow, swinging slightly from his hip, doesn't disturb anyone else's breakfast.
"So, Captain Hook or whatever your name is, will you be replenishing any ammo used? Or will I need to pick some or make some extra "stones" before we leave? As he waits an answer to his 2 questions he heaps more meat on his plate and then heads back to his place by the miniscule gnome, Snark.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Thursday February 2nd, 2023 6:31:07 PM

Isaac takes a swig of juice he was drinking he had been a bit to focused on the food. As Snark introduce him he looks up and hastily composed him self. Running a hand through his dirty blonde hair in a attempt to make it behave.
"Sorry I didn't introduce my self right at the start. I'm Isaac" Isaac brushes any crumbs off his dark blue linen shirt and stands up. Besides the blue shirt he's dressed in a dark linen pants with thick leather boots. Over the shirt is a chainmail armor. He offers a handshake to both Tykeas and Sani. "My specialty is fighting close up but I can patch people up in a pinch. If you want to talk you'll have my full attention."

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Thursday February 2nd, 2023 8:28:29 PM

"it's a wonderful place. Hook City, that is. I got up to some shenanigans there. I wonder if that warrant's still out.." Corym says to nobody in particular, almost half in thought. He spends some time waxing his bowstring (no, not a euphemism) before settling down. He doesn't have much he wants to buy at the moment, so he wishes Benni good luck and good deals.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Thursday February 2nd, 2023 10:18:09 PM

Snark hopes to prepare some things before the sea voyage, and hopes the Luck Makers will have a few days off between assignments.

"Cap'n Rio, beggin yer pardon maam, but when do we ship out? I got a couple things to do first if I can. Also, do you know how many days we'll be at sea? Maybe I can get my stuff done on our trip?"

He whispers to Corym, "Don't worry, I got yer back. But what'd you do in Hook City? I got a grouchy dwarven wizard there I'd like to avoid myself. I may have borrowed a few things of his when I left. Nothing I wasn't owed you understand, but I'm not sure he sees it that way."

DM Carl 
Thursday February 2nd, 2023 10:49:05 PM

Benni asks if Rio's crew fight or stay out of the way.

"Ain't no place on ma'ship for folks who aren't willing to defend their home, Benni. I expect everyone who calls themselves one'a my sailors to fight."

He chats about backstories with the newcomers.

Teddy grapples with social anxiety.

Tykeas wards off indigestion before getting seconds, then asks about ammo. The elf gives him a look that's somewhere between pity and incredulity.

"Sir, I'd ask you show Captain Rio her due respect. You may call me First Mate Hook if you want to address me by title. To answer your question, no. We are providing transport to yourselves and the town's cargo. Your gear is your own concern."

Isaac snaps out of his technical difficulties and introduces himself.

Corym reminisces, then gives his DM a plot hook. Thank you for that...

Snark asks about timeframes*.

"We ship out when the rain stops. Should be close to midday. Journey should take about 2-3 weeks."

Breakfast ends soon enough and folks get back to work. Many of our heroes have coin to spend, so they rush off to do so before the trip.

The town bustles with energy. Every able-bodied man and woman help load the year's supply of beer to the docks. The Sea Witch's crew loads them aboard, as only crew and approved passengers are allowed past the docks. You are all free to board when you'd like. You'll share a communal berth with each other located near the captain's quarters. You'll find adequate space for your belongings. It looks like the sleeping arrangements have been tailored for you, consisting of seven hammocks (each stacked 2 high) and a large minotaur-sized straw mattress. The odd hammock is strung nearby a large circle of straw covered with a blanket. It is roughly giant frog-sized.

Outside on the docks, Rio and her officers are in conversation with an unidentified man. Things look tense.

*Edit: Looks like you posted while I was posting. Also, a week in the Wold is 5 days.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+6=15 ;
Friday February 3rd, 2023 1:41:02 AM

Onesimos comes back with a new cloak and polish for his breastplate that provides a better defense. He has already paid his scot with Ralphus and emptied his room, and had a time to converse with the two clerics, Reshakka and Roland, who keep the Sanctuary of the Sea: giving and receiving blessings of safe home and passage.

When ready, he walks with the team to the docks and stows his stuff, taking an upper hammock. After that, he keeps out of the way, figuring Captain Rio wouldn’t want a novice messing things up on her boat. He takes a position near the bow and tries to overhear the conversation on the docks…
……

Perception. 15

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Friday February 3rd, 2023 8:07:54 AM

Teddy and Gore'Thum go ahead and explore the ship and get used to the place they will be spending weeks in. Gore'Thum approves of his bed.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Friday February 3rd, 2023 8:26:16 PM

Snark lays in some scroll making supplies and materials for making magic items while on the ship. He also picks up some cheese, cured sausage, and nuts and dried fruit as available. Not for food so much as for snacks on the trip. Mmmm - snacks.

The little gnome considers himself part of the crew as he walks to get on the ship, hoping to at least get a bunk he can reach. So as he comes across Captain Rio and her men in a tense conversation with someone, he walks up boldly so as to side with the good Captain.

He puts his hands on his hips and glares up at this unidentified man.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+6=24 ;
Friday February 3rd, 2023 9:31:13 PM

Isaac is helping where he can. When he notices the tense stand off with Rio and the strange man, Isaac comes over "Captain is something wrong?" Isaac looked over at the man trying to guage his intent.
Sense motive:24

Tykeas hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Friday February 3rd, 2023 10:37:35 PM

Tykeas meanders to the ship and then looks over his "bed." Not very satisfied with the accomadations, he shrugsThat's what you get when your among the smaller folk. Returning on deck, he walks over to various positions around the deck, crouching and then lunging up and forward. Seeing that it is well made and can holdhis massive weight, he strolls from the deck toward the captain.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Friday February 3rd, 2023 11:26:53 PM

Corym replies quickly to Snark. "Oh you know, just a bit of stealing, a bit of cheating, a bit of insurance fraud. A little bit of everything. Don't play cards with those guys."

Corym takes a bottom bunk and sets his things down before noticing the commotion and walking back down to the captain. "Everything alright?

DM Carl 
Saturday February 4th, 2023 12:20:52 PM

Benni comes back with new toys. Doing good and helping others are great, but that new breastplate smell? That's what it's all about. He tries (and succeeds!) to overhear the conversation, assumedly without being seen.
OOC: Conversation is below.

Teddy and his friend find their new digs acceptable. It's not every ship that would know not to keep him in a pen.

Snark picks up snacks for the trip. Maybe Scab the Cook didn't fill him with positive vibes, or maybe the little guy likes snacks. He provides Captain Rio with some extra intimidation.

Isaac lends a helping hand, including making sure Captain Rio's not in trouble. It should be noted that Rio looks like she could absolutely trounce the strange man. She doesn't appear to be in danger, so much as annoyed and/or amused by the stranger.

Tykeas isn't a fan of his straw bed. There's time to improve his comfort before they leave if he has any ideas. The room isn't long enough to hang a large-sized hammock, but the taur probably has some experience making himself comfortable in a human-sized world.

He then goes on to stress test the ship. He finds it to be truely well-built. The boards don't even creak under his weight. It's also obviously very well cared for. Decks are swabbed, barnacles are scrapped, brass is polished, and even the kitchen is nice and shiny clean.

Corym continues to add to his Hook City criminal record.

Snark, Isaac, and Corym all approach the conversation. Benni hears, but remains out of sight. The man in question is well dressed in what looks like more traditional ship's captain attire and seems friendly enough. Rio's demeanor indicates she's not at all worried about him. She gives a warm smile before answering, "don'na worry, heroes. This be Jefferson Lee. He be tryin'a poach some crew for Lord Ellington's mission t'go after Cortez's treasure. It's a damned fool's errand, sure'nuf, but don't hold that against Jeff here. If the Lord wants to throw money away, that's his business."

Jefferson Lee bristles at being called Jeff, but lets it go. "Ours is not to question the intentions of our sponsor, Captain. We were hired to mount an expedition to search for a shipwreck and recover any valuables. There's nothing untoward about that! Still, I see I've chosen a poor time to come looking for additional crew. I bid you good day."

Sense motive DC22, Highlight to display spoiler: {Jefferson Lee seems nervous about something. His gaze kept going back to Patch more than the others.}

Unless the party has words for the man, he departs. Captain Rio chuckles once he's out of earshot and shakes her head. "Idiots, all of them," is her entire commentary on the situation.

The morning progresses, and true to Rio's word the rains start to ease up. The last of the barrels are brought aboard. Ralpheus wheels the last barrel himself, but sets it on a stand on the docks and taps it. He pours a large tankard of the stuff and holds it up in the air before shouting out, "a toast!" This has the desired effect of bringing absolutely everyone in earshot streaming towards the drink. Ginifred and the kids start handing out smaller cups of the Woad Beer to anyone who would like one...



“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+14=21 ;
Saturday February 4th, 2023 4:14:07 PM

Onesimos has a moment that he thinks… but no, it looks like everything was handled.

Nothing to do but participate in what the elf is sure is a community event: having a mug of Woad Beer. The Captain and crew and Luck Makers have to trust each other on the trip, and Benni feels the comradely around the barrel is important to that goal.

He makes sure he only has one…

…..
Sense Motive 21. So close!

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+4=23 ;
Sunday February 5th, 2023 12:57:04 AM

(Sense Motive 23)

"Cortez's treasure eh? What's that?"

Snark will grab a couple of cups of Woad Beer and drink them both.

He'll walk over to Benni. "You know Benni, we oughta keep an eye on that Patch fella. Ol' Jeff seemed mighty nervous about something, and his gaze kept going back to Patch. There might be something fishy going on with those two."

Then Snark will go below decks and pick a lower hammock that he can reach.

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Sunday February 5th, 2023 7:12:33 PM

Sani is a sweet-tempered human sorcerer with long braids, dancing eyes, and a little bat familiar named Flyst nestled in her hair. She wears a blue tunic cut on the bias with a ridiculously capacious belt and chest strap that is absolutely stuffed full of... stuff.
Her leg coverings are deep red leather, and she wears sturdy brown boots chased with gold.
She erupts in a gale of laughter in answer to the question about her romantic status. "Nay, pure happenstance that we fell in with you lot around the same time. Tykeas here, like all of you, is a new friend to me. Now, give us a mug. To new adventures!"
She surreptitiously casts the Detect Magic cantrip on the beer.


Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Sunday February 5th, 2023 9:44:20 PM

Teddy and Gore'Thum will take small beers and wait to see what is going to be toasted. Well Teddy takes two and is ready to help Gore'Thum drink out of the tiny cup when it's time. The frog is really more well suited to a bowl.

Khord Briarmark AC20 T15 FF15 CMD 20 HP 43/43 
Monday February 6th, 2023 3:38:56 PM

"Did someone propose a toast?" Asks a tall and wiry half-orc as be bounds up out of the hold with a shaggy looking wolfhound trailing behind him. He descends down to the docks and reaches for a tankard and after filled raises a cup to all around.

He wears some sort of silvery white chain shirt under well worn traveling clothes in differing shades of green, grey, and black, a pair of short swords in scabbards at his hips. A close observer would notice other light weapons stowed about his body. He wears a well built pack on his back but does not seem to have many other possessions. He has a short trimmed beard, head shaved on the sides and a mop of hair atop his head that is held back with a tie. He scratches the hound about the head as he drains his cup. "To a safe journey friends," he says as he nods toward the ship.

DM edit: Close syntax tags with a / symbol, like this but with brackets {/b}.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Monday February 6th, 2023 5:52:37 PM

Snarks eye go a bit wide at the arrival of the half-orc with the giant dog. He moves next to Teddy, "You know, if he put a saddle on that thing we could ride it. Let's hope, as the little guys here, that he keeps that thing well fed."

The little gnome has tan skin and pale blue hair and beard. He's dressed in a green robe that comes to about his knees with brown breeches beneath. Slung across his back is a short staff with a polished pale blue stone atop it. At just over 3' tall, even the dog towers over him.

The wizard looks up as he addresses this new guy, reaching up to shake the half-orc's hand. "Hey pal, well met! My name's Snark - what's yours? What's yer dog's name? He's a big one alright. Does he bite?"

DM Carl 
Monday February 6th, 2023 7:01:19 PM

Benni feels like he's on the cusp of figuring something out, but it slips away. No time to worry about that, though. There's beer to drink.

Snark catches Jefferson's disposition towards Patch and thinks they should keep an eye on the Quartermaster. He gets himself a cup of beer and goes to drink it, but Ralpheus clears his throat and gestures to everyone else holding their beer and waiting for the toast.

Sani finds the beer is not magical. It's actually a pretty light beer. It has a pleasant, fruity taste but is not as filling as heavier brews.

OOC: Post whenever works for you. I try to post at around the same time everyday.

Khord hears beer and decides it's time to jump in. Captain Rio raises an eyebrow at the latecomer. "Figure'd ya decided to bow out! Get yer stuff on board after the toast. We leave soon for Hook City!" Snark is immediately taken with Khord's dog.

Ralpheus waits until everyone's got a cup, then speaks up. "Another year, another hundred barrels of this stuff. Lets give a toast to Captain Rio's crew and our chosen emissaries! Our entire existence rests upon your successful completion of this mission!" He flashes a smile at the Captain, finding her downing the beer already. She lets out an impressive belch before answering "Don'na you worry Ralph. The Sea Witch will get it there!"

Cries of "hear, hear!" go up among laughter from the crowd. As mentioned earlier, Woad Beer is a lighter beer than many may be used to and is less intoxicating. Indeed, drinking a whole cup doesn't even put someone Snark's size in danger of intoxication. That may not sound like a good thing, but after drinking it everyone notices that things just seem...better! Like they can take on anything!

OOC: Drinking Woad Beer gives a +1 luck bonus to every D20 roll for 24 hours.

Rio waves as she walks up the gangplank. "All aboard!" she shouts.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Monday February 6th, 2023 8:06:55 PM

Corym enjoys a mug of beer, feet kicked back and quite obviously enjoying the camaraderie. He introduces himself to the tall half-orc, shaking his hand. "The name's Corym. I'm scared of dogs. Please don't let it eat me." After introducing himself, he goes to sit back down.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Monday February 6th, 2023 9:24:51 PM

Isaac takes a mug of beer and drink heartily. It's taste was divine. He made sure all his shopping was done before getting on the ship.
Isaac does comment it will be good going back home I need to see my family and my friends in the City Watch will want an update haven't written to them for awhile" He smiles as he boards the boat.

Tykeas hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Monday February 6th, 2023 11:42:25 PM

After seeing that the Captain has all in regulation, Tykeas turns and lopes up the runway and onto the ship. At mention of a toast, he fills his mug and joins in Wine would be better but this isn't that bad He looks over the new comer and his dog and muses if the owner or the dog will eat more on this sojourn.

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Tuesday February 7th, 2023 1:47:07 AM

Sani smells that salt air and grins in anticipation. It's been a while since she's been on a ship and she can't wait to be at sea-- the sea is freedom.
She gulps down her beer, settles her pack on her back, and strides up the gangplank. She immediately sets out to find and make friends with Khord's dog.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Tuesday February 7th, 2023 2:30:11 AM

Onesimos toasts the venture and enjoys the Woad Beer. The elf is startled at the sudden appearance of Khord and wolf, but Captain Rio seemed to have expected him. His pleasant tenor calls out: ”Well come to the Luck Makers, and our temporary company within the Wold.”

“Ralphus does not exaggerate, my friends. The Woad Beer is nearly the only export for Heranmar, and can be the difference between thriving and just surviving. And we non-sailors are here to ensure the cargo arrives safely. I think we need to see how our skills work together best.”


The brown-haired elf goes first. He explains he is a cleric of Flower, goddess of the seven loves, and he will use his magic for defense and protection. He is also well armored and can defend well in melee, but not really mobile or agile.

….
+1 Luck on all d20 rolls (24 hours)

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Tuesday February 7th, 2023 6:39:03 AM

Teddy and Gore'Thum down their alcohol. Gore'Thum really likes the stuff and Teddy think's it's pretty neat too. Khord and the captain might have to watch the pair to make sure they don't drink too much on the trip - that stuff is supposed to be sold at the destination not drunk on the way there!

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Tuesday February 7th, 2023 1:56:30 PM

Sani turns to Benni. "Glad to hear there's a cleric among us! I'm a sorcerer and a bit of a magpie-- I haven't got a specialty, per se. If I know it, I cast it. I do love a good Lightning Bolt though. And of course, misdirection is always fun. The one thing I don't hold with is necromancy. For... reasons."

Khord Briarmark AC20 T15 FF15 CMD 20 HP 43/43 
Tuesday February 7th, 2023 3:25:07 PM

"Well met friends, my name is Khord Briarmark and my partner in crime here is Niko." The hound cocks his head as he hears his name. "I don't think you would want to ride him Snark, he gets muzzle deep into whatever scraps we get ourselves into. He is trained for fighting, but he is far better behaved than I am at times. When there is no danger about, he is just a big puppy at heart. Corym is it, he might try to nuzzle you or give you a lick but he doesn't have a taste for elf." Khord gives a chuckle at his last comment.

As he downs his beer, the good feeling he gets reminds him of his parent's brewery back home. Heartened by the beer, he listens to Benni and Sani explain their abilities. He offers that he is a Brother of the Guild of Twilight Rangers from Dirt City, skilled at finding things and people especially in urban environments but in the wild as well. He and Niko fight as a unit, Khord wielding his short swords up close while Niko flanks and keeps their foes off their guard. He joined this adventure as he is tracking down a lead in Hook City for an employer from back home.

"But how much trouble can we get into on this glorified beer run anyway?" Khord says as he walks up the plank and boards the ship.

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Tuesday February 7th, 2023 4:50:42 PM

Legend tells of a mustachioed rogue of old, known as Bandit, who once led a glorious beer run. He narrowly escaped the dark paladin Smokey. Trouble was had, but the tales sound like it was fun.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Tuesday February 7th, 2023 5:10:19 PM

The little gnome reaches up to scratch Niko behind the ears. "So, we got a frog, but I can ride him neither. Glad to have you fellas here."

Snark responds Saniainen, "Yeah, I heard about that guy. He had a sidekick that had a dog too. Eastbound and down I hear he went. Wonder whatever happened to him.

"Anyway, glad to know you can throw lightning bolts. I can do fireballs. Maybe we oughta compare spells."
Snark will share his spell book with Saniainen so she knows what he can do. (Feel free to look at his character sheet, including his stuff and his spellbook.

DM Carl 
Tuesday February 7th, 2023 5:43:06 PM

Corym takes it easy for a few moments before the adventure begins. All he asks for is to not be eaten by a dog. That’s pretty reasonable.

Isaac is eager to get back home and see his guard friends. Being from Hook City, he’s likely heard tales of how difficult the bureaucracy can be for merchants. Let’s hope they were exaggerating!

Tykeas prefers wine to beer, but the Woad Beer isn’t bad. He also pays attention to the dog.

Sani is evidently very excited to be out to sea! She strides up the gangplank, ready to tackle the important task before her. That task is, of course, making friends with Khord’s dog.

Gore’Thum and his rider both like the beer. They’re pretty sure they’re not supposed to drink the inventory that’s on the ship, but maybe there will be some left in the barrel that Ralpheus opened on the docks…

Khord ensures everyone that his giant, bred to kill dog is a big puppy at heart, but that doesn’t mean he’ll be ok with anyone jumping on his back. Even a gnome! He asks how much trouble a glorified beer run can be, unknowingly jinxing the entire adventure.

Sani shows Snark he may have some competition for Pun Master of the Luck Makers, but Snark shows he’s prepared to fight for it. He offers to compare spells with Sani, though the

Captain Rio waits on board for the adventurers she’s ferrying to Hook City. She still has a smile on her face, but there’s definitely been a shift in her personality. Her accent is a little less folksy, and she has a more serious air about her. She’s still pretty approachable, but her Captain’s hat is firmly on her head.

”Welcome aboard the Sea Witch, heroes. You’re all welcome on deck and in the galley, as well as your quarters and the cargo hold containing the beer. The other cargo holds, the crews’ quarters, the larder, and anyplace else I ain’t said you’re allowed are all off limits. We’d appreciate your help should monsters or miscreants attack, but don’t interfere with the crew, especially in poor weather! If anyone breaks the rules…” She sighs and relaxes. ”Look, don’t break the rules, a’right? I like all’a you and it wouldn’t feel right.” She smiles one last time before she takes off and gets busy preparing her ship to make way.

The crowd at the docks cheer and wave as Rio orders her crew to weigh anchor. Looks like it’s time to set sail…


Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Tuesday February 7th, 2023 5:59:10 PM

Isaac looks back Khord as they board the ship "Be careful about what you say people here are superstitious. Start talking like that and they'll blame us if we end up knee deep in fish people."

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Tuesday February 7th, 2023 6:38:08 PM

Snark will look for a place where he can work undisturbed for 8 hours. He will clear this with Captain Rio. "I got some magic work to do and if it's possible, I'll need a quiet place to work for about 8 hours. Not the whole trip you see, just a few days. But I want to make sure it's OK with you and doesn't interfere with the rhythm and flow of the ship. And of course, if there's a problem I can always respond."

(Kindly let me know if Snark can get 8 hours of undisturbed work done today.)

He will also use the Message cantrip to have a private conversation with the Luck Makers, and he'll include the new folks as well. Except the dog, because, you know, he's just a dog.

"We oughta keep an eye on that Patch fella. Ol' Jefferson seemed mighty nervous about something, and his gaze kept going back to Patch. There might be something fishy going on with those two. But here's what else - Cap'n Rio doesn't want us snooping around. It's always possible that she's the problem here and Jeff and Patch were worried about what she was doing. Just keep yer eyes open, that's all I'm trying to say."

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+11=31 ;
Tuesday February 7th, 2023 7:09:04 PM

Corym nods at the information presented in the Message. He hadn't picked up on that cue, but now that he'd been informed he would keep a close eye on it. He starts doing some maintenance work on his bow, the sea air didn't seem to mesh well with the bowstring.

He also uses this mundane task as an excuse to spy a bit on the interactions between Patch and the Captain. (NAT 20, 31 perception or 21 SM, whichever applies better)

Tykeas hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+13=21 ;
Tuesday February 7th, 2023 9:26:26 PM

The minotaur retreats to his bed"pile" for a bit thinking on the "possible problem" of patch and the other. Finally deciding on a course of action, he grabs a small handful of straw and heads above deck. Finding a spot that doesn't see alot of traffic, he sits down and places a single straw in his mouth. He closes his eyes and appears to be in a deep trance. He is in actuality, thinking on the problem and listening to the talk of the sailors. Perception to overhear sailor convo's Roll 21

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Wednesday February 8th, 2023 12:48:32 AM

Sani acknowledges the Message from Snark, and wonders if the Luck Makers should form a plan to distract the crew so we can, you know... poke around a bit. (Shoulda taken Invisibitly at L3....)
Using a Message cantrip of her own, she asks if anyonen the group is adept at schnnneaking. (Also, mayhap we shouldn't schneak. I mean, I love a schneak as much as the next girl. However, I didn't take Boyancy, so good Capn' Rio could HAPPILY keelhaul the lot of us.)

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Wednesday February 8th, 2023 12:53:17 AM

Question to our DM: Are the corridors warded against us magically? And, are there guards? I don't want to step on the Capn's toes mind yeh. But... jes' probin' if I mights magcially, ehhhh, schneeeak (Sorry for the pirate patois. Something about being on a ship! HUZZAH! Oh c'mon. Yo ho ho?)

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday February 8th, 2023 1:22:25 AM

Onesimos keeps to the gunwale and waves at Heranmar until safely out of the harbor.

The cleric listens soberly to Captain Rio. Her ship, her rules, and they seem reasonable. He says so aloud. ”There is probably little privacy on a ship, so the rules help keep the community together and your non-sailors out of potential danger.”

The elf nods at Snark and Sani’s Messages, and notes Tykeas already has a plan. ”Be aware of things onboard and away. Good. I don’t think we need a specific guard in the Beer Hold right now, but each of us randomly looking in to ensure no leaks or pilferage is a good idea.”

Benni spends his days near the stern to be on hand to speak with Rio or Hook. He makes occasional trips to the Beer Hold to check it out.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Wednesday February 8th, 2023 7:30:28 AM

Teddy is happy to follow all of the rules carefully. He suspects nothing and no one and is looking forward to the trip and Snarks message just makes him think the gnome is being paranoid. Or maybe just really, really hoping the gnome is just paranoid. Gore'Thum,is more willing to listen to Snark's suggestion but has no idea what to do with it.

Khord Briarmark AC 20 T15 FF15, CMD17, HP 43/43   d20+11=23 ; d20+11=20 ;
Wednesday February 8th, 2023 4:48:03 PM

Khord hears the messages in his head and tries not to look too surprised. He mills about the deck for a short time and then he leads Niko down to the beer hold and has a look around. he checks out the hatches to the other holds, looking for any extraordinary measures taken to keep people out. (perception 23).

Then after having a good look, he heads back up to the main deck and tries to look casual while keeping an eye on Patch (perception 20).

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+10=23 ; d20+6=17 ;
Wednesday February 8th, 2023 5:25:37 PM

Isaac not one for subtlety decides to just get straight to the point. He walks over to Patch and asks "Hey patch you got time for a question or is this a bad time?"
If he can and the captain is not in ear shot he asks "That Jefferson Lee person seemed a little odd do you know anything about him or worked with him before?"
Diplomacy:23
Sense Motive:17

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Wednesday February 8th, 2023 6:59:17 PM

After listening to Benni's wise counsel, I'm less worried about the crew or cargo than about the pirates.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Wednesday February 8th, 2023 7:20:49 PM

Corym's reply to Sani's message is quick and to the point. "I can sneak."

Corym will relax on the bow of the ship, continuing to attempt to sus out the relationship between the two.

Tykeas hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Wednesday February 8th, 2023 8:04:19 PM

Tykeas continues to present himself as meditating and continues to listen to the general banter of the crew as they go about their buisness.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Wednesday February 8th, 2023 8:31:55 PM

Snark offers to do his magic item construction work in the beer hold. Afterall, noone should be going in or out much, and the little gnome really doesn't take up much space. In fact, he can even hang his hammock in there if it will be helpful.

DM Carl  d20+13=20 ;
Wednesday February 8th, 2023 8:46:48 PM

The Sea Witch glides out to sea as the onlookers back at dock cheer and wish you good luck.

Isaac warns Khord about the power of jinxing.

Rio will provide Snark with a workspace down in the cargo hold with the beer. Days will be clearly delineated, and you'll have plenty of time to work should you choose to.

Corym keeps an eye on Patch and Rio. He sees nothing worth mentioning at first, but the more the ship gets out to sea, the more the behavior of the crew seems to change. They were never the friendliest bunch, but they seem to go out of their way to avoid any of the Luck Makers.

Sense Motive DC15, Highlight to display spoiler: {You're not just being paranoid, either. The crew really is acting more aloof and distant.}
DC25, Highlight to display spoiler: {Even Captain Rio's acting a bit off, but she hides it much better.}

*This is a single roll, not one roll for each spoiler. Anyone can make this roll, so long as they're not hunkered down at a work bench or something. Corym uses his 21.

Tykeas uses the old "look like you're lost in thought so people talk around you" trick, but the sailors go out of their way to keep their distance anyway (make the same sense motive roll above).

Sani decides it might be worth investigating why they don't want the Luck Makers poking around.

OOC: Not that you can tell, but they wouldn't necessarily be glowing blue or anything if they were. There aren't guards posted at the entrance to places you're not supposed to be, but the crew regularly enters and exits those places. It would take some real good schnnneaking.

Benni's understanding of the rules gets him a big smile from Rio. He spends the first day at sea on deck with trips down to check on the beer. Nothing he sees down in the hold gives him pause. Rio runs a tight ship.

Teddy is happy to follow the rules, and seems to hope Snark will do the same. Gore'Thum seems more ready to get into trouble. Maybe not a bad idea? Most people probably assume he has only animal intelligence.

Khord leads his hound down to the cargo hold to check the beer and scope out the security. There doesn't seem to be any effort made to protect the beer from the crew. In fact, the crew regularly comes and goes. Seems the hold is not solely dedicated to the beer. There's a store of ropes, rigging, sails, and other boat stuff kept down there.

A few of the Luck Makers seem to be keeping an eye on Patch. After a few hours, he starts to act a little squirrelly. He regularly turns quickly to see if anyone's watching him, but never catches anyone directly.

Isaac grabs the bull by the horns and just asks Patch if there's history. That gets a smile on the old sailor's face. "Saw that, did you? It ain't proper to try'n poach sailors off a ship right before they leave. May look like we're all just milling about doing ship stuff, but there's a lot of work that goes into planning a voyage! Not enough food, folks go hungry. Hungry sailors are bad news. Too much food, it goes bad and we lose money." He shakes his head, showing a bit of disgust. "And Mr. Jefferson Lee knows that! He just don't seem to care cause he's working for a Lord. I may have given Lee a piece of my mind on the matter." He smiles in a way that makes clear he absolutely gave Lee a piece of mind on the matter.

Isaac only, sense motive DC10. Highlight to display spoiler: {He seems to be telling the truth.}
DC 22, Highlight to display spoiler: {He's telling the truth, but maybe not the whole truth."}
If sense motive is 5 or lower, Highlight to display spoiler: {He's lying! The old man's hiding something.}

Rio calls everyone over at some point to show them the map of their voyage. "There's a lot of reefs and sandbars close to shore on the way, but that's a lot safer than what yer likely to find in the deep ocean." She points out a few places where reefs are marked on the map. "We'll need to go slower 'round these parts, but we'll make it. It ain't our first trip to Hook City." She rolls the map up. "Anyway, we shouldn't be outta sight of land too often on the trip. Worse comes to worse, we'll be in swimming distance to shore!"

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15  d20=18 ; d20=11 ; d20=6 ;
Thursday February 9th, 2023 7:29:59 AM

Teddy notes the tension and is unhappy with it (sense motive 23). Gore'Thum not so much, though he trust Snark's instincts. Gore'Thum decides to wander the ship on his own and see what he can see and hear (perception 9)

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+14=28 ; d20+14=33 ;
Thursday February 9th, 2023 11:24:17 AM

Onesimos looks intently at Captain Rio’s map and intended route. ”I trust you, Captain: weighing the dangers of reefs or pirates or sea monsters. It sounds like pirates may be more likely to defend against, and because they would want the cargo, we can assume no fire or catapults. Good.”. This last is more of a question than statement, hoping Rio or Hook will confirm his thoughts.

Benni makes up for his missing Jefferson Lee’s attitude by being his usual, insightful self. At the first night, when just the Luck Makers are together, the elf tells what he knows. ”We are not just being paranoid, either. The crew really is acting more aloof and distant. Even Captain Rio's acting a bit off. I believe most people act this way when they think they know something but are afraid to say it. What I don’t know is if it is something to do with our trip or to do with rumors about us. Any ideas on how to run that down?”
….

Sense Motive. 28 and 33

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+4=22 ;
Thursday February 9th, 2023 1:40:38 PM

Snark is a little puzzled by the aloof and distant nature of the crew. (Sense Motive 22)

He will take a break from his work to cast Detect Magic, but he casts this on his bat Luna (Share Spells). He will walk below and about the ship where permitted, having Luna sense for magic, letting him know where and what is magic. This prevents him from looking too obvious since the person (or bat in this case) detecting must concentrate to sense the magic as he goes. Luna will be peeking out from under his cloak as he goes.

He will also stop by to talk to Scab the cook at some point. "Say Scab - I just wanted to say I appreciate your honesty around here. I know the Captain likes to call you Happy, but from one realist to another, the world ain't all that rosy all the time. If there's any way I can help you out, lemme know. I can even conjure up a spirit to clean up after dinner if you like. My name's Snark."

Beyond this, the little gnome works on his magic items.

Khord Briarmark AC 20 T15 FF15, CMD17, HP 43/43   d20+9=10 ;
Thursday February 9th, 2023 4:25:58 PM

Sense Motive (natural 1 for a 10): Khord assumes there there is always this air of tension abord a ship, and thinks sailors are a weird lot. He takes Patch at his word. He takes a look at the map with Captain Rio, noting the course but being a stranger to these lands not having much context for what to expect.

He spends the remainder of the day working on teaching Niko the Quiet watch trick since they have a couple weeks on their hands.

Niko AC17 T13 FF14 CMD20 HP 52/52 sniffs at the salt air and is working on getting used to the rocking of the ship. He wonders if there are any snacks about

Later that night, responding to Benni, "maybe they know how important the cargo is to the prosperity of Heranmar, there are many families relying on the gold from the Woad Beer. Plus, what rumors are there about us they would be concerned with. Is there something I should know about you lot?"



Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Thursday February 9th, 2023 5:10:12 PM

Sani only got a brief glimpse of the map, but it looked like the parts one might need to "go slower 'round" were the narrow straits near the North Downs.
She tries to recall any reports of wreckers in those coves.
She addresses the Luck Makers: "I agree that there's something strange going on. The Capn' mentioned this isn't their first trip to Hook City. I wonder what happened on previous trips? I'm going to go strike up some conversations."

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Thursday February 9th, 2023 9:22:21 PM

Corym notices the distant nature of the crew and decides that perhaps their initial behavior was just a façade at first to get them on the ship - more hands to keep pirates at bay, or something like that.

Despite noticing this, he doesn't change his behavior in the slightest. Just keeps to himself and observes. Call it creepy, but his eyes see a lot.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+10=12 ;
Thursday February 9th, 2023 10:45:20 PM

Isaac thanks Patch for indulging his questions. Later he tells the others what Patch told him." Apperantly Mr.Lee was trying to poach some sailors including Patch. He needed a Quartermaster( I think that's the term) and was trying to get Patch. I think Patch knows what he talking about but their might be a little more to it. I've also noticed the odd behavior around the ship but until something happens if we're to obvious about poking around they'll just be more paranoid about us."
Isaac does try and make small talk around the ship and try to join in some of gambling if the crew is playing.
Diplomacy:12

DM Carl 
Thursday February 9th, 2023 11:21:21 PM

Teddy and Gore'Thum find themselves on the receiving end of many stares and curious looks. Teddy's the only beastfolk on the ship, but the giant frog seems to be a sort of minor celebrity. After the sailors realize he's not just an animal, many take a liking and welcome his company. They have plenty of questions when Teddy's around.

"Does he talk? Can he understand me?"
"Does he eat rats? Cap'n Rio don't like cats, but ships could always use something to eat the vermin!"
"Can I pet him? Is he slimy?"


By extension, the crew seems more inclined to be welcoming around Teddy too.

Benni discusses the dangers of pirates. This gets Rio talking. "Well, most pirates just wanna take your valuables and go. Most'a the time if you hand over a big chest full'a gold they thank you and leave. Folks on both sides tend to die once the stabbin' starts. Problem is our 'treasure' is a few tons of beer. That ain't something we can just hand over, even if we were willing to forsake your kin back home. Nah, if pirates come, we're gonna have a fight."

Sense motive DC 12, Highlight to display spoiler: {Rio seems excited about that possibility.}

Snark does some recon. He discovers the captain, Hook, and Patch all carry some magic on them. Other than that, there's not a lot of the stuff to be found. At least, there's none in the areas Snark is allowed.

Then, he visits the cook. Scab doesn't seem to appreciate Snark's company until he mentions a spirit that can clean. "Like some sorta water spirit that washes everything?" He looks around the dingy galley. "Well, that might be pretty helpful, yea!" He looks expectantly at Snark, who notices the place could use a good scrub already. Hard to say if it's ever had a good scrub now that he looks at it.

Khord figures sailors are just weird people. He's not wrong. He spends his spare time teaching Niko. He wonders if the sailors have reason to be wary about the Luck Makers. Has he thrown his hat in with miscreants?

Sani tries to remember anything she may have heard about the dangers for ships on their route.

OOC: Sani, give me a knowledge, local roll.

She decides she's going to talk to the crew & sus out what's going on.

Corym will not miss the previous geniality of his hosts. His creepy eyes see all.

Isaac fills his comrades in on his conversation with Patch.

The day passes peacefully. True to Rio's word, the weather stayed pleasant. The ship did lose sight of the land for a brief period of time, but as the sun sets distant peeks come into view.

Knowledge, Geo DC10, Highlight to display spoiler: {Those are almost certainly the peeks of the North Downs. It seems the ship has been travelling in the correct direction.}

Tykeas hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Thursday February 9th, 2023 11:26:51 PM

Tykeas gives up the pretense of meditating. He moves to the bow and retrieving several stored stones, practices throwing the stones off the ship while moving and crouching in various stances.

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20  d20=10 ;
Friday February 10th, 2023 12:04:59 AM

Knowledge roll: 10 +1 modifier, for 11

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+9=21 ;
Friday February 10th, 2023 12:26:27 AM

Onesimos senses Rio is excited about a fight with pirates. While Benni doesn’t share a word like ‘excitement’, he doesn’t like those who deliberately prey on good people trying to live good lives together. Yes, the elf will be able to do his share if it comes to that.

Benni is thinking about magic like Snark to support the Sea Witch. But before making any grand offers, he says a blessing over the next meal and adds a Purify Food and Water spell. He wants to see that if, being away from Heranmar and the land, is magic still difficult to do?

……
Sense Motive +14, auto pass
Concentration. 21 to cast Purify F&W on the meal

0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- Prayer(D), Create Food and Water, Water Breathing, Daylight

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15  d20=7 ; d20=13 ;
Friday February 10th, 2023 7:47:13 AM

Teddy is personable enough, happily answering any questions the crew has, explaining that Gore'Thum is his mentor and taught him everything he knows. He's far to nervous to actually gather information though (diplomacy 7 so he won't be getting any answers that way). Gore'Thum is not personable, but appreciates the attention and has a sort of grumpy charm to him.(diplomacy 11)

Khord Briarmark AC 20 T15 FF15, CMD17, HP 43/43   d20+9=21 ; d20+5=21 ; d20+6=12 ;
Friday February 10th, 2023 3:24:53 PM

Sense Motive 21
Know (Geography) 21
Diplomacy 12 (to draw info from captain)

Attempting to draw more our of Captain RIo, So what kind of tactics can we expect if pirates attack? Will they try to board us and fight in close quarters or will they keep there distance and bombard us with arrows and worse? Have you had to deal with them often in this stretch of water?"

Khord marvels at Tykeas' agility as he watches him throwing stones. "mighty impressive, Tykeas. Remind me to stay out of your line of fire when we get into a scrap."

Looking out at the horizon, he sees what he thinks are the North Downs, Scratching Niko behind the ears, he wonders what awaits over the horizon.



Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Friday February 10th, 2023 3:42:56 PM

Snark will spend a few minutes before dinner cleaning up the Galley. Each casting of Prestidigation cleans one cubic foot and takes 6 seconds. So pretty soon the tables and counters and such are sparkling clean. He can also cast Mending here and there to repair cracks in counters or broken handles. "There ya go Scab. Good as new."

He returns to work on his magic items.

At dinner, Snark can tell Benni purified the grub (take 10 - spellcraft 28). He nods approval to the elf. And once dinner is through, he will conjure an Unseen Servant to clean up - wash dishes, clean tables, mop, etc.



Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Friday February 10th, 2023 7:55:02 PM

Sani is delighted by the cleaning spell. Snark, you gotta teach me that one!
She then heads toward the starboard side of the Sea Witch to watch the terrain slide by.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20=18 ;
Friday February 10th, 2023 7:58:26 PM

Isaac thinks about if he should try and detect any evil taint around the ship but thinks it might be rude to go around and stare at people. He does ask the more magically inclined members about the Ioun stone he got.

As the peaks of the North Downs he feels at ease seems the ship is heading in the right direction.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Friday February 10th, 2023 10:32:43 PM

Corym, after a fruitful day of staring at people, goes to find Snark. He nervously says

"I want to be more like you. At one point I was a student under another mage, but my tutelage didn't go very far. I can see that you're strong in terms of spellcasting, and I want to be as well. I'm not sure if our schools align, but I'd like to study under you, if that is alright. You won't even notice I'm there."

Tykeas hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Saturday February 11th, 2023 12:46:39 AM

Tyreas continues to sling stones as he watches the rest of the crew and his "fighting" companions. He tests the edges of the railing several times to test its weight against his massive bulk.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Saturday February 11th, 2023 2:41:12 PM

Onesimos spends time through the day with each of the Lick Makers, taking special care to get to know Sani, Tyler’s, and Khord. It must be hard for each of them to get suddenly thrust into a group who have been working together for a while.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Saturday February 11th, 2023 3:19:10 PM

Snark replies to Sani, "Whoa, a sorcerer thinking a wizard can teach them something. That's impressive. Usually, sorcerers are also most as arrogant as wizards about their spell casting. I like you Sani."

Later he takes Corym aside. He scratches his chin as he says, "Hmmm. Me bein' a tutor. Well, I had a mentor and he was a jerk. So I guess I at least know what not to do. Lemme think about that."

The little gnome lights his pipe and wanders off for a bit. Eventually he comes back to Coyrym.

"Alright Corym, I'll do it.

"Now, first thing we gotta go over is where you're headed with your studies. You going for more wizard, or are you thinking about being an Arcane Archer or maybe Arcane Trickster? Since you got got some roguish skills, that last one might be something to consider. I can't teach you nothing about no thieving stuff, but magical stuff I got down.

"So, here're the spells I got - you might want to copy some of these into your spellbook. That's up to you. And lemme see a couple of your arrows - I'll put some enchantments on them later."


Snark takes the two arrows and wraps some leather around the pointy ends before shoving them into a pocket that seems impossibly small for the arrows. Then he pulls a spellbook out of his other pocket, which again seems impossible to have held the book. He'll share his spellbook with the archer in case there are any spells in there he want to learn and copy into his own spellbook.

Tykeas hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Saturday February 11th, 2023 6:38:06 PM

Tykeas walks around the ship counting the width and legnth and commiting it to memory.
Benni? Tyjeas states with some questioning in his tone. What are the tools you bring to the team? I prefer the range over melee if it comes to a fight. I was injured and have never fully regained all my stamina.

Khord Briarmark AC 20 T15 FF15, CMD17, HP 43/43  
Sunday February 12th, 2023 7:25:26 AM

When approached by Benni, Khord is all to eager to share. He tells any who will listen about his upbringing in Dirt City, his parents brewery, how his mom (a half-orc) taught him that the looks and whispers about him were just the ignorance of the townspeople. Nonetheless he was always a bit of an outsider.

He shares how he saved his family from a goblin attack on there wagon by distracting and evading them until a couple of Twilight Rangers showed up. They saw the potential in him and brought him in, over his father's (human) mild objection (he was upset to be losing a set of hands in the brewery). Khord found that he needed the brotherhood that came with joining the guild, something that once he became a journeyman agent and bounty hunter he feels like he has lost. He is excited about the possibilities of allying with the Luck Makers as it would allow him to find that sense of family again while on missions in foreign lands.

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Sunday February 12th, 2023 2:16:08 PM

Before he wanders off to enchant arrows and pull useful stuff from pocket dimensions, Sani grins at Snark.
"I've always figured magic is magic. We just access it in different ways. I have a lot of respect for wizards. Clerics, too. Healing... that's something I always wanted to do. Oh well; not everyone has an intense connection with the divine. I envy those who do."

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Sunday February 12th, 2023 4:42:34 PM

At some point it is discovered Gore'Thum an sing sea shanties. His deep basso makes a striking addition even if he's not particularly skilled with it.

DM James: Northern Downs (End Day 1) 
Sunday February 12th, 2023 6:08:48 PM

tykeas stops meditating and moved onto the bow of the ship and practiced with his sling.
Sani thought about the waters and what she'd heard. She is also amazed by Snarks magic.
Benni isn't as excited as Rio about a naval battle as the captain, but is ready if one starts. He blessed and purified the food.
Teddy enjoyed tnf the attention but wasn't much good at information gathering.
Khord asked Rio about her tactics at sea.
Snark used his magic to clean the galley.
Issac considered using his ability to detect evil, but thought it was rude and decided against it.
Corym asked to be Snarks apprentice.

Sani doesn't remember much about the waters around the northern downs. Just the typical things like pirates, shoals and sandbars.

Khord studied Rio's response to his question. She honestly replied. "Depends on the seas and their state of mind. Calms seas they'll try to board, rough seas they'll try to disable us. If they are crazy there is no telling. Some pirates relish seeing the eyes of those they kill."

Khord - Highlight to display spoiler: {HYour knowledge of the geography tells you that the transit around the Northern Downs will be dangerous in spite of the crews calm demeanor.}

Like most coast hugging vessels the Sea Witch turned towards the shore and anchored for the night within sight of the coast. As the sun was setting and the crew was setting the deck in order the dinner bell rang. After a few quick shifts in the small galley all were fed and back out on deck or in their bunks while they slept and waited for their time at watch.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Monday February 13th, 2023 1:12:46 AM

Onesimos nods with Khord’s tale. ”Friendship and shared goodwill is as strong as any other type of love. I also hope we can be mutually supporting while helping good people where we travel.”. The elf is interested in how Twilight Rangers differ from other types. Is it just focusing on Urban settings or are there other differences.

The cleric has been getting his sea legs and the feel of how the ship and crew work together. After evening anchoring, Benni suggests that the Luck Makers, too, have a Watch at night. Perhaps:

Snark and Sani,
Tykeas and Teddy,
Isaac and Khord, and
Benni and Corym.

That puts the strongest members of the team in deep night where a surprise attack would be most likely.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Monday February 13th, 2023 2:23:43 AM

Snark listens to Khord's story. He shudders as he says, "Goblins are bad critters. I helped one out once, and to thank me the stupid Nosepick Tribe kidnapped me for 2 years. Lemme tell you, they lived up to their name. I never wanna go through that again. Glad you're with us Khord."

He is good with Benni's proposed watch schedule.

He stays up a bit late working on his magic item for the day since he's on the first watch. He tells his little bat Luna to spend the night above deck in the rigging, and to alert him if there's trouble. When his watch is over, the little wizard crawls into his hammock to sleep.

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Monday February 13th, 2023 12:28:38 PM

Flyst makes lazy circles above the Sea Witch as Sani takes the first watch.

Khord Briarmark AC 20 T15 FF15, CMD17, HP 43/43  
Monday February 13th, 2023 4:20:58 PM

Khord explains to Benni that the twilight rangers are more at home in urban settings, but still have some skill in the wilderness. Originating in Dirt City, the city of thieves, they grew out of a need to protect the common people of the city and the work to protect their interests. "We don't learn to cast spells or talk to the wild things of the woods, we learn to sneak and be crafty and speak the language of the street."

The watch order sounds reasonable to Khord. His darkvision will be of most use in those hours. He feeds Niko and they settle in for some sleep.

Day 2


DM Carl 
Monday February 13th, 2023 5:30:22 PM

*I won't be able to post this evening, and I've waited as long as I can before posting. Apologies for not giving 24 hours.

The night passes quietly, until it doesn't. No mortal creatures decide to attack the Sea Witch, but the weather decides it's going to give it a shot. It hits just before the dawn, bringing high winds and rough seas.

Those of you in hammocks may very well sleep peacefully through it, though your companions (and Khord!) probably don't fare so well. The worst of it ends an hour after dawn, but the seas remain choppy and getting around on board is difficult for those without sea legs.

*Anyone without any ranks in sailor must make a DC15 fort save or be sickened. Furthermore, the terrain is difficult for non-sailors unless a DC17 acrobatics check can be made (one check for the whole encounter).

Once the worst is over, breakfast will be served in the galley. It's just bowls of thick porridge, but there is some honey and raisins to sweeten it. The sailors eat and move aboard the ship with no obvious difficulty, their bodies accustomed to this sort of thing. Rio greets you as breakfast ends.

"A bumpy morning! Hopefully the porridge stays down. Don't you worry 'bout this, The Sea Witch has handled worse! Weather's gonna be ugly most of the day, though. We all know ya don't have your sea legs yet. No one'll think poorly if you want to weather the weather in bed." Her face turns serious. "Though I am going to ask you stay off deck. My men're busy enough without having to fish any'a you outta the drink." She answers any questions before leaving.

Scab places a bucket on the table when he comes to collect bowls. "Just in case!" he says with an obnoxious grin.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+4=7 ;
Monday February 13th, 2023 7:06:57 PM

Corym is obviously excited at Snark's acceptance. This excitement at night is quickly replaced by intense sickness. Let's just say the crashing waves were not the only sound heard. Corym quite quickly accepts the bucket at breakfast. emptying his stomach contents before attempting to get any substance into his body.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+6=19 ;
Tuesday February 14th, 2023 12:26:14 AM

Snark manages to hold onto his stomach contents.

He wakes, uses Prestidigitation to clean himself up, and checks on Corym. "Ooo. Sorry you're not feeling well there pal. But this is pretty commons. I spent some time on a ship and sometimes it even gets to me."

Once things calm down and Corym is feeling better, the little gnome will pull out two arrows. The fletching on one burns like a torch, but the arrow is not consumed.

"Corym, I made something for you, mostly to show you what you can do with the magic ability you have. This one has Continual Flame cast on the fletching. Look, you can keep this leather cover over it until you need the light. And this one has a Magic Mouth cast on it. Once you shoot it, it's gonna scream for 10 minutes. Both make pretty good signaling devices and would certainly freak someone out if you shoot 'em with it."

(The Continual Flame arrow is a permanent effect that provides light like a torch, but produces no heat. The light can be covered, but cannot be put out. The Magic Mouth arrow is a one time effect that will scream for 10 minutes after being fired from a bow.)

Snark spends Day 2 working on his magic item.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+7=25 ;
Tuesday February 14th, 2023 1:18:19 AM

Onesimos and Corym are on watch when the storm hits. All Benni can do is get soaked while he holds onto a mast and his dinner while listening to Corym lose his. Ugh!

Carefully, carefully, he makes his way to the cabin to change. There, the cleric gives Corym a Calming Touch, removing the sickened condition. ”A company is stronger, together”, he mumbles. The fragile-looking elf will go to each of the Luck Makers (and any Sea Witch officer, though he doubts they will need it), to also remove the seasickness from them.

The cleric nods to Captain Rio: he alternates staying in the cabin or riding the chop in the spirit beer hold.

……

Fort 25. Saved

Calming Touch (Sp): 6/day. standard action touch = d6+1/clc nonlethal heal +remove fatigued, shaken, and sickened conditions.

4 / 4+1 / 4+1 / 3+1
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- Prayer(D), Create Food and Water, Water Breathing, Daylight

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15  d20+8=11 ; d20+8=26 ;
Tuesday February 14th, 2023 8:10:01 AM

Teddy and Gore'Thum have taken sea journey's before but Teddy's anxiety at the state of the crew builds on the rocking of the ship and he doesn't handle it as well as in the past (11). Gore'Thum stays with him until he feels better (26)

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20  d20+4=13 ; d20+2=21 ;
Tuesday February 14th, 2023 1:31:05 PM

Sani takes one look at the porridge and gags. No offense, Scab. Under different circumstances, I'm sure it's delicious. Oh dear. Excuse me, please. She then grabs the bucket.
Cookies thoroughly tossed, she starts to feel a little better. The ship pitches violently, but she rolls with it. It seems she's found her sea legs.

Khord Briarmark AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+7=10 ; d20+10=21 ; d20+8=25 ; d20+7=14 ;
Tuesday February 14th, 2023 4:36:01 PM

Khord lurches awake as the storm starts the ship to rolling, and promptly empties his stomach (Fort 10), but oddly moving about does not seem to be a problem for him (acrobatics 21). He will gladly take the calming touch from Benni and finds himself a hammock to relax in for the day until the storm clears. "Add stroms at seas to the list of times it is good to have a cleric around," he chuckles as he gets command of his tummy again.

He does not seem to be effected by the pitching of the ship (Fort 25), but the rolling does make him stumble around (acrobatics 14) and bang into those who are unfortunate enough to get in his way. He soon gives up on moving around and curls up under Khord's hammock.

DM Edit: There were some odd non-english characters in the url link for Niko. I also threw it in the header so you didn't have to post it each time.


DM Carl 
Tuesday February 14th, 2023 7:13:06 PM

Corym's excitement is infectious, but the sea has other plans for him. It's hard to vomit and be positive at the same time.

Snark makes some novelty arrows for Corym. Perhaps he could make some that explode in a burst of water to put out torches, or cast rope trick on one to reach far up places. Perhaps these thoughts are already in his head as he gets to work.

OOC: Stuff will happen today, but unless you folks take this thing off the rails you'll have 8 hours to craft.

Benni braves the deck during the storm. Good thing he's holding onto the mast, otherwise there would be a serious risk of being knocked over by the waves. Contrary to his previous "no boo boo kissing" declaration, he makes Corym feel all better.

Gore'Thum stays by his friend's side as the sea sickness takes him.

Sani politely turns down breakfast. This gets a chuckle from Scab. "Don't be generous on my account, miss. Nobody ever said 'oh boy! porridge!' as far as I'm aware." Her belly seems to settle after a bit.

OOC: Typically there's no rerolling fort saves w/o spending a hero point unless I indicate otherwise. However, in the very near future there will be a chance to make another save, so this is fine.

The crew's distant demeanor seems to slacken a bit when the attractive sorceress gets sick. There are a lot of "happens to the best of us," and "we've all been there, miss. No shame," and even some "you just let me know if you need your hair held back." To their credit, they come across as concerned and don't seem to be posturing for her attention. Others sick may not get as much attention, but only Scab seems amused by the illness.

Khord moves gracefully around the ship, even as his stomach wants to empty himself. Perhaps he's just large enough to always be within arms reach of a hold, or maybe the minotaur's just surprisingly graceful. Either way he feels a lot better once Benni gets his hands on him. He finds a comfy place to recover.

The party seems to take Rio's orders to stay off the deck seriously, and shortly after breakfast there's a feeling of acceleration as The Sea Witch resumes its journey. A few boring hours pass, until mid-afternoon. The sound of several boots running across the deck thunders down into the lower decks and some shouting can be heard. The more keen-eared among you can make out the loudest call.

"Captain! Black sails approaching!"

Tykeas hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20=7 ; d20=18 ;
Tuesday February 14th, 2023 7:46:22 PM

fort 7+4=11 failed
Acrobatics 18+14= 32 success

Taking a moment to adjust to the wake of the ship, Tykeas tests is abilities with a simple dive roll. Seeing that movement is a bit more precarious than on land, his antics are stopped by a sudden bout of ...well lets just say the bucket was appreciated by all.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Tuesday February 14th, 2023 11:28:44 PM

After his morning of chunks, the alarm of black sails being flown was NOT what he needed. Despite this, he gets his bow out and prepares. He's not extremely well versed in sea combat, but arrows are a good solution universally.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday February 15th, 2023 1:04:21 AM

Onesimos uses his Calming Touch on Teddy, Sani, and Khord. ”Yawning your breakfast doesn’t make it easier to defend the Sea Witch if it comes to a fight”, the cleric declares. Then he scrambles to the deck, still holding onto a rope or wooden stay at every step as he makes it to his chosen position near the Captain.

Will they fight in choppy seas? The elf doesn’t know.

…..
Calming Touch (Sp): 4 of 6 used. standard action touch = d6+1/clc nonlethal heal +remove fatigued, shaken, and sickened conditions.

4 / 4+1 / 4+1 / 3+1
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- Prayer(D), Create Food and Water, Water Breathing, Daylight

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+2=21 ;
Wednesday February 15th, 2023 1:26:54 AM

(Acrobatics 21)

Snark's former time on a ship seems to be paying off - he's able to navigate the effect of the swells and rolls of the ship. At the call about Black Sails, the little gnome breaks off his work and comes up on deck. Fairly steady on his feet, he walks over to Captain Rio. "Black Sails. That sounds bad. Is that bad?"

-----------------------------------------------------------------------------

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigation, Message
1 (DC16): Grease (C), Mage Armor, Silent Image, Magic Mouth*, Magic Missle, Unseen Servant
2 (DC17): Glitterdust (C), Continual Flame*, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III(C), Haste, Stinking Cloud, Fly

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+12=24 ; d20-3=3 ;
Wednesday February 15th, 2023 2:18:51 AM

Isaac is able to keep his meal down but he is unsuited to the tipping and pitching of the boat he decides it's best to stay down in the hold like the captain says. When Bennie comes around Isaac tells him he's fine it's the back and forth of the ship that bothers him.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Wednesday February 15th, 2023 7:36:41 AM

Teddy and Gore'Thum try to remember if they've heard of the significance of black sails before, but can't figure out what to roll since they are untrained in knowledge local.

Khord Briarmark AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Wednesday February 15th, 2023 4:28:05 PM

Khord is nearly lulled to sleep by the rocking of the ship as he lounges in the hammock. Hearing the activity above and the call of black sails brings him back to his senses and a he bounds to his feet. He and Niko make there way towards the deck, he unsheathes his short swords, one black blade and one silver, and a mischievous gleam can be seen in his eye, "Now we earn our keep."

He tells Niko to heel and heads out on deck, being careful to stay out of the way of the sailors.

DM Carl 
Wednesday February 15th, 2023 6:15:59 PM

Tykeas also gracefully loses his cookies. Seems minotaurs have great sea legs, though.

*Confession time! I forgot Tykeas was also a minotaur when I described the berth ya'll were staying in. I'm officially calling ret-con and saying everyone has hammocks. Khord's officially off the floor. Also, please be sure to put your name in the header in addition to your character name.

Corym heads upstairs, feeling confident in his arrows. The blast of wind that hits him when his head pops above deck may make him reconsider the notion.

Benni makes sure everyone's tummy feels better, and thank goodness for that because what comes next would not be fun otherwise. It may still not be fun, but at least there's a chance!

Snark thinks about black sails and comes back with the notion that they are, indeed, bad. At least he's found his sea legs.

Isaac seems to have the opposite problem of everyone else, and finds it takes him longer to get anywhere.

Teddy and his companion seemingly don't know what black sails mean. That is fine, because they will be finding out very soon.

Sani realizes that she has plenty of time to craft on board. In fact, it's a great use of her time!
ooc: I'll mark each day as it passes, and you can assume you have 8 hours to craft unless I specifically say otherwise.

Khord bounds upstairs, seemingly very pleased with the possibilities ahead.

The party exits the sublevel of the ship to faces full of wind and rain. The worst of the weather passed this morning, but it's still very unpleasant up here. Those who haven't gotten their sea legs yet may find themselves at a disadvantage, especially since it can be assumed their enemies won't have that issue.

*If you failed that acrobatics check, everything is difficult terrain. Movement is halved.

Speaking of enemies, there is indeed a ship flying black sails chasing them. It's surprisingly close and appears to be slowly gaining on The Sea Witch (probably because it's not loaded up with beer). As the winds shift, a flag atop the shift's mast blows sideways, revealing a jolly roger.

Perception DC25, Highlight to display spoiler: {as the ship crests over a wave and hangs in the air for just a moment, the spray clears long enough for the name of the vessel to be read: The Jack's Joy.}

By the time everyone's on deck, the crew is already armed and prepared to fight. They exhibit a stoic demeanor as they move about the ship, angling the sails to squeeze as much power as they can from the winds. Other sailors pull ropes that expose the ship's canons, but the incoming ship is providing a very small profile. Banging and shouting below indicate the canons are being prepared to fire.

Rio and Hook stand near the ship's wheel. Hook smiles as you approach, sharpening his already sharp elven features. "And here I was thinking no one would be foolish enough to attack in this weather. These pirates must be awfully thirsty."

Rio's all business. "Check below and make sure the ballistae are ready ta fire. I still ain't sure putting Joey on ammo runner duty was the right call."

"Of course, Captain," comes Hook's reply, and he nods to you as he leaves.

Sense motive DC19, Highlight to display spoiler: {Rio wanted him gone for a moment.}

"Don't dally down there, Hook. We'll need your help with the stabbing up'ere." He doesn't reply, and Rio folds up her spyglass before clipping it back to her belt. "Seems the Lolly family still ain't keen on you lot. That's Jack's daughter's ship out there, and she's gonna catch us. The Witch is the fastest ship round these parts, but she's a bit heavy round the middle right now." Rio usually has at least a little smile on her face, but not now. "We're a poor target for piracy, friends. It's one thing to haul a chest of gold from ship to ship, but no one's gonna be moving a hundred barrels of beer across a plank. They don't mean to ask for our treasure and leave, they're here for the whole ship and anyone on it who won't turn sides." She looks the established members of the Luck Makers. "Listen'ere before Hook gets back. Jack's daughter's named Rita. Goes by Red Rita. Wish I could tell ya she's just a spoiled pirate's kid playing captain, but Rita's no joke. Likely she ain't here for the beer. Likely she knows you lot are on here and wants revenge for'er dad." She turns her head as Hook starts to make his way back towards here. "I got a lotta respect for you folks, but I'm gonna suggest you leave Rita to me. I'm sure there'll be plenty of targets for ya. Prepare yerselves, though. This might get rough!"

As if on cue, a wave crests over the rail and washes across the deck. The seasoned crew hold onto the ship until the water drains back into the sea. Hook returns and gives the Captain a nod. "Young Joey is doing you proud, Captain. They'll be ready should the Joy present them a target."

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Wednesday February 15th, 2023 6:29:27 PM

Sani glances down at Snark. It's usually not good.
She quickly runs through her ranged spells in hopes of hitting 'em before they can board. Magic Missile will probably do nicely.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Wednesday February 15th, 2023 7:08:11 PM

The minotaur shifts his wait moving slightly to the left of the hatch and preparing his sling for attack

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+4=15 ;
Thursday February 16th, 2023 1:28:19 AM

(Take 10 on Perception for 28, Sense Motive 15)

Snark replies to Rio while Hook is gone, "Well, sorry if we put you at any risk. We'll do what we can to defend your ship."

"Awright. Let's see what they got." Snark will cast Mage Armor.

With his small size, it's probably not hard to stay below the side railing of the ship, peeking over occasionally as Jack's Joy approaches.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Thursday February 16th, 2023 7:27:53 AM

Teddy is happy to stay out of the way and let the professional sailor crew do their jobs. He find a good place to stay out of direct line of sight to the approaching ship but still on/near the deck so he can run out and help if it becomes necisary.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+8=24 ; d20+11=13 ; d20+1=13 ;
Thursday February 16th, 2023 8:22:09 AM

(forgot to roll acro the first time, 24)
(13 perception and 13 sense motive.)

Corym will quickly cast mage armor on himself, getting ready for the fight. If Rio wanted him to stay back, he needed no more urging to oblige.

Saniainen Noapte (Holly) AC19, CMD 15, HP 20/20 
Thursday February 16th, 2023 12:47:46 PM

Sani also casts Mage Armor, and checks that her mithril buckler is securely lashed to her forearm.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+11=13 ; d20+7=27 ;
Thursday February 16th, 2023 3:29:17 PM

Perception (2 + 11 = 13)

"Well, I guess we can add pirates to the list, eh Niko." Khord says to his dog. He begins to pace back and forth along the deck, looking like a caged animal waiting for his next meal. Niko puffs up and begins to bristle, stumbling as he tries to keep up with his master.

sense motive (20+7=27)

As the captain starts to relay information about our foes, Khord finds it odd he would send hook below with the pirates closing. He then wonders what kind of trouble the Luck Makers have started that they are the targets of a vendetta from a pirate family, and thinks to himself these are my kind of people. He approaches the rail and spits into the sea, yelling in full throat, "Domi, see me! May the dance of my swords be as a prayer to you!"

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+7=18 ; d20+9=23 ;
Thursday February 16th, 2023 4:02:23 PM

Onesimos sobers when Captain Rio mentions Jack Lolly. ”Revenge it is, though it was by guile and not strength that we managed to defeat that Undead Pirate. I am sorry that it is our presence, meant to be a deterrent, is what is causing this fight.”

Benni is by the wheel and stabilizes himself as well as he can. He readies a Prayer spell for as soon as the pirates board.

……..
Perception. 18
Sense Motive. 23

Calming Touch (Sp): 6/day. standard action touch = d6+1/clc nonlethal heal +remove fatigued, shaken, and sickened conditions.

4 / 4+1 / 4+1 / 3+1
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- Prayer(D), Create Food and Water, Water Breathing, Daylight

DM Carl 
Thursday February 16th, 2023 6:26:18 PM

Sani goes through her list of spells. As a sorceress, it doesn't take long. She plans on punching first, it seems.
Tykeas readies his sling. He'll have to be a good shot with it, because the winds are howling still.
OOC: Wind strength is strong for this encounter. Ranged weapon penalty is -2 and tiny creatures need STR checks to move.
Snark and Benni apologize for bringing trouble to Rio's ship. This gets a smile from her. "Think you lot are just the cherry on top. She probably would'a attacked to hurt Heranmar anyway. You bein' here's a good thing." Snark plans on using the railing for cover. He no doubt notices the large channels cut into the bottom of the railings every few feet to allow water to drain off the deck. The minotaurs don't need to fear falling through them, but Snark certainly does. Something to keep in mind should a wave crash onto deck again.
OOC: For medium and smaller creatures there's a risk of being sucked out the drain channels should they be knocked over by a wave.
Teddy stays out of the way, but is prepared to jump into a fight.
Corym gives himself some protection, and Sani follows suit.
OOC: Track wand charges on your sheet. No need to include them with your post. If you bought a 1st level wand (750gp), it lasts one hour. I'll assume you cast it closer to fight time.
Khord and his companion prepare to add new bad guys to their list of victories. He wonders about Hook being sent away, but a look at the approaching ship shows they have a good 15 minutes or so before they're close.
Benni notes that guile helped them defeat Jack. Who's to say that won't be the case with her daughter?

It's a tense 15 minutes as The Jack's Joy gains on The Sea Witch. Rio and Hook consider turning hard to starboard to allow ballista fire, but the Joy's presenting a very narrow target. "May as well be askin' her to ram our side if we tried," Rio decides. "Be ready to answer if she decides to soften us up, but I bet she's more interested in gettin' her hands on us." She gives the Luck Makers a knowing look.

A woman with long, red hair stands on the bow of the Joy. Even at a distance one can tell that she is extremely pleased with herself. She cups her hands to her mouth to shout, and surprisingly her voice booms above the winds. It must be magically projected.

"That you, Rio? Would'a thought you'd be busy with your quilting circle or counting your liver spots. I can give you a sec if ya need to sit down to catch yer breath or rest them old bones!" A quick look at Rio sees the captain's face go crimson. Seems Rita knows Rio's soft spot. Rita continues, "If any've you don't wanna ride that wreck of a ship to the sea floor, you best be throwin' yer weapons down!"

OOC: The Jack's Joy will enter combat range in tomorrow's post. Feel free to take last minute actions, as well as readied actions for when the combat starts.


Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+6=15 ;
Thursday February 16th, 2023 9:06:19 PM

Isaac listens to Rio explain about Jack's daughter and sighs "Crazy woman should be thanking us for putten her old man down if she had meet him he would have drained and turned her like any other. No one should have to exist like that thing was livin in a mirror."

Isaac prepares his own spell bless and explains "This has a bit of short duration but it should keep for three minutes" Isaac makes sure to stay near the middle of ship so he doesn't tumble into the sea he didn't fancy his chances with his armor.
Isaac will cast Bless as soon as the encounter begins.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Friday February 17th, 2023 7:33:04 AM

Teddy sits and waits. Gore'Thum stands vigilant guard over him.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Friday February 17th, 2023 1:12:13 PM

Snark kind of laments his spell choices - Levitate and Stinking Cloud won't be very effective in this wind.

He says to Sani, "Sani - you may want to ready an action to cast Dispel Magic on an incoming spell from that ship."

"Hmmm. I wonder what I can do with what I got."


Snark will cast Silent Image to create a ghostly figure of Jack Lolly on the deck of Lolly's Joy, facing their captain and silently mouthing the word NO as it gestures trying to dissuade her from an attack. Appearing as a ghost, it might not seem unbelievable if their hands or arrows pass through it.

And maybe, just maybe, it will cause her and her crew to rethink this attack.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Friday February 17th, 2023 2:09:57 PM



Onesimos silently curses: his planned spells do not help at all with a closing ship. Neither would revealing their identities. Tangentially, he wonders if ‘Jacks Joy’ knows… how do they know. The port of Heranmar is not above selling rumor and information it seems.

”she is trying to wound you with words instead of arrows, Captain. She wants you to lose heart or do something rash. Be strong.”

The cleric holds off acting unless a pirate boards the Sea Witch.

….
Calming Touch (Sp): 6/day. standard action touch = d6+1/clc nonlethal heal +remove fatigued, shaken, and sickened conditions.

4 / 4+1 / 4+1 / 3+1
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- Prayer(D), Create Food and Water, Water Breathing, Daylight

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Friday February 17th, 2023 3:57:24 PM

Eyeing up the distance between the them and the pirates, Khord contemplates getting out his short bow but decides against it, he wants to get up close and personal. He continues to pace, casting insults and rude gestures at the oncoming ship. The jovial young man everyone met in port replaced by a coiled spring of rage*, ready to release. Niko picks up on his masters vibe and matches it. Khord is planning to meet the first boarding plank and instructs Niko to flank with him as the pirates engage.

*Figurative rage, not a class ability

Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20 
Friday February 17th, 2023 4:11:18 PM

Mage Armor has temporarily increased Sani's AC by +4. She still feels like she's probably chewy and good with ketchup, but perhaps a little less vulnerable than before.
She nods grimly to Snark. Got it. Dispel Magic at the ready; I'll cast it as soon as they pull in range.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Friday February 17th, 2023 9:19:39 PM

Isaac draws his sword and shield ready to start the fight.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20=3 ;
Saturday February 18th, 2023 2:10:54 AM

Realizing that his sling will be at a disadvantage with the wind, Tykeas "pockets" it for his short bow. Placing an arrow in it and waiting until the jolly is in range then firing. He intends to merely sink an arrow in her and cause some caution perhaps among the crew.
Attack = 11 -2 = total 9

DM Carl 
Saturday February 18th, 2023 12:35:02 PM

As The Jack's Joy approaches, Rio looks around. Seeing everything ready, she orders her men to furl the sails. "Ain't no reason to put it off any longer, and that'll keep the ship from movin' round so much."

Sure enough, The Jack's Joy starts making rapid progress. The smile on Rita's face shows this suits her just fine. As they approach, her pirates can be seen twirling grapples to anchor the ships together.

*Didn't want to start combat on the last post of the week, but the ship is about 100' out now. The deck contains many pirates, and any you manage to wound from this distance will be included in next week's combat.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+6=10 ;
Saturday February 18th, 2023 4:11:38 PM

Onesimos is ready. He looks hard at the many pirates on the ‘Joy’ and tries to fathom if there is something the Luck Makers could use. Mixed races? Monster races? Any undead? The last is especially interesting for the good cleric.

……….
Perception. 10

Calming Touch (Sp): 6/day. standard action touch = d6+1/clc nonlethal heal +remove fatigued, shaken, and sickened conditions.

4 / 4+1 / 4+1 / 3+1
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- Prayer(D), Create Food and Water, Water Breathing, Daylight

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Sunday February 19th, 2023 8:00:25 AM

As he sees the 'Joy" come within bow range, Khord questions his decision not to employ his bow. The wind and rolling of the deck below him seems to reassure him that waiting for the enemy to come to him is the right call.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Sunday February 19th, 2023 7:07:21 PM

Snark scurries up to a higher area of the ship away from the railing nearest these rotten pirates. He readies an action to cast Fly on himself when the first grappling hook is thrown.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Monday February 20th, 2023 6:52:07 AM

Teddy considers his spell list and what he might be able to use most effectively.

DM Carl 
Monday February 20th, 2023 6:06:12 PM

OOC: I apologize for the last post of the week. I'll be smushing the last two posts from each of together into today's post.

Isaac thinks Rita's crazy for wanting to avenge her dad, considering he was a non-hyperbolical monster. It's actually a really good point, isn't it? He draws his sword and watches the approaching ship to time his blessings.

Teddy and his...
ooc: Dude, your character is weird. I mean that in the best possible sense. I've never even considered a character could be second fiddle to their companion, Summoners excluded. I say all this in admiration, not derision. It does mean I have to twist my brain when writing posts concerning your actions. None of this is actually important, I just wanted to say it.
Teddy sits and considers spell usage while his protector stands vigilant.
Snark provides Sani with some advice, sensing she may be new to adventuring.
Sani takes his advice and stands ready to counter any spells thrown their way.

Meanwhile, in The Lands of Rest, a small, surprisingly wise looking imp tugs at the robes of an ancient Power. "Boss, look at this Snark guy!" He points to a pool of clear water that shows our heroes about to do battle. "Guy's been spending a lotta his time helpin' folks. He's kinda doin' our job for us, in a way." The ancient power does not notice, so the imp climbs up his robes, retrieves a token from a hidden pocket, and tosses it into the pool. "There ya go, kid. Keep it up!" Snark suddenly feels better about his chances, and feels a new weight in his pocket. In it, he finds a small vial filled with a prismatic cascade of color. The imp grabs his popcorn and settles in to watch the battle.

OOC: Hero point and an Anything Potion to Mark for all his help with our new players.

Suddenly, an image of Jack Lolly appears before The Jack's Joy. He mouths NO as he gestures for her to turn away. This does manage to shut Rita up for a moment, but just to gather her anger.

OOC: This is a fun idea, but the relationship between the two is a bit more complex than is presently evident.

Khord, twice decides to get up close with his attacks.

Tykeas tests his bow against the wind as the Joy closes, but the wind gusts and throws his arrow out to sea. It was a long shot anyway.

Benni attempts to sus out the enemy's makeup. All he sees are humans, and all of them very much alive. Most of them look very similar to the crew around him, actually. They wear different colors, so no risk of mixing up friend or foe. There's one guy in the group who stands by himself; the crew keeps their distance from him, giving him a circle of personal space. He looks to be sharpening a cleaver. Another man close to the captain is wearing a ridiculous floppy hat with an ostrich feather sticking out.

...Actually, wait. Benni sees the top of a head standing near the captain, but the rest of him is hidden behind the ship. Based on the size and distance, it's probably a halfling.

The distance between the ships closes. The enemy crew fires a few volleys of arrows, but soon discover the winds are too much for the archers on board to hit anything. When the ships are close enough, the crewmen aboard the Jack's Joy begin to throw grapples to bind the two ships together. Crewmen aboard the Sea Witch move to cut them away, but Rio stops them. "Leave them! Let them come!"

Her crew obliges, and soon the enemy begins their boarding. One enemy crewman swings across to land on the railing, only for the weather to remind him it exists. The ship rocks suddenly, and the pirate falls backwards into the sea. A murmur of laughter comes from both crews before they turn to kill each other.

Map is here. The enemy has more crew than the Sea Witch, hence the small number of them on the map. More enemy crew are waiting to board.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Monday February 20th, 2023 7:48:53 PM

Snark was pretty sure his illusion would just anger Rio, but he was hoping it might cause some of the superstitious crew to pause and see it as a bad omen. He made the illusion continue to face Rio as she ignored it until the ship was abreast our ship.

Just before the first grappling hook landed, Snark's Fly spell was cast as a readied action. (last round)

As the crew swings aboard, he smiles and shouts, "Awright lads and lasses, let's give 'em what they came for." He gestures with his staff as he says, "Deorsum," to cast Create Pit from his staff. A pit opens on the deck as shown. (DC 18 reflex save for this pit, DC 16 for the sloped area around it, rules below. It's an extradimensional space that does not actually make a hole in the ship or give access to the deck below.)

Then he flies up to get some cover from the mast, landing on the first yard arm above the deck so he's out of melee reach and standing on the yard arm. (Partial cover, +2 to AC maybe?)

----------------------------
Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit’s coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

-----------------------------------------------------------------------------
Spells/Effects Running: Mage Armor, Fly, Create Pit (round 1 of 7)

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigation, Message
1 (DC16): Grease (C), Mage Armor, Silent Image*, Magic Mouth*, Magic Missle, Unseen Servant
2 (DC17): Glitterdust (C), Continual Flame*, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III(C), Haste, Stinking Cloud, Fly*

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.


Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Monday February 20th, 2023 11:02:17 PM

Corym nocked two arrows on his bow, preparing for when the enemy got closer to let go. Maybe he'd let some magic fly this fight - who knows.



“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Tuesday February 21st, 2023 1:13:10 AM

Onesimos waits for the pirates to board and makes an assessment. ”Luck Makers! Take out the officers if you can! Leave Rita for the Captain!”

Corym, they pirates are here at point blank range, I think it is time to fire now.


The cleric himself calls on Flower to help the Sea Witch. The Prayer boosts the Luck Makers and crew while hurting the pirates!
……

Prayer. 1 of 6 rounds. All Luck Makers and Sea Witch crew from Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15  d20+3=14 ; d20+2=12 ;
Tuesday February 21st, 2023 7:26:42 AM

Teddy crouches behind a doorway that leads into the ship. He sees the enemies swinging across the hooks and casts grease where a hook meets the ship hoping to trip up any invaders as they arrive (put it near e4, and yes the char concept is unusual and fun). He tries to stay small and hidden (stealth 12)

Gore'Thum steps out of cover and croaks in challenge. It would probably be scarier if he was still as big as a man instead of halfling sized (intimidation 14)

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Tuesday February 21st, 2023 7:27:41 AM

(The save for grease is DC 14 dex or they fall prone)

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+15=18 ; d20+10=27 ; d20+15=21 ; d6+4=10 ; d6+4=5 ; d6+4=7 ; d20+10=13 ; d8+7=9 ;
Tuesday February 21st, 2023 3:58:23 PM

Khord and Niko waste no time getting to work on the pirates. He feels the effects of the prayer wash over him as he attacks. They will flank and attack the pirate E5 as he boards the Sea Witch, hoping to take him out quickly and then move on to the next.

Khord Primary Hand (d20+15= 18/ d6+4= 10) / (d20+10= 27 / d6+4= 5) (+2 human, +2 flank, +1 prayer)
Khord Secondary Hand (d20+15= 21 / d6+4= 7)

Niko Bite Attack (d20+10= 13 / d8+7= 9) (+2 flank, +1 prayer)



Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20 
Tuesday February 21st, 2023 3:59:04 PM

Sani stands with the mast at her back. She casts the Detect Magic cantrip in hopes of identifying any incoming spells or spellcasters (other than Snark, whose magic she recognizes)-- which she'll turn back with Dispel Magic on her next turn.
If there isn't anything to dispel, she'll get ready for melee.

0 - Acid Splash, Resistance, *Detect Magic, Ray of Frost, Mage Hand, Message, Disrupt Undead
1 - Shield, Silent Image, Magic Missile, Shocking Grasp, Mage Armor (Imbued in Wand, 49 charges remaining), Protection from Evil, Enlarge Person
2 - Glitterdust, Scorching Ray, Spider Climb, Knock, Mirror Image
3 - Dispel Magic, Lightning Bolt

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+5=17 ; d20+5=17 ; d8-1=0 ; d8-1=3 ;
Tuesday February 21st, 2023 9:10:45 PM

(oops, yeah didn't see they're on board. In that case, Corym will fire twice. with a -2 from the strong wind.)

Two 17's to hit Cleaver guy, 3 damage total.

(Sorry, been a bit out of it lately. Secondly, I'm tired of using this bow. Next turn we're busting out the magic and making Snark proud.)

DM Carl  d20+7=17 ; d20+7=23 ; d20+8=14 ; 3d6=16 ; d20+7=8 ; 3d6=12 ; d20+2=17 ; d20+9=13 ; d20+13=22 ; d20+13=25 ; d20+13=32 ; d20+13=16 ; d20+8=23 ; d20+8=22 ; d20+8=15 ; d20+8=21 ; d20+13=31 ; d8+5=12 ; d8+5=8 ; d8+5=11 ; d8+5=13 ; d8+5=11 ; d8+5=8 ; d8+5=11 ; d20+13=31 ; d20+5=23 ; d8+5=9 ; d8+5=8 ; d20+13=14 ; d20+8=17 ; d20+10=13 ; d20+13=32 ; d20+13=28 ; d20+13=32 ; d20+13=26 ; d20+13=22 ; d20+8=20 ; d20+8=14 ; d20+8=27 ; d20+8=27 ; d8+5=13 ; d8+5=11 ; d8+5=13 ; d8+5=7 ; d8+5=7 ; d8+5=8 ; d8+5=7 ; d8+5=13 ; d20+8=23 ; d4=2 ; 7d6=27 ; d20+7=16 ; d20+7=21 ; d20+7=18 ; 4d6=10 ; d20+10=15 ; 4d6+3=13 ; d20+7=25 ; d20+13=14 ; d20+8=13 ; d20+6=12 ; d20+13=31 ; d8+5=12 ; d100=89 ;
Tuesday February 21st, 2023 9:53:14 PM

Snark makes a pit on the deck of The Sea Witch. Magic is wild sometimes, isn't it? The crewmen avoid falling (albeit barely for E4), but the nasty guy with the cleaver falls straight down and lands hard on his ankle (16 damage! Not bad for a 3d6). A string of curses blasts from the pit. If this guy didn't seem nasty before, he does now.

Benni calls on Flower to aid in battle.

Teddy hides and places a grease trap for pirates swinging over. It appears under the feet of E4, who is already on the slanted edge of a pit. The pirate's feet fly over his head and he slides down into the pit, landing next to cleaver (12 damage).
Gore'Thum croaks menacingly. E4 is the only one close enough to care, but he doesn't seem particularly worried about a giant frog (will 17). Perhaps Gore'Thum can make him regret that.

Khord and his canine get to work! They surround E5 when he lands, maybe because he was looking at the giant frog croaking at him. Whatever the reason, he finds himself suffering the full brunt of their attacks for a total of 31 damage! It's not enough to down him, but he's losing blood pretty quickly.

Sani readies an action to counter any spells. Only the halfling looks like he's likely to cast anything.

OOC: You don't need a detect magic cantrip to counterspell, and you should roll spellcraft (the skill) and a dispel check (d20 + caster level) ahead of time. I'll roll these for you this round.

Cleaver guy gets a hand on the lip of the pit, but falls back in (climb 13). You see no sign that E4 gets even close. Cleaver guy glares pure hatred at Snark before he falls. "Get that gnome, but leave him alive! Anyone who kills him takes his place!" The enemy crewmen blanche a bit at the thought.

Your crewmates all charge forward to attack the boarders. F1-3 each approach enemy crewmen, stabbing the enemy with their rapiers. F4 approaches the halfling, who looks very upset that his protection is sitting in a pit.

Patch runs up to E4 and attempts to knock him overboard. The pirate makes a weak attempt to stab the approaching Quartermaster, but Patch just knocks the blade aside (nat 1). Unfortunately, E4 braces against the rail and Patch's bull rush fails.

Scab laughs at Patch's failed attempt. "That's what you get for being fancy. Why knock them away when a good stabbing will do?" He springs forward with surprising grace and thrusts his rapier at E4, only to find his attack turned aside by an armor stud. He springs back just as nimbly, but with a big 'ol sour look on his face.

The pirates counterattack the crew, each to devastating effect (each pirate got a confirmed crit).

F4 suddenly arches his back as electricity surrounds him. The halfling grins as a tiny imp's invisibility fades. "What a waste..." Sani sees the halfling start to cast a spell, but can't figure out what it is in time (spellcraft 16 vs DC 17). The halfling sends a ray of fire that scorches F4's face and burns his hair clean off. The crewman falls to the ground trying to put out the fire. The rain takes care of it, but the crewman stays down. The halfling sends a 2nd bolt at Niko, scorching the good boy for 13 fire damage.

OOC: The rain will put out any fire quickly. Sani did not use a spell slot for dispel magic since she failed the spellcraft check.

E5 looks panicked as his blood drains away and he finds himself surrounded. He looks behind him over the rail, but decides drowning is not a good idea either. He sees Niko hit by the ray and figures his best chance is killing the dog to clear a path away. Both his attacks are...well, they're pathetic (nat 1 + a 13). His eyes widen in terror when he realizes he just tried to kill a minotaur's pet and he's still trapped. He tries to leap off the railing over Niko, but slips on the wet wood. It is not this pirate's day.

Three more pirates leap onto the deck. One (E8) stabs F3 through the shoulder as he lands, pushing the crewman back and knocking him over. F3 hits his head hard on the deck and stays down. His chest still rises and falls. No more pirates look to be leaping onboard.

Combat Tracker

E1 -23
E2 -16
E3 -23
E4 -23
E5 -29
C -16
Ha -17

F1 -32
F2 -20
F3 Down
F4 Down

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Tuesday February 21st, 2023 9:57:09 PM

Isaac unleashes his Bless spell making sure that the group is in range (50 ft)
Everyone gets +1 to hit and +1 against fear.

He moves near the hole but doesn't try to engage. no sense tumbling into a hole with a bunch of enemies

(Ooc:Weird I thought I posted today)

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Tuesday February 21st, 2023 10:01:17 PM

Isaac stumbles his way closer to snark trying to act as some sort of barrier between him and whatever was going to attack him.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+6=16 ; d8=4 ;
Tuesday February 21st, 2023 11:02:17 PM

[ooc] Going to assume he is with in 30 feet now. Not sure all the penalties and bonus's from everything except for -2 due to wind. So my rolls will need adjusted [/i] Tykeas takes aim at the small pirate firing spells and lets go. (attack +16 Figures in wind penalty) (damage 7)

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Wednesday February 22nd, 2023 12:12:15 AM

Snark flies down, drawing his Enlarge wand in his other hand as he goes. He casts Enlarge on Isaac. "Don't worry about me Isaac. The one threatening me is ol' Leave-It-To-Cleaver, and he's down in a hole."

Enlarged, Isaac has reach, so he can hit anything within 10' feet, which may give him an AOO against nearby enemies that move or cast spells. Like if the imp uses a spell-like ability.

He shouts, "Somebody get that stupid halfling before he casts another spell."

He looks up to see how the Rio-Rita match is going. "Hey Rita, how's your dad doing? Maybe we can arrange for you to go see him."

For the DM: It looks like E3 and E6 ended their turn on the sloped area, so they should make a DC 16 reflex save or fall in the pit.

----------------------------
Create Pit - (Round 2 of 7) Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit’s coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.


----------------------------
Enlarge Person - (Round 1 of 10) Increases size category to the next larger one. +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. Equipment is similarly enlarged by the spell. Melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size. "

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday February 22nd, 2023 1:12:17 AM

Onesimos calls to Snark, ” I’ll slow him down!”, and casts a Silence spell at a point in space that will hopefully give the Halfling something to think about.

….

Silence at point P/Q,21/22. 1 of 6 rounds. 20’ radius, no save b/c point in space. Radiating 20’ covers the Halfling so he either has to move 40’ through the Silence, swing back to the Joy, fall into the Pit or move to melee range of Isaac.

Prayer. 2 of 6 rounds. Allies Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Wednesday February 22nd, 2023 7:21:09 AM

Teddy hesitates, wanting to help against the swarm of pirates but also too nervous to leave his hiding spot. Gore'Thum croaks an admonishment for him to help and he suddenly has an idea. He channels his own nervousness and fear into a spell, enhancing it and throwing it at the enemy as an attack (cause fear, DC 15 will save for e1, e2, e3, they are immune if they have 6 or more HD).

Gore'Thum decides to stay where he is - sooner or later the enemy will realize there's a second caster and send someone after Teddy, and he stands ready to defend him.

DM James: The Upper Deck, Fop Overboard.  d20+18=38 ; d20+18=37 ; d6+5=8 ; d20+19=25 ; d8+11=18 ; d20=14 ; d20+10=16 d20=11
Wednesday February 22nd, 2023 9:23:57 AM

As soon as Rita's feet hit the deck and her large frame came into view Rio rushed forward to meet her halfway across the deck. "Yer a sloppy fat pig Rita!”, Rio yelled out as her sword came out of it's sheath during her charge. The mithral blade flashed as it drew a deep line across Rita's abdomen (16 hp, Crit).

Rita wouldn't be one upped as one hand closed on the wound while she yelled back over the wind. "You won’t defeat me by lying on your back Rio!” Rita called back as she swept her giant curved blade at Rio clumsily, but still well enough to draw blood. (18 hp)

KS: Local DC 17 Highlight to display spoiler: {There is a rumor that Rio was given the Sea Witch as payment for unspecified services and people talk.}

Meanwhile Hook stayed where he was and brought out a symbol.as he yelled at the fop.
"Water looks good Billy, why don't you take a swim."
(Suggestion, DC 15)

The fop shrugged and hopped over the rail and into the water. Rita screamed and yelled. "By the gods Hook, thought you was on our side!"

If Rio was surprised she didn't let on as she continued to face off against Rita.

Sense Motive DC 21 Highlight to display spoiler: {Through the wind and rain you could see Rio's lips tighten at Rita's words. Hook was in deep trouble with the captain.}

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+9=26 ; d20+4=10 ;
Wednesday February 22nd, 2023 11:47:38 AM

(Knowledge Local 26, Sense Motive 10)

Snark is aware of the rumor but doesn't care.

Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20  d20+10=24 ;
Wednesday February 22nd, 2023 12:51:18 PM

Sani kicks herself for not just blasting the halfling before. No matter; she'll do it now. She sends a searing beam of fire at the jerk, literally fighting fire with fire.

0 - Acid Splash, Resistance, *Detect Magic, Ray of Frost, Mage Hand, Message, Disrupt Undead
1 - Shield, Silent Image, Magic Missile, Shocking Grasp, Mage Armor (Imbued in Wand, 49 charges remaining), Protection from Evil, Enlarge Person
2 - Glitterdust, *Scorching Ray, Spider Climb, Knock, Mirror Image
3 - Dispel Magic, Lightning Bolt

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 39/52  d20+15=18 ; d20+10=21 ; d20+15=22 ; d6+4=5 ; d6+4=8 ; d6+4=10 ; d20+10=15 ; d8+7=9 ;
Wednesday February 22nd, 2023 3:16:51 PM

Silence settles over Khord as Benni casts to counter the halfling. The spells quiets the yelp from Niko as he takes a firebolt to his flank. The halfling will pay for attacking his dog, but first he must finish the pirate in front of him.

Khord Primary Hand: (d20+15= 18, d6+4= 5 damage), D20+10= 21, d6+4= 8 damage)
Khord Secondary Hand: (d20+15= 22, d6+4= 10)

Niko bite attack: (d20+10=15, d8+7= 9)



Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 39/52  d6=3 ; d6=2 ; d6=6 ;
Wednesday February 22nd, 2023 3:25:05 PM

looking at my sheet, realized I should be adding sneak attack damage to Khords attacks since he is flanking a favored enemy so:

Khord Primary: (d6= 3 damage), (d6= 2 dmamge)
Khord secondary: (d6= 6 damage)

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+7=24 ; 4d6=17 ;
Wednesday February 22nd, 2023 9:26:38 PM

Seeing that his bow didn't do much and adjusting for the wind, he puts it away and fires a scorching ray at E8.

(24 to hit, 17 damage.)

"Snark did you see that!?" he says, doing a very goofy looking power pose after firing the scorching ray.

DM Carl  d20+5=10 ; d20+13=25 ; d20+13=21 ; d8+5=8 ; d8+5=7 ; d20+13=27 ; d20+13=25 ; d20+8=20 ; d20+8=16 ; d8+5=11 ; d8+5=12 ; d8+5=11 ; d20+10=11 ; d20+11=17 ; d8=6 ; d20+13=28 ; d8+5=11 ; d20=20 ; d100=34 ; 3d6=8 ;
Wednesday February 22nd, 2023 9:36:47 PM

Corym doesn't have line of sight to Cleaver guy since he's in a pit, so he fires them at the pirates instead. Unfortunately both attacks go wide, albeit just barely.
OOC: Enemy pirate AC is 18

Isaac blesses the party before Snark makes him grow.
OOC: Bless should affect all friendlies on the lower deck and stacks w/ prayer

Tykeas' shot is true, but ricochets off the halfling. A shimmer of color washes over the little gal for just an instant.

Snark suggests they shut the halfling up, then peeks in on the Captain. Good news is Rita's outnumbered, and she looks down right furious. He takes another crack at inserting familial strife into the mix. She stays surprisingly cool on that subject, just shaking her head and keeping her focus on Rio. Her reply is to Rio, but Snark can pick it up. "Your little friend there really knows how to make friends. You giving him charm lessons or somethin'?"

Benni casts one of the most overpowered spells in all of existence and the halfling droops her shoulders and rolls her eyes.
OOC: I realized I've been misgendering the halfling the whole time. She's a she.

Teddy steals himself and tries to make the pirates flee in terror, but evidently they're made of tougher stuff than he hoped.
OOC: They have exactly 6HD.

Sani sends a ray of fire streaking towards the halfling, but it goes wide.
OOC: I made a ranged touch attack based on your sheet & got a 10. Go ahead and roll your d20s to hit and damage when appropriate.

Khord can't hear the pirate screaming in terror as he's cut to pieces. Hopefully it's enough to know he died screaming after trying to hurt Niko.

Corym sends a scorching ray at an enemy, blackening a large chunk of flesh. That’s gonna hurt for a while, then it’ll get all itchy when it heals. Gross…

A stream of blood continues pouring from F4's wounds, but F3 just appears knocked out.

F1 and F2 both see they're very poorly positioned. They look at each other and make tactical withdraws. They fend off E1 and E2's attacks, but E7 and E8 both take advantage of the opening. F1 takes a rapier through the gut and falls over. Blood flows from the wound, only to be washed away down the drains by the rain. F2 also takes a hit, but runs to hide behind the suddenly very large Isaac. He is in rough shape but still capable.

E1/2/7/8 all fight against the weather to advance on the rest of the targets.
OOC: remember that the entire deck is difficult terrain due to rain and the ship's motion

E6 takes a 5' step towards Isaac, but stumbles in the rain and provides Isaac with an opening due to his reach. E6 recovers and stabs towards Isaac, hitting AC 28 for 11 piercing damage.
OOC: Isaac gets an AoO against E6

The halfling grips the railing and tries moving through the grease. It should be enough, but it's not (reflex nat 1). Her foot flies out suddenly and she bangs her chin on the railing. The blow causes her to let go, then slide down into the pit. Who knows what happens down there, because no one can hear any of it. The imp nopes out and dives in after her.

Cleaver guy's head makes another appearance before sliding back down into the pit. E3 tries to grab at him, but it's not enough. He makes some movement towards the rest of the fun.

Patch quickly heads over to F4 kneels before him. He puts his hand on the man's wounds and tries to say something, but quickly realizes he can't hear himself. A stormy look crosses his face before he starts to drag F4 away from the silence field.

Scab looks at the mangled body of E5 and gives Khord a big thumbs up. He decides to use the silence field to his advantage and makes his way towards Patch while trying to keep the Quartermaster between him and the enemy.

A huge spray of ocean water erupts skyward from between the two vessels, splashing down on top of the already soaked combatants. They just couldn't pick a nice, sunny day for this, could they?

E1 -23
E2 -16
E3 -23
E4 -23
E5 -29
E8 -17
C -16
Ha -25

F1 Down
F2 -27
F3 Down
F4 Down

Map



Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20  d20+5=25 ; 4d6=11 ; d20+5=17
Wednesday February 22nd, 2023 11:16:02 PM

Ranged attack +5 (BAB 3, Dex mod 2), 25 to hit
4d6 fire damage of 11

Isaac Harker (Justin M) HP 62/62 AC22/ T12 / FF 20  d20+11=14 ; d20+11=15 ; d20+11=20 ; 2d6+5=16 ;
Wednesday February 22nd, 2023 11:31:38 PM

Isaac now buffed with :(Enlarge person,bless and prayer) feels like he can take on the pirates single handedly. "Alright you lot. Off our ship NOW!"
He looks over at the halfling in the pit unsure if he can attack the spell caster at such a odd angle but takes a swing.

ooc:Dice were not happy blew 2 of my hero points on it.
Attack Roll 3: 20
Damage roll :16

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+14=19 ; d20-2=18 ; 3d6=12 ;
Thursday February 23rd, 2023 12:31:51 AM

Onesimos doesn’t know or sense the meaning of Rita’s words, but Hook’s actions speaks that the mate is on the Sea Witch’s side. Glancing about the battle, he sees there are cremates in trouble but he is out of position… so now he will have to do something reckless.

Stairs are too far away on the shifting deck. So the elf makes his way to the rail and leaps to the deck below, surprisingly agile!

Once there, standing or prone, he grabs his woven symbol and sends a burst of healing, Selective Channeling to only Luck Makers and Sea Witch crew!
….

Sense Motive. 19
Acrobatics. 18
Selective Channel: 30’ burst, no verbal component, only allies. 12 healing! (Includes F4 and F5, but not F1 or F2)

Silence at point P/Q,21/22. 2 of 6 rounds. 20’ radius, no save b/c point in space. Radiating 20’
Prayer. 3 of 6 rounds. Allies Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
Channel: 1 of 6/day
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Thursday February 23rd, 2023 1:38:26 AM

Snark hollers to Corym. "Great, kid! Don't get cocky."

The little gnome is disheartened to see some of the crew go down. As Benni moves in to unleash some healing, the gnome flashes him a thumbs up. "Wow, nice jump!"

He flies back up to his perch on the yard arm, stowing his wand as he goes. Looking across the battlefield, he sees what he was hoping for and casts Glitterdust. Centered on I/J 18/19, the 10' radius spread should affect E1, 2, 3, 7, 8. (I doubt it would affect Cleaver as he is down in the pit.) They are covered in a glittering glow, and each needs to make a DC 18 Will save or be blinded as well. Blinded is bad, but a blinded creature gets another save each round.

Snark snarls, "SURRENDER AND I'LL SPEAK TO THE CAPTAIN ABOUT SPARING YOUR LIVES. BUT KEEP FIGHTING AND YOU'RE SURE TO HAVE A VISIT WITH GARGUL."

For the DM: It looks like E3 and E6 once again ended their turn on the sloped area, so they must make another DC 17 reflex save or fall in the pit. Also, I was off on this save DC - I corrected it here and on the map.

----------------------------
Create Pit - (Round 2 of 7) Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit’s coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.


-----------------------------------------------------------------------------
Spells/Effects Running: Mage Armor, Fly, Creat Pit (round 3 of 7), Enlarge (round 2 of 10), Glitterdust (round 1 of 6)

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigation, Message
1 (DC16): Grease (C), Mage Armor, Silent Image*, Magic Mouth*, Magic Missle, Unseen Servant
2 (DC17): Glitterdust* (C), Continual Flame*, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III(C), Haste, Stinking Cloud, Fly*

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Thursday February 23rd, 2023 7:34:47 AM

Teddy takes advantage of 3 enemies grouping up to hit them with another grease spell. E2, E7, and E8 all must save vs 14 dex or fall down. Gore'Thum decides nothing is coming to attack Teddy, so he double moves to help RI get flanking against RA

DM James: The Upper Deck Continues.  d20+18=38 ; d20+18=28 ; d20+13=28 ; d6+5=11 ; d6+5=6 ; d20+19=31 ; d20+14=24 ; d8+11=15 ; d8+11=14 ; 3d8+6=18 ;
Thursday February 23rd, 2023 9:14:37 AM

Hook, Rio, Rita, and Gore Thum battled on the upper deck a scant few feet from the ships wheel as waves blasted from between the ships and water coated the heaving deck. Rio, Rita, and Hook all seemed well prepared for the uncertain surface as their legs and knees bent to keep their balance.

The verbal sparing between the two captains hadn't stopped through the fight however as Rio quipped, "I heard yer daddy begged fer mercy, jes like yer will, Rita!" The Sea Witch captain was a marvel with the rapier and once more she sliced deep into the red haired pirates belly. (Crit, Damage 22, 6. Total 28 hp, 42 total this fight)

Rita wasn't to be bested however as she responded. "I see your pet thinks he can help you out you gray haired old hag." Rita snarled as she turned on Gore Thum. Her dueling blade slashed aft strikingGore Thum(29 hp). "Call yer frog off or I'll kill him with me next strike! Rita yelled.

Hook was clearly at odds with what to do, so he took the safe way out and stepped up behind Rio and laid a hand on her shoulder and healed her. (18 hp)

"Teddy, git yer pet away. I got dis ginger pig! She's gettin' ready to run."

DM James:
Rita: 42/94
Rio: 85/85
Hook: 42/42
Gore Thum 10/39


DM James: The lower Deck Continues.  d8=2 ; d20=10 ; d20+6=7 ; d20+6=19 ; d20+6=16 ; d20+6=18 ; d20+6=26 ; d20+6=12 ; d20+13=29 ; d8+5=12 ; d20+7=12 ; d20+2=20 ; d20+2=4 ; d20+2=12 ; d20+2=4 ; d20+13=23 ; d8+5=6 ; d20+12=32 ; d6+4=6 ; d20+12=13 ; d20+7=20 ; d20+9=13 ; d20+8=9 ; d100=40 ; d20+12=25 ; d6+4=7 ; d20+12=30 d6+4=6
Thursday February 23rd, 2023 3:31:15 PM

Sani was going to fire her scorching ray at the hafling, but she was in the pit. She picked a random sailor(E2) instead for 22 Damage which blows him off the deck and onto the other ship, dead..
Issac commanded the whole lot of evil pirates to leave the Sea Witch. He thought to attack the hafling but she was 30' down inside the magic pit and out of his reach so he took a swing at the one closest to him. (E6). Since the hafling was out of reach, your Hero Points went unused. Also, you can only use one hero point per round, all the 2 points uses are not allowed in the Wold.
Benni healed several of the crew and the Luck Makers.
Snark flies around and offers leniency and then casts Glitterdust.
Teddy

F4's wounds heal over a bit and F3 shakes his head as he rises from a prone position as he backs up to the rail in a strategic withdrawal..

F2 moves next to Snark and reaches into a barrel to withdraw a crossbow. F1 while still alive stays where he is. .

E1/2/7/8 all fight against the weather to advance on the rest of the targets. E1 falls is washed across the deck as the other three make their move, since he is unconscious he's unaffected by Snark's Glitterdust, however as E7 moves up to attack Corym he avoids the cloud and hits the man with his sword. (Crit Damage 24hp), the other two (E2 and E8) move as best they are able to get into a better position but end up blinded as the cloud explodes in their faces.

OOC: remember that the entire deck is difficult terrain due to rain and the ship's motion

E6 takes another 5' step around Isaac stabs towards Isaac hitting AC 22 for 6 damage.

From inside the pit the hafling shouts out an incantation as Black Tentacles form at the edge of the pit that encompass Issac and E6. Issac is grappled and takes 6 damage. (DC22 to escape and be able to move.). E6 manages to avoid the tentacles. Niko is also grappled and takes 6 damage.

Cleaver guy gets E4 to help him climb out, but still manages to slip and fall back inside the pit.

Patch is still unable to hear anything so he keeps dragging F4 away from the silence field.

The ship rocks again as the storm buffets the ship about as the two captains face off on the upper deck. Otherwise Benni realizes that the ship's position has shifted as the silence envelopes him.

DM James:
Upper Deck Fight continues later once Gore Thum's actions are known. Gore Thum is on the bubble for getting in Rita's way.

Combat Tracker

E1 Down
E2 1/39
E3 16/39
E4 16/39
E5 10/39
E6 23/39
E7 - Blind
E8 - Blind 31/39 Grappled
C -16
Ha -17

F1 -32
F2 -20
F3 Down
F4 12/39

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 39/52  d20+16=27 ; d6+4=7 ; d6=1 ; d20+16=21 ; d6+4=10 ; d6=5 ; d20+9=29 ; d20+9=27 ; 2d8+14=24 ;
Thursday February 23rd, 2023 4:09:37 PM

Seeing the pirate drop, Khord looks for the halfling and sees her fall in the pit. His eyes find the next pirate in her vicinity and he moves across the deck to engage, flanking with Benni. Niko follows and takes a vicious bite at the pirate also, scoring a critical hit.

Khord primary attack (d20+16= 27, d6+4= 7 damage +d6= 1 sneak attack)

Niko bite attack (d20+9= 29, crit confirm d20+9= 27, 2d8+7= 17 damage)

OOC: mistakenly rolled off hand attack for Khord, doesn't get when use a move action. and mistakenly doubled strength and bless/prayer damage on NIko's Bite.

DM James: Niko is grappled.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 51/52 
Thursday February 23rd, 2023 4:10:49 PM

Also forgot to add healing to Niko.

Isaac Harker (Justin M) HP 56/62 AC22/ T12 / FF 20  d20+10=20 ;
Thursday February 23rd, 2023 8:08:46 PM

Isaac is not happy with his current state and attempts to get out of the grapple. but the tentacles are to strong and Isaac is still grappled.
"Snark a little help!" he calls out.
Cm to escape grapple:20

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Thursday February 23rd, 2023 8:24:17 PM

Snark sighs at the appearance of the tentacles.

"Oh man, I really gotta learn Dispel Magic. Hey Sani, can you try getting rid of these tentacles?"

(Will post more later.)

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Thursday February 23rd, 2023 11:55:52 PM

Tykeas, seeing that the winds are not in his favor, moves (double moive due to diff terrain) seeking a more advantageous viewpoint of those in the pit. He figures that high ground will help with the wind varience.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  3d6=8 ;
Friday February 24th, 2023 1:06:31 AM

Onesimos grimaces; 8 cardinal directions and the Sea Witch just happens to drift in the one direction most disadvantageous to the Luck Makers. Wardd or some other higher power was playing games. What’s more, being in the Silence zone himself, Benni can’t dismiss it since he needs to speak!

But that is of lesser importance. The cleric has people to save. He continues to move forward, avoiding tentacles and pits. Grasping his woven symbol of Flower, he silently sends forth another burst of Channelled healing energy that includes everyone on the main deck except for Corym and Tykeas. (8 healing)

……
Silence at start point P/Q,21/22. 3 of 6 rounds
Prayer. 4 of 6 rounds. Allies Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
Channel: 2 of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+13=23 ;
Friday February 24th, 2023 1:12:46 AM

(I'm a little confused. Narrative says E2 and E8 are blind, status shows E7 and E8 are blind. Narrative says E2 was killed and then blinded, status shows E2 is still up.)

Snark can see that Corym is in trouble. He uses a Hero Point to cast a spell from his staff.

Making a sweeping motion with his staff as he says, "Perfundo", Snark casts Hydraulic Push on E7 to move him directly away (down or south on the map) from Corym. Push attempt is a bull rush roll of 23 against E7's CMD. Is successful, this moves E7 back 5' + 5' for every 5 by which 23 exceeds his CMD.

Then he begins casting Summon Monster III (full round action.)

For the DM: It looks like E3 once again ended its turn on the sloped area, so E3 must make another DC 17 reflex save or fall in the pit. (also, did the DM make this save for E3 and E6 last round?)

(Also, when it comes to climbing out, climbing is at one quarter speed, a climb skill check is required for each "move" action, and a failure results in damage from whatever height the climber was at when he fell. So I guess a 30' deep pit would require four climb checks over a couple rounds.)

-----------------------------------------------------------------------------
Spells/Effects Running: Mage Armor, Fly, Creat Pit (round 4 of 7), Enlarge (round 3 of 10), Glitterdust (round 2 of 6)

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigitation, Message
1 (DC16): Grease (C), Mage Armor, Silent Image*, Magic Mouth*, Magic Missle, Unseen Servant
2 (DC17): Glitterdust* (C), Continual Flame*, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III(C), Haste, Stinking Cloud, Fly*

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.



Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+7=13 ; d20+16=17 ; d20+11=14 ; d20+16=24 ; d6+4=7 ; d6=5 ;
Friday February 24th, 2023 6:23:09 AM

Niko yelps and struggles against the tentacles to no avail. (CMB to break grapple = 13)

Khord takes out his frustration at the tentacles on E6, unleashing the fury of his blades (sort of)

Khord primary hand: (d20+16= 17 (fumble?), d20+11= 14)
Khord Secondary: (d20+16= 24) (d6+4 +d6= 13 damage)

Khord snarls as he does not strike true, unleashing a string of profanity that is mercifully lost in the magical silence.

DM James: The Upper Deck Continues, Rio and Gore Thum take a fall  d20+19=25 ; d8+11=18 ; d20+14=18 ; d20+18=36 ; d20+18=34 ; d6+5=11 ; d20+13=26 ; d6+5=9 ; d20+3=14 ;
Friday February 24th, 2023 8:53:29 AM

Rita glared back at the hafling sized frog and swiped at it. Whether by design or luck Rita's attack disabled Gore Thum(10 hp) as her next attack targeted Rio and missed the nimble captain of the Sea Witch.

Rio was a force to be reckoned with as her rapier sliced and poked Rita (Crit, 22 hp) and then again as Rita was distracted in putting down Gore Thum (Hit, Damage 9 hp).

Hook, still uncertain of what to do laid a hand on Rio who almost immediately dropped her weapon and stood motionless on deck. "We best be goin' Rita." Hook recommended. "She's done. Won't even be able to feed 'erself." he lied.

Convinced by Hooks words Rita laughed loudly as she clutched her stomach and made her way back to the Joy.

Rio: Bestow Cuse, =6 Wisdom. Current Wisdom is 2 and she isn't aware of her surroundings any more.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 20/48 AC 18/18/15  d20+9=24 ; d6=6 ;
Friday February 24th, 2023 9:14:47 AM

(I forgot the difficult terrain, Gore'Thum shouldn't have been able to reach the fight. Oops. Also I never updated his HP after the boggard fight, he should have been full as he has taken no damage this fight.)

Gore'Thum should retreat, but he is too outraged by the insult to do so. "I am no one's pet!" he roars, hitting AC 26 for 9 damage.

Teddy hears the yelling up top and goes to help but can't reach the fight to heal Gore'Thum this round.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Friday February 24th, 2023 9:43:01 AM

Gore'Thum goes down. Teddy runs up to him, but that takes his entire round so he isn't able to heal Go'reThum this round.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Friday February 24th, 2023 9:51:50 AM

posted last night but it isn't there this am. must be a data mulcher.will try to get the post back up today when I hava a sec.

Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20  d20+9=19 ;
Friday February 24th, 2023 1:01:05 PM

Sani (who is standing in square Q13 on the map) casts Dispel Magic to free her comrades from the writhing tentacles.
_______________________________________________________
D20 + 4 CHA modifier + 3 caster level + 2 Spell penetration

0 - Acid Splash, Resistance, *Detect Magic, Ray of Frost, Mage Hand, Message, Disrupt Undead
1 - Shield, Silent Image, Magic Missile, Shocking Grasp, Mage Armor (Imbued in Wand, 49 charges remaining), Protection from Evil, Enlarge Person
2 - Glitterdust, Scorching Ray, Spider Climb, Knock, Mirror Image
3 - Dispel Magic, Lightning Bolt

Corym Morhice (MarkB subbing for Ben V) AC20 T15 F16 CMD20, HP 15/39  d20+9=28 ; 4d6=10 ;
Friday February 24th, 2023 5:13:17 PM

(Oops - I forgot to sub post for Corym Thursday.)

Corym takes a deep wound from the pirate in front of him. "It may be just a flesh wound, but it's a pretty good one."

If Snark's spell does not push the pirate back, Corym will Withdraw from where he is to T11.

If Snark's spell does move the pirate back, Corym will move 30' to N12, and will cast Scorching Ray at the pirate that hit him, hitting AC 28 for 10 fire damage.


Isaac Harker (Justin M) HP 56/62 AC22/ T12 / FF 20  3d6=14 ;
Friday February 24th, 2023 7:33:43 PM

Isaac uses his lay on hands to heal Niko.
Lay on hands:14hp
Ooc: if I Am read the map correctly Niko is knocked out next to me.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Friday February 24th, 2023 8:59:19 PM

Niko is actually at full health, he is grappled by the black tentacles. The grey shade is very similar for down and grappled on the map.



“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Saturday February 25th, 2023 4:10:22 AM

Onesimos sees Captain Rio is in trouble and scrambles across the heaving deck towards the Wheel.

……
Double move + Difficult Terrain. Move to V,19

Silence at start point P/Q,21/22. 4 of 6 rounds
Prayer. 5 of 6 rounds. Allies Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
Channel: 2 of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+9=20 ; d8+3=9 ;
Saturday February 25th, 2023 10:00:04 AM

Tykeas quickly takes aim and fires at the closest pirate. (e8, damage d8+3=9 attack = 20-2 or 18). Hsi aim appears to be true inspite of the wind and water.

DM Carl  d6=3 ; d6=6 ; d6=4 ; d6=6 ; d20=1 ; d20=19 ; d20+10=12 ; d20+10=26 ; d6+4=5 ; d20+7=23 ; d20+7=19 ; d100=19 ; d8=6 ; d8=2 ; d20=18 ; d20+7=20 ; d20=3 ; d20+8=20 ; d20+4=17 ; d20+7=17 ;
Saturday February 25th, 2023 1:19:55 PM

OOC: Seems there's been some confusion, with players posting new actions after James described just what happened on the upper deck in a separate post.

Khord moves into position and scores a solid hit on E6. Niko wants to help, but is currently being crushed by some tentacles.
Isaac fails to escape the tentacles and calls for aid.
Snark calls on Sani to dispel them. She makes the attempt, and it's a solid one. The tentacles shrink momentarily before the push of Sani's spell wears out, but they immediately return to full power.

OOC: Spell penetration only counts against spell resistance, which doesn't apply here. Dispel checks are just D20 + caster level, which would be D20+6 for you. You rolled a 10, for a dispel check of 16. Unfortunately, the target is 17.

Tykeas gets to a better position.
Benni lambasts the ill fortune of falling under his own spell. He heals those around him as best he's able. The enemy wounds start to stitch up as well, but rip back open when the DM checked Benni's sheet for selective channeling.
Snark pulls a trick from his staff to shove E7 hard against the mast he's standing next to. The pirate grunts in pain as his head hits hard against the wood, leaving a smear of blood behind (9 bludgeoning damage from DM prerogative). The blind pirate is very disoriented after the blow.
Khord continues attacking the trapped pirate. His first attack almost causes his weapon to slip from his hand, but his second hand attack nearly kills the man.
OOC: Letting both your attacks in since the first one was within 24 hours of my previous post.
Gore'Thum goes down, but is stable.
OOC: Not gonna ret-con all that, but I will say Gore'Thum isn't bleeding out.
Corym uses Snark's spell to get outta dodge.
Isaac goes to heal Niko, but the dog's at full health. He may make a bonus standard action this turn.
Benni thinks he should go help Rio (you may use the double move this round if you like, but doing it now would give you two rounds of action in a single round).

On the upper deck, Rita lets loose a cry. "Back to the Joy or you're swimmin home!". The enemy all look up at the noise, then at each other, then everyone who's able makes a mad dash for their own ship. Few people see it, but Rita eyes Hook warily and says something no one could possibly hear. She grabs the rope on the grapple she swung in on and cuts it from the grappling hook. She leaps and swings back to the Jack's Joy on it. Up on the Joy, the pirate that Hook made jump off has climbed back on board and begins helping her back onto the ship.

E3 quickly moves around the pit and repeats Rita's maneuver. There's a cry of pain from the pit, then the guy with the cleaver appears over the edge of the pit. The halfling clings to his back, though she appears to be weightlessly trailing behind him.

Sense motive DC25, Highlight to display spoiler: {She's trying very hard to hold on while staying out of reach of him. There's real fear on her face.}

He moves to grab a rope, presumably to cut it and get back to the Joy as well.

The tentacles continue squeezing everyone stuck in them, doing 5 bludgeoning damage. E6 tries to escape from Khord and Niko, but a tentacle finds his neck and squeezes. He tears at it, weak from blood loss, until he goes limp in it's grasp. With him no longer fighting against them, the tentacles fully encircle him and drag him under their mass.

E8 manages to escape their grasp, but is still blinded. He desperately heads in the direction he knows his ship is, narrowly avoiding falling into the pit that so effectively wrecked their attack.

E7 also stumbles in what he hopes is the right direction, nearly slipping on the grease (reflex 19).

The back of the ship pitches up suddenly, and Patch realizes he can hear. He wastes no time in healing F4's wounds, and the crewmate wakes with a gasp.

Hook looks back and forth between Rio and Rita, as if making up his mind.

The rear of the ship suddenly plunges hard back into the sea as the waves fall from under it. When it hits bottom, a roar of water is heard just prior to a giant wave cresting the deck of the ship and washing NE across. Everyone on the lower deck is at risk as the water rushes over it.

OOC: Anyone within attack distance of something solid, like a wall, mast, rail, or the cargo hold grate, can make a DC 8 will save to grab it and hold on. Everyone else must make a DC 15 reflex save or be knocked prone and pushed 5' to the NE. Increase the distance by 5' for every 5 the save is failed by. Anyone gripped in the tentacles stays put. Add your size bonus to the roll if applicable.

Cleaver guy grips the rail and holds tight. The halfling likewise maintains her grip on Cleaver guy.

Blind and standing on grease, E7 has no chance and is knocked prone. He ends up on the grate as water pours into the cargo hold. F2 barely manages to grab the mast in time to hold on. F1 is already up against the wall and can't be pushed further. F4 is already prone and rolls along with the water. Patch and Scab lean into the wave and stay put. The downed and dead roll along with the wave. F3 is pushed along into the pit, where he lands with a splash. That's probably not good. E8 barely manages to avoid him as he leaps over the body.

It's a fantastically ill-timed wave that throws the entire retreat into chaos, and your DM is just pleased as punch that it happened.

E1 Down
E2 1/39 Overboard
E3 16/39
E4 ???
E5 Dead
E6 Dead
E7 - 30/39 Blind
E8 - Blind 31/39
C -16
Ha -17

F1 7/39
F2 19/39
F3 Down & drowning
F4 12/39

Map


“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+4=14 ;
Saturday February 25th, 2023 2:56:02 PM

Onesimos … well… intends to scramble to the wheel, but the strong wave washes him across the deck! Luckily, he is near the middle of the ship and only goes a short way.

Wet and cold, he picks himself up and drags himself onto the upper deck.

…..
Reflex 14. Slide 5’ prone to northwest
Get up from prone, then move

Silence at start point P/Q,21/22. 4 of 6 rounds
Prayer. 5 of 6 rounds. Allies Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
Channel: 2 of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Corym Morhice (MarkB subbing for Ben V) AC20 T15 F16 CMD20, HP 15/39 
Saturday February 25th, 2023 6:41:06 PM

Using the rolls from the previous post, Coyrm will cast Scorching Ray at the halfling, hitting AC 28 for 10 fire damage.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+3=6 ; d20+3=12 ; d6=4 ; d6=1 ;
Saturday February 25th, 2023 7:32:54 PM

(Looks like the halfling had 25 damage at one point from falling in the pit, but maybe he healed himself back to 17? Also, may not be an issue if he's fleeing.)

Snark finishes his summoning spell, calling forth a Lantern Archon. He tells the archon to attack the halfling. The ball of light flies out of reach above the deck and two beams of light shoot at the halfling, hitting AC 6 and 12 for 4 and 1 damage.

Snark is worried about the drowning crewman in the pit. He will fly south, land on the yard arm above the deck, and cast Unseen Servant into the pit. He tells the Unseen servant to keep the friendly crewman head above water. The invisible Unseen Servant cannot fly or swim, but it can walk on water and lift 20lb or drag 100lb, so it should be able to invisibly hold the man's face above the water.

Snark keeps a sharp eye out for any of our crew being washed into the sea, ready to go rescue them.

He's glad the enemy is fleeing. He says, "Hook! Don't abandon us! We'll need your help to sail this ship with Cap'n Rio out of commission."

And to Rita, he says, "Run away Rita.
You didn't need too much persuadin'
I don't mean to sound degradin'
But with a face like that
You got nothin' to laugh about
Red lips, hair and fingernails
I can see you're a mean old Jezebel"


-----------------------------------------------------------------------------
Spells/Effects Running: Mage Armor, Fly, Creat Pit (round 5 of 7), Enlarge (round 4 of 10), Glitterdust (round 3 of 6)

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigitation, Message
1 (DC16): Grease (C), Mage Armor, Silent Image*, Magic Mouth*, Magic Missle, Unseen Servant*
2 (DC17): Glitterdust* (C), Continual Flame*, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III(C), Haste, Stinking Cloud, Fly*

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.

Isaac Harker (Justin M) HP 45/62 AC22/ T12 / FF 20  d20+2=6 ; d20+9=23 ; d20+11=20 ; 2d6+5=9 ;
Saturday February 25th, 2023 9:15:59 PM

Isaac is still encased in tentacles and tries again to get out and succeeds.
Cm to get out :23
Isaac moves back towards Snark and attacks the blinded pirate (Nw on the map 10ft attacking E7)
Attack:20
Damage:9

Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20  d20+6=15 ; d20+4=7 ;
Saturday February 25th, 2023 9:34:15 PM

Sani is tossed high in the air by the wave and crashes down to the deck, hard. She was in the middle of trying to cast Dispel Magic again, but she was disrupted by the angry sea and the spell fails.

0 - Acid Splash, Resistance, *Detect Magic, Ray of Frost, Mage Hand, Message, Disrupt Undead
1 - Shield, Silent Image, Magic Missile, Shocking Grasp, Mage Armor (Imbued in Wand, 49 charges remaining), Protection from Evil, Enlarge Person
2 - Glitterdust, Scorching Ray, Spider Climb, Knock, Mirror Image
3 - *Dispel Magic, Lightning Bolt

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+9=19 ; d20+9=20 ; d20+7=19 ;
Sunday February 26th, 2023 8:50:15 AM

Sanse Motive: (d20+9= 19) Khord hears the cry from the pit but it doesn't register in the scrum on deck.

Refelx: (d20+9= 20) The wave crashes over him, but whether through luck or skill he keeps his feet.

Niko struggles against the tentacles and can still not break their hold. (d20+7= 19)

Khord, seeing the retreat of the pirates moves to try to capture one of them before they can getaway. He quickly sheathes his short swords, and moving towards the cleaver guy, halfling, and E4 he stops on the edge of the grease, drawing his lasso and preparing to try to entangle E4 who could be in range if the grease keeps him from moving next round.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 47/52 
Sunday February 26th, 2023 8:54:23 AM

Forgot damage to Niko again, 5 bludgeoning from tentacles.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d8=1 ; d8=8 ; d8=7 ; d8=4 ;
Sunday February 26th, 2023 6:52:48 PM

Teddy heals Gore'Thum 25 hp.

DM Carl  d100=46 ;
Monday February 27th, 2023 4:03:54 PM

Benni picks himself up and continues moving to the upper deck.
Corym sends a ray that burns through the halfling's robes and leaves a circle of charred flesh on her back. She grits her teeth from the pain, not wanting to yell in Cleaver guy's ear.
Snark abuses the free action economy to taunt Rita and ask Hook to stay. Somehow, he finds time to help keep a drowning crewman's head above water. He really is a resourceful little guy*. Rita has no time for his shenanigans, but Hook does turn to give Snark a sad look. One doesn't have to be an expert on reading people to know that's regret on his face.
His lantern archon flies up and starts peppering the halfling with beams of light, but the halfling's able to twist out of the way. She's a slippery little thing.
Isaac escapes the black tentacles and attacks a blind pirate. Blind, prone, and alone, the pirate tosses his weapon and raises his hands. "I surrender! I surrender! Please don't kill me!" He shakes with fear and holds his hand against the fresh wound from Isaac.
Sani is unable to cast her spell due to the wave tossing her around.
OOC: Technically, the wave knocked you down after your turn was done. You start this round prone, and standing up is a standard action. You could have cast detect magic while remaining prone. This is not a critique, just a lesson. Standing up may well be the better option.
Khord moves to try and capture E4, though he can hear E7 surrendering and may decide on another course of action.
OOC: E4 is also still in the pit.
Teddy heals his frog.

Rio stays put.
Patch watches the newly woken F4 roll away in the wave, but pays him no mind. He'll live. He starts making his way to the pit, taking a detour around the tentacles. He moves quickly over the deck, his years of experience moving aboard ship evident. He puts a hand on Khord's shoulder, just to announce his presence.
Scab takes off up the stairs, yelling as he moves. "Yea, Hook! Listen to the halfling and stay put! Let's talk this over!" The edge in his voice and the knife in his hand seem to indicate he's not actually interested in talking it over.
Hook takes Scab's approach as the kick in the butt he needs. He grabs the grapple Fop swung in on and cuts the rope attached to it. He swings across the gap between the ships, already climbing the rope when he reaches the other side.
F4 stands and starts making his way up the deck. F1 bolts up the stairs as fast as he can, talking a double move to end up near Rio. "Cap! Cap, say somethin'!" He looks like he wants to shake her, but dares not put his hands on her.
F2 decides he's safest right here surrounded by adventurers.
Cleaver guy grabs a grapple on the rail and quickly cuts it with what must be an exceptionally sharp dagger. He and the halfling swing back to their ship.
A voice can be heard screaming for help. It's probably E2 trying not to drown in the ocean.
E7 stays down with his hands clutching his wound. He desperately tries to blink the glitterdust from his eyes. "Why ain't this stuff washing off?!"
E8 keeps blindly moving forward. He gets excited when he reaches the rail and starts moving along it. He finds another grapple and moves to grip the rope and return like his comrades. He better hurry. The crew back on deck is using axes to cut any ropes still attached to The Sea Witch.
No one has eyes in the pit, and what happens is a mystery.
Fop reaches down and pulls Rita up. She shoves him out of the way without thanks and starts yelling at her crew to get her ship away from here. The crew left on board is already doing just that, but they move a little faster now that the captain's back on ship.
The weather continues to rage around both ships. Those climbing back on board The Jack's Joy do so with all haste before the ocean reaches up to claim them.

E4 ???
E7 - 21/39 Blind
E8 - Blind 31/39

Map

*warning: light cursing

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 47/52  d20+7=27 ; d20+11=30 ;
Monday February 27th, 2023 4:30:33 PM

Niko finally breaks away from the tentacles (d20+7= 27) backs away 5 feet and barks angrily at the rolling mass of black tendrils.

Khord goes to the rail, hearing the drowning man, and tries to drop his lasso down for him to grab a hold of, wanting as many captives as he can manage so they can play them off each other during interrogations.

If he is near, he throws him the rope (d20+11= 30) and starts to pull him aboard.

over his shoulder he yells, "Secure the man surrendering, do not harm him, we have questions need answering."

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d8+3=8 ;
Monday February 27th, 2023 5:20:22 PM

(Resourceful little guy? I resemble that remark. Snark even had a ship in his pocket in case things went really bad.)

Snark yells across to the other ship. "Looks like you two have new names - Run Away Rita and Cowardly Cleaver. Watch your back over there Hook."

Snark turns his attention to the crew of the Sea Witch. He's worried about Rita, but he's sure Benni or Teddy can see to her. He flies over the pit so he can see what's going on in there (he can take 10 to hover). Satisfied the Unseen Servant is keeping our crewman from drowning, he yells down at the pirate in the pit, "Just simmer down there. Drop your weapons and we'll have you out of there shortly. And you, blind guy at the rail - you might want to do the same."

Snark instructs the Lantern Archon to fly down to F3 in the pit and cast Aid on him, giving him 8 temporary hit points.

-----------------------------------------------------------------------------
Spells/Effects Running: Mage Armor, Fly, Creat Pit (round 6 of 7), Enlarge (round 5 of 10), Glitterdust (DC 18, round 4 of 6)

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigitation, Message
1 (DC16): Grease (C), Mage Armor, Silent Image*, Magic Mouth*, Magic Missle, Unseen Servant*
2 (DC17): Glitterdust* (C), Continual Flame*, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III(C), Haste, Stinking Cloud, Fly*

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Monday February 27th, 2023 6:14:41 PM

Corym pulls his bow back out and waits for any signs of shenanigans. Perfectly happen to accept the supposed surrender, but still wary at the pirate's integrity. He shouts "Yeah! Run away!"

Isaac Harker (Justin M) HP 45/62 AC22/ T12 / FF 20  d20+6=24 ; d20+3=21 ;
Monday February 27th, 2023 10:18:11 PM

Isaac tries to remember what the penalty is for a pirate that has surrendered as he kicks the weapon away from the blind pirate that has surrendered. The other pirates seemed to be fleeing and unfortunately he couldn't give chase as the rocking of the boat still made it hard for him to maneuver not to mention his large size. He would most likely fall down the hole and crush everyone inside if he tried to chase the fleeing pirates. "Put your hands behind your back and get on the deck." he tells the pirate that has surrendered.

Trying to recall laws around piracy: Profession guard:24
Intimidate the pirate:21


Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+9=21 ; d8+3=9 ;
Tuesday February 28th, 2023 1:14:10 AM

Seeing the pirates flee, and one remaining pirate near him (E7) Tykeas takes a shot (attack 21-2)19 Damage = 9.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+8=11 ;
Tuesday February 28th, 2023 1:40:35 AM

Onesimos is hearing calls for surrender and adds his own voice. ”Yes, take prisoners and be merciful for those who ask for it. Justice can always be done later in cool heads and more knowledge.”

But really, Benni needs to check on Captain Rio. He gets to her side and does a quick diagnostic, and casts Detect Poison, and shakes his head. ”Teddy, can you Detect Magic? The Captain’s condition isn’t poison or health. I’m thinking magic. If we know what type, we should be able to have her recover.”

….
Heal. 11
Cast Detect Poison

Silence at start point P/Q,21/22. 4 of 6 rounds
Prayer. 6 of 6 rounds. Allies Column O to AD get +1 to attack, weapons, saves, and skills. All pirates get -1.

Calming Touch (Sp):4 of 6/day
Channel: 2 of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20+10=11 ;
Tuesday February 28th, 2023 6:35:02 AM

Gore'Thum thanks his pet for the healing and takes stock of the situation. Teddy examines the injured, starting with the captain, trying to figure out what's wrong and asking nearby witnesses what they saw happen.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Tuesday February 28th, 2023 1:36:57 PM

Also, as the Lantern Archon descends into the pit to cast Aid on our crewman, the pirate in there must make a DC 13 Will save or be affected by its Aura of Menace.

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura.

DM Carl  d20+2=5 ;
Tuesday February 28th, 2023 7:49:31 PM

OOC: Short on time today.

Khord lowers his rope down into the sea, walking along the deck towards the flailing man. His rope smacks the pirate in the face, causing him to grab at it and wrap it around his hands. He looks up at the green-skinned half orc and blanches, but capture beats drowning by a wide margin. Though, that depends on the capturer, one supposes.
Snark gives Rita the parting gift of his derision. He flies over to the pit to check on the status, and is likely horrified to see E4 holding F3's head under water. He hasn't been down there long enough to have drowned, but clock is ticking. E4 has not noticed Snark, and indeed seems oblivious to the fact that his team lost.
Corym prepares a shot, but seems glad the fight is over.
Isaac remembers that Hook City does not take kindly to pirates, but that they consider both capital and corporal punishment to be barbaric. They are simply imprisoned for a term dependent on the severity of their crimes. A crewman who surrendered peacefully and did not manage to harm anyone could expect to spend 5-10 years in Hook City jail.
Tykeas takes aim at the prone, weaponless, and surrendered pirate that Isaac is currently giving instructions to. Maybe he takes a moment to reconsider shooting an arrow at him?
Benni asks Teddy to detect magic on the Captain. His own detect poison spell comes up empty.
Teddy detects magic on the captain and senses a number of auras surrounding her and a few pieces of her gear. She is breathing normally, albeit pretty quickly.
Snark's lantern archon gets close to the pit, causing the pirate to gasp in sudden fear and look up. He immediately pulls F3's head from the water and stammers out, "J j jjjust keeping him from drowning, good sirs!" It's obviously nonsense.

E8 ignores Snark's suggestion to stay put and cuts the rope. He swings back over the The Jack's Joy. It's just in time too, because her sails are full and she's already peeling away from the combat. Rita stands on the aft deck of the ship, grinning an ugly grin at Rio's frozen form. Hook appears to be trying to get her attention elsewhere with some urgency.

***

Combat is over. Congratulations on living through it.


Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20 
Tuesday February 28th, 2023 7:52:28 PM

Sani picks herself up and makes her way over to Benni and the Captain.
I can cast Detect Magic if you'd like. I know you asked Teddy, but I can provide backup if you want it.

Isaac Harker (Justin M) HP 58/62 AC22/ T12 / FF 20  2d6=7 ; 2d6=6 ;
Tuesday February 28th, 2023 9:30:47 PM

Isaac is a little worried about how rough the jail is but considering the pirate he served under the pirates sentence would seem to be fair. Isaac makes sure the pirate is secured before healing him.
Isaac uses his channel energy to heal the group as best he can.
Channel energy 1:7
Channel energy 2:6
Total healing 13

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 28/39 
Tuesday February 28th, 2023 10:53:58 PM

Corym lowers his bow, giving a heavy sigh of relief. He hadn't liked that pirate being in his face. "I was a fan of the occasional skullduggery when I lived in Hook City, but not to this level. I guess everyone's really stepped up their game."

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Tuesday February 28th, 2023 11:01:38 PM

Seeing that things are under hand, Tykeas lowers his bow then sees to drying it off and replacing it with his sling. Sighing he mutters under his breath Finally back to a true weapon

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday March 1st, 2023 1:20:40 AM

Onesimos nods to Sani, ”Please do, I only asked Teddy because he was the closest to me, but you or Snark could both fit the bill. We need to determine what type of spell is affecting the Captain. I can remove a curse, and you can dispel current magic, but we need to know which one!”

Benni looks about. Tykeas and Corym are keeping Eagle eyes, Snark and Khord are dealing with prisoners, Large Isaac is there too. Sani and Teddy are with the priest on the back deck. No one is in the hold…

“Oh!!! Khord! Corym! Check the hold and Cargo! They gave up too easily when Rita looked like she thought she had won. What did she win?”

Prayer ends and while waiting for Captain Rio results, Benni speaks the short words to dismiss the Silence spell.

…..

Silence : Dismissed
Prayer: Ends

Calming Touch (Sp):4 of 6/day
Channel: 2 of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Wednesday March 1st, 2023 2:33:36 AM

(Since combat is over, I'll assume we're not going round by round.)

As the duration of the Create Pit spell expires, the floor of the pit rises up until it is level with the deck and is gone. Water spills out, along with our crewman and the pirate. The Lantern Archon cast Aid on the crewman, which returns him to consciousness temporarily. Snark tells him, "Listen, you got a little temporary strength for a couple minutes. So go below and crawl into your bunk before you pass out again when it fades."

To the pirate that was trying to drown him, "And you! I got half a mind to use magic to pitch you overboard. So mind yourself. I'm sure the crew of the Sea Witch will get you secured." He thanks the Lantern Archon and tells it to keep an eye on him for the few more rounds it's here.

"Patch, Scab and the rest of you crew, can to get these pirates secured? Don't kill them - I'm sure Cap'n Rio will want to talk to them once we get her squared away."

Then he will fly over to where Captain Rio and the others are. He will take 10 for a Heal check of 16 to determine that Captain Rio is not dying or getting any worse. He takes Benni, Teddy and Sani aside. "Listen, Rio ain't getting any worse, so we can get her fixed up in a few minutes. She was being a little sketchy about us getting into certain areas of the ship. This is a good opportunity to make sure we know what's going on, and to make sure Hook didn't leave any nasty little surprises behind."

Then he goes below with Corym and/or anyone else to check Hook's quarters and the other areas of the ship we were excluded from with Detect Magic, you know, to make sure nothing's amiss. If anyone tries to stop him, he will explain the need to check things over since there was a traitor aboard.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 47/52 
Wednesday March 1st, 2023 6:22:52 AM

Khord pulls the pirate back aboard, grabbing him roughly and dragging him over to the pirate from the pit. He removes his manacles from his haversack and shackles the two pirates together. All the while, Niko circles the pair of raiders giving them hard looks and some stray snarls. "These manacles are enchanted, if they become submerged in salt water they grow twenty times heavier and will drag you down. So don't get any ideas about escaping."

Once they are secured he takes in the scene on deck, happy to see none of his new companions seem to be seriously hurt. "why did they give up so quickly, what were they after, and what in the Domi's hammer was going on with Hook?"

He leaves Niko to watch over the prisoners and heads below decks to check on the cargo.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20+9=17 ;
Wednesday March 1st, 2023 8:38:59 AM

Teddy tries to identify what ails the captain (arcana 17) and if he succeeds casts the proper spell to fix the problem (he has remove curse)

Day 2 - Where is stuff?


DM James: Late afternoon  3d6=12 ; 3d6=17 ; 3d6=14 ;
Wednesday March 1st, 2023 3:09:00 PM

Sani approached Benni and Captain Rio and offered to cast Detect Magic.

Isaac is a little worried about how rough jail is but considered that his sentence would be fair. Isaac makes sure the pirate is secured before healing him.He heals everyone on deck for 13 hp.

Corym lowered his bow and remarked that this level of mischief was a little beyond him.

Tykeas lowered his bow, dried it off and replaced it with his sling. He's happy to once more have his favored weapon in hand.

Onesimos nodded to Sani since he wanted find out what was afflicting the captain. He realized no one was in the hold and urged Khord and Corym to check it. Benni dismissed his silence, but it had shifted enough that they would have sailed beyond it's bounds soon enough.

Perception DC 25 Highlight to display spoiler: {Rita had taken quite the beating from Rio. A stray arrow or spell could have ended her.}

Snark's pit rose up from the depths as water and people were pushed out on deck. The water found it's way to the drains on the rail, the two sailors lay on the deckboards. Snark's Lantern Archon cast Aid on the crewman, which returns him to consciousness temporarily and is told to retire to his rack. He admonished the pirate as he asked the sailors around him to secure the prisoner. Next he decided to urge the Luck Makers to explore the ship.

Khord pulled the overboard pirate back onto the ship. He produced some manacles from his haversack and shackles the two pirates together and threatens them if they try to escape.

Teddy to identify Rio's affliction, but was unable to divine the nature of the condition. It was as if she wasn't aware of her surroundings, though she instinctively reacted to stimuli if she was prodded or poked. Otherwise she was in a catatonic condition.

Detect Magic on Rio and about the Ship Highlight to display spoiler: { On Rio you find three items in her belt pouch, leather armor, mithral rapier, a belt, cloak, , a feather in her hair, and gloves. On Patch a magic longbow, Scab three items in his belt pouch, and a ring. Each crewman has a potion on a string around their necks as well as an amulet, and a cloak.There is also a loose magic rapier on the upper deck that was dropped by the Fop. You think Hook called him Billy. The cargo is magic, the woad beer contains a luck enchantment.}

Plundering....I mean searching of the Ship

Perception DC 15 Highlight to display spoiler: {In Hooks quarters you find 152 gold pieces, a log containing a record of the Sea Witch's cargo-A Manifest, a small book of card tricks, and a wall hanging with the symbol of Alemi on it.}

Perception DC 30 Highlight to display spoiler: {In Rio's quarters in a secret compartment you find a pirate flag and a chest with enough gold never have to worry about money ever again. It'll take too long to count it.}

Waves continued to batter the sleek ship causing footing to be uncertain as each moved about the ship searching for something, some kind of clue, or were they just being nosey?

With no one to organize them the sailors managed to eventually get the Witch under sail, but they had drifted dangerously close to some rocks as tey made their way towards the Northern Cape. "Stinky Joe thinks he remembers how to get to a sheltered cove, but without the Captn' we'll be sailin' in the dark in these seas. We could end up on the rocks, or on a sandbar if'n we ain't careful. We already have a couple men busted up pret' good, if'n you have some healers that would help us save our potions for an emergency."

DM James:
Movement on deck continues to be treated as difficult terrain. Reflex Save DC 15 or Acrobatics DC 20 to move normally. A failed save with a natural 1 puts you overboard, less than 5 on the roll you've fallen and take 3d6 hp damage.

3 crew have taken damage.
F1, 27/39
F2, 22/39
F3, 25/39

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+11=12 ; d20+11=22 ; d20+9=29 ; d20+7=9 ; 3d6=6 ;
Wednesday March 1st, 2023 4:39:36 PM

Perception DC25 (d20+11= 12) Khord does not notice anything other than what is apparent about the Captain.

Once Khord has handed over the prisoners to the crew, he heads below deck to check on things with Niko in tow. Khord has no trouble moving about deck (reflex d20+9= 29), but Niko takes a nasty tumble (reflex d20+7= 9, 6 damage) and is told to just hunker down once they are down below.

After checking the cargo hold, Khord heads to Hook's quarters looking for clues as to why he would turn his cloak. He doesn't find too much of interest: 152 gp, a log of the cargo and manifest, book of card tricks, and a symbol of Celsiun. He brings it all to the others to see if they can make anything more of it.


Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+14=22 ; d20+14=29 ; d20+6=23 ; d20+6=16 ; d20+11=17 ; d20+6=8 ;
Wednesday March 1st, 2023 5:44:40 PM

(First Perception 24 - Fail.)

Khord gathers the things from Hook's cabin. As Snark searches the ship, he has Luna help him. The little bat adds to his check (Aid Another - Perception 31.) Snark see the gold. He shrugs at the pirate flag - he's not judging, but it's good info to tuck away for later.

He makes a mental note of the magic on the crewmen and captain.

Once back up on deck, Snark will turn his magic detecting attention to the Captain to see if he can figure out what has bewitched her to cause her catatonic state. (Knowledge Arcana 17.) He makes another Heal check (8). He's pretty sure her affliction is not physical once her wounds are healed. "I'm gonna go with something mental - something's messed with her head. Maybe Dispel Magic. Maybe a Remove Curse or Break Enchantment. She seems to be OK otherwise." The little greenmage rummages around in his pack for some strong smelling herbs hoping that my snap her out of it.

"Oooo. Maybe this is a good excuse to break into the woadbeer. For the Cap'n, of course. What ... did you think it was for me? I mean, I'd taste it to make sure Hook didn't poison it."

"Actually, Benni, you oughta check the beer for poison for that reason, now that I think about it. Poisoning the beer'd be a great way for Rita to get back at the whole town."




Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20  d20+4=16 ;
Wednesday March 1st, 2023 6:48:13 PM

Sani is able to move normally, if carefully. She hopes the beer isn't poisoned.


Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 28/39  d20+11=27 ; d20+11=27 ; d20+11=14 ; d20+9=12 ; d20+11=22 ;
Wednesday March 1st, 2023 10:27:12 PM

(1st perception = succeed, 2nd p = succeed, 3rd p= fail, still diff terrain for Corym. And his perception of the hold/cargo is: 22)

Corym tags along with Snark, shadowing the small man, doing his duty as an informal apprentice. "This is pretty suspicious, don't you think? But honestly, I would like to try some of that beer for real." He stretches his shoulders and rocks back on his heels, obviously becoming more relaxed as the fight goes further into the past. He then turns to go look at the hold/cargo, as Onesimos said. (22 perception)

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Thursday March 2nd, 2023 12:31:46 AM

Onesimos has the crew and Captain Rio and secured prisoners togather and channels energy twice to heal most wounds. Twice. (7 and 9 healing). When everything else doesn’t work, Benni asks Teddy to Remove Curse on Captain Rio.

He doesn’t take part in the search, disapproving except for Hook’s quarters: the turncloak has removed all protections. Maybe…

Benni turns to the crew. With no one to navigate, getting to a sheltered spot while Captain Rio recovers is the only option. He tells them: bring her in.

…..
Calming Touch (Sp):4 of 6/day
Channel: 4of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Thursday March 2nd, 2023 12:44:12 AM

Tykeas stands at a distance keeping a sharp eye out for other ships and on hte prisoners. He hears the comments of poisioning the beer but other than the damage it would do to the whole town, he's happy with the wine he brought with him.

Isaac Harker (Justin M) HP 58/62 AC22/ T12 / FF 20  d20+3=9 ; d20+9=28 ; 2d6=8 ; d20+10=18 ;
Thursday March 2nd, 2023 1:32:27 AM

Isaac can finally move around the ship but with the captain in such dire straights he can't help but worry. He decides to use another channel energy to help with any lingering wounds. He then makes sure the pirate prisoners are secured and starts asking them some questions. "Your captain what exactly was her plan to kill us or destroy the beer? Also what did she do to our captain place some curse on her?

Everyone is healed for 8hp
Diplomacy:18

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d4=4 ; d3=1 ; d3=2 ; d3=1 ;
Thursday March 2nd, 2023 7:44:16 AM

Since Teddy can't figure out what is causing the problem he just tries curative spells at random until he is out of options to try to help or something works. In the order listed in the spell list he has access to lesser restoration, remove curse, remove poison, and dispel magic. It has been confirmed it is no a poison, so by random order he first tries lesser restoration, then remove curse, then dispel magic. I think lesser restoration will work as it removes ability magical affect lowering ability scores.

DM James: Black of Night 
Thursday March 2nd, 2023 9:52:44 AM

Khord handed over the prisoners to the crew and headed below deck to check on things with Niko in tow. A rogue wave caused Niko to take a tumble.

Snark searched the ship with Luna helping him. He made a mental note of the magic items he detected on the crewmen and captain.

Sani hoped the beer wasn't poisoned.

Corym shadowed Snark the small man, doing his duty as an informal apprentice. He comments that he'd like another taste of the beer as apparently the free sample the previous day had been forgotten.

Benni gathered the crew, captain, and the Luck Makers together briefly and healed them all. Benni asked Teddy to Remove Curse on Captain Rio. He instructs the crew to find that safe place to anchor.

Tykeas kept a sharp eye out for other ships and on the prisoners.

Isaac channeled positive energy to supplement the healing from Benni, then went on to question the prisoners.

Teddy can't figure out what is causing the problem, so decided to try curative spells at random.

The search of the ship took most of the afternoon and by the time that was done they were sailing in the dark with only lantern light on the deck to guide them in the storm. With no landmarks or stars to navigate by the crew worked feverishly just to maintain their position, but all of them were frightened and concerned about running aground.

Snark tried his best to divine the nature of Captain Rio's affliction, but like Teddy earlier he wasn't experienced enough to identify her condition. His knowledge of the body however confirmed that it was a mental abberation. He suggests a few spells they could try. His herbs evoke a reaction from her, but no different than poking or prodding her.

At his suggestion they break into the beer, Scab stepped forward. "Now now. I've checked on it meself the past day an a half and the seals are all still in place. Not even hook could have gotten to the beer and not disturbed them seals. I'll look agin, but I'm shore everythin' is fine in the hold."

Benni tried to direct the crew, but they ignored him as they went about their tasks. Some gave Scab a worried look, but the cook didn't take them away from their duties.

Issac's attempts at interrogating the prisoners fell a little flat. Neither had anything to say. Issac didn't scare them.

Teddy was certain his Lesser Restoration spell would work, but it proved to be inadequate to the task. Once the spell was exhausted and he tried to remove curse on the captain he realized that the curse that had been placed on Rio was slightly different than ability drain. So, as the curse was lifted Rio blinked and brought her hands up to her face. "Did that backstabbin' bugger make me old? Where's Rita? What happened?"

The ship continued to toss about in the darkness as shouted calls between the crewmen served to keep the ship in trim. Meanwhile a crewman was in the bow with a lamp watching out for rocks or landmasses.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Thursday March 2nd, 2023 2:26:13 PM

Onesimos thought that there was no one to organize the Sailors, and they had been asking the heroes what to do. With Scab taking charge, the elf shrugs and turns to things he can affect. He is certainly no navigator!

He heaved a sigh of relief as Teddy removes the curse of idiocy. ”Hook hit you with a Curse, Captain”, and then explains the rest of their situation of the storm and dark and worries of running aground.

”I can cast a strong light spell at the bow for about an hour that can help if we are close to shore.”. Benni will wait for the Captain’s direction.

…..
Calming Touch (Sp):4 of 6/day
Channel: 4of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight



Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Thursday March 2nd, 2023 3:00:15 PM

not knowing how to sail, Khord tries to stay out of the way but also lingers around the Captain in case something heroic is needed.



Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Thursday March 2nd, 2023 9:27:51 PM

As the captain sets about guiding the Sea Witch to safety, Khord asks Sani and Teddy what Hook had done to Captain Rio. "How does a first mate have the power to stupefy the captain and then just jump ship to the enemy. And what were the pirates after, this doesn't make sense. I have more questions now then when the attack started."

Isaac Harker (Justin M) HP 62/62 AC22/ T12 / FF 20  d20+3=15 ;
Thursday March 2nd, 2023 9:31:38 PM

Isaac didn't like trying to scare people, he wasn't very good at it, so he leaves for now.He walks up on deck and tries to help out the look out.

Perception:15 with Low light vision

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Friday March 3rd, 2023 3:55:59 AM

Snark will do what he can as the sky darkens and the crew struggles to sail in the darkness. He's lived on a ship before and he has some skill at Survival and Geography. He pulls out a Continual Flame coin for light, and he hands it to Scab as Scab tries to get the crew in order.

Assuming Snark is there when Rio's curse is broken, he will add, "I'm not sure what was going on with Hook there Cap'n, but I had a view of the deck and I think there was more than we know.

"Seems like Hook healed you. An' when he put that curse on you, he kept Rita from killing you when he lied and told her you wouldn't even be able to feed yourself. He had to know if he could put such a curse on you, we could get rid of it.

"Rita looked a bit wary of Hook and said something to him, and he was conflicted when he left. I ain't saying he wasn't a traitor, but there may be more to why. If I had to guess, she has something on him. But I think he saved your life."


Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Friday March 3rd, 2023 8:00:23 AM

Teddy is happy that he was able to cure the captain and doesn't mind that it took two spells.

Day 3 - Resting


DM James: Black of Night to Dawn 
Friday March 3rd, 2023 10:05:44 AM

Onesimos heaved a sigh of relief as Teddy removes the curse of idiocy. ”Hook hit you with a Curse, Captain”, and then explained the rest of their situation of the storm and dark and worries of running aground. He also offered to cast light in the bow.

Khord didn't know how to sail, but lingered in case the Captain needed aid.

Isaac left the two prisoners and went to the rail to help look out.

Snark offered his light to a crewman. He told the captain as much as he knew about Hook and the events on the upper deck. He assured Rio that Hooks motives at least saved her in the end.

Teddy was happy that he was able to cure the captain.

*****
Onesimos impression that there was no one to organize the crew proved correct since Scab disappeared below deck as soon as eyes weren't on him any longer. There also didn't seem to be a navigator among the bunch as they scrambled across the deck and tried to keep the boat from capsizing. Without a course all the ship was doing was staying afloat on a random course in the darkness.

Khord and the others were standing on the upper deck when Rio was restored and saw the look of concern on her face as she felt her cheeks and neck and then looked at her wrists. She stooped to pick up her rapier, sheathed it, and then turned to the wheel.

"Rita was in none too good a shape last I saw her and you Luckies did a number on her men. Specially ole Swoop and his poisoned cleaver. Bet he wasn't happy at all. I'd watch for him if I were you. Rioght now howeever we need ter find us a spot."

The deck heaved as a giant wave washed over the deck. "Oy!" Rio yelled across the ship. "Watch it!" Rio spun the ships wheel and brought the vessel perpendicular to the waves which served to keep the vessel stable for the moment as she produced a compass and took a reading.
"Comin' about!"
she yelled as she spun the wheel once more. Amazingly enough the wind turned with the ship so that when they were on their new course it was at their backs.

"It's goin' be a long night boys and girls." Rio called to the Luck Makers and crew.

"git them shackles off those men." she ordered as she addressed the two captives. "Work or swim!" she ordered again and both seemed willing to work as they waited on the manacles to be removed.

Like she said the ship heaved and tossed through the night, but always when the weather seemed like it had done them in a stray gust would put them back on course. Furl 'em boys!" she called out just as the seas around them calmed. "Drop anchor!"

No sooner had the anchor been deployed when the first rays of sun peeked up above the horizon, but below the raging storm. They'd have a few moments of light and then the sun would vanish behind the clouds once more. In the dim light they could see they had sailed into an atoll. Far to the south those with sharp eyes could spot the mountain tops of the northern downs island chain.

Survival or KS: Geography DC 15 Highlight to display spoiler: {You've been blown about 75 miles off course into the Plaktic Ocean.}

"Button it up boys! Going to take a lie down here until the storm passes."

Rio turned back to the Luck Makers. "Not going to say we wouldn't be here if you wasn't on board, but we are all livin' cuz you were and Rita'll tink twice afore coming at us agin. Let's git sum rest and figger dis out tomorrow. Ain't no one out dis far."

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Friday March 3rd, 2023 11:39:52 AM

The night is a nightmare of wind and rain and salt waves crashing across the deck for Onesimos, and he is super thankful Captain Rio is back in business.

As they drop anchor in a sheltered atoll, he manages to keep his wits about him. ”No telling what the storm may drag through here, Luck Makers. Better keep our same watch.”

Snark and Sani,
Tykeas and Teddy,
Isaac and Khord, and
Benni and Corym.

And in the morning, Benni plans on a new spell selection…

…..
Calming Touch (Sp):4 of 6/day
Channel: 4of 6/day (no verbal component).
0 - Create Water, Purify Food and Drink, Stabilize, Detect Poison
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Prot v Chaos
2- Shield Other(D), Augury, *Silence, Remove Paralysis, Make Whole
3- *Prayer(D), Create Food and Water, Water Breathing, Daylight

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+5=20 ;
Friday March 3rd, 2023 4:26:20 PM

Khord removes the manacles from the prisoners, stowing them in his haversack. On his watch, he keeps an eye on the pirates as they work with the Sea-Witch's crew. This whole idea of letting the prisoners loose and putting them to work where they could sabotage the ship seems reckless, but figures it must be some unwritten rule of the sea as any damage they did to the ship would endanger them as well.

He approaches Isaac on their watch, "Do you fellows have people trying to kill you everywhere you go, or is this a special case? "

in the morning, he comes on deck as he sees the light of the sunrise bath the ship. he trains his eyes on the horizon (Know(geography) d20+5= 20) and his mind starts making the calculations. "Woah, is that the Northern Downs off there in the distance, we must be dozens of miles off course."

DM James: I have to keep reminding myself that the Wold is flat and not curved, except for a bulge in the center, so the coast line visibility is only limited by ground conditions between you and land. Land could be hundreds of miles away with only peaks showing above the waves.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 28/39  d20+8=20 ;
Friday March 3rd, 2023 6:22:49 PM

"Plaktic Ocean. About 75 miles off course. You can tell by the flow." Corym says to Benni during their watch together.

He takes a beat of silence before saying "You know, I really admire how calm and consistent you are. It's pretty cool. How do you do it?"

(Know Geo - 20)

Isaac Harker (Justin M) HP 62/62 AC22/ T12 / FF 20 
Friday March 3rd, 2023 11:13:52 PM

Isaac gives Khoes a sly smile "More often than not we stumble in to these messes. Best we can do is weather them and fight back when we can." Isaac looks over at the prisoners working with out any shackles "Feels odd that their working for us right now. A day ago they we're looking to kill us."
He asks Kord "You ever been to Hook City?"

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Saturday March 4th, 2023 2:14:41 AM

Tykeas struggling to stay upright in the new pitch and yaw of the ship, moves close to Isaac just in time to hear him ask Kord if he'd been to Hook City. I been there once and it was a good place to hide from trouble as long as you didn't openly cause trouble yourself. Been quite a turn or two since I have landed there though.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Saturday March 4th, 2023 12:37:09 PM

Onesimos, for only a moment, gets a far-away look in his eyes when Corym asks him the question, then focuses once more. ”If there is any reason, it could be that my focus is different than many others. Fortune or Fame is of little interest if I can’t help others to Good and reach the Lands of Rest.”

The elf gets a wry smile and shrugs off any preaching. ”Or I just focus on what I can affect and don’t worry about what I can’t affect. Maybe.”

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Saturday March 4th, 2023 6:57:11 PM

Hoping for a day of no problems, Snark will work on enchanting his cloak in the area Rio set up for him with the beer.

He resists the urge to check the beer quality.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Sunday March 5th, 2023 7:58:54 AM

In response to Isaac's question, "No, I have never been to Hook City. I have only recently come to the southern continent with a couple of my Twilight Ranger brothers. I am looking forward to walking its streets and getting a feel for the place."

To Tykeas, "Friend, with this group it seems like the trouble finds us. Something tells me we won't be able to hide from it."

Later during the day, He approaches Sani. "How are you doing? I saw you helping with bringing the Captain back around, hard to believe that Hook would do that to her. Have you ever seen anything like that before?"

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Sunday March 5th, 2023 8:58:24 PM

Teddy and Gore'Thum go around providing healing before heading below deck to weather the storm.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Monday March 6th, 2023 12:23:02 AM

Onesimos tries to get a few shut-eyes before his watch. In the morning, he selects a new set of spells.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Monday March 6th, 2023 8:58:28 PM

Snark takes a break from his work. He goes up on deck and sends Luna (bat familiar) to scout out the atoll - just to see if there's anything on the atoll that merits further investigation.

Day 4


DM James: Dawn to Dawn 
Monday March 6th, 2023 9:03:21 PM

The atoll sheltered the Sea Witch from the waves, but the wind still tore across the deck and pulled the ship as it strained against the anchor. Creaking wood, whistling wind, and crashing thunder rolled across the atoll and shook the crew and passengers as the ship rocked back and forth. As the morning passed the crew rested until it grew dark once more as the sun climbed into the sky. The atoll held however as the storm weakened at midday.

By late afternoon the sky was clear and free of clouds as the sun settled on the horizon. As the sun sank, the captain rose and started to inspect the ship as she moved from mast to mast and down each rail. By the time the sun set the temperature had risen and the breeze turned as it shifted southward. The chill that gripped everyone in Heranmar was gone, replaced by an almost hot wind out of the north..

Benni's fear that the storm might bring monsters out from the depths seemed premature since nothing showed itself. Khord spotted the peaks of the northern chain and estimated they were about 75 miles off course. Corym confirmed that as well, noticing the direction of the waves as the wind pushed them south east. Corym also congratulated Benni on his demeanor.

Rio nodded at that. "Two days it'll be ter get back on course. We could take a chance and sail across open sea but we'll have no place ter shelter at night. We'll set off at high tide tomorrow." She finished as she went over to the prisoners to talk to them. When she came away they both looked like all the color had drained from their faces as they looked at one another uncertainly.

Perception DC 17 Highlight to display spoiler: {"I see yer step out of line one time an yer'll walk the plank. Join ole Jack Lolly hisself in the deep."}

The atoll is a rough triangle of sand, trees, and rocks with a hundred yard opening on the northern side. Each beach was but a thin strip on either side that line of trees and rocks, but it was prominent enough to endure the storms of the plaktic and provide shelter for at least one vessel, the Sea Witch.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 28/39  d20+11=29 ;
Monday March 6th, 2023 9:41:28 PM

Corym gives a subtle nod of agreement to Rio's statement to the prisoners. "Well, I guess that's that." he says, standing and dusting his hands off.

"Still haven't gotten quite used to the sea, to be honest" he says to whoever is around him. He lays down gingerly in his cot again and is intent on having a nice, relaxing day on the sea. While the sea may not agree with him, the weather sure was nice today.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Monday March 6th, 2023 10:14:14 PM

With the mention of the delay, Snark will say, "I hear clerics can create food and water if we're running low 'cause of the delay. Right Benni? And I can make it all taste like a chicken dinner.

"Of course, any created food won't be near as good eating Scab food. No wait, that didn't come out right."
Snark stops talking.

Once the weather clears up he will send his little bat familiar to carefully scout out the atoll and report back.

Snark will take 10 to hear what Captain Rio said to the prisoners. (Perception 21)

He spends most of the day finishing up work on his cloak, and he also adds back another charge to his staff.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+13=24 ;
Tuesday March 7th, 2023 12:20:19 AM

Perception total 24
Upon hearing captain's comment to the 2 prisoners, Tykeas walks up to the two and looking intently at each in their own moment, sniffs very ominously and deeply. Turning away from the prisoners and heading in the general location as the captain, Tykeas says to the closest person, "I always wondered what the stench of fear would be like. Now I know! Now I know! After piddling around with his gear nd weapons for a while Tykeas heads below deck to the "sleeping" quarters and settles down the best he can and goes right to sleep.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+11=14 ;
Tuesday March 7th, 2023 6:19:30 AM

Khord was distracted by Niko, who was growing a little restless from being stuck aboard ship, so misses the captains words to the pirates but from the look on their faces he feels like he gets the gist of what was said. He spends the rest of the day watching the sailor's go about their labors and doing some exercises and going through his attack moves with his short swords.

Day 5


DM James: On the Tide 
Tuesday March 7th, 2023 8:37:43 AM

Sailing into the atoll during a storm proved to be much easier than sailing out of it when the weather was calm. It took Rio and the crew of the Sea Witch 5 runs at the breakwater before she was confident they'd make it through. When they did the Sea Witch came up over the breakwater like a giant whale bursting from beneath the waves.

"Bring her 'round thirty degrees ter port!" Rio yelled from the bow as she looked through her looking glass. A moment later..."Ten more Stinky Joe!"

As the Sea witch rounded the atoll and took a more easterly course Rio approached the Luck Makers. "Rita is likely still looking fer us, but we are too far out. We get closer and we'll run the risk of gettin' in another scrap. Imma take us stright east fer two day and then make fer the Ice Gulf. Yer should be makin' plans though, the Evermist works at a man's mind. You've got two days ter git ready fer it. Fer now keep yer eyes peeled fer sandbars."

Rio didn't explain what exactly the Evermist was, but they could hear the crew talking about it. By midday they could see the mist on the distant horizon like a thin grey line that hugged the water.

"Joe, he attacked the Captin' last time."
"I hear ole Hook even had to be tied up."
"Strange thing that was, Hook's been through the mist half a dozen times already."
"What about Eimer?"
"Captain's girl? She jumped overboard two year ago. No one's seen 'er since."
"Why we going this way?"
"The rocks 'round the cape downs are deadly. Only fools and northmen sail that close to the downs."
"Northmen?"
"Yer know, thems thats from the north. Aisildur an the like."
"Aisildur?"
"Plant people."
"oh"
"Captain says the weather'll be mild ternight. Going to sail with the jib and keep 'er straight til mornin'"
"Won't make much headway with that."
"Yeah. But won't bust up on a sandbar if we hit it neither."

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Tuesday March 7th, 2023 1:55:05 PM

Onesimos rides the stormy seas and tries to keep spirits up by telling uplifting stories. ”Clerics can create food, but to feed the whole crew, I would have many less spells for other protections.”

….
0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- Shield Other(D), Silence, Remove Paralysis, Calm Emotions, Enthrall
3- *Prayer(D), Water Walk, Invisibility Purge, WindWall

Isaac Harker (Justin M) HP 62/62 AC22/ T12 / FF 20 
Tuesday March 7th, 2023 4:07:54 PM

Isaac decides to tell Kord and Tykeas "I am from there worked as a guard for a few years before departing to Heranmar"

Day 5
Isaac is not a very good sailor so he just hopes the captain is alright and knows the way.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Tuesday March 7th, 2023 4:28:09 PM

Khord is fascinated by the oncoming mist, he makes a show of pointing it out to Niko and holds a one sided conversation about how they are both very brave and that no misty waters will get to them. He spends some time working with Niko to reinforce his commands and works through some strategies if Rita decides to come for them again.

Saniainen Noapte (Holly) AC23, CMD 15, HP 20/20 
Tuesday March 7th, 2023 11:09:05 PM

Sani has just been staying out of the way and trying to lend a hand when she can. She mislikes the mist, but has no means of countering it.

OOO: Hey friends. I'm going to retire Sani soon and play a druid instead-- I've never played a sorcerer before, and as it happens, I'm not too fond of the class. I'll work with the DMs to be minimally disruptive.

[edit from ACDM SteveK: Ensure you get Jerry’s permission first. ( Easy to get on one change). We track class changes so there isn’t a revolving door of PCs for one Player)]

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 28/39 
Tuesday March 7th, 2023 11:33:47 PM

Corym has been helping out as best he can with his weak frame, and overall just trying to make himself useful. It is becoming more apparent that Corym can't sit still for very long without getting antsy. He starts thinking about what he can do to prevent the mist from "messing" with his mind.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday March 8th, 2023 12:06:28 AM

Onesimos includes in his stories that northmen are similar to southrons, a mix of good and evil. His own homeland is New Elenna, a kingdom built on a series of plateaus. He also has heard of the Alisidurians, where their priests worship a god called Ga’al. They preach that the races are inherently evil and the only way to save them is by taking away any free choice or thought.

”For the Mist, perhaps those who more easily succumb to suggestions and influence should stay below? I have prepared some magics to counter that type of effect, but only once or twice.”

….
0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- Shield Other(D), Silence, Remove Paralysis, Calm Emotions, Enthrall
3- *Prayer(D), Water Walk, Invisibility Purge, WindWall

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Wednesday March 8th, 2023 12:22:54 AM

Snark listens to all this talk of the evermist and the way it messes with people's minds.

He speaks to the group, and especially to Corym. "OK, let's make sure that as we approach the mist we do our best to collectively cast Resistance on everyone, and renew it often since it don't last long. Also, spells like Protection from Evil or Hold Person may help. Khord, you may want to tie up Niko. If you like he can wear this collar. It has a magical bell that can be heard for a mile away. Not sure if it would matter, but be prepared to shove something in your ears if the effect is sonic. I really wish we knew more about this."

He asks Captina Rio and the crew to elaborate on what this means in case there's anything he missed. He also asks of putting plugs in your ears would help. He'll wax some wads of cloth and pass them out for anyone interested.

At some point, Snark will approach Captain Rio. "Beggin yer pardon Cap'n, but I overheard that this mist mighta' claimed yer girlfriend, and I wanted you to know I'm sorry for yer loss."

He will start casting Resistance on several people as we enter the mist, hoping others do the same.
-----------------------------------------------------------------------------
Spells/Effects Running: none

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigation, Resistance
1 (DC16): Grease (C), Mage Armor, Silent Image, Protection from Evil, Protection from Evil, Unseen Servant
2 (DC17): Glitterdust (C), Glitterdust, Web, Scorching Ray, Levitate
3 (DC18): Summon Monster III (C), Summon Monster III, Slow, Fly

Teddy and Gore'Thum (Mark Bradley subbing for Mitch) 
Wednesday March 8th, 2023 12:52:08 PM

Teddy nervously runs through his spells in his head. Mystery mist is pretty unsettling for the little guy.

Gore'Thum is stoic as usual. "Stay steady Teddy. Rely on your abilities. You're much stronger than you think."


DM James: Midday 
Wednesday March 8th, 2023 5:15:49 PM

Benni talked about clerical spells.
Issac admitted he was from Hook City and worked there as a guard.
Khord pointed out the mist in the distance to Niko and had a conversation about how brave they would be.
Sani was helpful as she could be.
DMJames: Holly has permision and is working with MarkB and Carl on her new design.
Corym started to worry about the mist.
Benni talked about the Aisildurans, New Elenna, and Ga'al. He recommends those suseptable to suggestion and influence stay below deck.
Snark asked the captain and crew about the mist and made plans.
Teddy and Gore Thum make plans.

The afternoon arrived and the weather was as Rio had predicted, mild with a strong wind out of the north. As the ship leaned over in the wind it surged forward towards the ever present mist in the distance. When Snark asked about the exact nature of the mist, the captain answered.

"Works at yer mid, it does, some people see things, some see enemies where friends are, and others are overcome with fear. Yes, Eimer was a strong one, but each trip through the mist is dangerous in it's own right. It's a might confusing to the mind it is. We try to tie up those that have a weak mind. Joe is one, Wandering Ken be another, we'll tie 'em off at the rail as we get closer, but still a day and a half out."



Teddy and Gore'Thum (Mark Bradley subbing for Mitch) 
Wednesday March 8th, 2023 6:08:23 PM

Since there is nothing for Teddy and Gore'Thum to do or react to, I guess they just wait for us to get incrementally closer to this mist.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Wednesday March 8th, 2023 6:10:14 PM

Since there is nothing for Snark to do or react to, I guess he just lights his pipe as he waits for us to get incrementally closer to this mist.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 28/39 
Wednesday March 8th, 2023 6:26:46 PM

Corym nods at Snarks recommendation, getting ready to cast resistance on himself once they get closer to the mist. He sits down next to Snark, not saying anything but just pulling out his spellbook and going through it, hm'ing and ha'ing.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Wednesday March 8th, 2023 7:34:27 PM

Khord heeds the captains words, planning to do his best to resist. He gladly accepts the collar that Snark offered. "This should help keep Niko secure, I'll return it once we reach the other side of the mist."

He spends the afternoon showing off to the crew with his lasso, snatching bottles and sacks from the deck and twirling it around himself in a dizzying display of fine cord.

Isaac Harker (Justin M) HP 62/62 AC22/ T12 / FF 20  d20+10=22 ;
Wednesday March 8th, 2023 8:23:41 PM

Isaac asks the other crew members about the mist and their reactions to it.
Diplomacy :22

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Wednesday March 8th, 2023 10:24:26 PM

Tykeas watches for a few minutes as Khord displays his lasso skills. During one bout of expertise, Tykeas almost accidently fingers out his sling and launches a stone to intercept a bottle still in the grasps of the lasso. He watches slightly amused as the shipmen seemed surprised at the addition to the lasso display.

sling one real high Khord he calls out prepping for the launch. The mists huh? Heard of them once but wasn't able to get much knowledge bout them. Seems that the swamps have something of the same effect from time to time on travelers.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Thursday March 9th, 2023 12:22:28 AM

Onesimos gets an idea. ”So, what we have is a mist that affects the mind, and we need to fortify ourselves and the crew. I do not like callously using our cargo, but maybe this once. When you get sight of the Mist, Captain, we will get a mug of Spirit Woad Beer for everyone on board. The effects last a day, better than any spell I can cast, and just a little bit of preparedness may save a life.”

….
0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- Shield Other(D), Silence, Remove Paralysis, Calm Emotions, Enthrall
3- Prayer(D), Water Walk, Invisibility Purge, WindWall

DM James: Evening and Night 
Thursday March 9th, 2023 8:59:09 AM

The crew had spotted several sandbars as the ship got closer to the coast and island chain of the northern cape. Each time one was spotted the captain called out a course change and they sailed passed it. The crew seemed worried as well and started talking about the mist more freely. They referred to it as the Evermist and were certain that demons and monsters hid within it in spite of the knowledge that whatever was there worked at ones mind.

At dinner when Benni suggested the Woad Beer all eyes turned to the captain. Her usually serious expression softened as she stood and addressed everyone. "Ralphus did put an emergency clause in the contract, but it's only for one cask...enough fer us all. But the decision to use it isn't mine, it's the Luck Makers here. If they agree, we'll open one tomorrow before we enter the mist."

To everyone it seemed the decision had been made or was nearly so, so the mood lightened as the crewmen grabbed a plate and went about deck to eat in small groups and still keep watch.

"It was dreadful luck about Rita. Her old man's been dead for years by his own hand if the rumors be true, but since you lot sent his dead carcass to the depths it's you she blames. Always said she was a sheet short of a full sail. She has Hook now, so he's likely healed her up."

On deck the crew continued to talk.
"Ever had Woad Beer?"
"What's it like?"
"Turns you green?"
"No, but makes you lucky."
"We'll be needin' it without Hook."
"Happened to me last year."
"What?"
"Saw me mum grow big teeth and try ter eat me."
"Oy!"


Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Thursday March 9th, 2023 4:10:49 PM

Khord has some fun with Tykeas, launching some bottles for him to shatter with his sling stones. "Nice shot my friend, it is always good to have a marksman at ones back when the chips are down."

That evening, he listens to the Captain talk about cracking a cask of Woad Beer, strictly to protect us from the effects of the Evermist mind you, and enthusiastically votes for the idea with the other Luck Makers. Turning to Niko, he says. "What's that boy, you vote for the Woad Beer too. Well I will tell them in case we need a tie breaking vote. Don't rightly know what kind of voting rights dogs have at sea, but I for one think you deserve representation."

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+11=30 ; d20+13=19 ; d20+18=34 ;
Thursday March 9th, 2023 4:21:00 PM

Snark says, "Good thinking on the woad beer there Benni."

To Rita he says, "So Cap'n, this mind effect from the mist - would you say in instills fear or confusion in the mind? Or does it create illusions that ain't there? I ask, 'cause being near Isaac gives you some courage against fear, but I'm not sure it'll help against other stuff."

(Trying to sus out if this is a will save sort of thing, and if the paladin's Aura of Courage will help.
Knowledge Arcana 30, Knowledge Nature19, Spellcraft 34)

Teddy and Gore'Thum (Mark Bradley subbing for Mitch)  
Thursday March 9th, 2023 4:46:50 PM

Teddy asks, "Do, you think this might be some sort of curse? I can remove a curse, like I did on you Captain. Maybe I can use a Suggestion or put someone to sleep if they seem confused.

Later, he tentatively says to Gore'Thum, "I'm worried that you may not have a good defense against this mist. I ... I think it might be best to tie you up with the others as we go though."

Gore'Thum begins to protest, "Now see here, I am not to be tied up, I..."

Teddy cuts him off. He has a hard edge to his voice even as tears start to well up in his eye."NO! I can't lose you Gore'Thum. I just can't. I know I'm used to listening to you on things, and I have much to learn from you. But you're going to listen to me this time. This is important. I need to make sure you are safe!"

Isaac Harker (Justin M) HP 62/62 AC22/ T12 / FF 20 
Thursday March 9th, 2023 9:19:28 PM

Isaac pipes up with "Snark is telling the truth about my courage my powers embolden those near me against fear and I myself am immune to the panic from fear. I can also dispell the fear from those who are shaken but the more potent fears are out of my reach."

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 28/39 
Thursday March 9th, 2023 9:54:55 PM

Corym stays out of the conversation, happy to do whatever the rest of the Luck Makers decide.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Friday March 10th, 2023 12:23:44 AM

Onesimos listens and plans form. ”Thats right Isaac is a good presence to have nearby. So how is this for a plan? We will give all Luck Makers, officers, and crew a drink of Spirit Woad Beer. Then, with the Mist, Issac, Tykeas, and Khord. stays on the back of the Sea Witch near the wheel for his Paladin presence and blessing spells if needed. Teddy with Snark stays near the bow because he is both more versitile and both are faster than I. And I with Sani and Corym will stay near the main mast. Would Niko and GoreThum be willing to stay with the beer? It will both protect them and the beer.”

He really hopes that is enough planning. On to braving the Mist!

….
0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- Shield Other(D), Silence, Remove Paralysis, Calm Emotions, Enthrall
3- Prayer(D), Water Walk, Invisibility Purge, WindWall



Day 6


DM James: Morning, Noon, and Mist  d20=12 ; d20=19 ; d100=84 ; d6=3 ; d20=9 ; d20=9 ; d20=8 ; d20=11 ; d20=8 ; d20=14 ; d20=8 ; d20=6 ; d20=9 ; d20=11 ; d20=5 ; d20=13 ; d20=6 ; d20+5=18 ; d20+5=19 ; d20+5=10 ; d20+5=18 ; d20+5=16 ; d20+5=24 ; d20+5=24 ; d20+5=20 ; d20+5=9 ; d20+5=9 ; d20+5=17 ; d20+5=24 ; d20+5=11 ; d20+5=17 ; d100=37 ; d100=68 ; d100=7 ; d100=54 ;
Friday March 10th, 2023 9:39:05 AM

The plan was in place and the following morning when the sun rose on a clear day with just a bit of fog wisping above the waves while the Sea Witch skimmed along them. At noon Rio called for half mast and then set a course

"Not golin' ter follow us in dere." Rio remarked as Scab came from the hold with a cask of the beer. Another sailor had a crate full of mugs for those that didn't have their own. Together the two lashed the cask to the upper rail on the forecastle and hammered in a tap. It wasn't long until everyone had a mug full of the stuff while they waited for words from Captain Rio.

"Most o' us dis is our 5th trip through the mists. Sum more than others, sum of you less than that. Be knowin' we don't leave anyone behind, but if you make it over der rail there's not much we can do ter help ye. So, let the Luck of Heranmar be wit you!" Rio said as she raised the mug high and took a long drink of the heady stuff.

A little while later four men were taken to the rail and tied up as their mates assured them it wouldn't be long. Each nodded and accepted their fate.

It wasn't long after that the ship slid into the heavier fog and the mist proper as the ship maintained it's course and speed. It hadn't been an hour in the mist when one of the prisoners grabbed a belayiing pin and attacked one of the crew. "Monsters!" he yelled as he danced about while several of the crew on deck all tried to subdue him and failed. He was just too fast in his delirious state.

Meanwhile 2 of the four crew tied to the rail tried to break free while another's eyes glazed over and he started gibbering unintelligently. The last of the 4 looked frightened as he watched his mates go crazy.

Prisoner 1, AC 18. 39 hp. Belaying Pin (Club 1d6)

OOC:
Confusion Spell. (Duration is length of time in the mist)
Day 1 in the mist Will Save DC 15. +2 Luck Bonus from the Woad Beer.


On fail roll d100
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self)
A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).


From the Woad Beer entry:
DESCRIPTION

This green beer grants good luck to the imbiber. After drinking the beer, the character gains a +2 on one d20 roll he must make during the next 24 hours. It can only be used to aid the imbiber. It cannot be used to aid the rolls of others. A character cannot benefit from more than one Woldian Woad Beer in a 24 hour period.


Teddy and Gore'Thum (Mark Bradley subbing for Mitch)   d20+8=10 ; d100=38 ; d20+2=8 ; d100=15 ;
Friday March 10th, 2023 11:43:28 AM

Gore'Thum suffers the indignity of being tied up in the hold. Teddy tells him, "This way you're safe." Which is good because the frog fails it's save (Rolled 8, then 15%.) But it turns out it didn't matter since he acts normally.

As we enter the mist, Teddy sees the prisoner begin attacking others. However, about that time he himself is affected and he simply babbles incoherently on the upper deck (Rolled 10, then 38%.)

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 d20+11=30 ; d20+13=19 ; d20+18=34 ;  d20+11=12 ; d100=71 ; d4-1=0 ;
Friday March 10th, 2023 11:51:47 AM

(Assuming Snark and Corym and Benni were able to cover everyone with a casting of Resistance as we enter the mist, everyone should also have a +1 resistance bonus to your save. Note, this will not stack if you already have a Cloak of Resistance.)

Snark fails his save (rolled a 1 for a total of 12, then 71%.) He begins banging his head with his own staff. However, the weak little gnome inflicts no damage this round. (0 damage due to low strength.)

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+4=16 ; d20+7=24 ;
Friday March 10th, 2023 4:08:12 PM

Khord does the best he can to soothe Niko as he ties him up by the casks, the lets the hound lap up the bottom third of his mug of the woad beer. "You need to be brave boy, do your best to keep calm and we will be through this before you know it." Niko whimpers a little in the dank dark of the hold, but as the fog starts to effect the ship he remains calm and lays down to wait for Khord to return.

Returning to the deck and moving aft to stand guard around the Captain, As the effects of the mist wash over the crew, Khord feels surprisingly clear headed. That Woad Beer must be powerful stuff. " Captain, I seem to be unaffected, Let me know if you need anything done to protect the ship."

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+6=7 ;
Friday March 10th, 2023 4:42:13 PM

(7) Tykeas nods slightly as the mists hit the ship and then downs his beer in a single gulp. His mind is definitely effected but he shakes it off enough to remain where he is and not attack anyone.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 d20+11=30 ; d20+13=19 ; d20+18=34 ; 
Friday March 10th, 2023 7:17:00 PM

Oops. Snark actually takes 1 point of non-lethal damage from hitting himself, not 0.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+12=21 ; d20+9=10 ;
Friday March 10th, 2023 10:01:51 PM

Isaac partakes in the beer but he feels he will be ok. He stays with the prisoners on the top deck ready to subdue anyone that goes mad.
The fog tries to creep into Isaac's head but he resists it. Instead of his sword he draws a Sap intending to subdue the prisoner "Alright big guy focus on me " He takes a swing at the prisoner with his Sap but fails and misses the man. Hopefully that makes him focus on Isaac.

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+13=29 ;
Sunday March 12th, 2023 1:02:47 AM

Onesimos keeps his sanity but is concerned about so many crew and Luck Makers acting … weird. And with the seaparations to cover all the crew, he can only take care of the center. So center it is!

He tries to start telling a long story to the ties up crew and the one running about with the belaying pin. How Flower, daughter of Alemi, was a mortal girl whose beauty beguiled all who looked upon her. But she was unhappy because no one noticed her other skills and character. So she wore a mask to cover the shallow looks, and enable others to see the true beauty within. The story lasts an hour.

Benni casts Enthrall, hoping the crew and prisoner will magically be captured by his story and so calm down.
….
Will Save. 29

Enthrall. 1 hour. Will DC 16. Or be unable to do any action except listen. Spell breaks if any one person under the spell is attacked.

Spirit Woad +1 Luck on rolls. 24 hours
Elf +2 enchantment bonus.

0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- Shield Other(D), Silence, Remove Paralysis, Calm Emotions, Enthrall
3- Prayer(D), Water Walk, Invisibility Purge, WindWall

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+10=25 ;
Monday March 13th, 2023 11:34:37 AM

Snark resists the urge to listen to Benni's story.

(Oh sure - NOW I make my will save.)

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+5=15 ;
Monday March 13th, 2023 3:15:29 PM

Realized I forgot to roll will save. Ha! barely made it

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Monday March 13th, 2023 3:35:32 PM

And she was still mortal, only a young girl whose two parents had become gods. Everyone wanted to curry favor and dissembled into the child, but lo! She saw into their hearts and turned away from their shallow ways.

….
Will Save. 29

Enthrall. 1 hour. Will DC 16. Or be unable to do any action except listen. Spell breaks if any one person under the spell is attacked.

Spirit Woad +1 Luck on rolls. 24 hours
Elf +2 enchantment bonus.

0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- Shield Other(D), Silence, Remove Paralysis, Calm Emotions, Enthrall
3- Prayer(D), Water Walk, Invisibility Purge, WindWall

Day 7


DM James: Mist  d20=11 ; d20=5 ; d20=4 ; d20=5 ; d20=4 ; d20=8 ; d20=13 ; d20=8 ; d20=17 ; d20=9 ; d20=20 ; d20=8 ; d20=2 ; d3=3 ; d20=11 ; d20=12 ; d20=16 ; d20=18 ; d20=17 ; d20=20 ; d20=9 ; d20=15 ; d20=7 ; d20=16 ; d20=15 ; d20=19 ; d20=4 ; d20=6 ; d20=15 ; d20=11 ;
Monday March 13th, 2023 7:02:54 PM

Teddy and Gore Thum were tied up in the hold.
Snark too succumbed to the mists affects and started to beat himself with his staff.
Khord asked if he could be useful.
Tykeas is affected by the mists, but manages to hold it together.
Issac tried to subdue the crazed sailor.
Benni cast Entrall as he tried to calm those affected by the mist.

DMJames: Mark, looks like you failed the Entrall save by 4.

Several of the crew grab mancatchers and go after the crazed sailor as Rio said to Khord. Keep 'em from killin' themselves."

Then Benni cast his spell. It easily captured the attention of everyone on the lower deck except for one man who took advantage of the prisoners inactivity and tied him up.

DMJames: SteveK, Benni gets a Hero Point for his creative use of magic.

With the crazies under control and the jib set the Sea Witch sails on into the night, but Rio orders all the crew to be tied to the rail. We'll untie you in the morning if you ain't gone crazy."

The next morning the mist diffused the light as the run rose over the rim of the Wold. With the light of the new day the magic of the mist asserted itself once more. Seven of the sailors remained tied to the rail, the rest were freed.

DMJames:
New Save day 2, DC 16 to shake off the effects. If you saved the previous day you get a +1 on the save.



Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 28/39  d20+6=21 ; d20+6=8 ; d100=93 ; d20+4=20 ; d3-1=0 ;
Monday March 13th, 2023 7:12:34 PM

(will save 1st day 21, 2nd day 8, 93%.)

Corym is deeply affected by the mist and flails his arms around wildly, attempting to strike the nearest person to him. (20 to hit, for 0 damage). His fists end up lightly battering whoever is nearby, with no real damaging effect.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+10=11 ; d100=75 ; d4-1=3 ;
Monday March 13th, 2023 8:03:18 PM

Snark has gained a new appreciation for Benni's stories.

But once again, he fails his save (rolled a 1 for a total of 11, then 71%.) And once again, he smacks himself in the head with his staff, this time inflicting 3 damage and raising a welt on his forehead. Ouch.

Snark used to like sea voyages. He has a new appreciate for his land based home.


Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20+7=24 ; d20+1=17 ;
Monday March 13th, 2023 9:31:42 PM

Teddy is able to regain himself and is highly embarrassed he succumbed the first day (24, 26 if luck bonus is still active). Gore'Thum also manages to fight off the influence (17 or 19) and the two try to figure out what spells to cast the next day to help everyone.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+10=20 ; 2d6=11 ; d20=16 ;
Monday March 13th, 2023 9:47:44 PM

Isaac is able to withstand the fog's confusing magic. He uses a channel energy and helps restrain anyone who tries to break free from their bonds while under the mist's spell. He spends the day trying to help out.

Hp healed: 11
Profession Sailor untrained:16

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+6=12 ; d100=51 ;
Tuesday March 14th, 2023 12:06:01 AM

Tykeas attempts to help the others but in so doing forgets to keep his mental guard up. (failed save and 51 not sure what that does with the confusion crud.)

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d20+11=24
Tuesday March 14th, 2023 1:56:40 AM

Onesimos again is successfully able to withstand the subtle mists, and once again calls out stories to magical ensnare the confused crew and heroes.

Just in case, this morning he also meditated for a Hold Person spell…

“And so Flower saw surface beauty as distracting from what is more important; inner beauty. And she turned her back on shallowness and letting passion rule the will, and thus earned the enmity of her mother, Carledroda, who championed both. But her father, Alemi, watched with approving eyes. And then came the Year of Ascension.”

Benni recounts for the next hour the events. Marteus’ plan to pull all divine power to him. The set-up of a machine in the arena of Plateau City. Domi and Marteus wrestling across the city and Domi laying broken across his own Temple. The machine working and the death of all the gods and all the noble races. And then, a miracle! The heroes of the Wold, retaining their memories and abilities in the Lands of Rest!! They continues to oppose Marteus and we’re able to reverse the machine through a spark of divinity that Gargul had placed in a lowly servant: Gimp the Imp (who was neither divine nor noble!)
And so the Day of Ascension, named by Marteus as the day of his Ascension to the ultimate power, became his downfall, and the ascension of a new Panthenon of the Wold!

…..
Yay Hero Point!!
Will DC 24 vs Mist
Elf +2 enchantment bonus.

Enthrall. 1 hour. Will DC 16.

0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- Shield Other(D), Silence, Hold Person, Calm Emotions, Enthrall
3- Prayer(D), Water Walk, Invisibility Purge, WindWall

DM James: Danger 
Tuesday March 14th, 2023 10:04:42 AM

Midday Rio looked across the deck at her crew and guests tied to rail. "We can't keep dis up." she confided in Khord.

"Rig for full sail!" she called out to the crew as she spun the wheel to starboard and brought out her compass to take a reading. Before long a strong wind was at their backs as the Sea Witch skimmed along the waves.

Each time the wind looked as if it was going to subside a fresh breeze caught the ship and drove it forward. By late afternoon an icy wind cut across the bow and the ship slowed. Within moments the mist cleared and the ship sailed beneath clear skies. Those afflicted by the mists recovered instantly and as they looked around they saw an island off to starboard.

"We're a little off course, stay alert!" Rio called.

Percption DC 12 Highlight to display spoiler: {To port you spot a sandbar just below the waves. None of the crew seem to have seen it yet.}

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+5=17 ; d20+11=14 ;
Tuesday March 14th, 2023 4:14:14 PM

Again, The mist does not seem to have an effect on Khord (Will save 17), and he hurry's about the ship making sure those that are effected are secured.

He is privately relieved when the Captain confides that we cannot keep up the journey through the mist and watches in wonder as the crew work in unison to bring the Sea Witch under full sail. As they cleared the mist Khord went about letting the crew and his companions loose. He happens to look over the rail (perception 14) and notices a sandbar just below the surface. "Captain, sandbar to the," he hesitates not knowing for sure the correct term for this side of the ship. "Over there!" and he points down over the rail at the too shallow water.

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+14=23 ;
Tuesday March 14th, 2023 6:21:36 PM

Snark shivers and pulls his green cloak close as we leave the mist. "Hey, thanks for them stories Benni. Ugh, sure glad to be outta that mystery mist of murderous madness. Pretty sure Rita wouldn't follow us through that. Not even sure we shoulda gone there, but at least it seems clear ahead."

He hears Khord call out and looks over. "Well, clear except for that. Might want to go hard starboard there Cap'n."

Snark will get out some of the food provisions he brought to bait some seabirds on a far part of the deck. When the come close he uses his spell-like ability to Speak with Animals. He asks the birds as he gives them more food, "Hey there birds, we're headed that way. Any problems or bad things ahead that we should look out for? Anything that's going to try to eat us?"

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+13=30 ;
Tuesday March 14th, 2023 8:45:59 PM

(perc = 30)Sandbar there captain. Might not want to risk hitting or schimmying over it. Tykeas states making sure that the captain and several of the crew look at where he is gesturing.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+10=11 ; d20+3=18 ;
Tuesday March 14th, 2023 9:40:58 PM

Isaac feels a weight lift off of him as they escape the mist he smiles and looks back at the retreating cursed fog "Good ridden stuff was a pain." Isaac looks over the edge and see's the sandbar "Captain sandbar!"he calls out pointing to port.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 28/39  d20+11=16 ;
Tuesday March 14th, 2023 11:51:02 PM

"What everyone else said, there's a sandbar there."

Corym looks over the side of the ship, enjoying the view. Even though his body didn't agree with him, his mind and eyes enjoyed the sea.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Wednesday March 15th, 2023 8:08:10 AM

Unfortunately Teddy isn't able to determine any helpful spells he has access to. He could in theory cure the affliction, but that would give no protection to the person he restored from succumbing again afterwards and he has nothing to boost saves, only lower them.

DM James: Grounded  d20=14 ; d20=16 ; d20=5 ; d20+11=29 ;
Wednesday March 15th, 2023 9:01:48 AM

Cries went up across the deck that a sandbar was to port. Initially from the Luck Makers, then as the crew was alerted they started calling out directions. First there was the one then suddenly there were more as the ship raced across the waves between the submerged ridges of sand. At least three times those on deck could feel the scrape of the ship dragging across a sandbar as they were pulled forward.

The captain was busy turning the wheel this way and that with each call as the ship was slowly dragged to a stop. They'd managed to beach themselves in the middle of the gulf.

"By Jacks wet socks!" Rio cursed as she saved her more colorful words for another time. "We be grounded and ah'm thinking one of the hull planks buckled" she said as she pointed into the hold where a leak seemed to have sprung in the bulkhead. "Joe! Pete! Git in the hold and see about that leak!"

Rio turned to the Luck Makers. "It's low tide, but the next high is tomorrow. We'll have ter make repairs now and then we are off."

Snark Highlight to display spoiler: {Snark gathers from the birds that there are dangerous flying creatures to the south, feathers and fur with claws and beaks. They also warn you about reddish sea dwellers that snap at you from beneath the waves with huge claws. }

"Thanks for the warning. I got a good look at that first one and there were more than a few rocks innit. Sure enough we'd ha' been smashed on 'em without yer sharp eyes. I appreciate ya lookin' out, so here's a bottle o' me finest. Locals call it Pompfrai where I got it. Might want ter save it fer someplace warm though. Makes ya wanna dance and take yer clothes off."

The rest of the afternoon passes uneventfully as the crew work in the hold with pitch and paddles to temporarily seal the breach. As the day passes however the temperatures start to drop and the captain shouts out. Bundle up me hearties. We're in fer some cold nights until we git closer to the city."

Perception DC 29 Highlight to display spoiler: {There is a wake directly ahead in the water coming from something just below the surface.}

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday March 15th, 2023 4:41:16 PM

Onesimos keeps to his station in the center of the Sea Witch, thankful for the sharp eyes of his friends. When Captain Rio calls about a sprung beam, the cleric goes below to check on the beer and see if he’s able to help. ”if only there were a Druid that could shape the wood to fix.”

He uses his mending orison repeatedly, but it’s not much faster than a skilled craftsman. (D3 construct repair every 10 minutes)

0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- Shield Other(D), Silence, Hold Person, Calm Emotions, Enthrall
3- Prayer(D), Water Walk, Invisibility Purge, WindWall

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41  d20+14=24 ; d20+13=19 ; d20+11=29 ; d20+9=29 ; d20+11=19 ;
Wednesday March 15th, 2023 6:39:40 PM

(Perception 24)

Snark squaks with the birds for a bit. Then he thanks them and gives them more food. He tells them to leave his little bat alone as he sends Luna aloft to scout the sandbar we seem to be stuck on. "Luna, go have a look around and let me know if you see any rocks or anything else worrisome."

He shares what he learned with his friends and Captian Rio.

"So, them birds say there are some dangerous flying creatures to the south, feathers and fur with claws and beaks. They also warned me about reddish sea dwellers that snap at you from beneath the waves with huge claws. This mean anything to you Cap'n? What do you think those creatures are?"

Snark doesn't have much to go on, but he thinks about what kind of creatures they may have meant.
(Knowledge Nature 19, Knowledge Arcana 29, Knowledge Local 29.)

Once Luna returns, he will go below to help with repairs with multiple casting of Mending as needed. In addition, Snark is a pretty good carpenter just working as a craftsman (Craft Wood +11 for 19.)

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+11=15 ; d20+11=19 ;
Wednesday March 15th, 2023 8:44:52 PM

Khord feels a little helpless as he has no skills that can help with the repairs on the ship, He retries Niko from the hold and resolves to keep a keen eye out for these flying furred beasts and the red devils from the sea.

Perception DC 29 = 15
Perception to spot approaching danger = 19

*ooc: do we have someone that is tracking treasure (the captains best bottle, etc).



Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+3=9 ;
Wednesday March 15th, 2023 10:30:22 PM

Isaac is in no position to help he was a Paladin and unless they were attacked he couldn't do much except heavy lifting. He tries to keep watch but for some reason can't focus. Only thing he can do is cast endure elements on himself to keep warm during the night.

Perception:9

Snark Riverstone (MarkB) AC17 T14 F15, CMD 12, HP 41/41 
Wednesday March 15th, 2023 10:56:04 PM

(I can track treasure for the party.)

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK) 
Thursday March 16th, 2023 2:02:08 AM

Onesimos keeps to his station in the center of the Sea Witch, thankful for the sharp eyes of his friends. When Captain Rio calls about a sprung beam, the cleric goes below to check on the beer and see if he’s able to help. ”if only there were a Druid that could shape the wood to fix.”

He uses his mending orison repeatedly, but it’s not much faster than a skilled craftsman. (D3 construct repair every 10 minutes)

0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- Shield Other(D), Silence, Hold Person, Calm Emotions, Enthrall
3- Prayer(D), Water Walk, Invisibility Purge, WindWall

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday March 16th, 2023 8:11:33 AM

Gore'Thum and Teddy find somewhere to try to relax and enjoy not having to worry about being seasick or charmed by strange mist for a while.

DM James: Dragon! Map  d20=8 ; d20=11 ; d20=13 ; d20=13 ; d20=20 ; d20=20 ; d20=7 ; d20=7 ; d20=6 ; d20=10 ; d20=6 ; d20+7=9 ; 6d6=19 ; d20+7=19 ; d20+7=17 ; d20+7=13 ; 6d6=25 ;
Thursday March 16th, 2023 9:08:00 AM

Benni went below deck to help with the cracked plank.
Snark sent Luna into the air with a warning to the birds to leave her alone. They went after her anyway but the bat was too agile a flyer and avoided them.
Khord kept an eye on the sky looking for flying creatures.
Issac kept and eye out and cast endure elements on himself to help with the cold.
Teddy and Gore Thum relax in the hold.

Snark Highlight to display spoiler: {From the descriptions you think the birds are referring to gryphons or giant crab(or lobsters). }

Everyone was busy in the hold or focusing on it from the main deck as the work crew while Issac, Khord, Corym, and Tykeas stood on deck with the rest of the crew. They were all vigilant and those sharp of eye could see the faint outline of a coast line to aft just inside the mist. These sandbars must be an outlier of that land.

With most everyone focused on the hold and the possibility of sinking no one noticed the wake in the water off the port bow. Not until a blue and black dragon with glistening scales erupted from the water twenty-five feet away and rose menacingly into the air. It opened its mouth and a ball of of crackling electricity shot down at the ship and caught one of the crewman at the rail. The ball of electricity shot out and struck the man before he knew what had happened.

As soon as the ball hit the man, arcing bolts of electricity shot out in all directions. The two closest crewmen dodged to the side and took but a glancing hit, but the third took it full in the chest as more bolts shot towards Issac and Corym.

DM James:
Crewman 1 - Save DC 17, Roll 9. Fail. Damage 19 hp.
Crewman 2 - Save DC 17, Roll 19. Success! Damage 12 hp
Crewman 3 - Save DC 17, Roll 17. Success! Damage 12 hp
Crewman 4 - Save DC 17, Roll 13, Fail. Damage 25 hp.

Issac and Corym need to make a Reflex Save DC 17 or take 25 hp, or half 12 if saved.

If you are below deck in the hold it takes d4 rounds to get up to the main deck.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 27/39  d20+9=22 ; d20+9=19 ; d8-1=2 ; d20=6 ;
Thursday March 16th, 2023 11:41:47 AM

(reflex save 22)

Corym shouts an expletive and reels from the lightning that singed his arm. Pulling out his bow, he looses an arrow at the dragon. (19 to hit, 2 dmg)

(Can Corym make any check to see if he knows any more about the type of dragon? Knowledge Arcana: 19, Knowledge Hist/Nature: 14)


“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  d4=2 ;
Thursday March 16th, 2023 1:55:28 PM

Onesimos is slow, so it helps he is not across any barrels when the attack starts. He hustles close to the ladder.

..
D4. 1 of 2 rounds to get to the deck.

0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- Shield Other(D), Silence, Hold Person, Calm Emotions, Enthrall
3- Prayer(D), Water Walk, Invisibility Purge, WindWall

Jasper (Holly) HP 46 AC 20 CMD 8  d20+5=24 ;
Thursday March 16th, 2023 2:45:00 PM

A black bear races down the shore, seemingly unafraid of the dragon. The air shimmers and a half-elf woman with wild, silvery hair stands in its place.
She [posts quickly because her computer is getting an inconvenient update arrgh brb]

Snark Riverstone (MarkB) AC13 T14 F11, CMD 12, HP 41/41  d4=2 ; d20+11=18 ; d20+13=30 ;
Thursday March 16th, 2023 3:24:22 PM

Noise of lightning and cries ring out from the deck above.

"Snap, crackle and pop? That can't be good." He casts Fly on himself and flies up to the deck. (I'm assuming that even though he rolled a 2 to get out from the hold, that a small gnome flying could fly up to the deck with a move action. Please correct if this is not the case.)

Upon reaching the deck, he exclaims, "Holy Mother o' Pearl! A dragon, and a big one!"

Does this dragon have wings or is it more of a swimming sea serpent? Does he know anything about this dragon?
(Knowledge Arcana 19, Knowledge Nature 30)

-----------------------------------------------------------------------------
Spells/Effects Running: Fly

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigation, Resistance
1 (DC16): Grease (C), Mount, Mage Armor, Silent Image, Magic Missle, Unseen Servant
2 (DC17): Glitterdust (C), Glitterdust, Scorching Ray, Scorching Ray, Levitate
3 (DC18): Summon Monster III (C), Haste, Fireball, Fly*

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.
(Knowledge Arcana 18, Knowledge Nature 30)


Jasper (Holly) HP 46 AC 20 CMD 8 
Thursday March 16th, 2023 3:27:54 PM

Jasper steps into AC4, which is about 30 feet from the dragon -- just in range to cast Flaming Sphere. The cold water laps around her legs as she quickly pulls components from a bag and mutters the words of the spell. With a last pass of her hands, she grimly sends a fireball streaking up and out over the water toward the foe.
____________
See roll above: 24



Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+9=27 ; d6=1 ;
Thursday March 16th, 2023 4:22:50 PM

Khord chastises himself for staring at the sky when the danger came from the sea. He draws his short bow and fires an arrow at the beast, cursing that he can't get close enough to use his blades. As he lets fly he shouts, " Everybody spread out and loose whatever missiles you have."

Short Bow (90 ft away so second range increment): (d20+9= 27) damage (d6= 1).

Niko barks and looks a little intimidated by the dragon and holds his ground on the aft deck.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  d20+9=10 ; 3d6=3 ; 2d6=9 ;
Thursday March 16th, 2023 9:59:03 PM

Isaac is dumbfounded by the appearance of the dragon and he feels a chill run through him. He tried dodging the brunt of the breath weapon and failed miserably taking the full blast. But he was still standing he immediately used a charge of lay on hands to heal himself and cast another channel energy to try healing the crew caught in the blast.

Reflex:10 (nat 1)
Lay on hands self:3
Channel energy:9

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d4=3 ;
Friday March 17th, 2023 8:39:04 AM

Teddy and Gore'Thum are disturbed from their rest and start to make their way from the bowls of the ship. It looks like it will take another 2 rounds for them to reach the top (rolled at 3)

DM James: Dragon! Map  d6=5 ; d20=20 ; d20+9=16 ; 3d6=11 ; d20+7=13 ;
Friday March 17th, 2023 12:24:39 PM

Corym took cover behind a barrel as the electricity crackled his direction and cursed himself as he took a shot at the dragon with his bow. He tried to discern the true nature of the beast.
Benni found himself below deck when the attack happened. Being out of place to get to the ladder quickly he waited his turn to return to the deck.
Jasper transformed from a bear into a half-elf woman and waded into the water a hundred feet away just outside the mist. She cast flaming sphere at the dragon.
Snark cast fly and leaped over those in front of him to arrive on deck before the rest of them. Meanwhile the birds had decided it was best to be someplace the dragon wasn't. Luna landed on the backside of the main mast and clung to it.
Khord drew his shortbow and called for everyone to use ranged attacks but to spread out when doing so. Like Corym he fired at the dragon with his bow.
Issac was caught flatfooted and took the electrical blast full on. In response he healed himself and those near him.
Teddy and Gore Thum make their way to the main deck, but are delayed as they navigate the cargo.

As the large creature erupted from the water and breathed that ball of electricity water fell from it's massive frame so that it was fully visible to those on board the Sea Witch. Black and Blue iridescent scales, translucent wings that stretched between black spines much like fish fins, and a hideous countenance reminiscent of prehistoric creatures of the deep. It was clear that it would be as much at home in the air as in the water, but maybe less so on land.

Corym's arrow was fired true, but unfortuanately it did little damage as it made a small slit in one of the dragons wings as it continued it's journey beyond the creature and into the depths of the gulf.

A ball of flame lit in front of the dragon as it flew towards the Sea Witch but the dragon had committed itself and couldn't avoid it as it blasted through the heat and flame.

Corym, Snark, or KS: Arcana DC 16 Highlight to display spoiler: {From your knowledge of dragons this appears to be a sea drake. Rather weak as dragons go, but still very dangerous.}

Khord fired his short bow as he arced his arrow high to intercept the flying beast, but the arrow glanced off the creatures thick scales leaving only a small mark on them. Niko barked at the dragon from behind his master.

The crew scrambled about deck as those able pulled out crossbows from weapons barrels and started loading them. Others tossed weapons to those more distant. Those closest to Issac seemed to move more easily when his channeling magic healed them. "Much appreciated sir!" one of them yelled as he darted to an open container to get a crossbow.

"Keep that pump working!" Rio called to the two men on the aft rail as they turned a wheel that brought water up from the bilge. "Watch out for it to dive!" she called out just as the dragon did just that as the dragon's tail lashed out at a crewman, but instead of hitting the crewman the tail smashed into and through the rail as it splashed into the water.

"Watch ter starboard boys!" Rio called out a warning as the dragon went under the Sea Witch. Still beneath the surface its tactics were unclear, but if it were to threaten them it would certainly have to surface. In the meantime the Luck Makers and crew had a small moment to breathe.

DM James: Dragon AC 19

Corym - Dragon, Roll 19, Hit. Damage 2 hp
Jasper - Dragon, Flaming Sphere DC 21, Roll 16. Fail. Damage 11 hp
Khord - Dragon, Roll 27, Hit. Damage 1 hp
Dragon - Crewman 2, Roll 13, Miss.

Crewman 1 - 19/39 hp + 9 = 28/39
Crewman 2 - 12/39 hp + 9 = 21/39
Crewman 3 - 12/39 hp
Crewman 4 - 25/39 hp + 9 = 34/39

Holly - In the future please roll the damage for Jaspers spells and include that in your post.

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Friday March 17th, 2023 2:55:04 PM

Onesimos bears his armors’ weight well as he trots up the ladder and to the deck. Dragon! His mind reels, only knowing the terrible stories of savage deeds.

Arriving on deck, he pulls his Morningstar and begins weaving his weapon and buckler in a defensive pattern. He hopes he doesn’t die: he doesn’t feel he has even scratched the surface of his mission in Heranmar…

..
D4. 2 of 2 rounds to get to the deck.

Fighting defensively +2 AC.

0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- Shield Other(D), Silence, Hold Person, Calm Emotions, Enthrall
3- Prayer(D), Water Walk, Invisibility Purge, WindWall

Jasper (Holly) HP 46 AC 20 CMD 8 
Friday March 17th, 2023 3:49:05 PM

Jasper knows she's too far away to do any good from the shore, so she Wildshapes into a sea eagle and flies toward the Sea Witch.

______
2nd Wildshape of the day
OOC: Thanks for the note about rolling damage!

Snark Riverstone (MarkB) AC13 T14 F11, CMD 12, HP 41/41 
Friday March 17th, 2023 5:41:35 PM

Snark says, "That thing's a sea drake. While it's not exactly a dragon it can still mess up your day. That lightning thing was bad. It probably went down until it can do another one of them lightning things, so get ready to shoot when it comes back up."

"You know Benni, if it gets close and you can hit it with Water Walk, that'll keep it up where we can attack it."

"Hey, anybody know what's up with that werebear we saw out there?"


Moments later the bear-woman shifts into an eagle.

"Boy, I sure hope she's on our side, 'cause she's headed this way!"

Snark casts Mage Armor on himself as the mystery eagle flies in.



Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 27/39 
Saturday March 18th, 2023 12:15:28 AM

Corym will cast Mage Armor on himself and prepare for the dragon to come back up.

"I'd only ever read about sea drakes! They're uglier than I thought they'd be!"


Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  2d6=8 ;
Saturday March 18th, 2023 1:27:01 AM

Isaac calls out "Get near me I'm gonna release another healing wave and a spell to help us"
As soon as more of the crew get near him he uses another channel energy and casts Bless.

Channel energy:8
Bless: +1 attack and +1 against fear effects.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+11=24 ; d6=4 ;
Saturday March 18th, 2023 7:49:42 AM

Khord seeing the dragon dive back below the waves, moves to track its location, and follows it to the opposite rail (moving to AX24) hoping to keep himself between the crewmen on the pumps and the dragon. He commands Niko to defend the crewmen as he passes. Once at the rail, he raises his bow and readies a shot should the dragon breach the water.

Readied attack: (d20+11= 24) (d6 damage= 4)

"Man, I'm gonna need to get a bigger bow" me mutters to himself as he notes everyone's comments about the dragon and clocks Snark mentioning that the Bear lady is now an eagle and on the way.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Sunday March 19th, 2023 10:40:14 AM

Teddy and Gore'Thum still have no idea what's going on and continue to head up. They should arrive next round, but probably can't take any actions that round.

DM James: Dragon! Map  d20+7=8 ; d20+10=26 ; d20+10=25 ; d20+10=27 ; d20+10=28 ; d20+10=13 ; d20+10=13 ; d20+10=14 ; d20+10=26 ; d20+10=15 ; d20+10=14 ; d20+10=24 ; d20+10=23 ; d20+10=11 ; d20+10=29 ; d20+10=14 ; d20+10=25 ; d20+5=6 ; d20+5=25 ; d20+5=9 ; d20+5=24 ; d20+5=18 ; d20+5=12 ; d20+5=11 ; d20+5=12 ; d20+5=24 ; d3=1 ; d20+5=10 ; d20+5=17 ; d20+5=6 ; d20+5=17 ; d20+5=14 ; d20+5=13 ; 13d8+5=56 ; 11d8+5=51 ; 11d8=55 ;
Monday March 20th, 2023 9:20:52 AM

Corym cast Mage Armor and commented on the Sea Drakes appearance.
Benni climbed on deck and started swinging his weapon defensively as he readied for the next attack.
Jasper wildshaped into and eagle and took flight. Her wings beat strongly as she bore down on the Sea Witch.
Snark warned them that this was a Sea Drake. Not as bad as a true dragon, but enough to mess up your day. He suggested some tactics as the Sea Drake dove below the ship.
Issac called out for everyone to draw close to him, then he sent out a healing surge. A moment later he cast Bless.
Khord moved to the opposite rail in the hope of getting into position when the dragon surfaced as he realized he'd need a bigger bow.
Teddy and Gore Thum continued their journey to deck behind all the crewmen scrambling to do the same.

Fortunately the Sea Witch was in shallow water so as the Sea Drake came around the underside of the ship it was forced to surface as once more it erupted from the water. This time it was right next to the hull as it came up next to the Khord. The archer was ready however and let loose his arrow which hit solidly in the scaly creatures side even as it'a tail lashed out at him as it crashed clumsily into the side of the ship during its upward trajectory until it rolled over at the apex of it's climb 120' overhead and prepared for another run.

The crew scrambled about deck as some huddled with their crossbows next to tssac. The others all took a shot at the Sea Drake high over head. A hail of blessed crossbow bolts shot overhead and pincushioned the flying reptile as it roared out in pain and started to turn back for another run.

"That's it boys!" Rio cheered. "I don't think it's gonna be able to pull up from this dive. Take cover!"

DM James: Dragon AC 19, -2/73 hp

Khord - Dragon, Roll 24, Hit. Damage 6 hp
Dragon - Khord, Roll 8, Miss.

Crewman 1 - 36/39
Crewman 2 - 29/39
Crewman 3 - 20/39 hp
Crewman 4 - 39/39


Snark Riverstone (MarkB) AC13 T14 F11, CMD 12, HP 41/41  d20+19=27 ;
Monday March 20th, 2023 1:33:08 PM

Snark can see the falling drake, and from where he stands it looks like it may damage the ship beyond repair. And that would be loss of the Woad Beer shipment as well, which could spell disaster for Heranmar.

In an effort to stave off disaster, the little gnome tightly grips his staff and summons a Hydraulic Push, desperately hoping to nudge the thing just enough to not destroy the ship. He puts heroic effort into the effect (use hero point for +8) and casts the spell. This give him a CMB of 27 against the falling drake's CMD.

He flies upward to get in better range and then has to carefully wait until the creature is 40' away from the little gnome to cast his spell! (Take 10 to be able to hover while flying.)

----------------------------
Hydraulic Push - Range 40'. Soaks one creature or square. You can use this to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence modifier. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Monday March 20th, 2023 1:46:19 PM

Onesimos heeds Captain Rio’s advice and backs into a sheltered area. There, he casts a spell on Snark to keep the Wizard more protected: Shield Other!

With nothing else to do, he sends up a quick prayer to Flower, that the love of community will protect the community of the ship from being destroyed from the death throes of he Drake!

…..

0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- *Shield Other(D), Silence, Hold Person, Calm Emotions, Enthrall
3- Prayer(D), Water Walk, Invisibility Purge, WindWall

Jasper (Holly) HP 46 AC 20 CMD 8 
Monday March 20th, 2023 3:09:00 PM

Jasper alights on the Sea Witch in space AJ24. While still in Wildshape, she casts Resist Energy on herself to better withstand the sea drake's electrical attack.

_______________________________________
Natural Spell feat: Ability to cast while in Wildshape
Spells used:
Orisons: 0/4
Level 1: 0/6
Level 2: 2/4: Resist Energy (electricity) and Flaming Sphere
Level 3: 4/4:



Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+11=19 ; d6=5 ;
Monday March 20th, 2023 5:16:52 PM

Seeing the great beast plummeting straight down for him, Khord jumps into action. He commands Nico to Heel and the two dash below Snark and down the stairs to the lower deck (AR24, AR25). Reminded of his time protecting caravans from flying menaces on the planes around Dirt City he curses his lack of practice with more than just basic bows, he knew better back then and he hopes his choices haven't doomed him. He draws one more time as the sea drake falls, ready to fire as it comes within his bows 60' range. "Domi, guide my arrows flight!"

Readied attack (d20+11= 19/ 1d6 damage= 5)

Nico doesn't know wat to make of this thing that launched itself out of the water, he stands bristling next to Khord as his master commanded and wonders what this thing taste like and if he will get a chance to chomp into it.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Monday March 20th, 2023 6:07:25 PM

Tykeas readys a stone waiting until the drake resurfaces and get in range. [dice]d20+12[/dice] [dice]d6+4[/dice]

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+12=18 ; d6=1 ; d6+4=5 ;
Monday March 20th, 2023 6:11:05 PM

oops didn't do that right here are the appropriate rolls. Tykeas loads while he moves to get closer to where the drake disappeared into the water (move 30 ft)( attack 18 = damage 5)

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  d6=4 ; d6=4 ;
Tuesday March 21st, 2023 12:09:39 AM

Isaac runs with the rest of the crew he takes cover with them. He uses anther channel energy to heal and prepare the crew for the Sea Drakes crash.

Channel energy:8

DM James: Dragon! Map 
Tuesday March 21st, 2023 8:12:55 AM

Corym
Benni stepped back and cast Shield Other on Snark.
Jasper landed on the Sea Witch.
Snark cast Hydraulic Push
Issac channeled healing energy to those around him.
Khord moved to the lower deck and took aim with his bow. Niko obediently followed.
Teddy

Snark waved his staff about expertly and drew upon the magic weave as the dragon fell towards the deck of the ship. Captain Rio stood defiantly under the falling dragon as if she might by shear force of will keep it from punching a hole through the deck when it hit. Swirling light changed from white to blue as the waters to port and starboard churned and shot into the air just above the small gnome wizard and gathered into a ball of pent up energy. The dragon continued it's fall, gaining momentum as it went. Surely it was going to kill both the captain and sink the ship, but at the last moment Snark released the ball of churning water such that it blasted the underside of the falling carcass and knocked it aside.

The crew all breathed a collective sigh of relief as the large creature splashed into the water behind the ships keel. Snark had pushed it successfully away from the ship!

Captain Rio walked over the rail and looked down. "Let's git that aboard fore it sinks." she commanded calmly. Immediately after several crewmen arrived with harpoons and secured the beast as they worked to bring it aboard.

Meanwhile the two crewmen working the pump kept going to keep the Sea WItch afloat.

DM James:
Dragon - Dead
Crewman 2 - 37/39
Crewman 3 - 28/39 hp


Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Tuesday March 21st, 2023 11:16:39 AM

Teddy and Gore'Thum arrive just in time to totally miss the action. They watch and try to figure out what occurred.

Jasper (Holly) HP 52 AC 20 CMD 8 
Tuesday March 21st, 2023 4:32:00 PM

Jasper debated what to do next-- let her Wildshape go and assume her own form, or once again take to the sky? After all, she just barged in, and the sailors and adventurers seemed to have the situation well in hand.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Tuesday March 21st, 2023 4:34:42 PM

Breathing a sigh of relief as the drake crashes into the water, Khord stows his bow and goes to marvel at the beast. Its then that he remembers the shapechanging woman who was flying towards the ship. Looking about he spots the eagle perched on the ship and and makes his way over toward it. "Thank you for the help with the Drake, that flaming sphere did a bit more than my little arrows. Are you native to this isle? Are there more of your people about?" Khord scruffs Niko about the neck and ears as he speaks to the eagle.

As he waits for a reply, an idea dawns on him and he blurts out, "Don't dragons have hoards, we should find its lair. It is probably piled high with gold and gems." He daydreams about stuffing his pockets and pouches with loot.



Jasper (Holly) HP 52 AC 20 CMD 8 
Tuesday March 21st, 2023 5:09:46 PM

Khord's kind words reassure Jasper-- as well as the presence of the beautiful dog. The air shimmers as she resumes her own form.

Her voice is a little hoarse from disuse.
Nay, your arrows brought it down! Drakes aren't picky. About gold and gems, I mean. They're as like to collect shiny rocks as anything useful. Um. Not that I'm a drake expert." As she speaks, she holds out a hand, palm up, to Niko.

It's clear that she's avoiding answering questions about her people.

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Tuesday March 21st, 2023 5:22:45 PM

Onesimos cheers Snark for his ingenuity. He also makes a quick assessment that the stranger is of no threat and hurries below to help with the water problem. Every 10 minutes, another Mending spell can fix one more plank.

…..

0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- *Shield Other(D), Silence, Hold Person, Calm Emotions, Enthrall
3- Prayer(D), Water Walk, Invisibility Purge, WindWall

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 27/39 
Tuesday March 21st, 2023 8:55:31 PM

Corym puts his hands on his hips and breaths a sigh of relief. The new figure intrigued him, but he kept his distance and made himself useful.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Tuesday March 21st, 2023 9:02:39 PM

Snark wipes his brow as he floats back down to the deck. He looks at the beast in the shallow water. "Wow. That was a close one. Good thing you all killed it. Looks like that thing could really tear someone up. I'm sure glad my spell worked. Even dead that thing woulda' wrecked yer ship there Rio. What the heck were you planning to do - catch it?"

"Anyway, all's well that ends well."


He flies over to where this newcomer turned back into a human - no wait, that's a half-elf.

The little wizard tugs his beard as he look up at the bear-turned-woman-turned-eagle-turned woman. He looks at the staff and shield she carries, and the hide armor she wears. Hmm. Not a wizard. Must be a druid.

"Nice shape shifting there miss. Yer a welcome sight here, I'll say. Most stuff we meet tries to kill us. Yer a druid, am I right? You got a name there Miss Druid? I'm Snark Riverstone - pleased to meet you."

He reaches up to shake this stranger's hand.

The little gnome is just over 3' tall. He has tan skin with pale blue hair and beard. Dressed in green robes that go to his knees over brown pants, he carriers a small staff made of smooth driftwood and capped by a smooth, blue river stone. Did the swirl in that stone just move? Looking at it directly it's clearly just an opaque stone - but you could have sworn you saw a swirling motion to it.

A small bat crawls out from under his robes to cling to his shoulder as it regards this visitor.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Wednesday March 22nd, 2023 12:08:26 AM

Isaac lets out whoop as the beast is turned aside the ship saved when Snark comes back down he gives a big smile and tells Snark "That was Amazing! I wish I had been more help but I'm glad your quick thinking saved us!"

He soon overhears the new voice of Jasper. Isaac not recognizing the person introduces himself " I don't believe we've been introduced. I'm Isaac don't recognize you but you helped us out with the Drake so well met."

Jasper (Holly) HP 52 AC 20 CMD 8 
Wednesday March 22nd, 2023 2:01:42 AM

Jasper quirks the smallest smile at the clever little gnome, Isaac, and Corym.
"I am indeed a druid, and I am pleased to meet you, Snark Riverstone, Corym, and Isaac. Pleased too that you were able to avert the sinking of this fine ship! Folk call me Jasper. I saw the trouble and... well. I guess I just wanted to help. I'm afraid I don't have any ability mend wood right now, but I do have willing hands."

DM James: Repairs Map 
Wednesday March 22nd, 2023 9:02:41 AM

Teddy and Gore Thum arrive on deck a little late to aid in the fight, but just in time to witness the dragon's demise.
Jasper debated internally on whether or not to reveal her true form, then decided that it would be wise to do so.
Khord went to the rail to observe the drake then rememebered Jasper and went to greet her and thank her for the assist with the Flaming Sphere. He asked about dragon hoards.
Jasper defered to the archer and his skill with his weapon as the principal cause of the dragon's death.
Benni cheered Snark for his cleverness. (DM James: Exactly 15' of bull rush from his Hydraulic Push.) He then went below deck to use the mending spell on the ships hull.
Corym stood back and watched the proceedings with interest.
Snark thanked his companions and the crew for killing the drake. He asked the captain if she were planning to catch it in his typical Snarky tone.
Issac also cheered at the drakes demise and then approached Jasper and introduced himself.

DM James: It's my understanding that mending has a size limit and that once a plank is affixed to the ship it becomes a part of the ship and not a single plank any longer. I'm not going to say the spell isn't helping, but it's facility to repair the ship is really very limited.

The clink of chains and the dribbling of water from the pump as the bilge was slowly emptied into the sea continued as Rio pulled back from the rail and looked around to survey the ship. When Snark asked her about catching it she laughed and replied. "Jest step aside. If'n yer can't see it who's ter know it ain't gonna fall on yer back."

The captain did then approach Jasper. "Miss, I'd be thankin' ye' fer the fiery magics. Imma tinkin' it woulda charged the deck and not gone under elsewise. That give us jest the right amount o' time ter arm up and git ready. Me ship an crew are beholdin' ter ya. Once we make repairs if'n yer need a berth I've a spot fer ya, either as crew or jest a passenger."

The gulls had returned with their constant demands for attention as they eyed luna on Snark's shoulder and waited for their chance. Meanwhile the crewmen on deck hauled the drake around the ship and lifted it onto the main deck with the loading boom and pulleys.

With a wet splotch it hit the deck and sprawled out in all directions as it fishy countenance and razor sharp tongue lolled out of its mouth. Like a fish it had rows and rows of tiny ridged teeth in a mouth large enough to swallow a man whole.

Perception DC 15 Highlight to display spoiler: {There are bits of leather and cloth in it's mouth and on its teeth. }

Rio stepped up and sliced into the drakes neck and saw pink flesh similar to that of other sea going fish. "Looks like tuna. Scab, let's see how good eatin' dis thing is."

"Aight me hearties, high tide be high noon ter morrow. We got ter git dis fixed afore the water rises above the broken planks. Lets git some people overbaord to work on the outside...and somebody fix that rail!"

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20+3=18 ; d20+4=8 ;
Wednesday March 22nd, 2023 10:01:21 AM

Gore'Thum and Teddy feel a little guilty about not being able to help with the fight and take up watch on either side of the ship for any more trouble. The large brown frog is able to keep a sharp eye out (perception 18) but Teddy has trouble seeing over the railing (perception 8).

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday March 22nd, 2023 11:21:25 AM

Onesimos wants certain that his little magic would be able to do anything, and so isn’t disappointed when it doesn’t help to focus on a little piece.

He moves back up the ladder to the main deck, and observes several of the others speaking to the new person. Tykeas seems at a good spot keeping watch while the crew take care of repairs. Which gives him an idea. The fragile-looking elf joins the others.

”If anyone can help repairs, they should do so. Any other Luck Maker, let’s set up in our watch schedule and keep an eye on water and sky. We need to keep the crew safe while they work.”. He doesn’t include Jasper, waiting to see what the Druid may want to do first.

…..

0 - Purify Food and Drink, Detect Poison, Mending, Create Water
1 - Bless(D), Magic Weapon, Sanctuary, Remove Fear, Bless
2- *Shield Other(D), Silence, Hold Person, Calm Emotions, Enthrall
3- Prayer(D), Water Walk, Invisibility Purge, WindWall

Jasper (Holly) HP 52 AC 20 CMD 8 
Wednesday March 22nd, 2023 1:05:44 PM

Jasper thanks Rio for her kind offer, then turns to the Luck Makers. Her eyes widen almost imperceptibly at the sight of Teddy.

"I know not your mission, but I might travel with you a time. I'd be happy to take a watch."

___________________________________
Perception 16

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  d20+3=7 ;
Wednesday March 22nd, 2023 2:58:08 PM

Isaac helps haul the beast on to the ship as best he can adding his strength to the pulleys and trying to stay out of the way.

Isaac volunteered for first watch the adrenaline of the day ways still coursing through him and he wasn't ready to sleep.

Perception:7

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20+11=18 ;
Wednesday March 22nd, 2023 4:51:12 PM

Snark looks at the dead drake. At Rio's suggestion that it might be eatable, he says, "Yeah, prolly tastes chicken. Wait a minute. Look at it's teeth. Kinda looks like it ate someone. Let's find out!" (Take 10 on Perception for 10+14=24.)

Snark will pull out a dagger to open it's stomach. The weak little gnome struggles with this, so he may need some help.

Once this is investigated, he will go below to help out with the repairs. He uses his carpentry skills (Craft Wood 18) and perhaps the Mending spell (if a piece can be separated to mend) to do what he can. Once the leak is secure, he will go up to to see what he can do about the railing.

Later, he is happy to take a watch. He keeps Luna with him to help watch at night.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+11=29 ;
Wednesday March 22nd, 2023 5:05:51 PM

As Jasper reaches a hand out to Niko, The dog start wagging his tail vigorously and gives her a happy bark. "Well Niko here approves of you, that good enough for me," Khord says. "The names Khord, welcome aboard." He blushes slightly as he hears the alliteration and takes a step back, feeling awkward.

As the others introduce themselves and the drake is brought aboard, Khord moves to examine the beast. (Perception 29), "this beastie has something in its teeth, looks like leather and cloth. Did it attack your village Jasper? It looks to have been chewing on something recently."

After a bit, as he has time to think about it. Khord says to the others, "Captain says we can't shove off til noon tomorrow. We might have time to look for its lair. I don't know much about dragons or drakes, but I bet they still have a hoard. And I am curious about the leather and cloth in its teeth, someone out there might need our help."

While all of this is going on, Niko wanders up to the drake and gives it a sniff. He looks to see if anyone is watching him and when he sees everyone is too busy to notice, he chomps a bit of the flesh and slinks off to a corner of the deck to enjoy his ill gotten gains.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Thursday March 23rd, 2023 12:09:48 AM

Well bird lady well met. I am Tykeas and my sling stands to repay its debt to your timely arrival. the large and in charge minotaur states. I think it might behoove us to find the lair and give aide where it can be given.

DM James: Night Map 
Thursday March 23rd, 2023 8:52:23 AM

Issac's strength was appreciated as he lent a hand in hauling the drake aboard. Once it was laying on the deck several of the crew clapped him on the back in thanks. His offer to join the watch was appreciated as well and the crew visibly relaxed at the offers to join the watch as the Luck Makers volunteered.

While the crew was seeing to the drake Gore Thum and Teddy went into the bow and started their watch. Gore Thum's sticky feet allowed him to climb up on a crate to peer over the rail, but Teddy was forced to squeeze his head between deck spindles. His field was view was really very limited, but he took the task seriously and stayed vigilant.

Snark thought he saw something and started to gut the drake and once Scab saw what he was intending the cook lent a hand with his cooking knife. Before long they had gutted the creature and it stomach contents washed out and onto the deck. Aside of the awful stench of the drake it did indeed look like the drake had a meal as several things lay upon the deck along with the remains of someone.

There was a shattered shortbow, ripped and shredded leather boots, bits of clothing, and what looked like it was once a sharp looking purple hat. Of the items that seemed to have survived the drakes stomach acid there was a quiver, a small corroded chainmail shirt, a feather, and three gold rings one of which was a signet.

Detect Magic Highlight to display spoiler: {The quiver and feather both detect as magic.}

After Detect Magic - Spellcraft DC 13 Highlight to display spoiler: {The quiver is an efficient quiver and the feather a Feather Token-Swan Boat. }

Appraise DC 13 Highlight to display spoiler: {The rings look to be about 100gp each.}

KS: Local DC 25 or KS: Nobility DC 15 Highlight to display spoiler: {One of the signets has the mark of the Silverbeard Gnome Clan out of Zaran City. No one you know has been to Zaran City as it's location is hidden by distance and rumor. You know the journey is long and dangerous to the other side of the continent.}

Benni reminded everyone of their duty and asked if any knew how to help with repairs that they should do so. He also worked to set up a watch schedule among the luck makers.

Jasper looked interested in Teddy as the small bearish creature moved about deck. Perhaps she thought he was cute and when the subject of watches was broached she offered to take a turn with the others.

That night the chain and cup system of the pump clicked lightly through the night as the ship rocked imperceptibly upon the sandy outcropping. To the west the sky darkened until the only light above was that of celestial bodies not hidden behind the mist to the north.

The broken rail above deck was repaired hastily with three short segments of rope tied tightly across the gap created by the drakes tail as it sought to smash into the crewman.

Below deck by lantern light the work crews muttered under their breath with each hammering of the braces into the hull.

"We get this for not watching close enough. Shoulda seen this sandbar."
"This'll take all night."
"Whatcha think about that treasure?"
"Let's keep workin'. We'll get what we are due. Captain will see to it."

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday March 23rd, 2023 1:18:21 PM

Teddy is a small brown bear beastfolk, looking almost like a toy teddy bear which is possibly how he got the name. He wears plain clothing and has a nervous disposition, always seeming uncertain at what to do. Gore'Thum is a massive frog, bigger then Teddy but not so much as to be considered a medium sized creature. His pebbled brown skin and white underbelly are typical of a large bullfrog, but he speaks common in a deep croak. Teddy frequently seems to look to the frog for guidance, while the frog in turn gruffly tries to keep Teddy on task and provide reassurance to the nervous bear.

The pair stand vigilant through the afternoon as the crew worked on repairs. The pair notice Jasper's attention - Teddy gets even more nervous, wondering if he's doing something wrong, while Gore'Thum ignores it, being long used to odd looks. When they break for food the pair seem open to being approached and introducing themselves, though they will not seek out Jasper and do so if she is otherwise occupied.

Jasper (Holly) HP 52 AC 20 CMD 8 
Thursday March 23rd, 2023 1:43:24 PM

Jasper's lips thinned into a grim line at the sight of the remains. Adventuring isn't the easiest life.

She brightened when meeting Tykeas. "Well met. Sometimes I'm a bear lady, owl lady, or cat lady too."

She then approached Gorm Thum and Teddy at the rail. "Forgive me for interrupting your watch. I am Jasper, and I'll be traveling with you for a time. I'm not often in close contact with other people, so I hope you can excuse my ill manners. What may I call you?"

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Thursday March 23rd, 2023 2:43:49 PM

Onesimos reminds the team what their watch schedule is and includes Jasper the Druid.
Snark and Jasper,
Tykeas and Teddy,
Isaac and Khord, and
Benni and Corym.

The elf nods to a fellow divine follower. Benni’s armor is etched with the High Woldian symbol of Flower. A peaceful tenor chimes, “From the path of Flower’s Seven Loves, Onesimos Elpis greets you in our temporary time on the Wold.” After a considering pause, the elf continues. “Less formally, call me ‘Benni’.”

He waits patiently for Snark and the others to determine what was in the Drake’s stomach. Could there be a clue as to the Drake’s lair. ” we can prepare and go to the lair tomorrow if we know where it is. I can ensure we can breathe underwater for a couple of hours.”



Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20+9=13 ; d20+9=24 ; d20+11=29 ;
Thursday March 23rd, 2023 2:57:52 PM

(Spellcraft take 10 for 28, Appraise 13. Knowledge Local 24 - maybe a circumstance bonus because his character background includes some time spent in the gnomish Zaran City?)

The little gnome carefully looks over the items that spilled out of the drakes gut. He will later mention to the Luck Makers and to Captain Rio that this is an Efficent Quiver, and a Swan Boat Feather Token. He will also mention the rings are worth about 100 gp each and any info he may have on the signet ring.

Down in the hold, Snark notices the poor lighting. He pulls out a small dagger with Continual Flame cast on the blade and sticks it into the overhead wood. "There. Now we got light." The cramped space is easier for the little gnome and he continues to use his carpentry skills to help with the repairs (Craft Woodworking 29!)

When night falls, he is happy to take a turn at the watch.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+9=22 ;
Thursday March 23rd, 2023 5:19:07 PM

Khord examines the contents from the drakes stomach, and says a silent prayer for the half digested adventurer. He notes the mark on the signet ring but doesn't say anything.

he gets a small rush of excitement when Benni mentions the water breathing spell and going to find the lair tomorrow, but again doesn't want to seem over enthusiastic. He and Niko settle in for their shift on watch and keep an eye open for any danger.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 27/39  d20+8=9 ; d20+4=19 ; d20+11=31 ;
Thursday March 23rd, 2023 7:27:38 PM

(knowledge nobility 9, appraise 19)

Corym looks over the spilled entrails of the drake, observing what his fellow Luck Makers chose to do. Noting that the rings are worth quite a bit each, he keeps a close eye on who pockets them. (Nat 20 for 31).
He keeps his watch with the calm yet powerful cleric once night falls.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  d20+5=17 ;
Thursday March 23rd, 2023 10:02:39 PM

Isaac recognizes the strange crest like a long forgotten memory he thinks about the obscure history of royals and remembers "This crest I recognize it. Its from the Silverbeard Gnome Clan from Zaran City. That's on the otherside of the continent! What's it doing here?!" He pauses and smiles "Guess those royalty history class did stick. Thanks Mom."

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Thursday March 23rd, 2023 11:08:24 PM

The massive one horned minotaur moves lithely across the decks. He watches as the "bird" lady meets each of the other party members.
As the suggestion of the lair, he is intrigued and idley reaches up to pat the cup over his broken horn.

Hook City


DM James: Arrival Map 
Friday March 24th, 2023 8:57:52 AM

Having organized the watch schedule among the Luck Makers, Woad Warriors, or Spirit Soldiers depending on who you ask, retired for the evening. By morning an exhausted work crew had completed the work and the bilge pump was run until noon when the tide lifted the ship from the sandy bottom.

While they were waiting on the tide Rio approached the heroes and proposed that two of the gold rings might be sold to compensate the crew, while the other items would be the property of the heroes, Jasper included, due to their significant contribution in protecting the ship. She clasped Issacs hand and thanked him especially for his healing efforts during the confrontation. With that she was certain a crewman would have been lost to the drake battle. That left the gnome sized items, the quiver, and feather to distribute among them.

The ship slid sideways off the sand and out to sea as Rio coaxed the crew to set the sails in the best way possible to assure they didn't run back onto the shallow bottom. As the sails snapped open and unfurled a shower of ice fell from them and scattered across the deck. Wooden planks complained loudly with each course change as the Sea Witch headed due south and to the City of Magic.

Five days passed at sea and with each passing day colder than the one before. On the last day they passed through a rain storm complete with thunder and lightning, but on the other side of the storm the weather was remarkably warm, though still wet and rainy. High in the sky above were large creatures flying in formations, diamonds, V's, and blocks.

Perception DC 25 Highlight to display spoiler: {These appear to be the gryphons described by the birds of some days past. They also appear to have armored men riding them.}

The first thing you notice as you approach Hook City are the giant hooks, each the size of a large castle hanging in the air exactly the way bricks don't. To each hook a series of cables, ropes, and chains are stretched from one to the other on which streets and buildings are built upon. It's all rather confusing how such a structure could exist but to the sane eye what you were witnessing was clearly the result of magic, ancient magic.

Hook City’s docks are a wonder. They’re majestic and sprawling, sure, but the wonder is how smoothly the guiding of the Sea Witch to its berth was. As you approach, a large arrow appears in the air before you. A pleasant voice greets you. “Please follow the arrow to berth F99. Failure to follow may lead to criminal and civil charges. Hook City is not responsible for damages resulting from such deviations.”

The arrow rotates, constantly pointing in the direction the ship should go. Though hundreds of ships are attempting to leave and enter the dock, at no time do two vessels approach each other. Arrival at your berth goes smoothly.

From the deck of the Sea Witch you can see that the township you’ve landed in is full to the brim with merchants waiting their turn to enter the city. A large “Customs - Start here” sign can be seen above a long counter on the side of a large building manned by 7 agents. A slowly moving line is qued up at the counter where other crews wait their turn.

DM James: Congratulations! You made it to Hook City. DM Esther will be taking over for a few weeks while I make your funeral arrangements....I mean, write the next module. Esther has given me plenty of ideas on ways to tortu..I mean challenge you. Good Luck....you'll need it.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Friday March 24th, 2023 8:58:43 AM

Gore'Thum grunts, keeping his eyes on the job. "I am Gore'Thum. I serve the master and teach this one." Teddy looks about and blinks at the newcommer. "Umm... I'm Teddy. Where'd you come from? I don't think you were here before.



Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+11=24 ;
Friday March 24th, 2023 4:01:51 PM

Khord marvels at the flying formations overhead, but his eyes are not keen enough to pick out more detail. He is dumbstruck by the Hooks and magical nature of the city. He spends the time that they are approaching the harbor cleaning and stowing his equipment, as well as tidying up the area around his hammock and giving some attention to Niko.

He comes up on deck as the arrow appears and marvels at the efficiency of the magical navigation aid. He stands near the bow of the ship, a tall and wiry half-orc. he has cleaned up his beard and shaved the sides of his head leaving a mop of hair that he ties back on top of his head. His black cloak and grey/green coat flutter in the sea breeze. two short swords hang at his belt and a variety of other weapons are stashed about his person, most notably a fine lasso that has thin strands of wire weaved into the rope. He is equal parts swagger and wide-eyed wonder as he places a fine elven booted foot on the rail and takes in the city unfolding before him.

As they prepare to disembark he asks the luck makers, "Do we all cue up down their at the customs building? Is there an entry tax or do the just want to record our names and port of origin?" then Looking back at the hold, " And do we need to keep an eye on the Woad Beer or is our part in this journey over?"

Niko rambles up into the bow as well, placing his forepaws on the rail and sniffing energetically. The nearly man sized wolf-hound gives a few excited barks and looks to Khord for some reassurance that they are finally going to be off this boat. Khord slips him a treat left over that that mornings breakfast and pats his shaggy head. "Welcome to Hook City, boy. I've got a good feeling about this place, maybe we'll find some leads about our quarry."

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Friday March 24th, 2023 4:24:10 PM

Onesimos, when the Sea Witch refloats, realizes there will be no time to look for the drake’s lair, and so he shrugs and resumes his ship-board duties of helping where he can and the watch.

Arriving at Hook City is an amazing site. He had heard stories of the four Hooks, and the bridge supposedly cabled from the Hooks, but seeing it with his own eyes was something else. And the bridge was so big that there were buildings on it! He watches for a long time.

When the Sea Witch stops, the elf looks at Captain Rio for direction: recent experience has taught him that initiative seldom works.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 27/39  d20+11=29 ;
Friday March 24th, 2023 5:38:58 PM

Corym notices the gryphons flying through the sky as they approach Hook City and he gets ever so slightly nervous. He knew he'd most likely have safe passage TO Hook City, but within it - who knows whether or not the warrant was still out. Or how it'd grown. The ports surprised him as the Sea Witch docked, it was more active than the last time he was here.

When docked, he waits for the rest of the Luck Makers first move. Going off by himself probably was not the smartest idea currently.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  d20+3=20 ;
Friday March 24th, 2023 5:56:54 PM

Isaac thanks Rio "Thank you. But I would say Snark helped the most turning aside the beast at the last moment was a feat I could not replicate. I was just trying to make sure everyone was alright."

Isaac breathes in the familiar air of Hook City looking up at the magical and gravity defying hooks that most in the city took for granted. "It's good to be back."

Perception: 20

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20+14=26 ;
Saturday March 25th, 2023 1:34:58 AM

(Perception 26)

Snark squints as he looks overhead at the flying beasts. "Huh? Those birds warned us about patrols from Hook City, but forgot to mention a sea drake. Stupid birds."

Snark lights his pipe as the ship glides to it's berth. "Well, Cap'n Rio, that was definitely been the most exciting boat ride I've had in a while - and I hope to keep it that way. I look forward to our return trip with you being perfectly boring. I have business to attend to in the city. How long until you get that beer sold and are ready to return?"

Hook City. He remembers this place. What a bureaucratic morass. He says to the others, including our new friend Jasper, "I got business here in Hook City. I gotta find a Greenmage here who can teach me a couple things. Jasper, it might help me if I have a druid along."

The little gnome makes sure he has all his gear - including the party's new magic items - and heads to the customs area to get this mess over with.

Jasper (MarkB subbing for Holly) HP 52 AC 20 CMD 8 
Saturday March 25th, 2023 1:41:37 AM

Jasper regards the frog and the teddy bear. "Well, there Mr. Gore'Thum, who is your master? And you Teddy, I look forward to what you can do, besides look like the cute little teddy bear you are."

As the ship comes to a stop, she straightens her gear. How did she wind up back here? "Well, let's see how this goes. Last time I was here I got thrown out for not having the correct papers. Maybe I can get it right this time. Anyone have a quick way in?"

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Sunday March 26th, 2023 7:18:53 PM

Gore'Thum says the master is Warper Sar. He offers no further information unless asked and answers in short straightforward responses, seemingly out of ignorance that the knowledge isn't obvious and known rather then intentionally being difficult. Gore'Thum is not a good preacher. Teddy says he'll do his best to help and seems nervous, but you get the impression that's how he always is. If Jasper seems to show interest in the god they worship Teddy doesn't seem very knowledgeable, but he's good at getting details from Gore'Thum without it being too much like pulling teeth.

The pair are very careful to do exactly as directed.

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Monday March 27th, 2023 11:10:26 AM

Onesimos spends some time contemplating the fabulous Hooks.

DM Esther: The cue to queue is a clue for you 
Monday March 27th, 2023 12:02:34 PM

While providing a wondrous look at the underside of the suspended markets of Hook City known as the Bridge, the seaward docks of the great and famous Hook City are.. not as much to look at as one might have dreamed. There are the facilities to service the ships that come here, the customs offices, something that sure looks a lot like a guard station, and then surprisingly little else to make being here any more enjoyable. The plain behind the docks, which must needs be traversed to reach the gates to the city proper, looks so waterlogged and full of puddles that its claim of being marginally less wet than the sea around the docks' other end is mainly experienced as it being more sticky. From up on the deck of the Sea Witch, you can see oxen-drawn cogsleigh plodding forth that way.

Isaac feels good about being back here, and takes a good look around. He notices something slightly off about the docks - there seems to be a good amount of milling about, but the actual directed activity just isn't up to where it should be for the number of vessels anchored. Gauging by how deep in the water their keels rest, several of the vessels on the arrivals side still have their cargo on board - but nobody near them that looks like they're getting ready to unload. Perhaps the increase in the number of vessels docked here that Corym noticed doesn't actually mean the city is seeing more trade these days... just that the ones that do come here, sit around longer than they used to?

Osesimos marvels at the city looming on a height above them, and looks to Captain Rio for how they are going to go about entering.

Captain Rio shakes her head at the suggestion that this is anything to do with her though. "Ah'm just the transport here, can't speak fer the owner nor for the receiver of this shipment of yers. That's on ya. Git ye the permissions an' chits --or what them lot uses nowadays-- then me crew will move them barrels ta where'er on these docks ye needs 'em - but ah'm not puttin' me name ta none o' their paperwork."

Meanwhile Corym feels worried about whether his name might still be on any lists, for having outstanding warrants.

Because while waiting for a turn to see a customs official, you have plenty of time to exchange basic information, I am going to assume that those who have lived in Hook City before will have filled in those who have not on at least some basics of what the place is like. Including its tough stance on theft and undesirables. Those who DO have a history with Hook City will all feel reminded that this place does not easily lose records of things, and that records that exist will be inspected. Each should consider if the manner of their departure from the city may have been reason for anyone to file complaints or charges against them, and whether trying to get into the city using their actual name might raise flags.

An enterprising Snark is going ahead to get a look at the customs area.

Hook City is known as a magocracy, but that really only accounts for who the people that ultimately pull the strings at the top are. The everyday reality of the place, as Snark remembers well, is that it is an overbearing bureaucracy before anything else. Its customs service, maintaining tight oversight of everyone and everything entering and leaving the city, seems to be set up to work in much the same manner in which a wizard might design an arcane ward - painstakingly meticulous, and with very little tolerance for any deviation from procedure.

Approaching the counters, you overhear a delegation ahead of you fiercely arguing with a customs official on duty.

"..I assure you it is my business, and I really do need your port of origin."
"We bring goods from the northern continent."
"...North. And are you going to specify that any?"
"No."
"I see. Going by the name of your ship I shall just put it down as Fargunian then. Now about your cargo-"
"The cargo manifest is a private matter between us and the buyer."
"And your buyer that I might contact about this would be..."
"None of your business."

You sense that this line is not going to move for a while.

There is your mission to deliver the precious shipment of Woad Beer, and a few of you have suggested additional interests in Hook City or people that they hope to find there. The first hurdle at hand however seems to be that there is no evidence of an 'easy way' through the customs process to gain access. Certainly not when you have a load of barrels of very expensive magical potables to declare!

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Monday March 27th, 2023 4:23:48 PM

Khord takes in all the sights, sounds, and smells of the docks. He tells Niko to heel and gives the hound a reassuring pat on the head. As they approach the counters, he will defer to those who have been here before. He waits patiently, taking it all in.

While they stand in line, Khord retrieves a small folded paper from his haversack. It has a name of a tavern where a fence is said to be based out of that might know something about the missing midshipman. He checks it and commits it to memory. The Angry Eel, sounds delightful.

He asks the luck makers, "Do we know how long this unloading and delivery is going to take, I would like to do some shopping, or have something enchanted while we are here. Do you think we will have the time?"

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 27/39 
Monday March 27th, 2023 7:43:56 PM

Corym has grown increasingly more nervous as the line takes longer and longer.

What if someone recognized him? What if the long wait is guards on the way? What if....?

These are the thoughts that raced through his head as he sat there twiddling his thumbs in the line. After a short bit, he leans down to Snark and whispers "Do you have anything to make me unseen? Like - invisible or something?"

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Monday March 27th, 2023 10:55:52 PM

Tykeas surveys the lines organization over the heads of most of the residents and newly arrived. Those hooks remind me of that time when Keroas... the thought is rudely interupted as a halfling new comer begins trying to force his way through the lines.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  d20+6=9 ; d20+2=9 ; d20+3=4 ;
Monday March 27th, 2023 11:00:42 PM

Isaac sighs remembering all the time and paperwork he had to help people fill out. He tells the others "I'll try and help speed up the process but no guarantees on that. I worked up at another gate so I know how the procedures are supposed to go but looking at all these ships tells me something has changed." Isaac will wait until his turn and start filling out paperwork.

Proffession Guard to try and speed up the process:9
Know local to remember the forums:9
Perception does Isaac know the guard at the counter?:4
Ooc: The dice are mad at me.

Jasper (MarkB subbing for Holly) HP 52 AC 20 CMD 8 
Monday March 27th, 2023 11:24:59 PM

Jasper is a bit nervous as she waits with her new friends. Last time she appeared in Hook City, it was because her druid circle has teleported her there as a form of exile for breaking their rules. Having simply appeared there, the local officials expelled her from the City.

But perhaps by entering the proper way with a group that has a reason to be there, things will be different this time. She keeps quiet and follows along with the others getting in line.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20+14=20 ; d20+9=17
Monday March 27th, 2023 11:45:37 PM

Snark tells Rio, "Yep, stay put until we get stuff squared away. This place is always a mess, but this seems messier than usual. We'll see what we can do."

He sends Luna aloft to take a look around and report back about anything that could be holding things up. Then he goes and gets in line to wait his turn. He looks around (Perception 20) to see if anything looks out of place. He answers Corym, "You do anything here I should know about?"

As he walks down into the mud, he's glad he has his cold weather gear on and the boots that go with that. Yech. He says to his friends, "Not sure what's going on, but stuff seems messed up. I know a wizard in town, but it'd be a last ditch effort to contact him. He likely doesn't want to see me, but he also knows I know who he's cheated so he might be more worried about me spilling the beans on him. Hopefully we can get through this mess quickly."

Knowledge Local 17 - any Hook City insight or info to make things go smoothly?

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Tuesday March 28th, 2023 2:09:43 AM

Onesimos has been to a big city before, but Plateau City looks and feels so different than Hook City! The elf is much more used to smaller areas and dealing with smaller crowelds and smaller noise and…

Benni’s eyes continue to take in the sights and sounds, but only follows Isaac and Snark. Benni usually has no trouble making suggestions and diplomatically defusing situations, but he is clearly intimidated and feeling very overwhelmed.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Tuesday March 28th, 2023 11:03:25 AM

Teddy is chronically nervous, uncertain, and worried about things. In many ways this causes him problems. In some ways this is a great help, when added to his curiosity. He picks the brains of everyone he can about Hook city and the docking procedures as the party heads in and tries to memorize as much as he can to assuage his fears and help make things go smoothly. (I don't have points in know local, but a good int score and a lot of other skills, can I make some kind of check to assist with moving things along?)

DM Esther: Hook, Line, and ... 
Tuesday March 28th, 2023 11:41:14 AM

Khord takes in the sights and sounds and, unwisely, smells of the docks while the queue slowly shuffles towards the counters.

Corym is feeling increasingly aware that he may not have left Hook City on the best of terms, and asks if Snark might be able to help him go less noticed.

Tykeas takes advantage of his height to survey the organization of the lines in front of him.

Furthest at the front, each of the seven agents working behind the counter has their own line of about seven to ten people. Behind that, there is only one long meandering line, from the front of which people join the end of one of the shorter lines once they've convinced themselves they can tell which is going to go fastest.

Isaac puts his experience as a former guard in this city to good use, looking for any familiar faces or bits of knowledge that might expedite their paperwork - but not seeing anyone he remembers, he feels he is having little luck. Very little luck is enough though to unearth at least some information, because once various bystanders catch on to it that Isaac seems to be an insider to the process, he finds himself surrounded by merchant sailors looking for tips on how to fill out the paperwork, and they are only too eager to explain, or rather complain, about why everything is taking so long right now.

"There's been another financial fraud scandal up there", one gnomish caravaneer wearing a painfully bright azure coat and turban informs Isaac. "Ever since the chit system ceased working, the city leaders have been overzealous in trying to prove everything is still perfectly under control. So every time they're shown not to be, they crack down hard and double down on procedure and checks, demanding every silly rule be followed to the letter even as they write more."

Jasper is feeling nervous yet hopeful, keeping quiet as she follows with the others in the line.

Snark observes that things are more of a mess than usual, and sends Luna up.

Luna does not report back anything more than that things are just going really slowly at the counters, so the line is not being processed very quickly. Worse, the only people who are done quickly are ones only getting some forms at the counter, who then go straight to the back of the queue again so that they're already back in line to submit their paperwork even while they are only starting to fill it out.

For your KS(local) check being over DC15: The customs offices are able to reference the citizen rolls. As you overheard while looking around earlier, as long as they have a name they can also contact the buyer of inbound goods to make their determination if an import is legitimate. Is there any way Snark or any of his friends could turn this to their advantage?

Onesimos is feeling a little overwhelmed, and keeps to himself as he follows Isaac and Snark.

Slowly moving with the line is not the best experience in your life, but also not quite the worst. The people here, you have to admit, are actually quite adept at being in queues. To the extent that a small service industry seemingly exists just to cater to those in the queue. By the time you reach the counter, much of the day has gone by - but you have during those hours been able to buy and use lunches and drinks, as well as having had all the opportunity you could want to buy snacks, umbrellas, hats and gloves - even piping hot chai tea from a vendor walking around with a heated metal tank strapped to his back.

As the party pulls up to the front, the agent appears to go slightly pale at the sight of the group including Teddy, Gore'Thum, Niko, Luna, and to a lesser extent Tykeas and Khord. She lowers her eyes to the various stacks of forms in front of her as if she can feel a headache coming on.

The customs agent, a professional but tired looking woman, asks you; "...please tell me you are not a traveling circus? To bring unusual animals into the city really should be announced in advance so we could have the requisite paperwork and health certification checks prepared-"

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+6=21
Tuesday March 28th, 2023 12:13:17 PM

Onesimos is used to waiting patiently: a day isn’t a lot of time to waste, and it’s only a waste if one learns nothing. And Benni experiences a lot!

Benni and the others finally get to the front of the line and are greeted by the custom’s officials’ mis-assumption. What a perfect opportunity! Diplomatically, the elf smiles disarmingly.

”Nothing so onerous, good sir, we are an adventuring group from the town of Heranmar. We are also the duly authorized agents for this year’s Spirit Woad Beer shipment. I believe we are expected?”

The elf keeps his conversation genial, and only essential information, counting on his friends to speak up and provide more details to lend veracity.
….
Diplomacy 21

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+4=5 ;
Tuesday March 28th, 2023 4:24:06 PM

Khord attempts to help Benni by interjecting, "He is correct, we have traveled for several days out of our way to get here. We braved the mists and survived pirates. It took much longer than it should have, so they probably have told you to keep an eye out for us." (aid another diplomacy d20+4=5) Judging by the reaction from the guard and his companions he is not as helpful as he thought he was going to be.

He then takes a step back and intently looks around as though he was alerted to something, hoping to escape the embarassing situation he stepped into with both feet.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20=14 ;
Tuesday March 28th, 2023 6:22:45 PM

As the vendors come by, Snark will purchase one of the tastier snacks and a nice hot chai to give to the nice lady. He'll use Prestidigitation to make sure the chai is still hot for her. He reaches up to put them on the counter and pushes them forward. He stands on his tip toes as he peers over the counter.

"Oh hey nice lady, these are for you. Not expecting special treatment, I just see you there working long hours and thought this might be a welcome break from the monotony. How's your day going?"

"Circus? Nah. We got a talking frog, and ambulatory teddy bear, and a well behaved dog - pretty standard stuff fer a place like this. Like my pal here said, we're just delivering some magic beer to the magic city."

"I had an old master here - dwarven wizard named Elgor Blackheart? Last name sure fit. Kind of a jerk really, so I'd steer clear if he's still here."


He thinks for a bit.

"You know, I gotta find a druid hereabouts - greenmage actually. Any idea who I can ask about that?"

"Also, can I go get you some lunch? We're just waiting around, so I got time."




Jasper (MarkB subbing for Holly) HP 52 AC 20 CMD 8 
Tuesday March 28th, 2023 9:11:32 PM

Hmm. Greeenmage. Interesting.

Jasper smiles a bit at this woman's worry about all the animals. She considers transforming into several to make a point that you can't judge a book by its cover, but decides against it as it might delay getting done ... whatever it is these people need to get done.

"Nature is soooo much simpler than all this."

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Tuesday March 28th, 2023 11:39:20 PM

Isaac pales at the news. The Chit system was one of the back bone's of Hook City "If they can't get a handle on getting a new system into place this is only going to get worse."

Ooc: Would Isaac and the others know about the chit machine or what happen to it?

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+13=14 ;
Wednesday March 29th, 2023 12:38:15 AM

Tykeas stays to the back alert to the movements of those around him. perception 14 He doesn't see much being slightly curious and cuatious about the masses.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Wednesday March 29th, 2023 8:15:40 AM

Gore'Thum grunts at the question. "Not anymore. That was years ago." Teddy hangs back and watches.

DM Esther: Progress is relative 
Wednesday March 29th, 2023 6:53:42 PM

Seeing an opportunity to make a helpful impression, Onesimos puts forward some smooth elven diplomacy, explaining quite businesslike that the group is there as appointed agents of an expected delivery of goods.

The agent looks relieved to hear it. “Ah? You are? Delivering a shipment then.. well, that is another matter entirely.” Her hands are already starting to move to blindly pick blank forms from a few of the ones at her disposal.

Khord attempts to help Benni by expounding on the travails the party went through to deliver their precious shipment here, but realizes he is not helping and backs away.

Snark tries to get into the agent’s good graces with gifts of tea and food, and namedrops his connection to a Hook City certified wizard.

She just looks at him politely with the unmoved expression of someone who has heard every form of flattery and promise of favors already, and too wise to accept anything that could be even remotely interpreted as a bribe. “I must ask you to keep your food off my counter please sir, and see that your bear does not ambulate anywhere unattended?”

OOC: That was still a successful Aid Another check - speaking out of turn and making such an unruly display fits the agent’s expectations of a bunch of adventurers from countryside bumpkin territory, and in so doing both supports Onesimos’ declaration, and makes the agent prefer to only speak with Benni for the rest of this business.

Jasper smiles a bit at this woman's worry about all the animals, and considers some mischief but decides against causing unnecessary delays.

Isaac is shocked to hear of the breakdown of the chit system, and realizes the implications - and how it explains the present situation.

> Ooc: Would Isaac and the others know about the chit machine or what happen to it?

OOC: No, because the whole affair was subject to a cover-up in the original campaign it happened in.

Tykeas stays to the back alert to the movements of those around him. perception 14 He doesn't see much being slightly curious and cuatious about the masses.

He notices that the line behind them looks shorter now, and that nobody new seems to be joining at the back anymore.

Gore'Thum grunts at the circus question. Teddy hangs back and watches.

Corym tries to avoid being seen by guards, and has shuffled to the back of the party. Standing behind Tykeas does an excellent job of making him hard to even see from the side of the counters.



While you wait, your customs agent spends some time building up a small stack of forms and going through records without giving much explanation of what she is doing. Eventually, she hands over the paperwork to Benni.

“Please fill these out, with an itemized list of your shipment. Your assigned number is seventeen, please present your paperwork tomorrow morning at the inspector’s window at the guard station. They will set you up for an inspection, be ready to move your shipment to the inspection lot they assign you by midday. This includes forms to grant temporary supervised delivery entry to you and one other - one to represent the delivering party, and one witness to the transaction for your side.”

OOC: For clarity… a picture is emerging that trying to get actual full visitor access to walk the city freely is going to take many days if at all, would require identification paperwork on each of you, and might involve some unsolicited health checks for some of you. Instead, you can make your delivery of Woad Beer on the much easier delivery permit, which has the advantage of only requiring two of you to identify yourselves so you can avoid putting anyone forward that might be less than welcome. The downside is that this will be an in-and-out delivery visit accompanied by a guard, so there will be no shopping and no getting anything enchanted here, but at least you might actually be done here within a few days.

You almost think that is all you will get for your hours of waiting in line, but she then continues, “As for your delivery to make to ‘The Greenmage residing at Hook City’.. I do understand people might consider that a way to send mail up in Heranmar, but do try to get a full name next time? It is only your luck that it so happens our rolls do include a listing of properly qualified wizards by their area of expertise, but even then it seems I can not help you. The only record of a Greenmage is a forwarding address for one.” It appears that she has interpreted Snark’s statement of ‘having to find’ a greenmage here as meaning that you, as couriers from Heranmar, are also making a delivery to a person of that description - a reasonable assumption as people send mail with trade caravans all the time. “If your greenmage is one Zenia the Dark, you should try Five Mile… it is a township not far from here. Just don’t skip out on making your deliveries here first, you have an assigned number now and our inspections unit will not wait forever for you to turn up.”

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Wednesday March 29th, 2023 7:21:23 PM

"I know you're just doin' yer job. I won't be buggin you no more. And thanks for the name in Five Mile. Sorry to hear you people kinda lost your chit." He smiles at this last bit, thinking himself clever for saying something he's sure noone ever thought of before.

As Snark scops up the rejected snacks, he grumbles to himself, "Stupid place, lousy forms. Glad I left when I did."

"Well, back to the ship I guess. I can help you with them forms if you want Benni, and we can inform the Cap'n what the plan for unloading stuff. Once we get the beer delivered we can head to Five Mile.




Jasper (MarkB subbing for Holly) HP 52 AC 20 CMD 8 
Wednesday March 29th, 2023 7:24:28 PM

Jasper takes all this in. She tries not to draw attention to herself in a place like this and pulls the hood of her cloak down a bit.

"Interesting. Zenia the Dark. The name doesn't bode well, so we best be prepared for anything."

She returns with the others to the ship.



Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Wednesday March 29th, 2023 11:23:03 PM

Isaac does speak up "Sorry for taking up your time but I have family here Mr. Harker he's part of the Guard. Would I be able to meet with him? He's my father."

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+6=23 ;
Thursday March 30th, 2023 1:34:06 AM

Onesimos is stunned at the amount of paperwork: nearly a library in itself! And the directions to prepare…. Benni keeps his genuine smile on, but it is hard. ”We may need some additional direction, good sir, for the delivery is 49 barrels of the famous Heranmar Spirit Woad Beer, and we have no means to transport it once it leaves the ship. Could you provide us leave to meet with our factor to arrange transportation?”

He gives a little turn to the group as if giving some instruction, but actually… ”ummm, I don’t remember any instruction other than deliver to Hook City. Do we have a name of a person or company we are supposed to deliver TO??”

…..
Diplomacy 23

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+6=23 ;
Thursday March 30th, 2023 2:38:18 AM

Onesimos is stunned at the amount of paperwork: nearly a library in itself! And the directions to prepare…. Benni keeps his genuine smile on, but it is hard. ”We may need some additional direction, good sir, for the delivery is 49 barrels of the famous Heranmar Spirit Woad Beer, and we have no means to transport it once it leaves the ship. Could you provide us leave to meet with our factor to arrange transportation?”

He gives a little turn to the group as if giving some instruction, but actually… ”ummm, I don’t remember any instruction other than guard the beer until Hook City. Do we have a name of a person or company we are supposed to deliver TO??”

(Ooc: Benni can only remember that they were to protect the beer. Neither Ralphus [Heranmar InnKeeper] nor Captain Rio told them any different since DM Post 31 Jan)

…..
Diplomacy 23

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Thursday March 30th, 2023 6:19:05 AM

Khord listens to the guards instructions carefully, and still finds himself confused. How does this city manage to function with all this paperwork, who keeps track of it all, and what do they do with it all. He loses himself in visions of giant warehouses solely for the purpose of storing papers from shipments going back decades. He also is disappointed that it seems like he will not be able to visit the Angry Eel, and thus his lead is next to worthless. It seems this city would be a great place to hide, as how could anyone get in to come searching for you without you being able to spot them days before they get through the gate.

As Benni receives the the pile of paper and asks about who we are to deliver to, He realizes he should have asked more questions while they were in Heranmar.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+13=23 ;
Thursday March 30th, 2023 6:58:28 AM

Tykeas simply lets the others do the talking and keeps an eye on the crowd. He notes which line seems to be moving faster and observes it for a while to try to learn why. perception 23

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday March 30th, 2023 7:24:00 AM

Teddy is happy to help with the paperwork. His penmanship is impeccable and he's smart enough to help figure out how to figure it out correctly. He breifly wonders why no one was sent who'd done the paperwork and delivery before but doesn't really worry about it.

DM Esther: A relative can help progress 
Thursday March 30th, 2023 10:44:55 AM

Jasper takes all this in. She tries not to draw attention to herself in a place like this and pulls the hood of her cloak down a bit. "Interesting. Zenia the Dark. The name doesn't bode well, so we best be prepared for anything." She is ready to return to the ship with the others.

Onesimos keeps his genuine smile on, but it is hard. “We may need some additional direction, good sir, for the delivery is 49 barrels of the famous Heranmar Spirit Woad Beer, and we have no means to transport it once it leaves the ship. Could you provide us leave to meet with our factor to arrange transportation?”

The agent too maintains a polite smile in speaking with Benni. “First time here, hm?” She points with her finger in the direction you saw the guard station earlier. “The inspection lots are only as far as right here at the end of the dock. The guards will tell you tomorrow which one to use when you hand in your paperwork, and by when to have it ready, based on what you’ve got. You only need to get it to there, bringing heavy things the rest of the way up to the city is what cogsleighs are for. For that too see the inspection station, with your paperwork, in the morning.”

Isaac does speak up “Sorry for taking up your time but I have family here Mr. Harker he's part of the Guard. Would I be able to meet with him? He's my father.”

The agent takes notice of Isaac having the local accent, as one born and raised here. “Are you from here? If you used to already be a citizen and you still have your old proof of citizenship, or if you are in good standing with your parents who have citizenship and they will vouch for you, then there is a track to get registered as a returning citizen. It should take only about four days for the city to examine the merit of your claim.” She looks at the line behind you, and then leans ever so slightly forward behind her desk and sounds genuinely sympathetic when she says; “...our paperwork goes up to the city once a day, after evening lockout. But if you say your father is a member of the Guard.. the guard station behind us is sending its own messages up and down all times of day and night. You could try there and see if they could be persuaded to send one of their own a message that his son is looking for him down here? If all you want is to see him, he could come down here long before you could get approved to go up there… and if you do want to not just see him but renew your citizenship, if your family in the city were to have paperwork drawn for you up there, that would be faster as well than having a request processed from down here.”

Khord's mind boggles at the volume of Hook City's bureaucratic paperwork, and he feels disappointed that he will not be able to follow up on his lead since he wouldn't be able to freely go looking for it.

Of course, a fence --one whose livelihood revolves around moving stolen goods and illegal money -- will likely be lying low in the middle of a crackdown, so this would have been a very unfortunate time to try to find them anyway.

Tykeas simply lets the others do the talking and keeps an eye on the crowd. He notes which line seems to be moving faster and observes it for a while to try to learn why.

Successful Perception check Although each has its moments, none of the agents at the counter seems to be processing people systematically faster than the rest. People seem to have stopped joining the feeder line (the large meandering line from which people move into the seven front lines) entirely, which is why that is steadily getting shorter now. Tykeas notices people further to the back nervously confirming the position of the sun in the sky every so often, and he realizes that people are no longer getting in line because at this point only the desperately optimistic still believe that the current back of the line will reach the customs counter before it closes.

Teddy is happy to help with the paperwork. His penmanship is impeccable and he's smart enough to help figure out how to figure it out correctly.

Yes, about that... the Hook City chapter of the module was written to make dealing with its bureaucracy absolutely grueling. Filling out this pile of forms is designed as a skill check gauntlet for the whole party - you have to wear them down with skills checks just as how you might have to wear down a dungeon wall with repeated attacks against its hardness. Fail to accumulate enough work done to 'break' it, and your paperwork will be rejected when you try to submit it and you'll have to try again the next day (although your target number will get easier on retries to reflect you are learning through repeated attempts). So EVERYONE please give me a skill roll - you can choose to use your best modifier from a plain INT check, KS(local), KS(nobility), or a Profession modifier you can convince me is relevant. Isaac is pre-approved to use his modifier in Profession(Guard) for this purpose.

Snark says, “I know you're just doin' yer job. I won't be buggin you no more. Sorry to hear you people kinda lost your chit.” He smiles at this last bit, thinking himself clever for saying something he's sure noone ever thought of before.

The agent behind the customs counter picks up another number ticket, writes “17” on it in her clear hand just as on the ticket she put on top of the paperwork she handed to Benni. With a practiced motion and a slamming sound that seems a deliberate show of authority, she stamps it “Duplicate” and “Not valid without part one”.

She then literally flicks the ticket at the gnome.

“NEXT!”


Jasper (MarkB subbing for Holly) HP 52 AC 20 CMD 8  d20=5 ;
Thursday March 30th, 2023 12:39:46 PM

Jasper makes an Intelligence check of 5.

Big surprise - druids aren't good at filling out forms. Nor do druids have much patience filling out forms. She transforms into an eagle to fly up and have a good look around. With a speed of about 30 mph, she should easily be able to fly the route to 5-mile and back. How's the route look? What's in 5-mile? Is there a town there?

She doesn't stay in 5-mile for long - she just needs a break from a city she cannot enter.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20+9=23 ;
Thursday March 30th, 2023 12:49:36 PM

Snark is not waiting a week in the mud just to get in. Since the little wizard is not going to be allowed to enter the most famous magical city in the Wold, he's certainly ready to be done with this place.

Back aboard the ship, he says to Captain Rio, "Well, you'll be shocked to know we need to fill out a bunch of forms before we can unload the beer. Then we need to get payment. And then we need to make a visit to 5-mile. Once that's done, we can be back aboard the ship for the return trip to Heranmar."

Snark works on the forms. Knowledge Local 23.



“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+6=20 ; d20+14=28 ; d20+7=9 ;
Thursday March 30th, 2023 2:49:33 PM

Onesimos considers the task as the team goes back to the ship. ”This isn’t much different than a puzzle in an abandoned temple, although I have to admit, with a little more writing than normal. Let’s try to tackle different pieces to make this faster.”

The elf approaches Captain Rio and Patch. ”Captain and Quartermaster do more paperwork than most. Why, Patch, I recall you boasting of your records handling in Heranmar. Can you help with your skills?” [Ooc DM post 31 Jan]

For his own part, Benni corrects himself: it is 99 barrels of beer in the hold. Yes, 99 barrels of beer. They took one round and emptied it down… He also tries to sense how Hook City will accept the freehand portion of the documents, and writes them diplomatically. Maybe putting in a pious reference or two..

Sense Motive. 20
Diplomacy. 28
Know Religion. 9


Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+9=23 ;
Thursday March 30th, 2023 4:27:57 PM

Khord heads back to the ship with the rest, talking to Niko along the way. "I don't know why they are so uptight, I bet if they had some of that woad beer they would be in a bigger hurry to get it delivered. The stuff is literally magical."

Niko looks quizzically at Khord, cocks his head from one side to the other as they walk listening intently. He is somehow disappointed though that his master does not mention treats once.

As they look over the forms, Khord interjects where he can. His detective skills kick in as the order and flow of the questions start to make patterns in his mind. (Know: Local d20+9= 23)

After he has helped with that, he asks the Captain and the rest of the Luck Makers about moving the barrels. "Do we have some way to move all these barrels, or will we need to roll them one at a time. We should probably get an early start. Some of us helping move the barrels while a couple wait in the line and handle the paperwork."

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  d4=4 ; d20+6=15 ; d20+10=23 ;
Friday March 31st, 2023 5:48:42 AM

Isaac thanks the teller he writes his letter and goes over to the guard area "Good day i would like to request a letter to be delivered the next time a message is sent to Kevril Harker"
Proffession guard :15
Diplomacy:23
("Dear father I have good news. I'm here on a cargo delivery and would love to see you and mother again. I'm down at the docks ask for the Sea Witch captained by Rio. I have a lot of questions about what has happened since I was away and would like to talk.- Isaac")

Ooc: Since I didn't include their names in my back story Isaac's parents are Kevril Harker and Margaret Harker.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20+3=22 ; d20-1=7 ;
Friday March 31st, 2023 7:23:12 AM

As stated Teddy is eager to help. Though he has no applicable skills, he is intelligent and keen to learn so is able to help out (22 intelligence). Gore'Thum sort of hangs around, providing merely moral support (int 7, was worth a shot)

DM Esther: Papers, flight, and lanterns in the night  d20=8 ; d20+7=23 ; d20+9=25 ;
Friday March 31st, 2023 2:56:00 PM

Isaac writes a letter to his father, and knowing the functioning of a guard station and coming across convincing, is easily successful getting the on-duty sergeant of the watch to accept it for sending on to a fellow guardsman. There is nothing more to do about that now but to wait what comes of it.

Back on board the Sea Witch, Khord asks if there is some way to move all the barrels.

Khord’s question elicits a chuckle out of Captain Rio. “Last time oi looked, the Sea Witch had both her masts an’ a crew. Don’t yer worry yerselves loik this would be the first time we deal with havin’ things in and outa the hold. Best leave that ta me crew what knows the ropes, ‘t is a job fer seven an’ an officer to git them onto the dock, an’ two to roll ‘em ta the lot. Throw in an extra man an’ a brush if ye want ‘em neatly lined up an’ clean lookin’ too.”

It seems the Luck Makers will not have to involve themselves with the unloading. In fact, even if they would like to, Rio would only want them to do so on the dock, maybe roll some barrels up to the lot, because she is not going to let anyone that isn’t her crew touch the ropes and tackles when they’re hoisting a heavy barrel across the deck of her ship.

And with that, the Luck Makers resign themselves to being, temporarily and seemingly much to Snark's chagrin, the Form Fillers. Benni even gets a sputtering Patch to help out, forced to defend his honor after being called out on his claims at the start of their journey. Forms are not really his thing, but you can not deny the quartermaster has a head for numbers as he readily works out weights, sums and percentages of the top of his head. Rio of course has captaining to do and is not helping with your forms. She does however check in once and, after standing behind Teddy and Patch and comparing the work the two are doing, smirks at the latter. “I knew it. Patch, yer handwritin’ is worse than a bear’s.”

(ooc: As you have heard in the email, Ben has left our game, but until a certain scene yet to come, Corym is still technically traveling with your party so I rolled for him to contribute too)

By the sweat of your brows, together you work your way through the paperwork. All of it. Will it stand up to inspection? You will have to find out when you submit them tomorrow morning, but for now you can sense that you are done with this maddening bureaucracy for at least the remainder of the evening and a whole night.

Your new druid acquaintance Jasper decides that after this attempt at clerical duties, she needs to be away from all this for a breather. She shapeshifts into the form of an eagle, and takes wing. A gryphon patrol does take notice, but as long as she is not flying towards the city, they are not bothered enough to even circle for a closer look. She decides to follow the direction of the road to see if she can get a sighting of this Five Mile place that is supposed to be out that way.

Jasper: Highlight to display spoiler: { Flying as an eagle, Five Mile is easy to reach, and easy to find - from far away she can already see the thin streamers of chimney smoke rising into the cold air. And cold the air is. As Jasper flies away from the weather controlled area surrounding Hook City, the temperature swiftly drops as the reality of how close this land lies to the Ice Vein reasserts itself. Before long, she can feel that it has dropped below freezing. There are shapes in which this would bother her, but as an eagle, it does not. Flying on, at what might indeed be roughly five miles inland along the only overland route from Hook City, Jasper spies a collection of buildings in the last light of day - inns, stables and a shop near the road, a few houses further back, a smithy or two (or something like that if the smokestacks are anything to go by). There are a lot of horses and parked wagons here. Jasper does not see evidence of farming in the area, and the grouping of buildings below has all the traits of a large caravan rest stop, where a small permanent population is mainly occupied with catering to a large transient one. Daylight is fading, so having established that Five Mile does at least exist she turns around back to the Sea Witch before the full cold of the night does become unpleasant.}

From the deck of the Sea Witch, you can tell that the mood on the docks is changing. If the day was filled with the buzz of people trying to conduct their business amid uncertainty and boredom (and forms), the approach of sundown sees part of the crowd return to their respective vessels, but those that remain seem to be waiting for something.

Then, you see that from the land side, a grouping of cogsleighs are steadily lumbering as close as they can get to the docks, stopping, and putting up lanterns. The first notes of music soon drift in the air, and people are heading over there in small groups.

(ooc: a cogsleigh is a freight moving vehicle for the soft wet ground on Hook City’s rainy side. They are very large sleighs that look like someone put runners under the general idea of a small cogship - a flat bottom platform for taking cargo on, with a small fore- and aftcastle to protect their crews and job tools from aforementioned rain.)

Isaac: Highlight to display spoiler: {This is common knowledge to anyone that’s ever patrolled either mudtown or the docks – cogsleighs are privately owned, and a good few of them earn their living not by hauling cargo. With the dock fulls of bored sailors and merchants, and the city allowing no permanent buildings other than its own offices and guard station, there is coin to be made in providing after port closure such services as would normally be provided by taverns, food stalls, and similar establishments. The entertainments of the Night Market have arrived!}

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Friday March 31st, 2023 3:56:49 PM

"Huh, I know I suggested an early start tomorrow. But, It looks like there might be some fun to be had out by those cogsleigh's. A dance and maybe are just what the we need to shake off the dull headache I got from doing all that paperwork. Anyone care to join me?" Khord reaches into his haversack and produces a treat for Niko. "Mind your manners boy and there will be more where this came from," he says to his dog as the head for the gangplank and make there way towards the music.

Khord will accompany anyone who wishes to join him, buying the first round if there is anything on offer. He dances with a graceful awkwardness and a total lack of humility. Niko bounds and yip's and has a grand old time, receiving a few more treats along the way. Returning to the ship sometime around midnight or earlier if the cogsleigh's leave before then, and he collapses into his hammock and sleeps soundly until morning.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Friday March 31st, 2023 9:54:55 PM

Isaac holds up his hand "Hold on their Khord it's not a dance unless you want to start one that's the Night Market. It's all taverns food shops and merchants that people usually go to but their all on the back of those
cogsleiIhs. The City has really strict laws about what can be where and their is no permanent buildings in the Mudtown or Docks except city's official stuff. So all the shop keeps and taverns send out those cogsleiIhs. If you want to go I'll go with you. I use to patrol back in Mudtown so this place brings back memories." Isaac smiles as he watches the gaggle of merchants start to mix in the Night Market.


“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+14=23 ;
Saturday April 1st, 2023 1:17:58 AM

Onesimos rubs his eyes: those forms were mind-numbing! The elf thanks Patch for his insight, and the rest of the Luck Makers for their contributions as well. And while he considers needing a guard at the Sara Witch, he is equally intrigued by the mobile taverns and people who would operate there.

Benni joins Khord, Isaac, and any others on the tromp through the mud to the Night Market. He will nurse one drink through the evening, and playfully participate in any dancing, flirting, or discussion that happens to come his way: gauging the mood of the people and activities.

Sense Motive. 23

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+9=26 ; d20+15=24 ;
Saturday April 1st, 2023 8:12:36 AM

Khord takes the news about the night market in stride. He makes his way through the mud to the stalls with his friends. Has a few drinks, gets some smoked fish for Niko, and does a small dance when the tune moves him. All the while he keeps his eyes and ears open to gauge the mood of the city, or at least on the docks.

Sense Motive 26
Perception 24

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20+14=15 ;
Saturday April 1st, 2023 5:00:58 PM

The little gnome accompanies the other to this night market. He keeps his eyes open as he goes.

(Perception 15)



Jasper (MarkB subbing for Holly) HP 52 AC 20 CMD 8  d20+16=29 ;
Saturday April 1st, 2023 5:06:22 PM

Jasper reports back what she saw on her flyover of Five Mile and the way there. She will add that it gets colder as you move away from Hook City.

She also attends this collection of cogsleighs, glad that she does not have to actually go into Hook City. She looks around for any signs of trouble.

(Perception 29)

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Saturday April 1st, 2023 9:32:43 PM

Teddy is exhausted from all the writing and working. His penmanship may be impeccable, but he doesn't exactly practice it that often and the effort exhausted him. He goes to bed early.

Gore'Thum, who did nothing but sit around all day, is eager to see what interesting thing is going on and joins whomever else is going to go check on the music.

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Sunday April 2nd, 2023 9:50:45 AM

Onesimos is bemused, and includes Gore’Thum as a partner in walking to the Night Market. The elf is slowly (slowly!) acknowledging the frog as intelligent, and therefore part of the community for ‘love’


DM Esther: The Night Market 
Monday April 3rd, 2023 11:00:38 AM

Khord sets out for the night markets, with an intention to buy the first round, should there be anything on offer. As he and his friends approach however, it becomes clear that the Night Market is spoiled for choice when it comes to both libations and food. Or relatively so compared to what's available on a sea voyage anyway.

The place is already lively by the time you get there, and the many-hued lanterns render the scene oddly colorful despite the mud-splattered exteriors of the cogsleighs the stalls are attached to. Wooden planks have been put down to create walkways that will at least protect your footwear from the worst of the mud.

While Isaac and Gore'Thum are more generally enjoying the atmosphere, Khord, Snark, Benni and Jasper are all paying close attention to what is going on around them, and between them they notice...

* The unmistakable smell of meat being grilled, and those are fresh juicy cuts, not salted or dried ship rations. A sizzling slice of heaven, if heaven were a Chuck Eye Steak.

* There is a barber chair on the deck of one of the sleighs, and wouldn't you know it that the people in line for a wash, shave or haircut are the ones that already look better kempt than most here.

* A flashy fortune teller tries to tempt a sailor to touch her palm with silver, offering to reveal his past, present and future. Aghast, the sailor angrily demands she stop looking into his personal business at once.

* A trader looks down a glass of something strong while talking to another. "...this close already. That's fifteen days I've been here. At least they say it should only be a week more now before my paperwork is processed..."

* One of the cogsleigh trinketeers claims to be selling 'Finest Magical Wonders from the City of Mages!'. Sensing motive, you rather doubt it.

* Amid the drink, food, and trinkets, there are also some games of chance and skill being offered. (if you like your chances, put down a silver and roll either three melee or three ranged attacks vs AC20, and I'll tell you what you win. Describe your own game.)

* You sense that the catharsis this place offers after what for most of these men and women has been another tedious day, is loosening lips and could be very conducive to any information gathering any of you might still want to do, on any local topic.

If you don't feel like pursuing any of that, you are individually free to freeform your character unwinding in their own way. Yes, there can be flirting or dancing if you're so inclined, and yes you can shop for and find most mundane household items with a value of less than one gold piece.

Corym is no stranger to the arts of the con and the swindle; In fact this being the very city where he practiced these is very much the reason he is feeling somewhat uneasy about being recognized by the law. Fortunately the law seems to have no eyes for him at this time yet, and after a while, he actually spots a familiar face in the shadows of the Night Market, and let's the others know he is going to see if 'an old acquaintance' is willing to talk to him, but that he needs to go alone.

(ooc: A request from your DM - please take that last paragraph as just FYI, not something to interact with. Ben left rather suddenly, but we owe his character Corym a better in-story departure from the party than an abrupt 'Okay, bye' so far away from home and family. I do however need to separate him from the party before you get yourselves into any puzzles or fights, so please just let him go his own way here without anyone trying to tag along, okay?)


Jasper (Holly) HP 52 AC 20 CMD 8 
Monday April 3rd, 2023 3:03:00 PM

Jasper drifts along the edges of the crowd, simply watching and listening. The Night Market is much preferable to the fresh hell that was the customs office, but it's still a bit too crowded for her taste.

She doesn't know much about Hook City (other than that she intensely dislikes it!), but she does wonder why they've instituted such a complex system. She keeps an ear out for any snatches of information to that effect.

____
OOC: I'm back. Huge thanks to Mark!

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+11=12 ; d20+11=29 ; d20+11=14 ;
Monday April 3rd, 2023 4:32:44 PM

Khord cannot resist the smell of the roasting meat. He quickly buys a steak for himself and one for Niko. "We eat like kings tonight, eh boy." Niko happily wolfs down the steak, and wonders why they dont get this every day.

He does buy a round of beers for whoever wants one, and proposes a toast to his new friends. He hears Corym mention meeting an old acquaintance and he wishes him well and says he will see him tomorrow. Corym does not reply as he disappears into the crowd.

As the night goes on, Khord is taken by the games of chance. He steps up to one, Telling himself he will give it one go, knowing full well that the games are usually rigged to favor the house. There is one such game where the player must land three silver piece sized stones inside a metal urn from three paces away. He carefully weighs the stones in his hand before throwing, the first plinks the edge of the urn and falls in, the second dances on the rim and falls out, and the last misses the urn entirely as Niko bumps him as he is about to throw. His curiosity about the games satisfied, he wanders off to rejoin the group.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  d20+9=18 ; d20+9=13 ; d20+9=12 ;
Monday April 3rd, 2023 7:51:34 PM

Isaac wonders if it's spending time out in Heranmar or his interest in figuring out people beliefs whatever they were he decides to go over to the fortune teller paying a coin if nothing else the fortune telling process was always fun to watch.

After that Isaac tries his hand at a game called Assassin and Guard. Two competitors would face off the guard would try and protect a dummy dressed up as a grumpy noble while the Assassin would try and attack the dummy with gloves with some sort of paint on them. If the assassin could hit the target it was considered his win, if the guard protected the dummy noble it was his win. Isaac took on the stained gloves and approached his opponent and the target.
Melee attack 1:18
Melee attack 2:13
Melee attack 3:12
Isaac failed



Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Monday April 3rd, 2023 8:19:32 PM

Tykeas watches with some amusement as khord and little later, Isaac tempt lady chance. I rember my own tempting of Lady Luck...ended in indentured servitude to a snooty noble for 3 years.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20+9=23 ;
Tuesday April 4th, 2023 1:12:04 AM

Snark goes along with the others, as much to keep them out of trouble as to see what's in this place.

He's not much of a diplomat, but he knows coin can often be a decent substitute. He will spend about 20 gold buying drinks and food for anyone that can tell him about a greenmage named Zenia the Dark near Five Mile. How to find her, what does she like or need, what's in Five Mile, is there anyone or anything to avoid?

He will use his knowledge of local customs to bolster his efforts. (Knowledge Local 23)

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Tuesday April 4th, 2023 8:16:43 AM

Gore'Thum wanders some taking in the sights. He's only mildly interested in most of the activities but he does buy himself some food as he looks for the source of the music, which is what drew him over here. After listening for a while and tipping whatever street performer is playing he'll visit the fortune teller, not really expecting to learn much, mostly just to see how they react to a giant talking frog asking for their fortune.

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Tuesday April 4th, 2023 11:47:14 AM

Benni follows Teddy’s frog to ensure he keeps out of trouble. The elf chuckles as he has to lean in and buy food.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Tuesday April 4th, 2023 12:02:48 PM

Also, Snark will get a haircut and a beard trim. Barbers are often a good source of local info, and being a travelling barber, maybe he goes to Five Mile regularly or knows those that do.

Jasper (Holly) HP 52 AC 20 CMD 8 
Tuesday April 4th, 2023 2:10:56 PM

Jasper needs the ability to speak while in Wildshape.
Fully aware that the trinkets on offer won't impart such a skill, she decides to look at the Finest Magical-ish Wonders anyway. You never know.


DM Esther: The Night Market - continued 
Tuesday April 4th, 2023 4:08:14 PM

Jasper does not like crowds, and keeps herself to hovering around the periphery of the Night Market. She keeps an ear out trying to catch what people are saying about the bureaucracy here. Although it is certainly a topic that comes up here and there, the people here are talking, often in plaintive tones, only about that it is, and how they are faring in their various dealings with it. No historical insights are acquired into why it is.

She then investigates the purveyor of supposedly magical wonders. As expected, it is not as advertised. While some items may have been made with the help of magic, nothing Jasper sees is what she would call a true magical item. Its one genuinely useful item is a series of lanterns containing a continual flame, which can keep ships lit below deck without risk of starting a fire, thank to its heatless flame. At two hundred gold it is not even terribly overpriced. This is probably the flagship item meant to lure customers in, before the salesman upsells them some of the other junk like a cheese-scented mousetrap.

Khord buys some quality meat for himself and Niko. He later tries his hand at one of the games, and for a score of one out of three, he walks away with a buttered and lightly salted corn on the cob!

Isaac seeks out the fortuneteller, who is of course very happy to see his silver. She sits him down, and examines a spread of cards.

"I see for you.. a reunion.", she tells him, "And an unexpected journey. The sign that represents a force that will oppose you is Greed, your own or that of others."

After having his fortune told, Isaac finds a rather elaborate sport event and tries his luck on a round.. but with three misses, all he walks away with is some new mud on his boots. It provides some amusement for the watching Tykeas, who at least is there to cheer his comrade up after that.

Snark is on a mission - to find out what he can about the greenmage Zenia the Dark. He wets the whistles of traders and caravan crews familiar with the route in that direction, and even gets himself a bit of a cut and trim so he can chat with the barber. It takes a few false leads before he gets somewhere..

"Five Mile? If you don't come by ship, it is a good last place to stay before Hook City. Even with the cold."

"A mage in Five Mile? That is news to me. Sure, there is bound to be one or the other around as part of all the coming and going through, but if they have a resident one, all I am saying is I have never seen a wizard tower or somesuch there."

"Look lad, me and my boys transport tin and salt. I reckon no druidsy tree-loving folk go out of their way ta meet us even if we was passing right in front o' their home."

"Zenia the Dark? No, I think I'd remember that. But aren't you asking in the wrong place? If they're getting anything forwarded to Five Mile as you say, then it is going through one of the inns - that's how everyone picks their mail up. That narrows it down to finding which one they use, right?"

Some further enquiry with merchants that also use the other route, turns up that there are only two inns of note in Five Mile - The Captain's Quarters, run by one Percival Arunson, and the cheaper Caravan Pete's, run by an 'Ole Pete'. A luggage carrier additionally reveals that there is also a boarding house in Five Mile, run by a woman called Frieda Silvermane.

(ooc: Note to Mitch -- since you have Gore'Thum spending money, I am going to presume that he has a bag or something to carry that and some items around)

Gore'Thum finds that it helps to go around muttering things like "Coming through!" to constantly assert that he is in fact a talking frog, unlike the kind that might also appear in wet muddy terrain and inclines people to try to remove him from the market grounds. Thankfully, Benni comes to follow him around to prevent further confusion.

The fortune teller at first looks quite taken aback as a frog seeks to have its fortune told, but silver is silver and this whole place does exist right under the nose of a city run by mages, so... a talking frog, sure, why not. As she attempts to read him his fortune however, she seems to be struggling. "Your future feels like it is a little more, ah, mutable than most.. which isn't to say that is a bad thing, just.. harder to read", she explains herself. With a sincere dedication to get a result rarely seen in the fortune telling profession, she tries voodoo, she tries hoodoo, and then some things she hadn't even tried.

"Um.. in your future I see a cold place. You will.. get closer to a goal.. but.. somehow, backwards?" Then staring away from the main branch of Gore'Thum's fate line and up a particularly annoying unstable side branch, she almost cynically adds; "...and on the very slim chance that you turn human, you might open a restaurant some day and play banjo. Sorry, that is all I am getting here."

As it gets further into the night, the Market is still going, but the crowds of visitors are thinning as many leave to get some sleep before the next day, and with an early start tomorrow, the party probably wants to do the same?

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Tuesday April 4th, 2023 6:31:22 PM

Isaac Isaac makes a quick stop at one of the closing food stalls and gets him self a treat something sweet and heads back to the ship for the night. He reminisces about some of the times he went out on unsanctioned patrols and wonders if any of the guards still remember him.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Tuesday April 4th, 2023 7:03:21 PM

Snark ponders what he learned and returns to the ship to sleep.

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday April 5th, 2023 1:18:52 AM

Benni continues to follow Gore’Thum around to make sure the companion to his friend, Teddy, doesn’t get into any trouble.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Wednesday April 5th, 2023 1:19:52 AM

Tykeas wanders along the night market with the others. He grabs a hibiscus flower from one stand and a lily from another and slowly gathers a boquet as he moves throughout the market space.
When the reenter the ship from their nightly escapade, he approaches Captain. These might make up for some of the blunders I made for we left port last. He quickly hands the boquet to her.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Wednesday April 5th, 2023 3:06:28 AM

Snark smiles.

"Heh heh.

"Tykeas and Rio, sitting in a tree ..."


Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Wednesday April 5th, 2023 6:05:17 AM

Seeing the crowds starting to disperse, Khord heads back to the ship. He and Niko fall into their bunks and sleep soundly until morning. He wakes at first light and preps for a day of bureaucratic shenanigans.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Wednesday April 5th, 2023 6:38:21 AM

Not having hand Gore'Thum handles things with his tongue, which is very dexterous and flexible but leaves all of his money slimy and sticky. He's also the size of a large dog so hopefully won't be confused for a regular frog too often.

He is unimpressed by the fortune teller, but that's about what he expected anyway so he pays them. He reflects that the last fortune teller he saw told him a false princess would kiss him and turn into a frog, which never happened, so he doubts this one's predictions mean anything. He enjoys her reaction to being consulted by a giant frog though.

Done with observing people's reactions to him for now he heads back to the ship.

DM Esther: Flowers bloom, inspection looms 
Wednesday April 5th, 2023 4:50:56 PM

Isaac makes a quick stop at one of the closing food stalls and gets himself a treat, something sweet, and heads back to the ship for the night. He reminisces about some of the times he went out on unsanctioned patrols and wonders if any of the guards still remember him.

(ooc: You’ll have to trust me there is a reason in the module why Isaac has still not met any guardsmen that he recognizes so far. That said, could you please send me any material that you have on Isaac’s father? It does not appear in your character sheet.)

Snark ponders what he learned and returns to the ship to sleep.

Benni continues to follow Gore’Thum around to make sure the companion to his friend, Teddy, doesn’t get into any trouble.

Seeing the crowds starting to disperse, Khord heads back to the ship. He and Niko fall into their bunks and sleep soundly until morning. He wakes at first light and preps for a day of bureaucratic shenanigans.

Gore'Thum is unimpressed by the fortune teller, but that's about what he expected anyway so he pays them. He reflects that the last fortune teller he saw told him a false princess would kiss him and turn into a frog, which never happened, so he doubts this one's predictions mean anything. He enjoys her reaction to being consulted by a giant frog though. Done with observing people's reactions to him for now he heads back to the ship.

Everyone makes it back to the ship safely.

Tykeas approaches Captain Rio. “These might make up for some of the blunders I made for we left port last”. He quickly hands the bouquet to her, to which Snark smiles; “Tykeas and Rio, sitting in a tree …”

Captain Rio looks flummoxed when she has a bouquet of flowers pressed into her hands by a contrite minotaur. It is only because she believes the massive, rash adventurer doesn’t have the guile in him to
make insincere flattery, that she decides not to assume any ulterior motives. She smirks; “Well, I’ll take these as meanin’ ye knows what ye did, an’ ‘ave learned not ta do so again then. Now, go git ye some sleep, we'll all 'ave our parts ta play in the mornin' again.”

She grins at the bouquet she is left with after everyone leaves for their hammocks. “Been long since any bugger took me fer the kind o’ woman ta fancy flowers, eh? Brings back mem’ries o’ the days..”

The rest of the night passes without noteworthy incidents, except for that a crewman on Middle Watch unwisely snickers when Captain Rio takes Tykeas' flowers to her cabin in a water bucket, and he ends up reassigned to scrubbing the forecastle by lamplight.

All PCs are sufficiently rested by next morning to have no detrimental effects.

As the sun rises over a new day, Captain Rio sets her crew busy working the rigging to prepare to unload cargo. It is time for the Luck Makers to go and find out if all the effort they jointly put into preparing the customs paperwork is enough to carry them through…

Please play out how you present the paperwork to the inspections window, and if you do anything before that?

Jasper (Holly) HP 52 AC 20 CMD 8 
Wednesday April 5th, 2023 5:57:49 PM

Jasper decides to buy the well-priced lantern of continual flame, then calls it a night. She observes Tykeas's sweet gesture as she boards the Sea Witch and raises a gently amused eyebrow before turning in.

In the morning, she huddles with the rest of the Luck Makers to hash out a plan regarding the dreaded customs paperwork. She keeps an eye on the sun to ensure they get in line early, and wonders if perhaps some of the party should stay behind to get the shipment ready for inspection.

____
OOC: I'm in the Pacific Timezone and therefore a little behind! I'll do my best to post before noon going forward. Sometimes with work, like today, that's not possible. Apologies for the delay!



Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Wednesday April 5th, 2023 6:45:16 PM

Isaac hopes his experience as a guard has helped with the paper work.
Ooc: I'll try and get the details to you by either the 7 or 8th.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Wednesday April 5th, 2023 7:25:37 PM

As the Luck Makers huddle to come up with a plan, Khord will suggest that Benni take the lead along with Snark being the most diplomatic and intelligent respectively. He will also suggest that Isaac take an upfront role as his father is some muckity-muck in the guard (he is not good with titles). The rest of us can aid when necessary and hopefully this all goes real smooth.

As he says the last part, Niko gives him a disapproving huff and lays down.

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Thursday April 6th, 2023 12:15:40 AM

Onesimos nods with Khord, the elf had the same conclusion as the half-orc if for different reasons. ”The customs agent seemed to have an expectation which worked well enough, so I think we should maintain that for less obstacles. And presentable!”

Benni takes the breakfast hour to down a quick meal, do his meditations, and then wear his most presentable clothes. He asks Teddy and Snark to clean everyone’s clothes with Prestidigitation.

And then, paperwork in a protective leather cover tied with a bright red string (the red courtesy of some more Prestidigitation to change colors), Benni leads the group to the inspection line.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20=13 ; d20+14=33 ;
Thursday April 6th, 2023 1:56:57 AM

In the morning Snark will tell Tykeas, "Yer a class act there giving the Cap'n some flowers. Seems like that really made her day. Good job."

Snark is happy to oblige by casting Prestidigitation to get everyone cleaned up and presentable before delivering the required forms. He looks them over one last time for any mistakes or issues. (Perception 33.)

As directed, Snark will make sure the folder and ribbon both look their best and brightest. And as we approach, he will use Ghost Sound to add the pleasing sounds of a distant harp.

"Oooh. Too much with the harp?"

He also makes sure to keep his mouth shut and keep a low profile this time at the counter. Last time ... didn't go so well.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday April 6th, 2023 8:34:34 AM

Teddy is nervous about the paperwork. He shakes his head at Khord's suggestion that Snark lead with Benni. "I don't think they like Snark. Let Benni do the talking."

Gore'Thum offers nothing of substance, merely going along with the group.

Jasper (Holly) HP 52 AC 20 CMD 8 
Thursday April 6th, 2023 1:13:30 PM

Jasper clears her throat while suppressing a chuckle. "The harp might be... a bit much."

She takes her place with the rest of the Luck Makers, ready for another grueling day of doing nothing productive.

DM Esther: Paperwork approved! (The end is in sight) 
Thursday April 6th, 2023 3:17:58 PM

On the night before in the Night Market, Jasper makes a purchase of a lantern that has a Continual Flame inside. (deduct 200 gold, add the lantern to your inventory, treat as a hooded lantern that never requires oil and does not produce heat)

The morning after, the party gets ready to submit their paperwork. They clean themselves up with a cantrip courtesy of Snark (and Teddy?), who also goes over the documents one last time to make sure they didn’t miss anything. Finally the documents are niced up a little and put into a protective leather cover and tied with a string.

The party has formed a consensus that for dealing diplomatically with the bureaucracy, Benni is their best face to put forward, with supporting roles for Isaac for his connections, and Snark for his wits - as long as he does not use those wits to rub people the wrong way.

Thus prepared, the party headed by Benni presents itself to the inspections window at the dockside customs guard facility and after a much shorter wait this time, gets to hand over their paperwork. An unflinching uniformed inspections officer receives it and starts to look through the pages…

ooc: I am not even going to pause or ask you take a further Diplomacy check for this step, because adding up all the party’s contributions to the paperwork, you guys are so far over the module’s target number that Benni can just Take 10 on this check and still knock it out of the park

“Verily then, this all seems to be in order… a hundred barrels to be delivered on contract minus permissible shrinkage.. documentation of origin.. purchaser.. volumes and valuations..”, the (elven) man’s eyes dart along the lines as he just nods through page after page, making occasional notes on a small piece of paper. “Tell your crew to start moving it to lot five, and line it up along the wall. Don’t bother stacking barrels, and keep enough space between rows for a man to walk through. Inspection tomorrow at the third bell past noon, the buyer will be informed and may send someone to observe. Transfer onto city haulers will begin immediately after inspection, at which time also your representative and witness should be ready to be escorted to meet with your client for payment on delivery. Both of you will be issued a token that you are to keep on your person at all times while inside the city.”

You are welcome to ask the gentlemanly officer additional questions, but it looks like after the inspection you do not really need to worry about all those barrels anymore other than making sure you receive the full agreed payment for them. The inspection time set for tomorrow is favorable, as it gives enough time for Captain Rio’s crew to do their thing without having to do it all in one crazy long shift, while also keeping you tied up here in the docks for the least number of additional days possible.

When the party returns to the ship, Captain Rio and her crew are ready to start moving cargo from the hold out to the dockside. In fact, the first barrel is already in the net ready to be lifted out of there. (For anyone wondering how heavy items were moved in the age before port cranes - the masts do double duty as cranes.)

Captain Rio has something else waiting for Isaac, “While ye were out smilin’ p‘litely at sum official, a runner from the patrol came up here ta drop this off with yer name on it.”, she says as she passes a folded letter to the paladin. “To Isaac Harker”, it simply says on the outside.

Isaac: Highlight to display spoiler: {This short note is a missive from Isaac’s father Kevril, who writes that he will come down to the Sea Witch at the dock today, as soon as his duty schedule allows - which should be around the noon hour.}

While it seems Isaac may have something to keep him busy already, the rest of you can start to think about how you are going to get to Five Mile to look for a greenmage after this delivery run is done. Jasper has shared with you already that although it is not far at all, it is much, much colder over there.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday April 6th, 2023 7:34:11 PM

Teddy is very pleased that his penmanship was acceptable and that they managed to fill it all out correctly. Gorfe'Thum is also pleased at his protege's success and the two go try to find someplace nice to eat in the limited area of the city they have access to to celebrate. The others are of course invited as well.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Thursday April 6th, 2023 7:52:45 PM

Relieved that the paperwork went smoothly (see I told you so). Khord turns his attention to planning for the trip to Five Mile. He wanders the docks looking for a cold weather outfit, and another 10 days of trail rations.

" Looks like we are headed on another adventure," he says to Niko. "I guess our lead in Hook City will have to wait."

ooc* assuming we can find these mundane items and I will add them to my sheet.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Thursday April 6th, 2023 10:23:45 PM

Isaac reads the note and smiles he tells the others his father is going to arrive today around noon "Maybe we won't wait to long. My father Kevril Harker he might be able to pull some strings if we make a good impression."



“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+6=13 ; d20+6=9 ;
Friday April 7th, 2023 6:59:41 AM

Onesimos thanks the Inspector, and, as he seems in a, well, not a BAD mood, the elf tries to learn a little more. ”Good sir, this is the first time to be agents for our town’s collective shipment. Can you tell us a little of what would look like a normal transaction with the buyer? Are we to be given bags of gold pieces, or a receipt for a central bank, or some other means of transaction? It will make a difference to set who our representative and witness will be.”

Whatever the answer, the cleric will thank the inspector and go back to the boat, and giving Captain Rio the directions on how to set the barrels in Lot # 5. He is curious to see how this all works and so follows along with the first barrel as it comes off the Sea Witch and rolled to the right place. And then he monitors Lot#5 to observe how other lots are being guarded.

He makes sure he is back at the Sea Witch by noon.

…..
Diplomacy. 13
Perception 9

Jasper (Holly) HP 52 AC 20 CMD 8 
Friday April 7th, 2023 12:52:37 PM

Jasper breathes a sigh of relief and gratitude. These new companions are clever and charismatic. She's eager to leave the docks.

"If anyone needs a ride into Five Mile, I'm happy to carry you."

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Friday April 7th, 2023 1:52:29 PM

Snark goes along with the others.

He also asks about about how people make the trek to Five Mile. Is cold weather clothing enough? Is it a magical cold that requires a magical remedy? Are there bandits or predators on the way?

Back at the ship, Snark says to Captain Rio, "Cap'n, looks like we'll have the cargo off soon enough. I need to make a trip to Five Mile as I've mentioned before. Shouldn't take more'n a couple of days, then we should be ready to sail back to Heranmar with you and the Woad Beer payment."

DM Esther: Unloading, road preparations, hot food, and a visitor 
Friday April 7th, 2023 5:58:17 PM

(ooc: A reminder to all players - when your post includes you doing something that would be covered by a Gather Information check, please include such a roll or I have to limit your results to what is common knowledge)

Onesimos thanks the Inspector, and, as he seems in a, well, not a BAD mood, the elf tries to learn a little more. Whatever the answer, the cleric will thank the inspector and go back to the boat, and giving Captain Rio the directions on how to set the barrels in Lot # 5.

The officer quirks an eyebrow, flips to page seven of your paperwork again, and looks back at you. “Not for me to say, but the trade agreement you copied in the paperwork says you are to be paid a sum that, in gold coin, would weigh around 4 tonnes. Call it an inspector’s hunch that they are not going to hand that over to you in any normal bag. As for what they will do.. this buyer of yours represents a trade group with ties to both the Academy of Arcanists and the Portal Traders. Bank guarantees are.. for various reasons right now, less popular right now than they used to be.. but you are dealing with a group that has more different ways to make a lot of wealth portable than my uniform has buttons.”

I can’t make this in-character knowledge to the inspection officer, but you should have been told what to expect by Ralphus back in Heranmar, so let me retcon that in. According to Ralphus, you can expect to be paid in platinum bars, which will be placed into a special magical bag of holding to carry it (one sealed with a magic that will not let it be accessed until unsealed with a password that Ralphus knows).

(ooc: Also, fun fact: portal trade is expensive and exclusive, but can send goods between Hook City, and Plateau City and the Floating City on the Yrth continent. Floating City as in, the place that has the Giggling Ghost. Do not be surprised if you can order a pint of this very beer you are delivering in future Giggling Ghost events.)

Onesimos is curious to see how this all works and so follows along with the first barrel as it comes off the Sea Witch and rolled to the right place. And then he monitors Lot#5 to observe how other lots are being guarded.

A barrel is loaded into a net, attached to a system of ropes, blocks and pulleys over both masts. Two sailors to a side hoist up the net vertically out of the hold, after which another two with a guiderope each pull it across until it is over the dock, where the net is carefully lowered and the barrel turned around to be rolled up the dock. The netting and hoisting takes a few minutes, the rolling to the lot takes less, so there is no build-up of barrels waiting to be moved on the dock by the Sea Witch.

All the inspection lots are effectively within the grounds of the guard station. It has sentries and patrols, presumably around the clock, that keep an eye on things to make sure people bring things in, but don’t take things out they’re not supposed to.

Teddy is very pleased that his penmanship was acceptable and that they managed to fill it all out correctly. Gore'Thum is also pleased at his protege's success and the two go try to find someplace nice to eat in the limited area of the city they have access to to celebrate. The others are of course invited as well.

The two quickly find that when the Night Market is not open for business, the options for eating in the dock area are extremely limited.. there are those vendors selling snacks pre-packaged lunches to those queueing in front of the various customs functions, and there are mini encampments where traders and crews are doing some of their own cooking off-ship, that are willing to share a bowl of what they have with others for a few coins if their supplies allow it. Actively searching for something good… Teddy eventually catches a good smell on the breeze, and leads Gore’Thum to an ambulatory street food seller that is just preparing a new batch of his merchandise. He has a large pot of sosis bandari sizzling over a portable stove, and sorghum flatbread to serve it on – all fresh.

Khord turns his attention to planning for the trip to Five Mile. He wanders the docks looking for a cold weather outfit, and another 10 days of trail rations. " Looks like we are headed on another adventure," he says to Niko. "I guess our lead in Hook City will have to wait."

Cold weather gear is available in the trade between merchants happening on the docks, since any caravan that arrived by the land route and will leave by sea will be looking for an extra coin selling their extras to people making the trip in the opposite direction. Not every item in the set may be entirely new, but all are serviceable. Use normal book cost.

Jasper breathes a sigh of relief and gratitude. These new companions are clever and charismatic. She's eager to leave the docks. "If anyone needs a ride into Five Mile, I'm happy to carry you."

ooc: Leaving this for other players to respond to.

Snark goes along with the others. He also asks about about how people make the trek to Five Mile. Is cold weather clothing enough? Is it a magical cold that requires a magical remedy? Are there bandits or predators on the way?

Traders familiar with the route assure Snark that cold weather clothing should be enough, but that he must be ready to deal with all the usual issues of making camp in a frozen landscape if he hasn’t booked an inn room. The cold here flows from the Ice Vein, but the cold itself has no particular magical quality to it, so mundane means will do as long as you have enough of them. You don’t want to be without a fire and some furs, and the close company of your companions and animals, to keep the worst of the freezing night cold at bay.

Isaac reads the note and smiles he tells the others his father is going to arrive today around noon "Maybe we won't wait to long. My father Kevril Harker he might be able to pull some strings if we make a good impression."

At around that time of day, a man wearing a full length rain cloak makes his appearance at the plank of the Sea Witch, and seeks permission to board. When faced with Captain Rio, the figure briefly opens his cloak enough to show a rather nicer guard uniform than you are used to seeing down here, with some fancy insignia. “Vice-captain Harker of the North Hook City third precinct guard. I would speak with my son, and would ask both your permission and hospitality to do so aboard your ship - too many damn merchants around that wouldn’t leave me a moment of peace if they saw an upper city official’s uniform down here.”

Captain Rio has no objections as long as it doesn’t hinders the steady unloading of barrels, and so Isaac gets to sit down with his father aboard the Sea Witch. His father gives him an encouraging pat on the arm. “Gods boy, last time you sent us a letter it was about a fish and woad hunters, and now you are back here on a ship full of beer? I hope this adventuring business is treating you well, because whatever you have to tell me today, I am going to have to share in every detail with your mother tonight!”

ooc: I just want to let you know that this family connection of Isaac really would have worked as an alternative if you had done worse on your checks against the bureaucracy, but since everything is already moving along rather smoothly and you are scheduled to be done here by tomorrow night, I am not sure if there is much left to expedite. You may however free-form a good family chat for Isaac's personal character development, I do tend to remember good role play moments when I need to make a karma call on your character in the future.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Friday April 7th, 2023 10:05:20 PM

Isaac smiles at his dad. "It's been awhile but yeah this new life as an adventurer has treated me well. Not to say I haven't had my share of frights or tough fights but I've been enjoying life in Heranmar. People there are a bit too superstitious but I'm slowly learning more about them and the town." He takes a moment to center his thoughts thinking about what to tell him and what to keep silent on.
"After we got back with all that woad there was a big festival to the queen of the fey so that was pretty odd compared to here. We've also been doing work to clear out a old haunted church. Apparently it houses the chaos bell those adventures rang along time ago and changed everything. Well it became infested with weird undead and with my paladin blessings we've been making quick work of the monster inside. The biggest thing however was when a ship sailed in with nobody on it turned out it was haunted by the cursed pirate Jack Lolly. It was a tricky fight confronting him but we were able to lay that monster to rest. We also saved a pair of kids from some frog creatures. They were boggards I think. And on the way here my companions slew a great big sea drake. Thing looked like a giant snapping turtle."
He pauses and then shares with a curious look. " Weirdest thing was something in its stomach. A gnome nobles stuff from Zaran city either that creature traveled aways from there or it attacked a ship from there."
Pushing aside his curiosity he ask his father "So I just got here and already I hear so much has changed what's this about the Chit system no longer being around?"



Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Saturday April 8th, 2023 1:39:03 PM

As the luck makers are making preparations, Khord overhears the merchant mentioning the need for a campfire each night to keep warm. "That I have covered," as he reaches into his haversack and produces his campfire bead for Snark to examine.

Khord responds to Jasper's mention of giving the group a ride. "Does your ability to shape change also allow you to grow in size? That is a unique gift indeed."

After returning to the ship, he notices that Corym has not returned in over a day. He says nothing but does make note of it, hoping that he has fallen back in with friends and nothing untoward has happened.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Saturday April 8th, 2023 3:40:46 PM

Snark listens to the clerk's response about payment. It'll be interesting to see how that works out.

He responds to Jasper, "Sure, I'd be happy for a ride to Five Mile. I'm going there to meet a greenmage named Zenia the Dark. She might be a druid, so you two might have something in common."

Later, he waits until Isaac and his father have a chance to catch up. When it seems polite to do so, he will introduce himself.

"Beggin yer pardon Vice-Cap'n Harker. My name is Snark Riverstone, and I am pleased to meet you. I wanted to say that Isaac here has been a steadfast companion, and has saved our butts several times. And in addition to being good in a fight, he is honest, loyal and kind. Thank you for raising such a fine young man."

He stops there, barely managing to not add something about the town needing to get it's chit together. Barely.

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Sunday April 9th, 2023 9:46:48 AM

Things look to be in hand, so Onesimos is back to the Sea Witch by noon to sit with Isaac’s father. He listens, and encourages talk of the fey in the area as well as the undead. Oh yeah, and the very superstitious townsfolk!

He is pleased with the preparations for a walk to Five Mile, and doesn’t see the need for him to add anything.

He does ask his friends if there is a volunteer who would like to got with him to be witness.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Sunday April 9th, 2023 7:00:32 PM

Teddy and Gore'Thum enjoy the fresh food even if it isn't anything fancy. With how much time they've spent in the wilderness even this simple meal is a treat.

Jasper (Holly) HP 52 AC 20 CMD 8 
Monday April 10th, 2023 12:43:05 PM

Jasper nods respectfully to Isaac's father then fades back.

To Khord, she says "I can take on forms larger than my own and smaller too, but nothing outside the realm of natural beasts. I can't shift into, say, an owlbear. For our trip, I was thinking something like a yak. Broad back, shaggy fur, good endurance, can carry Snark at the least." She quirks a smile at the clever little gnome.

"I look forward to meeting Zenia. I haven't been among other druids for a long time."



DM Esther: Some rest and conversation 
Monday April 10th, 2023 5:20:55 PM

Isaac tells his father about his adventures. His father, in turn, tells of how the family is doing, and how the city is faring in general. He doesn't really bring up the issues that caused the doubling down on procedure until Isaac asks about the Chits. "The Chit system? You certainly ask about the strangest things, for one spending his time away from the city. Anyway, what happened there, as I understand it, is that the Chits work because of a tamper-proof enchantment woven into the city ward. Or.. so they did, until scholars up in South Hook City discovered some loophole that drew the system's guarantee of validity into question. At which point the original enchantment being designed to be so tamper-proof turned into it also being nigh impossible to fix, and the council had to declare it unfit for purpose until further notice. So here we are, using old fashioned accounting again, and let me tell you it is a hassle."

(ooc: If you are a DM and ever have to use Hook City yourself, note that this explanation is the cover story for what really happened, check the wiki for that - but this much is all someone like Isaac's father would know.)

Khord is impressed with the extent of Jasper's capacity to take on the forms of other creatures. He for a time also believes that Corym has not returned, but learns from the Sea Witch crew later in the morning that the elf returned from the Night Market much, much later than the other Luck Makers, and slept in the stern before leaving again while the others were out making arrangements with the inspections officer. The party's missing member has left a message about having his eye on a little side deal that he believes is worth his time pursuing.

Snark wants to take Jasper up on that ride offer, and tells her a bit about why the group is going to Five Mile.

Snark praises Isaac's qualities in front of the paladin's father, and the latter looks proud.

Onesimos tries to bring up matters of the fey and undead in the local area, but all that he is getting out of Kevril Harker is that there have not been any incidents lately, and the amount of magical talents in the city tends to take care of such issues if reported in the nearby area. Sometimes as a field study, even. It seems the actual day to day problems that the Hook City guards deal with, tends to be the same kinds as every other large city.

Teddy and Gore'Thum enjoy some genuine comfort food.

Jasper talks to Khord about shape changing, and plans to use the form of a yak for the upcoming trip to Five Mile, as such an animal could both carry a rider and would do very well with the drop in temperature along the way. Based on Snark's description of Zenia as possibly a fellow druid, or at least similar, she too looks forward to meeting the greenmage.

Everyone please roll me a Wisdom save vs DC 15, OR a Knowledge(nature) check against DC 12. (It is either/or, so only roll one d20)


Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+6=10 ;
Monday April 10th, 2023 8:58:31 PM

Khord takes in the interactions, He doesn't say much as he feels out of his depth in talking about the chit system and the day to day of the cities business. He spends his time going over his gear and exercising Niko then he remembers he wanted to get a bigger bow after the encounter with the sea drake. If he has time, he will ask around the docks about finding a composite longbow that can take advantage of his strength, as slight as he is for a half-orc. He doesn't want his inability to do more damage at range to put his new friends in danger. If he can't find one, he will put it at the top of his list for when they return to Heranmar.

_____________
Know (Nature) = 10

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  d20=16 ;
Monday April 10th, 2023 10:04:34 PM

"Just because I don't live here anymore doesn't mean I do not care about the city, you or Mom, Dad. When I got into port I quickly found out something was up with the Chit system from the other merchants. If things continue like this well a disaster would send thing over the edge." Isaac looks over the mess of merchants standing in line or paperwork and the clogged docks full of ships with cargo ready to be unloaded. "I'm worried if things don't improve the Hook City will start to go under." He turns back to his father "Sorry for the grimm talk lets talk about other stuff. Is my old group the ones that were stationed up in Mud Town still there?"

Wisdom: check 16

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+3=5 ;
Tuesday April 11th, 2023 12:19:01 AM

Onesimos listens to the father/son talk and does his best not to shake his head. The elf wasn’t asking about fey and undead in Hook City, but trying to tell Isaac’s father of the opponents his son and the Luck Makers have been facing. Ah well, he thinks, it is of little matter.

So too is his thoughts about ‘Hook City going under’. It is a strange concept to Benni that someone could think of a place like a person. Cities were. It was the people and how they treated each other that was important! Again, the elf believes the wise course is to keep silent.

……..
Wisdom Check. 5

Jasper (Holly) HP 52 AC 20 CMD 8  d20+8=14 ;
Tuesday April 11th, 2023 12:30:34 AM

Knowledge check Nautre roll against 12: 14

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Tuesday April 11th, 2023 12:44:16 AM

Snark will take 10 on Knowledge Nature for 10+13=23

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20=13 ;
Tuesday April 11th, 2023 7:19:53 AM

Whatever the check is for Teddy will know about it (knowledge nature 27). He and Gore'Thum hang around the ship, having forgotten why the party is even trying to get to Five Mile. Something about Snark wanting to meet a wizard? They'll be happy to go along just to see new things and help a friend, not that they expect any trouble.

DM James: The wait for the weight is over, but another wait awaits. Map 
Tuesday April 11th, 2023 9:23:54 AM

Khord worked with Niko for a while then ventured onto the docks looking for that last bit of equipment. After a fair bit of walking and asking questions Khord found someone with a bow that met his requirements. Seems it was taken off a bandit east of Frost Lake and was a little worse for wear, but he was assured that a competent wizard would have it fixed up straight away.

Khord Highlight to display spoiler: {It’s a bargain at 50gp, but will need a mending spell to get it in order.}

The conversation with Issac’s father continued on for a while as the two reconnected about friends and family. Current events like the chit system were discussed as well and the explanation offered by Issac’s father seemed to have some holes in it, but both agreed it was probably best not to look into it too deeply for political reasons. Issac’s concern about the bureaucracy only provoked a nod from his father. They’d long held to the same basic views of the city even though they knew that questioning things was best left to those in charge. The paladin’s question about his old crew got a smile out of his old man. Sarge was getting on so he was put in charge of the stables up top, Jeffcoat was reassigned to one of the gryphon squads, Desirunia got herself a nobleman out of Plateau city and moved there with him, Thed messed up, he’s working the road to Fort Wayfarer since he was caught taking a bribe from a Aisilduran nobleman. Last Issac’s father heard he was chasing some bandits into the Grey Divide that had taken one of the mage-lords shipments.

Benni knew that all things passed eventually so he held his tongue about the state of the city. His mind wandered a little during the exchange as thoughts of personal interactions ran though his mind and the importance of compassion and thoughtfulness in dealings with others..

Jasper looked west at the cold landscape she knew was there just beyond the fog on the Mudtown boundary and considered the journey to see Zenia the Dark.

Snark watched a group of happy blue haired gnomes rush by carrying several sacks as they followed a taller blonde female gnome like lost puppies. Her frosty blonde hair made him think about the weather.

Teddy couldn’t remember why they were going to Five Mile, but he had some concerns about the trip.

It was mid afternoon and all the barrels had been offloaded and stacked as directed when Captain Rio approached the group. ”Toime fer inspection. Let’s git on wit it then?”

A short walk to the staging area and the Luck Makers representatives and Rio arrived at the inspection area where the inspector and three other men walked the line of barrels, inspecting each and making notes on a slate. An hour passed when the one in charge took a quill from the inspector and signed a piece of paper. The man stood back while the inspector approached Rio and handed her the form as well. ”Here, here, and here.” he pointed to lines on the form.

Rio looked the papers over and made a mark in the three spots, then handed the papers over to Benni.

Benni Highlight to display spoiler: {Across the top of the form are the words Bill of Lading. Below that is a paragraph of legaleze KS: Local DC 25 (absolves the inspector and city from any liability). Further down it seems there is an inventory list with the buyers initials on each line. Rio has also made her marks on those lines.}

Once all parties were satisfied as to the transfer of goods a crew of Half-Orcs appeared and started to load up a floating silver disk. It was then that the “buyer” approached.

”Right then. Names Happy. If you’ll follow me we’ll get last of this business sorted. Won’t be needin’ any officials as they got these things.” he says as he tosses a small stone into the air. ”Just need to turn this over the import official once our dealin’s done. Come along, come along. I’ve got to make the 5 O’clock port.”

Issac, Jasper, Snark, and Teddy Highlight to display spoiler: {Whether nagged by an intuition that something was being overlooked in their preparations, or driven to questioning by their knowledge of the natural ways of various animals in winter time, Isaac, Jasper, Snark and Teddy all become aware that the amphibious and partially water dependent Gore'Thum is uniquely vulnerable to the freezing temperatures that Jasper and Snark assure them are waiting around Five Mile. On top of this, there is no cold weather attire that would fit him. Bears and frogs both being given to sluggishness and hibernation through winter, Teddy in particular recognizes that he would have to spend nearly half his daily total magical power just to keep the two of them alive and going.. which, while feasible, would deprive him of much of his versatility whilst visiting that area. Perhaps the party wants to come up with a plan, or at least spread the burden a bit there?}

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14  d20+3=11 ;
Tuesday April 11th, 2023 9:33:37 AM

sorry i was out of state back now

TIring of his role as menacing protector, atleast to the perception of those that the party interacts with, Tykeas is quick but cautious introducing himself to the vice captain. Any others like me in town, sir?
He thinks of those opposing his father's rule when he was still with the clan. I wonder if th ey ever succeeded in getting rid of the old cow.

wisdom roll = 11

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+14=19 ;
Tuesday April 11th, 2023 11:22:25 AM

Onesimos, non-plussed, puts his initials where Captain Rio initialed: he certainly can’t even START to read legalese. But he doesn’t detect any subterfuge in the inspector, just a normal, boring daily grind.

He shakes hands with Happy, and waves to whichever Luck Maker is nearby. ”Glad to meet you, Happy, and will accompany you where you will. I know nothing of a port that has a specific time.”. The elf wonders if the docks are laid out like a clock and how far away 5 is from wherever they are now.

Sense Motive 19

Jasper (Holly) HP 52 AC 20 CMD 8 
Tuesday April 11th, 2023 12:28:10 PM

Jasper startles as the realization that cold isn't kind to amphibians or ursine creatures hits her.

She turns to the group.
"The way to Five Mile will be cold indeed... perhaps too cold, Teddy?
I don't have any warming spells. Do you, Snark? If not, perhaps we should split the party."


Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Tuesday April 11th, 2023 9:46:29 PM

Isaac rolls his eyes when he hears about Thed "Thed always bragged he was pretty smart . Must of stung his pride when he got caught. Desirunia sound like she made quite a catch I'm glad she got that sort of happy ending. Jeffcoat must have really bucked down after I left if he got into the Griffon squad.And I hope Sarge is happy he always seemed to have a bit of a temper hopefully those animals help him deal with it.

When Tykeas speaks he thinks for a moment and replies "Hey dad isn't there a Minotaur over in the Marble Causeway?"

Isaac will say his goodbye's to his father and help with the Kegs if he can.
He does realize that Gore'Thum is notgoing to like the cold and offers Teddy and Gore'Thum a Endure Elements spell if they need it. "I don't have much in the way of magic but I hope it will help"

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday April 12th, 2023 12:06:28 AM

When the others talk about the cold, Teddy, and their companion’s companion, Onesimos also offers his magics. ”I can meditate multiple endure elements spells to support some of us. It’s a good idea to have everyone covered to be comfortable even at -50F (-25C).”

….
With Teddy, Snark, and Benni together, if each casts 2 per day, that will cover Teddy and Gore’Thum, and then most everyone in case it gets really cold!
Isaac, Khord and Niko, Snark and Stella, Jasper, Benni, Teddy and Gore’Thum, and Tykeas (10 beings)

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday April 12th, 2023 1:09:41 AM

When the others talk about the cold, Teddy, and their companion’s companion, Onesimos also offers his magics. ”I can meditate multiple endure elements spells to support some of us. It’s a good idea to have everyone covered to be comfortable even at -50F (-25C).”

….
With Teddy, Snark, and Benni together, if each casts 2 per day, that will cover Teddy and Gore’Thum, and then most everyone in case it gets really cold!
Isaac, Khord and Niko, Snark and Stella, Jasper, Benni, Teddy and Gore’Thum, and Tykeas (10 beings)

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Wednesday April 12th, 2023 6:16:49 AM

Khord seems a little suspicious of the trader that has a bow that fits his requirements, but seeing as he negotiates a very modest price he buys it and hopes to find one of the luck makers that can mend it.

Once he returns to the group, he approaches Snark. "Friend Snark, would your magic be able to mend this bow I got, I would feel much more comfortable having a better option than my little short bow while we travel the wilds to Five Mile."



Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Wednesday April 12th, 2023 7:37:35 AM

Upon being informed about how cold Five Mile is, which they hadn't known due to not paying any attention, Gore'Thum merely shrugs and will stay behind. Teddy doesn't like it, and thinks about staying behind, but Gore'Thum tells him to go stretch his wings (Well he's more blunt and less metaphorical but that's the jist of it).

DM James: Clinking and Clanking all the way to the Banking. Map 
Wednesday April 12th, 2023 8:36:31 AM

Earlier that afternoon Tykeas asked Issac’s father if any minotaurs were present in Hook City. The man chuckled a bit and smiled. ”Certainly, though that lot doesn’t venture this far south of the Taur Isles much, we do get visitors through the ‘Port now and then. Have you heard of the Unification Celebration back home? Yep, all those Taurs have called a truce and have formed a singular government. I don’t pretend to know how it works, but the leaders there have come together and settled their differences. Word here is that some evil force was to blame for the tension there all this time. That’s been sorted and they are carrying on. Even tales of centaurs and liontaurs marrying. What those children will look like is a mystery to me though. As for resident Taurs, I think there are a couple that work in the dungeons. A natural knack for navigating those maze like tunnels I’m told. And of course the one over in the Marble Causeway.” he added when Issac mentioned it.

Issac offered to cast Endure Elements. It would prevent the cold from causing any permanent damage to the frog creature, but he wasn’t so certain Gore Thum wouldn’t suffer other effects of cold that reptiles experienced. Benni also offers to cast the spell.

Teddy and Gore Thum work out a deal where the frogman will stay behind, though Teddy doesn’t like it.

Benni greeted Happy after adding his initials to the forms. At his comment about the Port, Happy brightened. ”I know, right? Damn arcanists have something they call a “clock” and it tells time. They’ve got this schedule they use with that clock to organize the teleportation circles. They say it’s to make sure the area isn’t over crowded, I say it’s all that paperwork and they can’t process it fast enough. The Plateau has it right. Jest walk through after dropping some coin. Course the circle that leads here has guards on it.”

Benni Highlight to display spoiler: {Happy seems to be a genuine soul, or he’s so convincing in his bluff it’s impossible to tell his inner thoughts and motivations.}

Happy walked along the dock to a set of stairs held together by ropes and chains. Further up the stairway you can see others making the long climb ahead of you. He showed the two guards at the foot of the steps his badge as did the ones heading up with him. (Benni and Snark?) As soon as the two Luck Makers mount the steps the two guards fall into step behind them as an escort. The way up proves to be long and difficult but you soon find your way stepping past those that seemed to think they were doing penance with the climb as they strike themselves with leather flails and kneel on the steps. Several more encounters of this nature and an hour later everyone is atop the bridge where two more guards inspect the tokens they were given as passage to the upper level and the bridge. The two guards that escorted them up trade places with the ones waiting and head back down.

Across the way the first thing you spot is a large tower like structure with numbers around a circle set on top of it and visible from where you stand. At the center of the circle are two ornate pointers, one short and one long. The shorter of the two points closest to the number “4” on the circle while the longer pointer is nearer the “6”.

”Oh dear. We should hurry.” Happy exclaimed as he moved across a crowded promenade where it seemed people had formed another line or lines. Another administrator stand sat to your left as Heppy headed directly towards it, but just as you think he’s going to enter the line he apologized and stepped through to the other side. Somewhere overhead you saw the silvery disk with the beer barrels following along.

”How much longer do we have to wait?” someone asked as the small group made its way through the line.
“We’ve been here all week. My children are hungry.”
“If you don’t have coins for food in line, you’ll end up in Mudtown for certain.” said another.

Happy darted this way and that as he passed through another line directly beneath the large tower like structure. This line looked to be more calm about their position. You and your escort managed to keep up with the nimble merchant as you pass through another line.

“You have your forms ready darling?” a mother said to her younger son.
“Holiday in Float City is going to be real fun, Aunt Delia.”
“How much longer?”
“We should be through in a short while. Our paperwork is in order and we paid for a priority ticket.” assured Aunt Delia.

Happy ducked into a white tent and the stuck his head out and motioned to those following. ”In here. Quick.”

Once inside the tent Happy breathed a sigh of relief and spoke briefly to an attendant who started removing small blocks of silvery bars from a chest and setting them on the table. For each bar set to one side another was set opposite it. These platinum bars were easily worth 1000 gp each and there were forty of them, twenty on each side of the table. The attendant carefully placed each bar into another chest while Happy placed the others into a small cloth bag. Happy appeared to be in slightly more of a hurry than the attendant so he finished first and was ready with a piece of paper afterwards.

”Sign here to acknowledge receipt for my records. Touch the stone for the tax man here.”

Once all parties had signed the papers and touched the stone Happy handed the bag to Benni. ”Well, I’m off” he said as a gong somewhere started to ring out. ”That’s me. Perhaps I’ll see you gents later in the “Ghost. Here’s your payment. If anyone other than Ralphus tries to open it a tear in space will suck the bars away and they’ll be lost. Your passes aren’t good for much longer and you’ve not been authorized for commerce, so I’d advise you to allow your escort to show you back to the stair.”

The bag was remarkably light and small considering it held so many platinum bars.

********

While Benni ventured into the city, Jasper stayed behind with the others on the ship. She mentioned the cold and how it might affect some of the group, so she suggested some of them stay behind.

Back on the docks Rio was conferring with a shady looking man in adamantine armor with a short cape thrown back from his neck. They spoke for a moment or two before she came up on deck and gathered the Luck Makers around. ”Seems Corym got himself some attention. Nothin’ serious yet, but he should watch hisself If you happen ter see him. Also, it seems like my circus has raised some concerns among the other merchants. They want to quarantine Teddy and Gore Thum and the dock officials are considering it.”

“We got a resupply here. Should be ready in a day or two if'n yer want ter find that grass mage.”


“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday April 12th, 2023 11:39:01 AM

Onesimos follows and signs and picks up and returns as efficiently as the guards may want.


Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Wednesday April 12th, 2023 12:45:34 PM

Snark goes with Benni and is interested to see how all this is handled. He's not really sure how much we're supposed to get for the beer shipments, but he assumes everything is in order.

He returns with Benni to the ship once payment has been made. He will gladly mend Khord's broken bow.

Snark is anxious to get to Five Mile as soon as he can.

Jasper (Holly) HP 52 AC 20 CMD 8 
Wednesday April 12th, 2023 2:36:31 PM

Jasper is glad to learn that Benni and Isaac can both cast Endure Elements, and wonders if there's anything she can do to help calm Teddy.

The sooner she can get out of this bureaucratic hellhole, the better.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Wednesday April 12th, 2023 6:42:37 PM

Khord is ready to hit the road, he thanks Snark for mending the bow and stows it among his gear. He leaves his Short Bow aboard the Sea Witch in his hammock. The thrill of anticipation for adventure has the half-orc buzzing.

Niko can sense his masters excitement, and walks around with his tail wagging violently and knock some loose objects around.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Wednesday April 12th, 2023 10:00:42 PM

If Isaac's father is still there he hugs him goodbye "It looks like some of my friends are getting ready for Five Mile. When we get back we'll probably leave for Heranmar. Love you dad and I hope I can see you again before we leave. Tell mom not to worry and that I miss her."

Ooc :Got a little confused about if Isaac followed or helped load the barrels for Happy. If Isaac's dad is already gone he just gets ready.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Thursday April 13th, 2023 12:25:46 AM

Waiting for an opportunity to speak with the man alone, Tykeas waits by the door and then when fairly sure he is leaving, he heads to the deck to try and catch him at the gangplank down. Sir, sorry to bother you, but do you know what clan the others like me in the city are from. I had a falling out with my clan and still seek to abstain from their company.

[ooc]Life is hopefully getting back to normal. Sorry for the poor posting the alst couple of weeks. I will do better.[/ooc]

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday April 13th, 2023 8:44:38 AM

Teddy quickly gets tired of all the climbing and waiting. He regrets not staying behind. He signs whatever paperwork he needs to sign and is quite ready to follow the mans advice to go straight back to the ship and never climb those awful stairs again.

Back at the ship Gore'Thum is vaguely upset at being called a frogman even though no one said such a thing out loud- he's a giant frog, there's no man about it! He has no idea what quarantine means, but he understands that he is not wanted. Snorting he declares, "They don't like me. Fine. I stay here.", apparently deciding to stay on the ship the rest of the trip.

DM Esther: One last night at the docks (scene wrap up) 
Thursday April 13th, 2023 5:46:25 PM

--- Tykeas question to vice-captain Kevril Harker

When the question of clans and the Taur isles was broached, Issac's father shrugged and offered up. "The Taur Isles.. that is far enough that I don't put too much stake in what I have heard of what happens there. The few of you we have here, I can't say I have ever taken an interest in which clan everyone claims. News from up there is scarce and far between enough that clan politics do not reach here really.. who is going to act on the position of this clan or that if the information might already be months out of date by the time it gets here? Now, that said, I do believe the Purple Duke has declared a new level of tolerance for this and that, so perhaps your infraction or disagreement falls within that?"

While he is in a pleasant enough mood, Kevril Harker did not come here today to discuss city politics with any and all, and he does focus his attention more on catching up with Isaac for the remainder of his visit, until the time arrives that he must return to his own duties.

--- Later, after Benni's return

And so it seems that, once the appointed hour came around, the conclusion to your delivery mission came and then went by almost anticlimactically fast. Minus 99 barrels of Woad Beer, but one sealed and obviously magic bag richer, Benni and Snark return to the rest of the Luck Makers waiting back around the Sea Witch. Temporary passes that were provided are returned to the guard station, and the last signature on the last snippet of paperwork for your visit has been signed.

With no numbered place in a queue, no further appointments to keep and no forms to fill, for the first time in days you are free to take to the road again at your convenience.

Khord has purchased for himself a better bow, and Snark gladly offers up a helpful mending spell to restore it to fully useable condition, for which Khord thanks him.

Jasper for another also has seen quite enough of this place, and is ready to move on. In relation to which, she is pleased to find out how many of the Luck Makers are capable of producing magics to protect a body from the ravages of the elements, or regulate its temperature.

Teddy and Gore'Thum are equally tired of various things here, and consider hiding away on the Sea Witch if neither the cold nor whatever the dockmaster might mean by 'quarantine procedures' appeal to them. But then the party compares notes on the various spells at their disposal to counter the cold, and it remains to be seen if this might make braving the road to Five Mile preferable to more sitting around while Captain Rio waits for new supplies.

As Benni's meeting with the client was at the very end of the afternoon, it is now evening. You may rest, decide any changes to prepared spells if you have them, don your cold weather attire - in the morning, the road towards Five Mile awaits you!

--- Morning

The night lacks in true quiet, but it is uneventful, and then sun rises, first striking the city towering above before the sun rises over the horizon also to shine on the docks and the mud below.

From your enquiries the day before, you are pretty sure you can find the start of the overland caravan route that leads from Hook City to Five Mile and from there continues onward out through miles beyond counting of badlands and forest.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Thursday April 13th, 2023 7:50:26 PM

As the sun breaks over Hook City, Khord dons his cold weather gear does some stretching and moves around athletically to get a feel for the bulky clothing. Niko mistakes this for play time and bounds around the ranger, knocking into fellow luck makers for which Khord apologizes. Once everyone is prepared, Khord asks "Do you luck makers have any protocols for a march like this. The twilight rangers always have specific roles for members when we are traveling cross country. I generally was on point, as I have a knack for moving around quietly and blending into the scenery. But I will differ to the more senior members if you have a different way."

He winces as he finishes talking, realizing that he must sound like some army drone. He picks up the bow that Snark mended for him and makes his way toward the front of their line, ready for the unknown.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Thursday April 13th, 2023 10:00:17 PM

As the sun breaks over the city he finishes his prayers and gets his sword and shield ready.
Isaac answers Khords question as best he can " I'm usually near the front acting as a distraction and point man while the others either join in or stay behind us blasting them with spells. Your a monk right? So you should stick near the front with me."

Isaac does go looking for cold weather clothes before leaving.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Thursday April 13th, 2023 11:44:11 PM

Tykeas waits for others to find their marching order then takes position at the rear. As he walks he rolls two special crafted stone balls in his other hand trying hard not to make them click. This takes quite a bit of concentration and dexterity. He wonders about the information that the father of Isaac passed on.


“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Friday April 14th, 2023 12:16:31 AM

Onesimos has a good night and good morning. He listens to his companions and nods. [b]”With Corym staying in Hook City for a bit, and Gore’Thum staying with the Sea Witch, and Three new members of the Luck Makers, our ‘usual’ doesn’t work anymore. I think in the wilderness, we should walk as:

Isaac
Benni
Snark
Teddy
Tykeas
with Jasper and Khord ranging as their considerable skills may support.
….

0.. (4) Mending, Purify Food/Drink, Light, Stabilize
1.. (4+1). Endure Elementsx2. Bless: Magic Weapon: Sanctuary:
2.. (4+1) *Align Weapon. Restoration, Lesser: Resist Energy. Delay Poison. Silence.
3.. Prayer. Invisibility Purge. Daylight.


Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Friday April 14th, 2023 1:22:10 AM

Snark will spend the afternoon asking around if there are any spellcasters interested in trading a spell or two. He's looking for Lightning Bolt, which shouldn't be too esoteric for a place like this. He offers the spells he has in trade.

Whether or not he's successful, he will lay in a stock of tobacco, a couple new pipes, and some snacks for the road.

The next morning, the little gnome will memorize his spells, check his gear, and then hop on the Jasper-Yak ready head to Five Mile. He is quite good with Benni's suggested marching order.

He also tells Jasper, "Thank you for the offer of a ride. To be sure if you need to take another form for some reason, I can make it there just fine. But it is nicer to travel this way." He pats the great beast kindly as he goes. He will occasionally cast Resistance on himself and Jasper.

-----------------------------------------------------------------------------
Spells/Effects Running: Resistance

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigitation, Resistance
1 (DC16): Grease (C), Feather Fall, Mage Armor, Obscuring Mist, Magic Missile, Mount
2 (DC17): Glitterdust (C),Minor Image, Flaming Sphere, Web, Levitate
3 (DC18): Summon Monster III (C), Stinking Cloud, Fly, Tiny Hut

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d6=4 ; d6=6 ;
Friday April 14th, 2023 8:14:43 AM

(ignore rolls, they were for my DM post in Cloudhaven apparently rolled here by accident XD)

As Teddy returns from delivering the beer he stops. Weren't they supposed to visit five mile while in town? A few questions quickly clear up the confusion - he thought it was a bar or maybe a street on the edges of town. No, it's a town 5 miles away (thus the name) and will be a bit of a trip.

He meets Gore'Thum on the deck and explains the confusion. Gore'Thum in turn mentions the quarantine thing. Teddy tells them that they've got more then enough magic to make the trip comfortable for Gore'Thum. Surprisingly, Gore'Thum refuses to go, while insisting Teddy should go. It turns into an actual fight, a very public one right there on the deck, with Teddy making very well though out and convincing argument why Gore'Thum should go. Gore'Thum has no counter arguments, so instead of trying to out-debate his clever protégé he just refuses to change his mind or give a reason beyond "I said so". It's a bit strange as the two have never publicly argued and Teddy is normally too intimidated/timid to talk back to the giant frog, and it ends with Teddy storming off to go sulk below decks. Gore'Thum, seemingly completely unbothered by the event, placidly watches the ocean on the deck.

Jasper (Holly) HP 52 AC 20 CMD 8 
Friday April 14th, 2023 3:32:48 PM

Jasper uses her downtime to don her cold weather gear and to swap out Faerie Fire for Entangle.
She thinks Benni’s proposed marching order makes good sense. Ready? The Jasper-Yak is at your service.

With that, she transforms and waits for her little passenger.

————
Ooc: internet is down at my house and I’m posting from my phone! Apologies for any formatting weirdness.

DM Esther: Five Mile, Feels Like More 
Friday April 14th, 2023 6:06:35 PM

Teddy and Gore’Thum have a bit of a row on the eve of departure, over the latter’s unwillingness to go with his protege this time. The frog can not be persuaded, and will stay aboard the Sea Witch.

Snark looks, unsuccessfully, for another magic user to exchange spell knowledge with. Considering where they are going and why however, he may soon enough have another chance. He does find the tobacco, pipes and snacks he also wanted to procure.

Khord prepares for the journey to Five Mile which, although quite short, will have to cover some unusual terrain. He offers up some suggestions for positions for all the members of the party.

Isaac likewise prepares, and offers to take point as is his style.

Making some use of this, Onesimos proposes a new march order, as the group has had a few changes in its membership. The others seem to be in general agreement.

Jasper assumes the form of the yak, and is ready to travel. Snark accepts the ride, and along the way re-applies a minor Resistance spell regularly.

Tykeas acts as the rearguard for the party, behind the still lightly sulking Teddy, and has a few things on his mind after what Isaac’s father has to say.

Well equipped and prepared for the cold now, the Luck Makers and friends new and old say their goodbyes to Captain Rio for the next few days. The captain, still grateful for their help with the drake, assures them that she’ll have the Sea Witch ready and resupplied by the time they get back.

The road towards Five Mile starts out as not much of a road at all. The issue is not that it is not well-travelled… rather, it is, but due to the unusual state of the soil of the plain at the foot of Hook City being perpetually waterlogged, that only means the approach is all the more rough and damaged. You make your way across a veritable mess of unpaved soft wet soil, indented and split by footprints of man and beast, wheel tracks, and runner tracks that, in the course of trying to not end up in potholes and ruts left by those before them, meander across a width greater than any normal road should be. For about the first twenty minutes of your trip, the predominant sound produced by your footsteps is, ‘squelch’.

You can tell that you are moving out of the weather controlled zone surrounding the city, when the temperatures drop lower and lower, the drizzle finally stops, and the ground under your feet feels firmer. As you had been warned about by other merchants on the docks, you spot some curious floating motes of light, strangely fizzling patches of soil, and other ‘stray’ remnants of magical energies that are taking their sweet time to dissipate after having become stuck on the far outer edge of the invisible ‘bubble’ of the collective wards and enchantments surrounding the city of mages. You were warned to stay clear of them, and they are quite easy to avoid.

This is a very minor chaotic terrain hazard. From the stories of the merchants at the dock, contact with a patch of residual magic can at most result in very small damage, as well as odd sideeffects like everything you eat tasting like chicken for an hour, or some of your hair standing on end as if electrified. These stray energies are so easy to avoid that you automatically do so unless running under a fear effect in combat, or if you are trying to poke one on purpose.

Once out of the waterlogged inner zone, you pass through a thin belt that is actually greener than the surrounding area, a somewhat pleasant transition zone where the soil is not as oversaturated as closer to Hook City, while it is also not yet as cold as further away from it.

This is shortlived though, and soon the landscape starts to look like winter, frozen, snow covered ground and all. What started as a vaguely defined route, now looks like a proper firm road too, wide enough for caravan wagon trains to pass each other on busy days.

Even with such awful terrain at the beginning, the distance to Five Mile is only that much indeed, and it only takes the party about two hours before (as Jasper did on her initial exploration flight two days ago) you spot chimney smoke rising from what must be the settlement ahead in the distance.


Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20+14=15 ; d20+13=25 ;
Friday April 14th, 2023 6:33:59 PM

On the way, Snark tries to cheer up Teddy, assuing him we should see Gore'Thum soon enough. And certainly, there's room on the Jasper-Yak if the little bear wants to ride instead of walk.

As we roll into town, Snark keeps a sharp eye out for trouble. (Perception 15)

He uses Knowledge Nature to see if anything looks amiss with the surroundings. (Knowledge Nature 25)

Once in town, he hops off Jasper-Yak. "Thanks for the ride Jasper." He'll take a couple minutes to use Prestidigitation to remove the road mud from his friend.

Looking around, he asks about the places he's heard of - The Captain's Quarters run by Percival Arunson, and the cheaper Caravan Pete's run by 'Ole Pete.' He asks how he can contact Zenia the Dark, wondering if perhaps she picks up any mail from them from time to time. If he has no luck, he will also try to find the boarding house run by Frieda Silvermane and ask the same questions..

He figures that this person being a Greenmage, she may not even reside here in town. He hopes someone can point him in the right direction.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Friday April 14th, 2023 7:18:14 PM

Tykeas, now a little tired from the march, decides to follow Snark as the look for the boarding house. He puts his dexterity stones away and fetches out one built for damage. Just incase of course

Jasper (Holly) HP 52 AC 20 CMD 8 
Friday April 14th, 2023 7:59:29 PM

Jasper is delighted to be outside the bounds of Hook City. Ahh, the feeling of grass under her... hooves.

Her good mood persists as they approach the little town of Five Mile.

"I don't mind the mud! It is of the land. Still: Thanks for making me presentable, Snark."

She quickly scans the surroundings to see if anything feels amiss. (Perception 26)

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Friday April 14th, 2023 8:34:14 PM

Teddy emerges in the morning sullen and annoyed. On the bright side, he seems to be so busy being upset that Gore'Thum won't even give a good reason why he's not coming that he forgets to be nervous or afraid at going on an outing without him. He accepts Sarks kind offer, and spends the first half hour of the trip complaining about Gore'Thum, the kind of complaining people only do for someone they care for very much and spend far to much time with.

After the first half hour he transitions into being kind of mopey and reminiscent, talking about how when his master died he was left alone in a world in a world he could no longer understand until Gore'Thum found him, how afraid and helpless he felt until the giant frog began to teach him about bloodwitch magic. How they journeyed from place to place learning and growing as a pair before arriving in Haranamar.

He also only half explains things and is very vague about a lot of details, meaning the conversation is a somewhat annoying monologue or stream of consciousness rather then a real conversation. It's rather informative, if vague to the pair and anyone who happens to listen in. Well, assuming he doesn't annoy them enough that they regret offering him the ride and make him walk or tell him to shut up. Regardless he seems to feel better by the end of the trip, enough to get nervous and sort of hide behind one of the other party members as the chimney smoke comes into view, much like he often does behind Gore'Thum.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+13=23 ;
Saturday April 15th, 2023 7:53:52 AM

Responding to Isaac, "Twilight rangers are rangers, we have just honed our skills to be of more use in urban environments. I take your meaning all the same though, we of the martial bent are best near the front."

Khord's first excursion into the 'wilds' of the southern continent are not as wild as his imagination assumed. The well worn road would almost seem familiar if not for it's frozen state. As they arrive at Five Mile, he keeps a watch over the group as Snark asks around, and specifically looks for any reaction from the villagers when Jasper transforms back to her natural form. (Perception = 23).

Niko finds the weird magical effects outside of Hook City to be nearly irresistible. Khord has to order him to heel a couple times as he wanders to investigate and he never gets too close to one. the hound does get free reign to bound around in the snow at the edge of the road, and has worn him self out by the time they reach Five Mile, causing him to keep near Khord and sniff around for a place to lie down.

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Saturday April 15th, 2023 1:40:56 PM

Onesimos continues his March, despite the squelch of MiudTown. As it gets colder, he applies Endure Elements to himself and offers his second to anyone.

At the chimneys, the elf perks up: it is a community that may need comfort or guidance. He will keep his ears open just in case.

…..
Endure Elements. 24 hrs. Comfortable -50 to 140 degrees.

0.. (4) Mending, Purify Food/Drink, Light, Stabilize
1.. (4+1). *Endure Elementsx2. Bless: Magic Weapon: Sanctuary:
2.. (4+1) Align Weapon. Restoration, Lesser: Resist Energy. Delay Poison. Silence.
3.. Prayer. Invisibility Purge. Daylight.

Tykeas/Spencer hp 39/39 AC20/F16/T14 CMB/CMD 14/14 
Sunday April 16th, 2023 12:25:26 AM

The mud in the mudtown only adds to the discomfort of the minotaur. Thankful he accepts the boosting of his cold resilience

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Sunday April 16th, 2023 12:25:42 PM

Snark puffs on his pipe as he goes about town asking for this Zenia the Dark.

"Huh. I wonder if it's Zenia or Zennia the Dark, and I'm really just looking for some black chrysanthemum. I'll have to keep my eye out for flowers."

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Sunday April 16th, 2023 2:38:11 PM

Isaac sighs as they go outside of the city the cold muddy road reminding him of Mud Town."I've never been to Five Miles so this should be interesting."

DM Esther: Five Mile Upon The Ice 
Monday April 17th, 2023 9:31:38 PM

Isaac reflects that despite being from the area, he has never been to Five Mile before.

Teddy spends the first half hour of the trip complaining about Gore'Thum, the kind of complaining people only do for someone they care for very much and spend far to much time with. (...) Regardless he seems to feel better by the end of the trip, enough to get nervous and sort of hide behind one of the other party members as the chimney smoke comes into view, much like he often does behind Gore'Thum.

Khord with some effort keeps Niko’s nose out of stray magical effects, and as they arrive at Five Mile, he keeps a watch over the group as Snark asks around, and specifically looks for any reaction from the villagers when Jasper transforms back to her natural form.

Jasper is delighted to be outside the bounds of Hook City. Ahh, the feeling of grass under her... hooves. Her good mood persists as they approach the little town of Five Mile. After a quick cleaning by Snark and a change, she quickly scans her surroundings.

Onesimos continues his March, despite the squelch of MiudTown. As it gets colder, he applies Endure Elements to himself and offers his second to anyone. At the sight of chimneys, the elf perks up: it is a community that may need comfort or guidance. He will keep his ears open just in case.

Confidently approaching Five Mile, what the Luck Makers find is a small town, barely more than a village with a lot of room for transients, at the head of the isthmus that connects the peninsula holding Hook City* to the mainland.

More over, on the last stretch of the way to get here, and in fact what some of the town seems to be built on top of, is not just frozen soil but actual thick, old layers of ice filling in between rocky islands. From the look of this disjointed part of the isthmus, it is well possible that if it were not for the many permanent ice bridges, the peninsula would have had full separation from the rest of the southern continent.

This frigid place known as Five mile seems to be a collection of hostels, taverns, and service buildings at the edge of a large fenced in field with horses milling about inside it. It is still early in the day, and people are out and about. Wagons of varying types are circled about with guards sitting around campfires trying to ward off the unnatural cold that dominates the region. Residences dot the landscape and children run through the streets offering stabling services and other accommodations within them to visitors.

Here too, the business of caravaneers carrying goods to and from Hook City seems the main concern of the settlement, but something here feels quite different from the merchant crews you saw waiting their turn back at the docks.


Sense Motive DC 13: Highlight to display spoiler: {While the intent of doing business with Hook City a few miles away is similar to that of those crews you saw on the docks, you sense a greater sense of patience with the wait among those here. However, you also sense people are.. rather more reserved here.}

Diplomacy(Gather Information) DC 18: Highlight to display spoiler: {The mood with the merchants encamped here is better because the facilities here, for those who can afford it, are quite agreeable despite the cold. In the course of learning about this, you also notice that the people here are more reserved than those at the Mudtown docks, and they seem more socially stratified by their station and wealth.}


Looking around, Snark asks about the places he's heard of - The Captain's Quarters run by Percival Arunson, and the cheaper Caravan Pete's run by 'Ole Pete.' He asks how he can contact Zenia the Dark, wondering if perhaps she picks up any mail from them from time to time. If he has no luck, he will also try to find the boarding house run by Frieda Silvermane and ask the same questions..

He figures that this person being a Greenmage, she may not even reside here in town. He hopes someone can point him in the right direction.

Tykeas, now a little tired from the march, decides to follow Snark as the look for the boarding house. He puts his dexterity stones away and fetches out one built for damage. Just in case of course

Finding the first two establishments is easy - sort of. People abound in the streets that can give you directions. Where are you going first, and how do you make your entrance?

Footnotes

* The same peninsula does of course also technically hold Mudtown, but as it is hard to think of Mudtown as anything a self-respecting region would want to hold, a contrarian philosophy asserts that this is the peninsula that dropped Mudtown, which really would explain a lot about it.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  d20+6=24 ; d20+10=19 ;
Monday April 17th, 2023 11:47:57 PM

Isaac is a bit impressed by how more reserved the groups waiting here are. "Compared to Mud Town the merchant's attitude could almost be called friendly here. Still it seems they're grouped by wealth and station more than anything"
Sense motive:24
Diplomacy: 19

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+6=14 ;
Tuesday April 18th, 2023 12:31:50 AM

Onesimos doesn’t get any local information, but he is getting quite adept at picking up people’s attitudes. (Sense Motive: auto pass). And he has to nod with Isaac. ”I would think waiting here while a factor does business is preferable to waiting in MudTown: if you can afford the agent and the distance. We might get better results if we demonstrate we have wealth too, and not just a group of scruffy guards or nerf-herders.”

Benni lets Snark take the lead. They are, after all, here for the gnome.

…..
Diplomacy. 14
Sense Motive. +14, auto pass

Jasper (Holly) HP 52 AC 20 CMD 8  d20=18 ; d20+7=14 ;
Tuesday April 18th, 2023 12:47:21 AM

Jasper wonders why the townspeople are so reticent, but overhears people talking and notices the class differences that seem to divide the gathered merchants. Ah. That would do it.
Civilization; so strange sometimes.

She too waits to see what Snark decides to do.
_________
Diplomacy: 18
Sense motive: d20+7= 14

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20+4=5 ; d20=13 ; d20=14 ;
Tuesday April 18th, 2023 2:56:38 AM

(Sense Motive and Gather Information fail.)

Snark says to his friends, "Look, I gotta find someone named Zenia the Dark. But I ain't exactly got the best social skills, so if anyone else with manners wants to help find this person, that'd be swell."

He will go into The Captain's Quarters to speak to Percival Arunson. Snark is well dressed and clearly has some wealth given his gear. He asks for Percival, "You Percival? Can I call ya Percy? Hey, I gotta meet someone named Zenia the Dark, but I don't know how to find her - can you help me? I got gold, and if you can direct me we'll likely stay here and go see her in the morning." (Diplomacy 14)

If Percy doesn't know about this person, he will repeat this at Caravan Pete's with Ole Pete.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20+4=20 ;
Tuesday April 18th, 2023 6:56:05 AM

Teddy enters the tavern the same way he does everywhere he goes - timidly, preferably behind someone else, and trying not to draw attention to himself. He nervously keeps an eye out for trouble as the others try to find the person they are looking for (perception 20)

Jasper (Holly) HP 52 AC 20 CMD 8 
Tuesday April 18th, 2023 12:50:01 PM

Jasper knows that alcohol loosens tongues, so she decides to go to the tavern with Teddy.

She orders a pint and settles in near the hearth. "I'm not comfortable in these types of social situations either, Teddy. That's probably why I spend as much time as I can as a bear. You seem to be a very skilled magic user, though, and that is a reason for confidence."

She takes a sip of her mead. "Mm. This is good; it tastes of clover. So. Any ideas about the moniker 'Zenia?' Perhaps it comes from a language you've encountered before. I only speak common, Sylvan, and a smattering of the Elvish dialects from my parents. I don't think 'Zenia' belongs to any of them. Eh, still. What's in a name?"

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+7=21 ; d20+4=10 ; d20+11=29 ; d20+4=17 ;
Tuesday April 18th, 2023 4:00:15 PM

Khord note the relaxed nature of the caravan crowds, (sense motive 21, diplomacy (GI) 10) and seems satisfied that the luck makers are not in any imminent danger. He let's his guard down slightly and follows Snark into the Captain's Quarters. He gives a look about the room, taking in everything and ordering it in his mind (Perception 29). As Snark talks to Percival, Khord strolls up behind and interjects "My friend Snark here, he can be pretty persistent. And everyone knows it is just good luck to help out a Gnome, good karma and all." (diplomacy 17 to aid another). He gives Percival a toothy grin and turns his attention to the bar, ordering an ale and asking if they have any snacks for Niko.

DM Esther: The Captain's Quarters Run A Tidy Ship 
Tuesday April 18th, 2023 7:17:20 PM

ooc: Not going to repeat everyone's posts that are right above this one

The Captain’s Quarters is a very large inn building, and from the approach you can tell that this is not a place to barge into with a display of overly casual behavior. Within its elaborately furnished frontside common room, a large cozy fire spreads warmth like could only be dreamed of on the last mile through a landscape of snow and ice you took to get here. Well dressed patrons sit around passing the time with tea, reading a book, or having quiet conversation.

When the Luck Makers enter the room, there are immediately many eyes on them, and there is a clear clink of a teacup onto a saucer when Teddy follows behind Jasper. Snark looks around for someone with a face that could be a Percival, but nobody here looks like they are the owner of the place. None of the men, anyway. An older woman behind a counter facing the main entrance however does at least have a distinct air of official business about her, and she is currently glaring at the party with the look in her eyes of Someone Who Has Opinions – particularly, the direction of her gaze suggests, when it comes to Khord and Niko. Jasper, despite her druidic attire standing out, seems to get a pass, as does - surprisingly? - Teddy.

Assuming Snark goes through the same spiel he’d prepared for Captain Arunsen to her, the landlady remains polite but deflects the question about Zenia. “Welcome to The Captain’s Quarters, sirs and madam.", she greets you in a northern accent, "I can provide some information services to our customers, but nothing about such a person comes to mind right now. In the meantime, I must ask if you and any further traveling companions would kindly respect that pets and familiars are allowed but must be kept close at all time?” When asked by Khord about a treat for Niko, she nods and tells him, "We have a strict policy against feeding animals in the common rooms, but I can have a soup bone taken to a room if you are staying with us, or you may take one for him to go, after your own meal, if that suits you?"

A price list is affixed to one of the columns at one end of the counter, which says;
Private room: 10 gp/night
Meal: 5 gp
Bath: 1 gp
Butler service: 1 gp

Little escapes Khord's keen senses, and he can tell that several people were paying attention when Snark declared the reason for the group's visit, and also that the majority of them tuned out as soon as it was clear that he was not there on commercial business.

The Captain's Quarter is an inn, not a tavern, but you can definitely have a seat and a drink there. Jasper and Teddy please clarify if you meant to have a drink here or elsewhere?


Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20=6 ;
Tuesday April 18th, 2023 8:10:16 PM

Snark narrows his eyes as he looks up at the woman. He's pretty sure she'd be looking down her nose at the little gnome even if he weren't a little gnome.

"OK there toots, we'll do it your way. Here's 10 gold for a room. Now that I'm yer customer, what can you tell me about how to contact this Zenia the Dark?"

If she has info, he'll follow up on that. But thinking this is not really the kind of place where a forest mage would hang out, if she tells him she knows of no such person he will move on to Caravan Pete's. He'll look for "Ole Pete" or anyone else in charge.

"Say, Pete. I was told this is a right good place and I gotta find someone that might be getting their mail here. I'm looking for Zenia the Dark, a Greenmage hereabouts. You know how I can get in touch with her? Also, you got any rooms? We was offered rooms over at the Capt'n’s Quarters but that place was a little too stuffy for my tastes."

His Diplomacy roll was 6, which actually make him more popular here.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  d20+10=16 ;
Tuesday April 18th, 2023 10:49:27 PM

Isaac not sure how long they are going to be here puts down 16 gold "A room a meal and a bath would be much appreciated. I'm sorry if my friend came off a bit strong we've had a long journey and he was hoping to meet the Green mage here. Can you tell us, or at least point us in the direction of someone who could tell us, about her?

Diplomacy:16

Jasper (Holly) HP 52 AC 20 CMD 8 
Wednesday April 19th, 2023 3:24:45 AM

Jasper doesn't much like the way the landlady behaved OR her attitude toward Niko. The mead was good, but certainly not good enough to put up with airs.

Although she's hardy and well-trained in Survival, she must admit that a bed and a hot meal wouldn't go amiss. (She mentally snorts at the notion of butler service.)

Oh... fine. She parts with the 15 gold pieces, then sets out to find some animals to query, as so far the people of Five Mile haven't been terribly forthcoming.

________
Yup, I misnamed the inn a "tavern," conflating all places where one can drink.
Perception: 10 + 17 = 27
Earlier Diplomacy roll: 18
Earlier diplomacy roll: 18
Perception:



Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Wednesday April 19th, 2023 8:19:50 AM

Teddy is of the opinion that everything here is incredibly overpriced. He does not say so though, merely hanging back quietly without making any purchases while the others buy things and ask questions.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Wednesday April 19th, 2023 11:31:11 AM

(Snark does not intend to stay in the snooty inn. He's just paying for information as this woman suggested.)


Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+11=22 ; d20+4=24 ;
Wednesday April 19th, 2023 5:05:14 PM

Seeing that he has stepped into a place above his normal station, and thinking that maybe the look was meant as much for him as for Niko for the proprietor, Khord will thank her for the offer of the soup bone and politely as possible decline for now.

He follows Snark to Caravan Pete's and again will back him up. He takes in the environs and clientele of the new establishment, telling Niko to wait at the door. (Perception = 22) After Snark makes is opening appeal for info, Khord will interject, "And what's your policy on very well trained dogs, I've a friend would like to know?" he hopes this ice breaker will soften "Pete" up (Diplomacy = 24)

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Wednesday April 19th, 2023 10:14:05 PM

Isaac will pay for the room unless someone corrects him.

DM Esther: A Tale of Two Inns 
Wednesday April 19th, 2023 10:20:16 PM


--- The Captain's Quarters ---

Snark’s eyes narrow. He's pretty sure she'd be looking down her nose at the little gnome even if he weren't a little gnome. “OK there toots, we'll do it your way. Here's 10 gold for a room. Now that I'm yer customer, what can you tell me about how to contact this Zenia the Dark?” Meanwhile, Isaac puts down 16 gold "A room a meal and a bath would be much appreciated. I'm sorry if my friend came off a bit strong we've had a long journey and he was hoping to meet the Green mage here. Can you tell us, or at least point us in the direction of someone who could tell us, about her?

Money changes hands, quite a sum of it, and the landlady looks nominally more pleasant. “I can’t say I really know her, but I know the name. She is an outsider who comes by here every so often to collect messages and documents sent here for her. As the only inn in this town with a strongbox worth the name, safekeeping of personal missives is one of our services. Someone else might know more, but everyone is doing their own things during the day, so you may want to come back in the evening when more people gather here?”

Also, everyone who paid for a room receives a private room key, and the landlady informs Jasper that a warm bath will be drawn for her.

Jasper doesn't much like the way the landlady behaved OR her attitude toward Niko. The mead was good, but certainly not good enough to put up with airs. Although she's hardy and well-trained in Survival, she must admit that a bed and a hot meal wouldn't go amiss. (She mentally snorts at the notion of butler service.) Oh... fine. She parts with the 15 gold pieces, then sets out to find some animals to query, as so far the people of Five Mile haven't been terribly forthcoming.

There are so many horses and oxen around Five Mile from all the caravaneers, the sight, sound, and above all smell of animals is never far away on any point of the main road as it goes through Five Mile.

Taking one of your Diplomacy 18 checks, you are able to persuade a hand to let you talk to a few animals in one of the enclosures. What do you ask them?

Teddy is of the opinion that everything here is incredibly overpriced. He does not say so though, merely hanging back quietly without making any purchases while the others buy things and ask questions.

Seeing that he has stepped into a place above his normal station, and thinking that maybe the look was meant as much for him as for Niko for the proprietor, Khord will thank her for the offer of the soup bone and politely as possible decline for now.

The landlady nods at Khord. “As you wish, sir. Should you change your mind later, our kitchen will be open all day to hear your request.”

--- Caravan Pete's ---

Thinking this is not really the kind of place where a forest mage would hang out, if the landlady tells him she knows of no such person Snark will move on to Caravan Pete's. He'll look for "Ole Pete" or anyone else in charge.

Walking a little down the main road through the small town, you come upon Five Mile’s less illustrious inn. Caravan Pete’s Inn is.. rustic, to say the least, with wood plank floors set directly onto the dirt. The place is not the cleanest, making it quite a contrast to the Captain’s Quarters you just came from. Everything inside looks like it has at least some dirt on it, but the place is at least another oasis of warmth in a cold land. The furnishings here are sparse and basic, and the menu for meals is… well, there is a kettle of soup on a hook over the fire. There is ale on tap too – no menu needed, ordering is as simple as asking for a drink - there’s only one kind.

Ole Pete, a gent who looks as common as the dirt under the floorboards himself, is easily found inside.

Snark says; “Say, Pete. I was told this is a right good place and I gotta find someone that might be getting their mail here. I'm looking for Zenia the Dark, a Greenmage hereabouts. You know how I can get in touch with her? Also, you got any rooms? We was offered rooms over at the Capt'n’s Quarters but that place was a little too stuffy for my tastes.”

Ole Pete grins and raises an eyebrow; “Zenia? That’s one strange lady to be taking an interest in. Well, she’s a mage so Ole Pete reckons it is better not to ask too many questions. Now ya listen, she only comes to town rarely. When she’s not talking to trees, I imagine. And when she does visit, she gets her mail from the Captain’s Quarters. I don’t deal with keeping things around here that nobody ain’t going to pick up within a day or two… no siree, too much trouble having to keep things from going missing, and Ole Pete is not going to be responsible for none of that!”

Khord follows Snark to Caravan Pete's and again will back him up. He takes in the environs and clientele of the new establishment, telling Niko to wait at the door. After Snark makes is opening appeal for info, Khord will interject, “And what's your policy on very well trained dogs, I've a friend would like to know?” he hopes this ice breaker will soften "Pete" up.

“Well I wouldn’t let a dog out in the cold, would I? If it doesn’t cause no trouble, it’d be as welcome to spend the night curled up near the fire as you are. And yeah, that is one of the options for accommodation, ‘n case ya should wonder.”

Pete’s place offers a small private room for a mere 1 gp per day… or a bed in a not so private room for 2 silvers. As Pete suggested, sleeping in the common room is another option, that does not come with a bed, and costs no more than not having finished your drink by the time Ole Pete closes the door… the understanding being that you can take however long to finish your drink, and nobody is going to force you to leave.



Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Thursday April 20th, 2023 1:59:39 AM

Having no luck getting more information on where this Zenia the Dark can be found, Snark asks around for the location of the boarding house run by Frieda Silvermane. Once he gets directions, he will go there and ask for Freda.

"Hello Freda. My name is Snark Riverstone. I am a wizard and I need to contact Zenia the Dark. Would you be able to direct me to where I can find this person. And if you cannot tell me where to find her, perhaps you can kindly tell me who might. I'm not having a lot of luck with this."

If Snark cannot get any more useful information in town, he will venture into the forest and start talking to the trees with his Plant Communion ability, and perhaps some woodland animals with Speak with Animals.

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+11=19 ; d20+6=26 ;
Thursday April 20th, 2023 2:11:27 AM

Onesimos doesn’t worry about a room, expecting to bunk with Snark or Isaac. He keeps up with Snark for a while, and then wonders if he may not get more information doing something more unexpected in Five Mile. With all the merchants and money flowing, there are sure to be buskers about too.

The elf looks for a likely corner to lay his cloak down. Sitting, he begins telling stories: of Philautia and how she was sad until she went on a journey and learned from observing animals. Tolerance from a badger, forgiveness from a dog, and joy from a meadowlark. And how she became happy through her own self-esteem.

While talking, he listens….

……

Perform. 19
Perception. 26

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday April 20th, 2023 8:28:04 AM

Teddy follows Snark around as he asks questions, a timid little shadow to the outspoken gnome.

Jasper (Holly) HP 52 AC 20 CMD 8 
Thursday April 20th, 2023 1:32:59 PM

Jasper addresses the oxen and horses.

Hello, friends. I'm looking for a woman who lives outside of town and who sometimes talks to trees. Have you ever met someone like that, or passed by her home? If you have, can you show me the way?

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20  d20+10=22 ;
Thursday April 20th, 2023 5:10:21 PM

Isaac not really sure how to help tries gathering info around town about Zenia.
Diplomacy(gather info) :22

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+4=10 ;
Thursday April 20th, 2023 5:26:55 PM

Khord thanks Pete for his kindness and tells him he will return later. He buys an ale and wanders out into the street. Seeing that Snark is making some progress with his questioning, He will lead Niko out towards some of the caravans. He removes his Campfire Bead from his pack and tells a haggard looking porter, "Watch this, friend." as he drops the bead into an open space and it alights into a roaring campfire. He motions for some of the caravanner's to join him, "What news from the trail, friends. I doubt any of you can top my tale of our sea voyage here to Hook City. Pirates, a sea drake, recovering maidens from an island on the edge of the mists. If any has a better story I will buy you a drink at Pete's." (Diplomacy to gather info = 10)

Niko finds a comfy spot close to the fire and at Khord's feet, his ears twitching as he follows the noises from around him as he doses off.

DM James: Dogs rule…cows drool? …cows Moo. Map  d10=7 ;
Thursday April 20th, 2023 5:51:39 PM

Snark wasn’t satisfied with the answers he was getting, so determined to find someone with an answer as quickly as possible he went in search of the boarding house. After a few inquiries he found the shack that Frieda Silvermane called her boarding house. A knock at a decidedly shaky looking door and Snark saw an elderly woman between the loosely assembled wooden slats. When the door opened he saw she was wearing a few layers of clothing all covered with a shawl to ward off the cold without and within.

”Hello Freda. My name is Snark Riverstone. I am a wizard and I need to contact Zenia the Dark. Would you be able to direct me to where I can find this person. And if you cannot tell me where to find her, perhaps you can kindly tell me who might. I'm not having a lot of luck with this."

Frieda looked both ways and then down at Snark and Teddy as she stepped out onto a small stone stoop and pulled the door closed behind her. About that time a fresh snow started as the cold southern wind blew through town.

”Zenia. I know her. Strange lady. Upsets all me cats when she’s in town. I hear she’s in the woods northwest of here, but you ain’t findin’ her. I hear someone at the “Captain’s” knows her and how to find her, but I ain’t knowin’ who. Will ye be needin’ a room. I gots a warm basement and some cots. Nuff room for you and yer pet bear.”

Snark doubted the basement would be any warmer than the top of her home given the state of repair the shack was in, but she did say it would only be 1 gold piece per night for as many people as would fit.

Inside Pete’s Benni decided he’d try his hand at storytelling and so he started a yarn. Soon he had a small crowd gathered around sitting and drinking as his oratorical performance captivated them. At each turn of the plot a few coins hit his blanket and by the time he was done he had 30 copper pieces and 4 silver pieces to show for it and at some point Pete came by with a cold beverage on the house.

“What’s e?”
“Elf I think.”
“Spins a good yarn”
“Yep.”
“Talks funny though.”
“Caravan Clara got her another one.”
“Yeah. Who this time?”
“Borst”
“He’s stupid anyway.”
“He gonna live?”
“Yeah, but those hornet stings aren’t going to heal soon enough.”
“Caravan Clara? Who’s that?”
“Ghost”
“Idiot! There’s no such thing. You southerners are plain stupid.”

Meanwhile Jasper decided to go on a short walkabout and find some animals willing to talk. At the edge of the large corral on the north end ot the town she approached the fence. Moo’s, grunts, and whinny’s and the animals crowded close to the fence as she addressed them.

”Hello, friends. I'm looking for a woman who lives outside of town and who sometimes talks to trees. Have you ever met someone like that, or passed by her home? If you have, can you show me the way?”

"Bark! Bark! Bark! Ask me! Ask me! Ask me!" said a shaggy black and white border collie as it bounded up amid complaining moos and grunts as the multitude of bovine and equine scattered.

When Jasper asked her question again, the collie cocked it’s head sideways and it’s ears perked up. ”You gots a treat? I might know something."

"What news from the trail, friends. I doubt any of you can top my tale of our sea voyage here to Hook City. Pirates, a sea drake, recovering maidens from an island on the edge of the mists. If any has a better story I will buy you a drink at Pete's." Khord said.

It wasn't too long when a group of tired and cold caravaners approached the fire.

"That's a right handy thing you got there."
"Stories?"
"Fella chased a pretty ghost into the woods and got stung by bees."
"Ha! All I heard was bad music."
"Giants! I saw 'em."
"You did not."
"Did too. Big green ones, with boogers."
"Mister, you got us beat. Tell us about the maidens."

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Thursday April 20th, 2023 6:55:52 PM

OK.

Snark will go back to the Captain's Quarters, and wait until the other patrons come in that might know more. He'll light his pipe in the common room.

(Are we just doing this wrong?)

Jasper (Holly) HP 52 AC 20 CMD 8 
Thursday April 20th, 2023 8:26:37 PM

Japser kneels to stroke the dog's ruff. Hi, you! Indeed I do have a treat.

She pulls some jerky from her pack and gives half to the border collie. Half now and the rest when you show me where the woman who talks to trees lives. Deal?

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+11=24 d20+6=11
Friday April 21st, 2023 3:06:17 AM

Onesimos waits until evening to collect his things and meet with his friends to swap information. Once done, he begins planning. ”Sounds like Captains in the evening is the place to get information on Zenia, Snark. Let’s all go there and see what we can find. I’m also interested in seeing if there is a ghost we can help find rest in this Caravan Clara. What say you?”. He puts the question to the team.

That evening, he tells another story in the Captain. This time, the protagonist is Pragma, who at first rejects a woman who is seeking his help, but then learns that he needs her for something he wants, and finds satisfaction in working towards a common purpose. ”Even though seeming very different, they found fulfillment in a common goal.”

He hopes that people will make the connection between the story and the common purpose of Snark and Zenia.

……

Perform. 24
Perception. 11

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Friday April 21st, 2023 6:37:20 AM

Teddy considers objecting, or joking that he's the pet of a giant frog not Snark, but is too timid to do either. Once away from the stranger he advises Snark to be patient. "It sounds like we can get answers later today so lets just wait."

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+4=23 ;
Friday April 21st, 2023 11:25:17 AM

Khord tells the crowd about the pirate attack, about how they escaped through the mists and the horrors of seeing his shipmates loose their minds. As he gets to the part about the Sea Drake and the appearance of Jasper, he indulges in some tall tale telling. He talks about how he fell the sea drake with a well placed shot to the eye and that it nearly crushed the ship. He clarifies that the maiden was actually a druid who had been living on the island and how she shape changed and flung fire. He ends with the conclusion that it was the greatest beer run in the history of Hook City.

Niko perks up at the moments of embellishment in the story and gives his master a look and a huff.

He wraps it up by stating that one of his friends led them up here in search of some greenmage named Zenia, and asking if any of the caravaners have heard of her or where she can be found.

diplomacy (gather info) = 23

DM Esther: Question, Answer, Sighting, Chance 
Friday April 21st, 2023 2:00:38 PM

Jasper kneels to stroke the dog's ruff. “Hi, you! Indeed I do have a treat.” She pulls some jerky from her pack and gives half to the border collie. “Half now and the rest when you show me where the woman who talks to trees lives. Deal?”

“Deal”, the bouncing dog happily replies to Jasper as it accepts the jerky and immediately starts to chew and wolf it down. Only when it is done eating, does the dog look back up at Jasper and licks its canines. “The small one that talks to the plants, goes to the big warm house and talks to the big blue headed one that smells like soap.”. The dog is pointing its body towards the large Captain’s Quarters inn, leaving little doubt about the ‘big warm house’ in question. Its eyes, meanwhile, are very much on the rest of the jerky that Jasper is still holding on to.

Elsewhere, Khord and Niko entertain a good crowd around them with Khord’s tall tales, and when he uses the opportunity to ask about the greenmage, one of the caravan men - or rather, a dwarf in this case - shows a sign or recognition at the name. “Zenia? She is that dark little thing, right? Aye, met her before, once. We were on our way here, still out by about half a day when our lead wagon caught up with her walking along the road. Whatever she said to the boss, she got a ride the rest of the way in. I remember it pretty well. You never see anyone on foot out that way, you know? On account of how there are no other villages inland from here for days, so gods know where she was on her way from.”

While visiting the bunkhouse with Snark, Teddy considers objecting, or joking that he's the pet of a giant frog and not of Snark, but he is too timid to do either. Once away from the stranger he advises Snark to be patient. "It sounds like we can get answers later today so lets just wait."

Snark will go back to the Captain's Quarters, and wait until the other patrons come in that might know more. He'll light his pipe in the common room.

After Snark and Teddy take their leave, the elderly Frieda takes off her glasses, and carefully rubs them clean before looking at the closed outside door again. “That was a bear, right?”, she asks herself, and sighs. “Darn me old eyes, I hope I did not just offend the lad’s young lady.”

Onesimos waits until evening to collect his things and meet with his friends to swap information. Once done, he begins planning. ”Sounds like Captains in the evening is the place to get information on Zenia, Snark. Let’s all go there and see what we can find. I’m also interested in seeing if there is a ghost we can help find rest in this Caravan Clara. What say you?”. He puts the question to the team.

ooc: Since some of the team had their posts in before Benni’s question was raised, I am leaving this open for more reactions over the weekend and Monday

That evening, he tells another story in the Captain. This time, the protagonist is Pragma, who at first rejects a woman who is seeking his help, but then learns that he needs her for something he wants, and finds satisfaction in working towards a common purpose. ”Even though seeming very different, they found fulfillment in a common goal.” He hopes that people will make the connection between the story and the common purpose of Snark and Zenia.

The symbolism is perhaps a bit general and nobody seems to connect the dots that Onesimos was hoping for. As a good storyteller out here with a fresh story nobody here has heard yet however, Benni soon finds himself made an unwitting part in the small rivalries between traders staying at the inn. If one pays for his drink, another that will not be outdone in patronage sends some petty cash coin, the amount of which is then either matched or raised by yet another and so on. Whether he likes it or not, this display, of an assembly of bored but wealthy merchants under one roof making an on the surface friendly game of their rivalries, ends up making Onesimos come out forty-three silver coins ahead compared to before he set foot in the Captain’s Quarters.

ooc: have not used spoiler tags to give individual information since Benni has the party meet up and share what information they had found, so everyone in the party now knows that Zenia might live at least half a day further inland, as well as the dog’s story.

As the evening goes along and the Luck Makers try to gather more information about Zenia with the patrons of the now quite bustling Captain's Quarters, it is Teddy who, glancing around nervously as usual, suddenly spots someone coming out of a service door and walking along the back of the common room… a motherly, heavy-set woman that would certainly look large to a border collie, or to a small bear for that matter, with her hair all wrapped up in a bright blue headcloth.

She looks to be quite purposefully on her way to somewhere. (You can take two rounds of actions before she'll be out of the room by another door)

Jasper (Holly) HP 52 AC 20 CMD 8 
Friday April 21st, 2023 5:37:10 PM

Jasper gives the dog the other half of the jerky. "Thank you! That was very helpful. I'm Jasper, by the way. Come to me if you ever need help, or a pat. I have to go tell my friends about the big blue-headed one that smells like. ah, soap."

She returns to the Captain's Quarters. That evening, she listens as Benni shares his parable and (unwittingly) makes some coin. Hah! A useful skill, that.

She's impressed by Khord's storytelling abilities too. As a quiet sort, she's bemused but secretly delighted to be traveling with folk who are more loquacious.

She gives her report: "I had a nice conversation with a border collie. It said 'The small one that talks to the plants, goes to the big warm house--presumably, here-- and talks to the big blue-headed one that smells like soap.' I would think the one who talks to plants is Zenia, but I've not seen anyone with a blue head."

As she speaks, she follows Teddy's gaze."Oh! I stand corrected."

She waits to see what her companions want to do.
_______
OOC: I laughed out loud at "I hope I did not just offend the lad's young lady."

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Friday April 21st, 2023 8:49:46 PM

Snark is shaken out of his grumpy reverie by Jasper's information.

"Oh boy! That's swell info Jasper! C'mon Teddy, let's go see the blue-headed one."

Snark will scurry up to the woman with the blue towel on her head, his staff knocking on the floor as he goes. He holds his pipe as he says, "Beggin' yer pardon miss, but I been trying to find Zenia the Dark, and I'm having a rough go of it. I hear tell you may know how to reach her. Would you kindly tell me how to find her, or perhaps how to get word to her that I'd like to talk to her. She don't know me, but I need her help knowing how to become a greenmage like her."

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Sunday April 23rd, 2023 2:35:46 AM

Onesimos doesn’t get anything useful, and is disturbed that he is made a pawn in destructive behavior. His last story is when our protagonist, Agape’, learns that selfishness masked as altruism can can lead to a sense of righteousness and forcing others to follow the persons’ own path as the only way, and into the Lands of Unrest dominated by Ga’al.

He’s not expecting that one to be understood this night, but perhaps a seed was planted.

He collects the coin, and adds it to the little sack from Joe’s, intending to drop it off at the first good-aligned temple he comes across.

Then he is ready to support his friends.

DM James: Ga'al..seed.. I see what you did there.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+9=15 ;
Sunday April 23rd, 2023 7:32:46 AM

After sharing tales of the road with the caravenrs, Khord collects his campfire bead and makes his leave, returning to the inn. He shares with his companions the news that one caravan came across Zenia a half day further down the trail and that she was on foot, meaning that she must have some sort of shelter nearby.

He secures a room, a hot meal, and a bath for himself and Niko (throwing in an extra gold for drawing a bath for a dog and a meaty soup bone). (-18 gp). He returns to the common room in time to hear Benni's story about Pragma and senses he has selected this parable on purpose, and thinks on the meaning.

As the woman with the blue headcloth moves into the room, Khord recognizes her significance but stays back as he does not want to mob the poor woman. He watches closely as Snark questions her. (sense Motive = 15)

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Monday April 24th, 2023 7:55:51 AM

As the evening rolls along and everyone gathers again Teddy hesitantly asks the others about their history and what got them into the adventuring business. He's distracted by the woman they are looking for showing up and starts to say something, but everyone follows his gaze and Snark is moving before he can speak up. He decides to stay put and continue the conversation with the others.

DM Esther: Easy Directions At Last? 
Monday April 24th, 2023 3:45:39 PM


Onesimos is not too happy with the reaction of the inn’s patrons to his parable, and he tells a different one in hope of setting them straight. Although he does not expect much, it does actually seem effective on at least some of them. Perhaps these caravan masters and merchants did not get wealthy enough to be staying here by being bad at sensing another’s motives, and have at least picked up on that Onesimos isn’t having it.

You came by a long roadside shrine on your way into the settlement, with niches with dedications to several deities including Flower. You can leave the donations with its keeper, if you so please.

Khord shares his experiences of the day with his companions, and then takes a bath at the Captain’s Quarters before his return to the common room. His private room is cozy, the bathtub provided is a large one, and the water is wonderfully warm. A cauldron with more water is kept hot over the room’s fireplace nearby, and Khord may periodically scoop hot water from there to keep his bath warm longer. Soap is basic, and the towel is cotton, but compared to life at sea or on the road, this is high end comfort. Niko gets his own tub, albeit a smaller round one that might actually be a washtub as someone must have realized it was for a dog, and seems to enjoy sitting in the water just fine.

Teddy converses with the rest of the party about how they rolled into this whole adventuring thing.

Jasper, delighted with the helpfulness of the dog she met and happy to have found a clue they could act on, watches as Snark approaches a woman that fits the description.

It is easy for Snark to make his way to the back of the common room, and he hails the woman and introduces his quandary. She looks a bit surprised at first; “Hm? Can I help you? Oh! Yes, I do know Zenia. If you were hoping to find her here though, you must be… let’s see, it was a new moon three nights ago… around three weeks early?”

She patiently listens to Snark explaining why he seeks the help of the greenmage, and ushers him into a side room. Khord, keeping an eye on things, senses that the woman with the head cloth is uneasy about speaking more about the topic in the common room, but has no hostile intent ushering away Snark.

Snark only Highlight to display spoiler: {Once away from prying eyes, she nods at you and says, “I see, and I believe that if you want to ask such a thing of her, you should travel to her instead of waiting for her to make a visit here, no? It would probably require time, and things she only has at her home, to begin with.”

The woman, who turns out to be the senior housemaid of the Captain’s Quarters, proves willing to share with the travelers the instructions Zenia has provided for the case that someone needs to find her.

“Alright, you seem the right kind, and it is not exactly a secret. If you travel down the road further inland, within a day's walk you will see a large rock formation on the right side of the road, that looks like it has a pig’s ear on it. If you make a signal fire on there, she’ll know to come check it out. You can tell her that Wilma -that is my name- sent you her way, and that you have brought a bottle of Red Hill Red. That should put her in a good mood.” She chuckles “Of course that would require you to actually bring one, but we sell them at the bar here.”
}

Snark returns to the common room a little later, in the company of the 'blue-headed' woman.


“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Monday April 24th, 2023 4:40:48 PM

Onesimos happily parts with the money to the many-aspected shrine and the keeper thereof.

The elf also thinks Teddy has a good idea. ”It is a life-altering moment to see someone become a god, and I did as a youngster during the Year of Ascension. I became an acolyte of Flower, and a year ago was sent to the Southern Continent to encourage the Woldian Panthenon (since I’ve been told most people in the Southern Continent shun the gods and worship Immortals). So it’s a good thing to have a couple hundred years to find a willing community to teach what love actually is!”


Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Monday April 24th, 2023 5:12:38 PM

Snark returns to the common room, asking Wilma to come meet his friends and offering to by her a drink.

In a low voice he tells his friends, "Hey - this here's Wilma. She told me know to find Zenia. It's about a day's walk from here and apparently she likes Red Hill Red, which they got here at the inn. I'll get me a couple bottles and we can leave in the morning. Well, unless you all want to wait here where it's warm. It might be a cold night in the woods, but I think I can provide you all shelter there."

Snark will buy a couple bottles of Red Hill Red. He will enjoy his evening, buy some food and drink and sleep in a warm, comfy bed for a change. He wakes ready for to meet this Zenia woman.

Jasper (Holly) HP 52 AC 20 CMD 8 
Monday April 24th, 2023 7:54:08 PM

Japser nods at Wilma.

"Well met, Wilma. A kindly border collie mentioned you. Cold doesn't bother me much, so I'm looking
forward to taking the journey with you tomorrow, Snark. Hmm. Perhaps once more as Jasper-Yak."


She then turns back to the Luck Makers.

"Teddy, excellent idea. I'm eager to hear your stories. As for me, there's not much to it: I grew up in an ancient forest, which I am sworn to protect. I work to protect it still, and all the wild places of the Wold. Hm. What else? Oh. I feel a particular affinity for the winds. When I was young, I'd climb to the very top of the canopy to be closer to the sky."

She sounds a little wistful... perhaps even melancholy.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Monday April 24th, 2023 10:43:34 PM

Isaac takes it easy at the inn drinking in the culture and food. "Glad you found info about her Snark I asked around but got nothing. Still lets rest up if she's out in the forest it will be quite the hike." Isaac enjoys the bath that comes with the room.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Tuesday April 25th, 2023 6:00:39 AM

Khord takes in the stories of his new friends, and tells a short version of his own, " I grew up in Dirt City on the northern continent. Joined the Twilight Rangers when I was young and we patrolled the streets protecting the common folks from the many criminal families that run the city. I cam across the ocean to Heranmar in search of a man who stole something from one of organizations that he deemed important enough to hire us. I am enjoying exploring this new land."

As Snark and Wilma return and announce the trip to the woods, a spark can be seen in his eyes and he looks forward to the journey and new frontiers in the morning.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Tuesday April 25th, 2023 7:41:09 AM

Teddy looks amazed at Benni's story. "You actually got to see it? That's amazing! I've only heard the stories." Though less amazed at the other stories he looks fascinated by all of them.

After everyone else shares he shyly shares his own story, which is rather fantastical, possibly to much so to be believed. Apparently Teddy used to be a bear - like an actual bear "three times your size or more!" he claims. He was a powerful, mighty protector of nature, serving with his best friend and master Teressa Treeborn, herself a powerful druid, and together they commanded respect from everyone they met, animal or person.

Then the bloodgrass came. He describes how it twisted the beloved grove the pair protected, the nightmarish creatures it created, and how his partner died to it. Somehow, through divine providence or the power of Teressa before she died, he knows not which, he did not become a monster twisted in agony, but a beastfolk - apparently such events are the origin of all beastfolk, or so he's heard since. All he knew at the time was that his once mighty strength and endurance had deserted him in a world he could now no longer understand.

"I mean, I know I'm smarter now then I was before. I didn't even understand what writing was before, now I'm really good at it! But I went from a giant to a midget, and from a simple understanding of the world to having a million questions I could not answer. It was terrifying! It still is!"

He wandered, lost for a time. Gore'Thum finding him was he finally found purpose and safety again. "He's scary, but he taught me so much. Even things I don't think he really understood himself. And I guess I'm just used to being told what to do. Terresa was always smarter then me and told me what to do, now Gore'Thum does. I don't like not being with him."



Jasper (Holly) HP 52 AC 20 CMD 8 
Tuesday April 25th, 2023 2:45:09 PM

Jasper is deeply moved by Teddy's story.

"You are more powerful than you know, and still worthy of respect. I'm honored to have met you, Teddy Treeborn. Few could withstand what you have.

DM Esther: A Brief Respite, A Night In Comfort 
Tuesday April 25th, 2023 6:18:53 PM

In the comfort of the inn, the party starts to catch up with itself at last, and over a drink and a meal the adventurers start to open up to each other. They discover there is much they did not know yet about each other - particularly of course Jasper, who has only joined them on the way to Hook City and may never have even seen Heranmar yet.

At the suggestion that Wilma might be going with the party to meet Zenia, the motherly looking woman chuckles and declines; "As much as I would like to visit Zenia's place for myself, I would get in so much trouble if I just took the day off from my work here. And I'm not exactly fit to make it back on my own, so I would be stuck out there until someone can escort me back, no thank you. You will not want for guidance though, I gave your friend Snark directions that you really can not go wrong with."

Wilma does not even blink when Jasper mentions hearing about her from a dog. When she hears the description, she nods; "Oh, that sounds like mister Orson's collie? That one is a lively young one, isn't she?"

From behind the inn's main counter, the landlady glances in your direction a few times, which causes Wilma to excuse herself. "I am sorry, but I still have rooms to look after.. if you have more questions, I will be here serving during breakfast tomorrow so I will answer them then, alright? Now you all should enjoy your evening and then rest up, since you'll have a walk ahead of you."

ooc: Since some of you are mid-conversation with other party members, let's give that another day of posts - I am finally seeing some of you bring up your backstories with your peers, so I'd hate to push you along before there is a chance for anyone to react to each other's! Anyway, tomorrow might be a post from James if I am not back in time, but I'll definitely see you all Thursday.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Tuesday April 25th, 2023 7:45:37 PM

Snark has a special interest in forests. He asks Jasper, "What forest did you grow up in? Is it around here?"

"So Benni - you seen a god, eh? That's something. And Teddy, you were a real bear? We'll get you yer frog back soon."


With all this discussion about past experiences, Snark will add, "One day I was out roaming the hills, happy as can be, when I come across a bunch of dead goblins. Among 'em, here was a young girl goblin near death. I was tempted to just leave her, but for some reason I decided to help her instead. I found some healing herbs and I nursed her back to health.

"She said she was the daughter of the Chief of the Nosepick Tribe and led me back to her father for a reward. Them goblins took me in as an honored guest, but I soon found out I was there was no reward and I was really just a trophy prisoner. The girl called me her "little pet gnomie" and ordered me to perform tricks for her. Can you believe I was stuck there for two years? Most awful experience of my life, I'll tell you.

"I had to learn their language - most of 'em only spoke goblin. They were a vicious and cruel bunch - Lemme tell you, them goblins lived up to the goblin reputation and then some. And their tribe name - most of 'em had a booger collection they kept on a stick."
At this, Snark shudders.

"Then one day opportunity came knockin' when the Nosepick Tribe was attacked by a rival - the Buttsmack Tribe. Don't ask. While they was fighting, I slipped away. Once the fight was over, them goblins chased me for days, but I eventually gave 'em the slip.

"Then I made my way to Hook City. I took up as an apprentice to a dwarven wizard there. He was a rotter - used his magic to cheat people. I eventually left in the dark of night and took the next ship out. I worked as a carpenter on that ship for a while. Then I wound up in Heranmar, and met Benni, Teddy and Isaac. There was some others, but they went their separate ways, and later some of you joined us.

"All in all, things turned out all right I guess. 'Cept I don't never want to be among goblins again. Goblins are the worst!"


With that, he will order a round of drinks for his friends.

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday April 26th, 2023 4:46:45 AM

Onesimos nods while listening to his friends’ stories. ”Everyone has their own stories and reasons, but the Luck Makers find fulfillment in a common purpose. That is also a type of Love.”

“It was over a hundred years ago, yes. But I didn’t see one god. I saw six.”

“Teddy, you are one of the strongest people I know.”
. And the elf gives a glance at Gore’Thum, assessing how much of the spirit’s purpose is in helping the BeastFolk see exactly that.
….

The cleric is ready to travel with Snark and the others to meet this Zenia.



Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Wednesday April 26th, 2023 6:10:55 AM

Khord listens intently to everyone's stories, amazed at the wide array of experiences they share. while he is attentive to everyone and joins in with a little storytelling of his own, he is somewhat distracted by thinking about what to expect on the road.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Wednesday April 26th, 2023 7:26:10 AM

Teddy gets very embarrassed and flustered as people start to say such nice things to him. He asks a question about what it was like seeing all the gods to redirect the conversation before trying to stay quiet and in the background until it's time for bed. He'll sleep at the cheaper inn.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Wednesday April 26th, 2023 7:27:38 AM

Beeni's glance at Gore'Thum finds nothing, for Gore'Thum is not here for once. Which the more insightful of the party might realize is fully intentional on the frog's part.

The Greenmage

The Greenmage


DM James: Teddy’s Terrible Adventure Map 
Wednesday April 26th, 2023 2:35:32 PM

Snark, Benni, Jasper, and Khord engage in telling stories of times past and how they arrived first in Heranmar or on the southern continent. Snark told his as memories flashed through his mind of the atrocities he had to endure during his captivity as a pet and what was required of him during those years. Benni congratulated Teddy on his strength of character, and Khord also told his tale.

As the evening wound down, Teddy hauled himself from the warm fireside, the hot tea, and said his goodbyes to the crew. When the door opened there was a strong gust of ice cold wind and blowing snow that he had to force himself past as he walked out into the darkness and wagon trail down the way to Pete’s. The sky overhead was angry and white with a reddish tint to the east where Hook City sat hanging in the air where they’d left it.

The little bear had quite the chill by the time he made it to Pete’s and on entering he decided quickly enough that Pete’s place wasn’t nearly as comfortable and warm as the Captain’s Quarters. He’d not freeze here and a small spot in a corner would be all he’d need, but as soon as he walked in he was accosted by the wenches that worked the place.

“Oh dear.” said the freckled red head. “Look at this.”
“Yes, he is so cute.” said a shorter blonde girl.
“He talks,” said the red head.
“Smells a little roadish.” replied the blonde.
“Come on then,” said the red head. “Let’s get you seen to.”

The two women locked the door as it was closing time and escorted Teddy to a private room with a large wooden tub full of steaming water. They helped Teddy into the tub then stripped and joined him. Each took turns washing his thick fur and massaging his stiff muscles until the water was going warm then they helped him out, dried him and set him in a large comfortable bed and snuggled in with him.

The next morning Teddy woke rested, smelling fresh, and with a tray beside his bed with food way better than that offered in Pete’s usual fare.

Outside the luck makers walked out into a brisk morning, fresh snow covered the ground, and the small collie was bounding around in the corral happily rounding up sheep and cattle as some of the caravan crews were packing up for the final leg of the journey. Others were packing it in for the trip back to Fort Wayfarer, but it would be hours before they were ready to travel.

Meanwhile a cold wind blew overhead as the clouds started to part as the last bits of snow fell upon the countryside. Even so the road west was clearly marked as they set out for their meeting with Zenia the Dark.

Everyone but Teddy Highlight to display spoiler: {Teddy has a little blue bow tied into his fur on his head. He smells nice too.}

DM James:
Going to need a marching order my peeps and any maintenance spells you have running would be cool. It’s breezy and 25 degrees F out with light snow.


Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 
Wednesday April 26th, 2023 4:20:31 PM

Khord is decked out in his cold weather gear, Longbow in hand and will be at the front of their little band. He catches a glimpse of Teddy and almost does a double take. The little bearman cleans up quite nicely.

Niko bounds around in the fresh snow, give the collie a sniff before Khord calls him to heel. "There will be time for that when we return, doggo," he says to his hound.

He looks over the caravans coming and preparing to go, and feels a little bit of homesickness for the plains around Dirt CIty. "We should be on our guard as we head into the wood. The trail seems well used but I assume we will be leaving it before long. Are we ready?"

once on the trail Khord will keep an eye on the woods (take 10 on perception = 21)

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Wednesday April 26th, 2023 6:42:14 PM

Were Teddy human, or a humanoid raised in a mix race setting, the greeting he gets at the inn would be incredibly awkward. He is not human and was raised as a bear cub in the woods by druids.

He's very nervous as he crosses the town to the other inn. Though he didn't want to spend so much money on accommodations he is realizing he is alone of those staying at the other inn and the missing presence of Gore'Thum seems all the larger now he has to go to sleep without that comforting presence next to him. He hesitates halfway across, but screws up his determination and enters Petes.

When he is accosted by the two (?) wenches he is at first very nervous. But they say nice things to him in pleasant voices and they help him get cleaned up. Their care and the warm water brings him back to his childhood - of romping in the fields playing chase with other animals and Terrasa, running over logs and splashing through mud puddles, ending the day with bathing in a stream together, having a hearty meal, and sleeping together next to the fire. Or his older days, full grown and in his strength, fighting battles against nature's foes made worth it by the cause, but also by the gentle cleaning and care given to him after the struggle was over.

By the end of the bath all of his barriers have been broken down and he shyly treats them like old friends, asking them about themselves, telling funny stories about when he was a cub, and feeling more at ease then he had since, well, since he was just a regular bear. In the morning he gives them all a hug, thanks them for being so kind, and even works up the nerve to ask about the cheap perfume one of them is wearing, hoping to borrow some and maybe buy a bottle.

When he rejoins the group Teddy is beaming, looking cleaner then he ever has and smelling slightly of flowers. "You chose the wrong inn." he tells his companions. "They were so nice there!"

Jasper (Holly) HP 52 AC 20 CMD 8 
Wednesday April 26th, 2023 8:02:04 PM

Jasper grins at Teddy. You look well rested.

She's wearing her cold weather gear too, but plans to Wildshape into a yak once again to carry Snark and Teddy if they so wish.

Jasper (Holly) HP 52 AC 20 CMD 8 
Wednesday April 26th, 2023 8:10:05 PM

As for marching order, the formation Benni proposed on the trip to Five Mile probably makes sense.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20+14=18 ; d20+13=27 ; d20+8=18 ;
Wednesday April 26th, 2023 11:29:51 PM

Snark leaves a gold piece in the room for Wilma, and he thanks the fussy innkeeper for the nice accommodations. After eating a hearty breakfast, he buys some food for the road and some nice bread and cheese for this Zenia person. He already bought three bottles of the red wine he was told about. (How much were those each?)

His cold weather gear makes it harder to climb onto the back of Jasper-Yak. He helps Teddy up.

As the group sets out, he grabs on to Jasper-Yak's hair, not so much to hold on as to just be in contact with Jasper. Snark could easily conjure a mount for the trek, but he knows there is value in giving and receiving. It brings him comfort to accept the ride, makes him feel cared for. This makes him smile.

Snark will keep a sharp eye out for trouble, or anything that look wrong.

(Perception 18, Knowledge Nature 27, Survival 18)

Marching order:
Isaac
Benni
Snark and Teddy on Jasper.
Khord and his dog, sometimes watching the rear, sometimes ranging out to check for trouble.

-----------------------------------------------------------------------------
Spells/Effects Running: None

Spells, * = cast/used:
0 (DC15): Detect Magic, Mending, Prestidigation, Resistance
1 (DC16): Grease (C), Feather Fall, Mage Armor, Magic Missle, Magic Missle, Mount
2 (DC17): Glitterdust (C), Scorching Ray, Flaming Sphere, Web, Levitate
3 (DC18): Summon Monster III (C), Stinking Cloud, Fly, Tiny Hut

Abilities/Items
Acid Dart (Sp) 8 - 0 used
Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals.

Isaac Harker (Justin M) HP 49/62 AC24/ T13 / FF 20 
Thursday April 27th, 2023 12:08:51 PM

Isaac will take point ready to defend the group. He does ask Teddy " What got you in such good mood? Wait.."sniff sniff " are you wearing perfume? Smells fruity but nice. "

“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Thursday April 27th, 2023 1:43:46 PM

Onesimos walks with the team.

He has an Endure Elements spell active and will give a second one to who wants it.

Jasper (Holly) HP 52 AC 20 CMD 8 
Thursday April 27th, 2023 4:38:56 PM

Jasper takes her quarterstaff in hand before shifting, then waits for her friends to clamber aboard.

DM Esther: Yakking Down The Road For A Pig's Ear 
Thursday April 27th, 2023 5:38:39 PM

Teddy tells the others of his night, and the happy memories of his past that it stirred. Isaac notices and comments on the fruity, flowery scent on the small bear-person.

Snark: the Red Hills Red you are buying is 2gp per bottle.

At the insistence of Wilma who wishes them luck them during the inn’s breakfast service, the party gets some very reasonably priced pocket pies (you identify the filling as a hearty stew mix of turnip and the meat leftovers from last night) to take with them as ready-to-eat lunches for on the road. (“Even the caravanfolk don’t want to have to set up cooking gear in the snow along the roadside in these parts if they can avoid it”, she points out.)

With everyone ready to set out in winter gear or being under the protection of a spell to keep the cold away, or kind of doing a little of both by adopting the form of a thickly fur coated yak, the party prepares itself to set out after breakfast.

The road starts out pretty similar to the last stretch of the one you arrived by, a frozen path through a land of cold and snow. According to the description given to you by Snark, you are looking for a rock formation that looks like it has a pig’s ear on top, to the right of the road, within a day’s walk of Five Mile. Cold winds blow, but the main caravan road is far too well trodden to give you any difficulties keeping to it.

Snark + anyone else that rolls a Survival DC 15: Highlight to display spoiler: {You remember that while Khord has his campfire bead, you should pick up some natural wood likely to produce more smoke, for the sake of using it as a signal. Finding some along the way is easy enough, this check is only for remembering to look for some before you reach the rock formation because there is not guaranteed to be any right there.}

By the time that a rock formation hovers into sight with a bit of a plateau at the top, and on that a single stony outcrop that does indeed look quite remarkably like a pig’s ear, you are halfway through the afternoon already. The rock formation is not prohibitively tall to climb up, but it does look slippery with ice clinging to parts of it. Everyone that wants to climb up to the plateau to light the signal fire, Climb checks at DC 10 or take 1d4 damage from scrapes along the way.

Jasper - I believe your Wildshape only lasts six hours at your current level? You are going to have reached the end of duration a little before here. Snark and Teddy will have to dismount and walk the last little bit by themselves?

After you get your signal fire set up, you wait…. (Please decide if you are waiting up on the plateau or at the base of the climb, what you are doing, roll Perception checks, and let me know if you set guards even though it is mid-day?)


Jasper (Holly) HP 50 AC 20 CMD 8  d20+14=31 ; d20+17=32 ; d20+2=9 ; d4=2 ;
Thursday April 27th, 2023 6:42:36 PM

Jasper-Yak snorts a warning a bit before her Wildshape gives out, giving her friends a chance to climb down.

She resumes her own shape, stows her quarterstaff, and starts collecting firewood for the last few miles of the walk.

When they arrive at the curiously shaped rock formation, she volunteers to climb up to the plateau to light the signal fire: She wants to get to high ground to assess the lay of the land. As she scrambles up the escarpment, she hits a slippery patch of ice and painfully bangs her shin. She winces at the sharp pain (and embarrassment), but has too much dignity to yelp.

___

Skills checks: Survival 31; Perception 32; Climb 9; 2 pts of scrape damage

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52  d20+11=31 ; d20+7=25 ; d20+11=16 ; d20+4=5 ; d4=2 ;
Thursday April 27th, 2023 10:10:14 PM

getting out on the road is just the tonic that Khord needed after the long sea voyage. As they trek up the trail, Khord realizes that though he will have no problem setting a fire when they reach the plateau, he will need to find some punky wood that will create a lot of smoke. He has Niko fetch some sticks from the fringe of the wood and he grabs some himself and stows it in his haversack. (Survival = 31).

As they reach the outcropping, Khord bounds up effortlessly but Niko dislodges a rock under the snow and tumbles before recovering. (Khord climb = 25, Niko climb = 5) (Niko = 2 damage). He follows Jasper, wanting to get a good look around. (perception = 16). He produces the wood he collected and along with the wood Jasper brought uses his flint and steel to light a fire, fanning it to keep it going and producing smoke.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Thursday April 27th, 2023 10:10:55 PM

OOC: added damage to Niko

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41 
Friday April 28th, 2023 1:04:39 AM

Snark thanks Jasper-Yak for the ride. He will likewise gather some green wood and leaves to make for a smokey fire. He gathers these into a large sack and stuffs the sack into an extradimensional pants pocket.

At the rock, Snark will carefully climb up (Take 10 on climb for 13.) Once at the top he watches as his friends start a fire, ready to pull out some magical fire if necessary. Either way, he gives his green wood and leaves to Khord for the smoke.

As the fire begins to emit a lot of smoke, the little gnome waits. And hopes.


Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Friday April 28th, 2023 6:26:00 AM

Teddy remembers to politely thank Jasper for the ride and stays down below as the others climb up. They seem to know what they are doing and the entire party probably shouldn't crowd onto the top - it'd be crowded and an accident might happen since it's so slippery. Or maybe he's just being overly cautious.

DM Esther: A Sudden Situation  d20+10=14 ; d20+4=21 ;
Friday April 28th, 2023 8:51:11 PM

In the end only Jasper and khord made a Perception check, I am going to presume the rest of you felt it was in the bag because Holly got a 32 on her check? ….okay, fair enough.

Jasper-Yak snorts a warning a bit before her Wildshape gives out, giving her friends a chance to climb down. She resumes her own shape, stows her quarterstaff, and starts collecting firewood for the last few miles of the walk. When they arrive at the curiously shaped rock formation, she volunteers to climb up to the plateau to light the signal fire: She wants to get to high ground to assess the lay of the land. As she scrambles up the escarpment, she hits a slippery patch of ice and painfully bangs her shin. She winces at the sharp pain (and embarrassment), but has too much dignity to yelp.

Getting out on the road is just the tonic that Khord needed after the long sea voyage. As they trek up the trail, Khord realizes that though he will have no problem setting a fire when they reach the plateau, he will need to find some punky wood that will create a lot of smoke. He has Niko fetch some sticks from the fringe of the wood and he grabs some himself and stows it in his haversack. As they reach the outcropping, Khord bounds up effortlessly but Niko dislodges a rock under the snow and tumbles before recovering. He follows Jasper, wanting to get a good look around. He produces the wood he collected and along with the wood Jasper brought uses his flint and steel to light a fire, fanning it to keep it going and producing smoke.

From atop the formation like on a small watchtower, Jasper gets a much better view of how the landscape has been slowly, subtly, changing around them. Since you have all been well insulated from it thanks to your gear and spells it has not been quite so noticeable, but there are clear signs that just a day out there are already signs in nature that the climate here is at least marginally less harsh than it was at Five Mile, or anywhere right outside Hook City for that matter. If this morning you set out through a rocky wasteland of stone and lichen, and ice and snow with only occasional patches of trees, then now it looks more like rocky terrain in the process of being overtaken by something not unlike a sparse taiga… it is a strange notion, as it is only the quirks of the erstwhile shifting geography of the southern continent that would have a taiga forest in this place. That.. does make it make a lot more sense as to why a Greenmage would have chosen to live here, in likely the only or at least one of very very few places in the world where this kind of forest can be found within at most two days of travel from a major city full of convenient magical facilities.

Teddy does not think climbing up is necessary for him or even a good idea, given the limited space up there, and he stays at the base of large natural formation, as do Isaac and Benni, waiting for Zenia to notice their signal.

At the rock, Snark will carefully climb up. Once at the top he watches as his friends start a fire, ready to pull out some magical fire if necessary. Either way, he gives his green wood and leaves to Khord for the smoke. As the fire begins to emit a lot of smoke, the little gnome waits. And hopes.

The party has brought ample undried wood to pile onto a fire to produce a steady trail of smoke reaching into the sky. Over an hour later there is however no sign yet of the greenmage, and the first other people you see, instead come from the same direction you did - a group of caravaneers that must have also left this morning some time after you did. They notice the signal fire, and briefly stop to enquire if there is any trouble up ahead, but their planned stopping point for today is further down the trail so they do not stick around.

Evening sets in and the sun already comes close to setting, when Jasper is the first to notice something amiss.. a few cloaked figures approaching moving between large rocks, ridges and trees as if trying to not be seen – but even in twilight their stealth is already failing against Jasper keeping a keen eye out for anything that looks like a greenmage from her elevated position. Then, Niko also starts to look towards the wilderness and growl…

Because you had some early warning from Jasper, Khord and Snark may choose whether they want to stay in up where the fire burns, or return to the ground before the following event happens-

An arrow whizzes ineffectively through the air, strikes a rock fifteen feet away from Isaac, and bounces back a few feet before landing in the snow!


Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Friday April 28th, 2023 9:51:10 PM

Isaac had used a endure elements spell to brave the cold and had stood guard at the base not feeling confident about climbing up the rock. He hears Jaspar's warning and draws his sword and shield. "Which way Jasper?!" the arrow clues him in pretty soon "Never mind."

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Saturday April 29th, 2023 7:26:08 AM

As Jasper mentions the figures moving among the boulders, Khord suggests the spellcasters stay by the fire to take advantage of the visibility the height provides. He then clambers back down with Niko falling in behind and warns the others of the danger. As the arrow comes flying in, Khord will knock one of his own waiting for a target to present itself. He order Niko to defend for now, until they get into melee.

Jasper (Holly) HP 50 AC 20 CMD 8  d20+6=17 ;
Saturday April 29th, 2023 6:39:45 PM

Khord, incoming!

Jasper looks for cover from the arrows and prepares Wind Wall to defend against the barrage.
_______
Attack roll = 17

OOC: I don't think I have any proficiency bonuses so I just used D20 + Wisdom mod. Let me know if I messed that up!

Range medium (100 ft. + 10 ft./level)
Effect wall up to 10 ft./level long and 5 ft./level high (S)
Duration 1 round/level
Saving Throw none; see text; Spell Resistance yes
________
Spells/Effects Running: None

Spells, * = cast/used:
0 (DC 10 + 6 = 16 ): Guidance, Flare, Resistance, Purify Food and Drink
1 (DC 17): Entangle, Goodberry, Shillelagh, Obscuring Mist (D), Produce Flame, Speak with Animals
2 (DC 18): Flaming Sphere, Barkskin, Windwall (D), Resist Energy (electrical)
3 (DC 19): Call Lightning, Sleet Storm, Gaseous Form (D), Summon Nature's Ally III

Wildshape: 1/2


Jasper (Holly) HP 50 AC 20 CMD 8 
Saturday April 29th, 2023 9:20:16 PM

Edited to add: Not yet cast, just prepared -- I think I need to see a map first!

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  d20+14=30 ;
Sunday April 30th, 2023 3:06:27 AM

Given the warning from Jasper, Snark will not climb down, but will instead cast Fly on himself. Once the arrow whizzes in ineffectively, he will cast Mage Armor on himself. He looks where these figures are moving in the rocks below. (Perception 30.)

It seems odd that what appear to be several figures would only fire one arrow.

He will rise into the air above the rock and say, "If you are Zenia testing us, we were told where and how to contact you. We come in peace and we brought wine."

"But if you are not Zenia, you have made a grave mistake attacking us. Show yourselves and declare your intentions or this will go very badly for you."


“Benni” AC 22/12/18.+2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Sunday April 30th, 2023 10:09:17 AM

Onesimos hears Khord’s shout and prepares for possible battle.

Gore'Thum and Teddy Treeborn (Mitch) HP 46/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d4=1 ;
Monday May 1st, 2023 7:12:29 AM

Teddy jumps as the arrow flies past the group on the ground. He tries to find somewhere to take cover/hide and casts Spectral Hand.

DM James: The Trio of Death Map  d20+10=18 ; d20+5=19 ; d100=44 ; d8=2 ; d100=89 ; d8=8 ; d6=5 ; d20+10=21 ; d20+5=22 ; d100=32 ; d100=54 ; d8=1 ; d8=1 ; d6=3 ; d20+10=18 ; d20+5=11 ;
Monday May 1st, 2023 10:33:03 AM

Jasper prepare to throw up a windwall between herself and the bandits (DMJames: Please place it on the map.) while Benni takes in the battlefield and makes his plan.

Snark called out to the attackers in the hope that this was merely a test, but he got no replies.

The three cloaked figures were at range and had cover under the shadowy canopy of the trees in the distance as they ducked in and out of cover in the snowy and darkening landscape. Two arrows shot out of the twilight to miss Snark as more flew out at Teddy and Issac. The ones aimed at Issac missed completely but Teddy took two glancing shots. It was almost as if they'd been aimed at someone else and just found Teddy by accident.

Teddy ducked and looked for cover. What he found was a little concealment(20%) in the bushes behind him.

Issac looked over from the base of the plateau and spotted their attackers.

Issac and KS: Local DC 15 Highlight to display spoiler: {The arrow had a black shaft on it. This was the symbol of a small bandit group known as the Trio of Death. They'd taken on fairly large groups, but were really interested in treasure. If you dropped enough gold and moved away they generally wouldn't follow.}

DMJames: Map Positions Not official until next round, move your PC to its starting position. No moving onto or off the plateau.

Bandits
AC??, Concealment 20% Miss chance. Please be aware that a lot of difficult terrain is between you and them. You can't run or double move through difficult terrain at this time.

TD1 - Snark, Roll 18-6=12(Concealment Roll 44), 19-6=13(Concealment Roll 89)Miss, Miss. .
TD2 - Teddy, Roll 21-6=15(Concealment Roll 32), 22-6=16(Concealment Roll 54). Hit, hit. Damage 2 Hp
TD3 - Issac, Roll 12, 5. Miss, miss.



“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Monday May 1st, 2023 12:04:03 PM

Onesimos isn’t sure what he can do. He is at the bottom of a cliff and can’t climb well. There are attackers on the top of Pigs Ear and he can’t help. He puts away his Morningstar and pulls his bow.
….
-2 AC, not using buckler.

0.. (4) Mending, Purify Food/Drink, Light, Stabilize
1.. (4+1). *Endure Elementsx2. Bless: Magic Weapon: Sanctuary:
2.. (4+1) Align Weapon. Restoration, Lesser: Resist Energy. Delay Poison. Silence.
3.. Prayer. Invisibility Purge. Daylight.

DMJames: please refer to the map for enemy position

Jasper (Holly) HP 50 AC 20 CMD 8 
Monday May 1st, 2023 12:19:30 PM

Jasper moves to AU36 and faces out toward the bandits to cast Wind Wall.

It won't help her friends on the ground, but it will buffer those of us atop the plateau.

____
Wind Wall info
Range medium (100 ft. + 10 ft./level)
Effect wall up to 10 ft./level long and 5 ft./level high (S)
Duration 1 round/level
Saving Throw none; see text; Spell Resistance yes
________
Spells/Effects Running: Wind Wall

Spells, * = cast/used:
0 (DC 10 + 6 = 16 ): Guidance, Flare, Resistance, Purify Food and Drink
1 (DC 17): Entangle, Goodberry, Shillelagh, Obscuring Mist (D), Produce Flame, Speak with Animals
2 (DC 18): Flaming Sphere, Barkskin, Windwall* (D), Resist Energy (electrical)
3 (DC 19): Call Lightning, Sleet Storm, Gaseous Form (D), Summon Nature's Ally III

Wildshape: 1/2

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+9=15 ;
Monday May 1st, 2023 5:01:57 PM

Khord's feet hit the trail at the same time as Niko's, the barrage of arrows goes by his companions and Khord cannot see well enough too get a good shot through the trees. He drops his bow, and draws his short swords as he double moves to close the distance between him and the bandits, moving along the trail to flank them. He whispers a command to Niko to flank with him, and the dog pins its ears back. His playful demeaner gone.

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  3d6=10 ;
Tuesday May 2nd, 2023 1:09:33 AM

(I'm a bit confused exactly where the Wind Wall is, as it seems to be spread over a large area.)

Snark flies north, but stays behind a Wind Wall. It appears from the map and the elevation map that he can see the square where TD2 is in. He will cast Flaming Sphere on TD2. (Take 10 fire damage, DC 17 Reflex save for no damage.)

He will hover there, taking 10 to make sure he makes his DC 15 fly check.

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d100=96 ; d20+6=20 ;
Tuesday May 2nd, 2023 7:36:14 AM

Teddy gets scratched by an arrow, yelps, and digs himself deeper under cover. He really, really wishes Gore'Thum were here. Not that the frog could actually do anything to help against archers. He spends a second or two working up his courage before peeking out and sending his spectral hand flying towards one of the attackers.

The hand manages to not get stuck on their cover (96 vs concealment, pass) and tries to touch one of the archers (20 vs touch AC). Should it touch it Bestows Curse, inflecting the bandit with -6 DEx.

(First time using spectral hand, there is no travel speed listed so does it just zoom out to it's max range/the target before zooming back to my PC in 1 round?)

DM James: The Trio of Death - Round 1 Map  d20+7=13 ; d20+10=26 ; d20+5=14 ; d8=3 ; d100=68 ; d20+10=18 ; d20+5=23 ; d100=2 ; d20=3
Tuesday May 2nd, 2023 10:50:21 AM

Edit: Teddy's bestow Curse was added. Snark's position changed to reflect windwall position.

DMJames: The top down map actually shows the stone wall you climbed in a flattened out way. So for each 5' square you are moving up and not over. The elevation map shows this a bit better. Since the wind wall is tall it's represented on the top down map with its height spread out over the squares. Combat rounds are one per day with surprise rounds messing up the start a bit.

Benni saw the trio of attackers on the ground to the west of him. They were using bows to attack those in the plateau above and one had spotted Issac on the trail. He couldn't tell if the arrows that hit Teddy were aimed at him or the small bear since they were so poorly aimed.

Jasper cast Windwall and such was the spells area of effect she was able to cover everyone on the plateau from the ground all about five feet over her head. The spell would protect her and her companions up there from those arrows.

Khord thought to run up the trail, but he forgot that he'd have to climb down the icy slope and with the wind wall the 50' climb down would be more hazardous. (Climb DC 17 to safely reach the trail.)

Snark flew up and west as he rose above the bounds of the wind wall (see Map) and cast flaming sphere on one of the bandits who as partially taken off guard by the attack and jumped back to avoid the sphere too late.

Teddy cast Spectral Hand and once the hand appeared he started casting Bestow Curse.

The bandit trio sifted position as they kept to the cover provided by the trees. The one set on fire by Snark took aim at the flying gnome and loosed his arrows missing the small wizard due to the Windwall spell. Another fired an arrow at Khord as he stood at the edge of the plateau, but the windwall deflected it as well. The last bandit saw the windwall had deflected his associates arrow so continued to focus on those on the ground as he shifted his attack from Teddy to Benni.

DM James:
Keep in mind that you can't run through difficult terrain and movement is halved. Climbing speed is at 1/4, so it will take 2 rounds to get down off the plateau unless you jump or fall.

Also, a reminder that you cannot take 10 (or 20) in combat. Taking 10 means that you have time to concentrate on the task without any distractions, that's not the case here.

Snark - TD2, Flaming Sphere DC 17, Roll 13 Fail. Damage 10 Hp
Teddy, Bestow Curse, TD1 Save, Roll 10. Fail. -6 Dex
Jasper, Windwall
TD1 - Khord, Miss, miss.
TD2 - Snark, Roll 26(Concealment Check 68), 14. Hit, Miss. Damage 3 hp
TD3 - Benni, Roll 18, 23(Concealment Check 2), Miss. miss.

Based on Snarks position I assumed he flew above the Windwall and isn't protected by it. If that assumption was incorrect the attacks listed above missed him.

Low Light Vision and Darkvision - If you have low light vision you don't suffer the 20% miss chance from concealment. If you are in range of your Darkvision the same applies.

Spectral Hand - The hand can move up to its range each round, returning to your position after each attack to hover over you as it waits on your next command. Casting SH is a standard action. You can't cast Bestow Curse until next round.

Flying Creatures: A spellcaster with a bat familiar gains a +3 bonus on Fly checks. Fly Speed Creatures with a fly speed treat the Fly skill as a class skill. That's a total of +6 to Snark on the Fly Checks plus his Dex mod.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+3=16 ;
Tuesday May 2nd, 2023 11:30:09 AM

Onesimos sidles up to a tree trunk and arcs an arrow back towards Bandit #2, more to keep them looking over their shoulder than any real expectation of hitting something.

….
AC 16. (Including penalty for 2 range increments)

….
-2 AC, not using buckler.

0.. (4) Mending, Purify Food/Drink, Light, Stabilize
1.. (4+1). *Endure Elementsx2. Bless: Magic Weapon: Sanctuary:
2.. (4+1) Align Weapon. Restoration, Lesser: Resist Energy. Delay Poison. Silence.
3.. Prayer. Invisibility Purge. Daylight.

Jasper (Holly) HP 50 AC 20 CMD 8 
Tuesday May 2nd, 2023 12:34:32 PM

Jasper casts Entangle on square W13, where TD1 is standing.

If the bandit can't make the saving throw, he'll be able to only move at half speed and won't be able to run or charge. The spell also imparts a -2 penalty on all attack rolls and a -4 penalty to Dex.

Let's hope that underbrush is thorny so he'll also take some piercing damage.

______
Spells/Effects Running: Wind Wall, Entangle

Spells, * = cast/used:
0 (DC 10 + 6 = 16 ): Guidance, Flare, Resistance, Purify Food and Drink
1 (DC 17): Entangle*, Goodberry, Shillelagh, Obscuring Mist (D), Produce Flame, Speak with Animals
2 (DC 18): Flaming Sphere, Barkskin, Windwall* (D), Resist Energy (electrical)
3 (DC 19): Call Lightning, Sleet Storm, Gaseous Form (D), Summon Nature's Ally III

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+2=15 ; d20+3=6 ;
Tuesday May 2nd, 2023 5:05:10 PM

Isaac sigh's "the Trio of Death more interested in money than killing but I'm not interested in giving up anything" Isaac begins to run up the trail and tries to get the bandit's attention "Hey you gonna sit back and cower or fight us?!"

Moved 40ft north on the trail and attempted to get the bandits to attack Isaac.
Know Local:15
Bluff:6

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  3d6=9 ; 3d4+3=10 ;
Tuesday May 2nd, 2023 5:29:09 PM

He hears Isaac's info. He shouts, "Trio of Death, eh? Well, there's three of you, so yeah - I predict a trio of death today!"

With his low-light vision, Snark can see the vines and brush begin to wrap around these bandits. He flashes a thumbs-up to Jasper for her work.

He will move the Flaming Sphere (move action) into TD2's square. (Take 9 fire damage, DC 17 Reflex save for no damage.) Then he casts Magic Missile at TD2 for 10 points of damage.

Snark continues to hover, (DC 15, taking 10+12 = 22.)
Fly Skill: 1 Rank + 3 Class Skill + 2 DEX +3 Bat Familiar + 3 Fly Spell = +12

Finally, he makes a 5' move forward a bit, but still behind the Wind Wall.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+7=19 ; d20+4=22 ;
Tuesday May 2nd, 2023 8:00:48 PM

Khord and Niko shimmy down the rocky wall to get to the trail. (climb = 19, Niko climb = 22). They both take in the changing landscape as they reach the trail, ready to spring into action.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Tuesday May 2nd, 2023 8:59:13 PM

Forgot to move on the map

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d100=14 ;
Wednesday May 3rd, 2023 7:03:16 AM

Since it seems to have worked Teddy tries Bestow Curse again this time against TD3. Sadly this time he fails the roll against concealment, but that bush the bandit is hiding in is very, very cursed (-6 dex to the bush )

DM James: The Trio of Death - Round 2 Map  d20+4=5 ; d20+7=23 ; d20+7=26 ; d20+2=4 ; d20+4=11 ; d20+3=17 ; d100=4 ; d20+5=14 ;
Wednesday May 3rd, 2023 9:36:26 AM

DM James: As mentioned in the previous post, you cannot take 10 in combat. Snarks actions this round therefore are spent staying in the air.

Benni takes cover behind a tree and fires an arrow at the distant archers. Benni Highlight to display spoiler: {Please adjust your AC +2 for partial cover.} The arrow he fires ends up falling a bit short, though it was on target otherwise.

Jasper cast her entangle spell causing the undergrowth in the area to shoot up through the snow and ice to grasp at the trios legs and torso. Teddy's cursed archer gets caught up in the twisting vines and branches, but the other two manage to avoid the effects and move out of the area.

Issac called out to the trio in the hope to bait them into entering hand to hand combat, but the entangling undergrowth and possibly his reputation keep them safely away from him.

Snark had planned to move his flaming sphere and cast magic missile, however his close proximity to the wind wall made his attempt to hover more difficult than he anticipated so he ended up struggling for a bit to avoid falling.

Khord and Niko climb down to the trail through the Windwall and emerge at the bottom unscathed and ready to fight.

Teddy's Spectral hand rushed out to the third bandit, but in the dark of twilight and the shadows of the trees he misjudged the attack and missed.

The bandits were scrambling to avoid all the attacks aimed at them as they ran to clear the area covered by Jaspers spell. The entangled bandit was stuck so he fired an arrow in retaliation at Benni. The arrow came dangerously close but struck the tree Benni was behind. The last bandit shot an arrow at Issac, perhaps to silence him, but the arrow went wide and crashed into the cliff face.

DM James:
Benni - TD2, Roll 16, Miss.
Jasper (Entangle)
Teddy - TD3, Bestow Curse, Concealment Check 14, Miss.
TD1 - Benni, Roll 11, Miss.
TD2 - Teddy, Roll 17(Concealment Check Roll 4), Miss.
TD3 - Issac, Roll 14, Miss.

Jasper (Holly) HP 50 AC 20 CMD 8  d20=9
Wednesday May 3rd, 2023 12:07:12 PM

Jasper takes the opportunity while the trio is Entangled to run back down the trail.

She draws her quarterstaff as she moves and casts Shillelagh upon it to give it some extra wallop.

She arrives in AM37.

DM James: Sorry if I wasn't clear. Going up or down to/from the Pigs Ear requires a climb check.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday May 3rd, 2023 1:17:30 PM

Onesimos doesn’t shot another arrow. He’s pretty sure the attackers aren’t allies of Zenia, and so the Luck Makers actions may determine how well they are received by the Greenmage. There is just no way to coordinate this or a plan with his friends without the bandits also hearing.

….
-2 AC, not using buckler.
+2 AC, partial cover

0.. (4) Mending, Purify Food/Drink, Light, Stabilize
1.. (4+1). *Endure Elementsx2. Bless: Magic Weapon: Sanctuary:
2.. (4+1) Align Weapon. Restoration, Lesser: Resist Energy. Delay Poison. Silence.
3.. Prayer. Invisibility Purge. Daylight.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Wednesday May 3rd, 2023 6:44:12 PM

These bandits are beginning to get on Khord's nerves, he will run up the trail to get level with the furthest bandits with Niko right on his heels. He will take shelter behind some underbrush along the side of the trail. He yells out, "Your outnumbered and out-magic'd you lousy sods. You picked the wrong group of travelers to mess with. Drop the weapons and give up and we won't hurt you."

Khord runs to AP13, Niko to AQ13.

Jasper (Holly) HP 50 AC 20 CMD 8  d20+2=7 ;
Wednesday May 3rd, 2023 10:24:04 PM

OOC: Gotcha! Makes sense, seeing as the ice didn't move.

Annnnd a 7. Jasper is no more nimble scampering down as she was trundling up. She mutters a curse under her breath to the effect of "rakka frakka."

2 more points of scraping damage, I presume? That takes Jasper to HP 48.



Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Wednesday May 3rd, 2023 11:35:42 PM

Isaac ran forward again along the path trying to get into a position to attack

Snark Riverstone (MarkB) AC14 T14 F15, CMD 12, HP 41/41  3d6=11 ; 3d4+3=11 ;
Thursday May 4th, 2023 1:29:52 AM

Snark moves forward 5'. (No need for a fly check - he is +12 and it's DC 10 if you move less than half your movement rate.)

Then he will move the Flaming Sphere (move action) into TD1's square. (Take 11 fire damage, DC 17 Reflex save for no damage. If he is Entangled he is at -4 DEX, so that may affect his save.)

Then he casts Magic Missile at TD1 for 11 points of damage.

From the bottom map, it looks like he is still behind that wind wall, but not sure about that.

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday May 4th, 2023 8:07:33 AM

Teddy's nerve fails him for a moment as arrows keep flying at him. He burrows into his bush and hides for a round (total defense action)

DM James: The Trio of Death - Round 3 Map  d20+2=8 ; d20+2=22 ; d20+10=13 ; d20+10=16 ; d20+5=16 ;
Thursday May 4th, 2023 9:58:18 AM

Jasper came down the narrow icy path that lead down from the Pig's Ear slipping and sliding along the way. When she arrived at the bottom she was a little worse for wear with a few scratches to prove the journey wasn't entirely without incident.

Meanwhile Benni pressed his back to the tree trunk and waited for an opportunity to talk to the others as he formulated a plan.

Khord ran down the trail since it was the easiest path and only stopped when he had a clear view of one of the attackers. He called out them and reminded the bandits that they were outnumbered and out magiced.

Like Khord, Issac ran along the path as he tried to get into position to attack the archers.

Snark, once more in control of hisself was able to direct his flaming sphere and cast Magic Missile.

Teddy hid in the underbrush.

The entangled bandit saw the Flaming Sphere coming at him and first tried to break free of the roots and branches twisting around his arms and legs to no avail. Then with fear and desperation he wrenched his body to one side and in a heroic attempt managed to dodge the sphere as it passed over and to the right of him. He was still entangled however, he'd just managed to drag the vegetable matter along with him. No sooner had he made it to safety from the fire when Snarks force missiles blasted into him.

The entangled man's companions seemed to have lost their desire to fight as the second one moved around the area of entanglement and turned to fire a parting shot at Khord which missed. The last man also had a clear shot at Khord so tried to fire his arrows at the half-orc as well, but the distance, conditions, and Khord's canny movement caused both his arrows to miss.

Perception DC 15 Highlight to display spoiler: {Something seems to be moving up ahead to the west, but it's too far to completely make out. It looks like a bright green flame bobbing up and down through the bushes.}

DM James:
Condition:
Bandits, AC ??,
TD1 -6 Dex, Entangled -4 Dex, -2 to Hit, -11 hp
TD2 -10 Hp
TD3 - Unharmed

Combat/Actions
TD1 - Strength Check, Roll 8. Fail.
Snark - TD1 (Flaming Sphere, Reflex DC 17), Roll 22, Success!
Snark - TD1, Magic Missile, 11 Hp
TD2 - Khord, Roll 13. Miss.
TD3 - Khord, Roll 16, 16. Miss, miss.


Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+12=18 ; 3d6=9 ;
Thursday May 4th, 2023 4:43:18 PM

Jasper casts Call Lighting and aims it at TD3, who is standing in O17.
If she hits, she'll do 9 points of electrical damage.
Bzzzt!
______

OOC: I think this counts as a Spell Ranged Touch attack. Are the modifiers Wisdom + SPRT + d20?
I'll roll with those and for damage; hope that's correct.

DM James: This is a Save only spell, so no attack roll is required. Also due to it snowing and cloudy the spell does d10 damage instead of d6.

_____
Call Lightning
Range medium (100 ft. + 10 ft./level)
Effect one or more 30-ft.-long vertical lines of lightning
Duration 1 min./level
Saving Throw Reflex half; Spell Resistance yes

______

Spells/Effects Running: Wind Wall, Entangle, Call Lightning

Spells, * = cast/used:
0 (DC 10 + 6 = 16 ): Guidance, Flare, Resistance, Purify Food and Drink
1 (DC 17): Entangle*, Goodberry, Shillelagh, Obscuring Mist (D), Produce Flame, Speak with Animals
2 (DC 18): Flaming Sphere, Barkskin, Windwall* (D), Resist Energy (electrical)
3 (DC 19): Call Lightning*, Sleet Storm, Gaseous Form (D), Summon Nature's Ally III

Jasper (Holly) HP 48/52 AC 20 CMD 8  3d10=24 ;
Thursday May 4th, 2023 5:03:59 PM

YUHSS!

An even bigger BZZZT



Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  3d6=11 ;
Thursday May 4th, 2023 7:07:31 PM

The little Greenmage in the air moves forward (move action.) He's about 35' in the air, and beyond the protection of the Wind Wall.

He directs his Flaming Sphere into the square occupied by TD1 (move action.) (Take 11 fire damage, DC 17 Reflex save for no damage. If he is Entangled he is at -4 DEX, so that may affect his save.)

"You fellas really didn't think this through. Lay down your weapons and surrender and I'll stop making toast out of you."



Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+2=9 ;
Thursday May 4th, 2023 10:27:24 PM

Isaac continues moving up the trail.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+10=25 ; d20+14=33 ;
Friday May 5th, 2023 2:27:38 AM

Perception 33

Snark sees the green flame coming from the west, but does not want to alert the Trio of Death to it. He keeps an eye on it as it comes.

(Ignore the first roll - accidently rolled here instead of the Taur Isles board.)

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+11=23 ; d20+9=13 ;
Friday May 5th, 2023 5:39:43 AM

Perception 23.

"If you keep firing arrows at me, it is gonna make it very hard for me to go easy on you." Khord sees out of the corner of his eye some sort of green light in the brush off to the west, and suddenly feels quite exposed on the trail.

He steps around the under brush and moves towards the bandits, firing an arrow at bandit 2 (2 range increments) (longbow d20+11-2= 13). He curses under his breath as the arrow deflects off a branch, "Domi, watch me"

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Friday May 5th, 2023 7:28:52 AM

Teddy is trying to screw up his courage to peek out of cover again when he realizes arrows have stopped flying at him. He looks up to see the bandits trying to run and breaths a sigh of relief.

DM James: The Trio of Death - Round 4 Map  d20+2=21 ; d20+7=20 ; d20+2=10 ; d20+20=22 ;
Friday May 5th, 2023 11:01:10 AM

The entangled bandit was afraid and managed to break free of the entangling roots and branches and didn't waste any time moving out of the effected area. The other two bandits continued moving away as well with the most distant of them disappearing into the forest and undergrowth.

Jasper called lightning down on the most distant of the bandits as he ran away into the forest, but he leapt to one side to avoid most of the damage caused by the electrical attack during his flight.

Snark sent the rolling ball of flame after the fleeing bandit to light him up as he ran away. Snark continued to taunt the bandits in an attempt to get them to surrender.

Meanwhile from the west...

You see an old gnomish woman with brown, wrinkled, skin, enlarged joints in her old, shaking, fingers, but with bright green hair swept up into a point much like the flame from a candle. Her face was marked with white dots across her forehead and cheeks as she clenched a long red clay pipe between brown and broken teeth. You could see the white dots were also down both arms and on her legs where they weren't covered by her long yellow and red dress. The whole thing made the small gnomish woman look rather savage.

"Hear hear. What you people doing to my bush!?" the small old gnome said as she waved a hand at Jasper's entangling spell and dismissed it on her way to a shriveled and cowering bush.

"Come here my baby." said the old gnome as the bush uprooted itself and came running over to her and wrapped itself around her waist and shook its leaves.

DM James:
Condition:
Bandits, AC ??,
TD1 -6 Dex, -22 hp(Fire)
TD2 -10 Hp
TD3 -12 Hp

Combat/Actions
TD1 - Strength Check, Roll 21. Success!
Jasper - TD3, Call Lightning DC19, Roll 20, Success! Damage 12 Hp
Snark - TD1 (Flaming Sphere, Reflex DC 17), Roll 10, Fail. Damage 11 Hp
Khord - TD2, Roll 13, Miss.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Friday May 5th, 2023 3:13:50 PM

Snark sees the appearance of this old gnomish woman. Her wild look and concern for an ambulatory plant suggests to him this is may be the Greenmage we've been seeking. It's odd she had no concern for the fleeing bandits.

Steam wafts up from where his Flaming Sphere sits on the snow. Satisified that it is not burning the local flora, he flies toward this woman.

"Greetings. If you are Zenia the Dark, then you are the person we have been seeking. We were set upon by bandits, though they are now fleeing.

"Back in Five Mile, Wilma judged us trustworthy enough to tell us where we might find you. I am Snark Riverstone, and my friends and I have been seeking you. We bring a gift, and I hope you can help me become a Greenmage."




Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+7=14 ;
Friday May 5th, 2023 4:23:52 PM

Khord lowers his bow, so the gnome woman will not mistake him for a foe, and snarls at the bandits. "Pray we don't meet on this trail again, next time we will drag you in and you can face justice in Hook City you rogues."

Niko nuzzles Khord in the side, excited by the action and instinctively wanting to chase the bandits. Khord gives him a reassuring scruff on the head and remarks that they are not for chasing today.

Khord gives the weathered gnome woman a closer inspection, checking to see her intent.

Sense Motive = 14

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Friday May 5th, 2023 6:13:43 PM

Jasper is mortified that she upset the plants.

Penitent, she says to Zenia "Forgive me. That was my Entangle spell, used to coax plants into snaring foes. I was not aware that the plants had an opinion. Please convey my apologies."

She places a hand over her heart and sketches a quick bow.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Friday May 5th, 2023 10:30:39 PM

Isaac goes over to the remains(?) of the Trio of Death and check to see if either of the bandits are still alive. He looks over at the old gnomish woman "I guess your the green mage we're looking for?"

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Saturday May 6th, 2023 7:45:30 AM

Onesimos accompanies Isaac to see if any bandits were too hurt to run: they may need his assistance.

As the elf trots up, he gives an encouraging wave to Snark. Benni, too, believes they have found the Greenmage.

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Monday May 8th, 2023 8:09:02 AM

Teddy recognizes the bush as the one he cursed by accident. He is tempted to just keep hiding in his own bush, but he should accept responsibility for his actions. So he walks up nervously. "I'm sorry, I was trying to curse a bandit hiding in it and hit the bush instead. I can undo it for you."

DM James: Green Rampage Map 
Monday May 8th, 2023 8:26:35 AM

Snow started to fall in ernest as the sun finally set and the unnatural cold of the region took a grip on the landscape. With each breath clouds of vapor filled the air while each of the Luck Makers endured within their protective clothing or magic.

Zenia, or who they presumed to be Zenia, didn't respond to any of them. To Khord and all of them it was apparent that the gnomish woman was annoyed as she wasn't hiding her ire very well. Jasper's apology got a grunt while the woman was examining the bush who had a trembling limb out and branches that to the imaginative might look like a trembling lower lip.

Issac scouted the area and found no sign of the bandits. They had made good their escape and in his estimation likely would think twice about engaging the Luck Makers again. Benni too confirmed that the bandits weren't anywhere around when he happened upon a game trail to the south that they must have used to make good time away from the ambush site.

When Teddy emerged and owned up to the curse and then offered to remove it, the bush stomped over petulantly and stuck out a limb and waited for Teddy to remove it as the green flame haired old gnome looked on and waited.

Otherwise the falling snow had blanketed the entire region with its noise deadening properties.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+6=20 ;
Monday May 8th, 2023 10:00:04 AM

Onesimos spies the path and gets an idea. He walks over to where the Luck Makers are gathering with the gnome and her bush. He waits patiently for Snark, Khord, Jasper, and Teddy do say and do the things they want to to mollify the supposed-Zenia. Then he makes a suggestion.

”These bandits are probably not the best friends of the forest. I found a trail they probably used, and Khord is a great tracker. We can remove them from the woods to help you, if you wish.”

The elf is hoping that this can help Snark’s case.

…..
Diplomacy. 20


Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+18=24 ;
Monday May 8th, 2023 12:01:17 PM

In his interest in becoming a Greenmage, so Snark watched with interest in how she was able to dismiss Jasper's Entangle spell. (Spellcraft 24)

He flies back down to to where this person is, keeping a respectful distance. Snark is quite confident that Teddy can remedy anything he may have inadvertently done to the bush.

"Are you Zenia? Wilma in Five Mile sent us, and said that we should mention her. She said you like Red Hill Red. I was seeking you out because I need to understand that is required to become a Greenmage. Can you help me?"

As he says this, he reaches in and pull an entire bottle of wine from his front pants pocket.



Jasper (Holly) HP 48/52 AC 20 CMD 8 
Monday May 8th, 2023 1:29:13 PM

Jasper moves up to AP 16 to be closer to most of the party. She blinks when Snark produces the wine. Those are some capacious pants.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Monday May 8th, 2023 4:30:27 PM

Khord is at a loss, he has never seen an ambulatory bush before and much less a mage concerned with a bushes health. He will stand back and observe as he figures trying to put his two coppers in would do nothing to help the situation.

When Benni mentions that he is a tracker, Khord manages to mumble, "In this snow anyone could follow those tracks, but yeah I can track them down if that is what is needed."

Niko cocks his head and examines the bush, he thinks it might be great fun to snatch it and run into the wood as it is just a big stick after all but does nothing since Khord told him he has to heel.



Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Monday May 8th, 2023 9:37:11 PM

Isaac looks over at the old gnome, better to be safe than sorry, he thought as he concentrated and tried to detect any evil influence on her.
The walking bush was weird and he asks Teddy "Is that a shambling mound or a wandering hedge?"

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20+6=19 ;
Tuesday May 9th, 2023 7:18:46 AM

Teddy casts Remove Curse, rolling a 19 and thus successfully removing the curse he placed on the bush. He gives a little bow and apologizes again for cursing it in the first place.

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Tuesday May 9th, 2023 7:19:54 AM

He has no idea what is up with the bush and can only shrug helplessly at Isaac's question.

Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+8=26 ;
Tuesday May 9th, 2023 4:12:15 PM

Jasper's ears prick at the mention of a shambling mound. Nasty, they can be.
She's well versed in the natural world, though, and this shrub feels merely... shrubby.

Know: Nature +8
______________

OOC: This isn't a Pathfinder monster, to my knowledge, but I'm imagining Zenia's little buddy as this:

https://roll20.net/compendium/dnd5e/Awakened%20Shrub#content

DM James: The Bush Off Map 
Tuesday May 9th, 2023 5:20:12 PM

Benni commented that he bandits were likely not friends of the forest and offered to track them down in an effort to get on Zenia's good side.

Snark asked it the old gnome was Zenia and revealed that he had brought a special beverage for her. If she was indeed Zenia he said, he needed her help in becoming a Greenmage.

Snark Highlight to display spoiler: {She cast Dispel Magic rather expertly if he was any judge of spellcraft. He suspected the old gnomish woman was so very very dangerous. He also suspected she changed the bush into a plant companion.}

Jasper noted the size of Snark's pants.

Khord commented that anyone could follow tracks in this snow. Niko considered playing with the bundle of sticks.

Issac's eyes lit as he checked the small woman for evil.

Issac Highlight to display spoiler: { The old gnome's aura has no evil taint.}

Teddy removed his own curse without the need to cast remove curse since the spell wasn't permanent. He just needed to touch the plant to end the spells duration. Once removed the plant walked away feeling much better about itself judging from its haughty stride.

Jasper watched the plant closely as well and noted that it was more shrubby than shambly.

Jasper Highlight to display spoiler: { You suspect the plant was animated by the Greenmages plant companion ability.}

Snow fell on the ground making it unnaturally quiet, but even so Zenia's "hrumph" echoed against the rocks as she turned and stormed off with her bush in tow.

Would the heroes follow? Had Zenia bushed them off, I mean Brushed them off? What WOOD they do?



Jasper (Holly) HP 48/52 AC 20 CMD 8 
Tuesday May 9th, 2023 5:35:52 PM

Soooo, that went well. I don't even think she took the wine. Do we follow? I can hang back if it would help. Egads; that Entangle spell really ticked her off.

Jasper is glum.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Tuesday May 9th, 2023 8:01:52 PM

Snark will land and catch up with this woman. He still holds the bottle of wine he was told to bring. He wonders what he's missing here?

"Beggin your pardon maam, but I can see we have interrupted you or offended you or something, though that was not out intent. If I may be so bold, are you Zenia the Dark? We've so far only found trouble in these woods, so I respectfully need to know if we should follow you or climb back up on this rock and tend our signal fire as Wilma instructed us. We'd hate to be gone when Zenia shows up. If you're not her, that is."

Snark is beginning to rethink this whole Greenmage thing.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Tuesday May 9th, 2023 10:13:17 PM

Isaac relaxes slightly no evil miasma surrounded her. He still felt a something was off about the woman.He chalked it up mostly to her attitude and the bush following her. Isaac shrugged and asked the gnome woman as she walked away "Is there any questions you will answer miss?" he got the feeling they were going to have to follow her.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Wednesday May 10th, 2023 5:41:21 AM

As the gnome woman walks away, Khord looks to the other luck makers for some sign of what to do. He will move to keep the gnome woman in sight, wondering if she will try to magic herself away.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday May 10th, 2023 5:44:59 AM

Onesimos follows the gnome.

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Wednesday May 10th, 2023 8:15:29 AM

Teddy figures this is Snark's expedition and follows his lead, wherever that might end up being.

DM James: Home Map 
Wednesday May 10th, 2023 3:14:51 PM

Jasper was uncertain how the encounter with Zenia went and asked if they should follow her.

Snark seemed penitent then fell back into his Snarky self almost immediately.

Issac was relieved that the woman wasn't evil and then thought to ask her if there were any questions she would answer.

Khord moved slowly so as to keep the gnomish woman in sight as she walked away.

Benni{/b] didn't wait for an invitation, he just followed the old gnome.

[b]Teddy
looked to Snark to the old gnome, then to Snark again and hoped Snark would give him a clue as to what to do next.

Snow was falling a bit heavier as the green haired old gnome walked along with her bush following along dutifully. Though the woman walked the snow, she left no tracks, but the bush wasn't so gifted. In this snow a blind man could follow the bush.

The bush also kept glancing back at the Luck Makers and shaking its branches doing so more urgently with each step until the old gnome relented.

"Very well. Come along then Snark. Your friends too." said Zenia.

It wasn't very long afterwards she approached a crack in the cliff face and turned left into it. As each Luck Maker approached they could see that it wasn't a crack, but a passageway into the rock face. After a few turns they entered a stretch of dark tunnel with a light shining through from the other side.

As each emerged into the light thy could see the landscape had changed and the weather was more pleasant, but unlike in Hook City where the weather seemed unnatural, the weather here appeared untouched and what it was meant to be.

Zenia moved along the trail as it zig zagged up a small wooded mountain and then about halfway up entered a pass between two of the low mountains. There in the crook between the mountains sat a small house with rows of trees radiating outward in the shape of rays from a sun. As she passed two of these she touched them with a cane she produced from thin air and the trees turned into black cloaked bandits.
The bandits didn't hesitate as they tore off down the mountainside and presumably to freedom.

The bush happily "skipped" over to a small pond and waded in as the gnome went inside the house where the rattling of crockery could be heard.



Jasper (Holly) HP 48/52 AC 20 CMD 8 
Wednesday May 10th, 2023 6:07:54 PM

Jasper marvels at the fleeing bandits-who-once-were-trees.

She has no defenses should Zenia decide to turn her into a tree too, so she just hopes for the gnome's good grace. She follows Benni toward the sounds of perhaps tea time.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+18=29 ; d20+18=35 ; d20+18=29 ; d20+13=19 ; d20+13=22 ; d20+8=11 ; d20+9=19 ; d20+9=26 ; d20+11=13 ; d20+11=19 ;
Wednesday May 10th, 2023 7:53:43 PM

Snark is intrigued by some things the woman does. Maybe this is what Greenmages can do. He tries to see what he can discern since she seems uninterested in answering questions.

How did she leave no tracks?
(Spellcraft 29, Knowledge Nature 19, Survival 11)

The area we emerged into: Where are we? What does the sky look like? Are we on the same plane?
(Knowledge Nature 22, Knowledge Geography 19, Knowledge Planes 26)

How did she summon her staff? Did she seem to cast a spell or use an item?
(Spellcraft 35, Knowledge Arcana 13)

How did she turn the trees into bandits?
(Spellcraft 29, Knowledge Arcana 19)

He continues to follow along with his friends.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Wednesday May 10th, 2023 9:18:12 PM

Isaac follows the gnome and the group as the enters the clearing he looks around "Weird it feels so much nicer here." When she changes the tree's back to bandits he watches them intently as they run off hopefully they had learned their lesson. "How often do you have to turn people to trees?" he asks her. He turns to Snark "Not much of a talker is she."

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Wednesday May 10th, 2023 11:52:37 PM

Jasper wonders if Zenia has Trackless Step. That might explain her ability to glide unseen upon the snow.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Thursday May 11th, 2023 5:57:45 AM

Khord falls in at the back of the luck makers, keeping an eye on the woods as the travel. Once they have entered through the short tunnel he starts to understand how Zenia keeps hidden away from average travelers.

He is surprised when she turns the trees into bandits and reflexively raises his bow, but does not shoot as they take off running down the mountain. he wonders if the luck makers will see them again on the return journey.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+6=13 ;
Thursday May 11th, 2023 7:14:25 AM

Onesimos nods, Zenia seemed like a good sort of a bit gruff. That was her reputation in Five Mile too, so his hunch of being patient paid off.

He continues to watch and be patient.

……

Perception 13

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday May 11th, 2023 8:09:25 AM

Teddy starts to get nervous as the strange woman leads them on and on and on. What if she's an imposter? What if it's a trap? What if she's still angry about the bush and bops him on the nose? He starts to hang back a bit as his anxieties get the better of him and when they finally arrive seriously considers staying outside.

Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+17=24 ;
Thursday May 11th, 2023 4:34:00 PM

Jasper takes in her surroundings. She's eager to learn more about Zenia and her friendship with green, growing things.

-----
Perception 24

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Thursday May 11th, 2023 8:55:25 PM

Isaac gets the feeling the gnome has a lot more experience than any of the Luck Makers.

DM James: Home Map 
Friday May 12th, 2023 3:52:58 AM

Jasper marveled at the fleeing bandits-who-once-were-trees.

She had no defenses should Zenia decide to turn her into a tree too, so she just hoped for the gnome's good grace. She followed Benni toward the sounds of perhaps tea time.

Snark was intrigued by some things the woman did. Maybe this is what Greenmages could do. He tried to see what he could discern since she seemed uninterested in answering questions.

How did she leave no tracks? How did Jasper leave no tracks? Perhaps she shared a similar background as their castaway druid?

The sky above was lighter, but only because the clouds and snow seemed to end at the edge of the cliff face and the Pig's Ear. There was obviously some form of magic happening here.

Snark Highlight to display spoiler: {While the are around five mile seemed unnaturally cold, this area seems unaffected by whatever makes that place so cold. Perhaps a leyline is at work here and blocking the effects of the Ice Vein. Snark also suspected she'd used some kind of unfamiliar magic item to summon her staff. It also looked like she dismissed a Tree Shape effect on the bandits. }

Isaac followed the gnome and the group and as they entered the clearing he looked around "Weird it feels so much nicer here." When she changed the tree's back to bandits he watched them intently as they ran off hopefully they having learned their lesson. "How often do you have to turn people to trees?" he asks her. He turns to Snark "Not much of a talker is she."

"More often than you'd think." Zenia replied from inside the small cottage.

Jasper wonders if Zenia has Trackless Step. That might explain her ability to glide unseen upon the snow.

Khord fell in at the back of the luck makers, keeping an eye on the woods as they traveled. Once they had entered through the short tunnel he started to understand how Zenia kept hidden away from average travelers.

He was surprised when she turned the trees into bandits and reflexively raises his bow, but does not shoot as they take off running down the mountain. he wondered if the luck makers will see them again on the return journey.

Onesimos nods, Zenia seemed like a good sort if a bit gruff. That was her reputation in Five Mile too, so his hunch of being patient paid off.

He continues to watch and be patient.

Teddy started to get nervous as the strange woman lead them on and on and on. What if she's an imposter? What if it's a trap? What if she's still angry about the bush and bops him on the nose? He starts to hang back a bit as his anxieties get the better of him and when they finally arrive seriously considers staying outside.

It wasn't long and Zenia arrived with a tray with a mismatched set of cups and a wooden teapot happily steaming away. Piled up on one side of the pot were some cakes and a couple of biscuits. She set the tray on an old stump and sat on a log as she waved a hand around indicating that they should sit as well. Then to Issac, she asked. ."What brings you here from the city?"

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Friday May 12th, 2023 6:06:49 AM

Khord will stow his bow and warily accepts some tea and a cake, sharing the cake with Niko. he will sit and wait to here what Snark is here to find out.

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Friday May 12th, 2023 7:41:50 AM

Teddy timidly nibbles on a honey cake and stays quiet.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Friday May 12th, 2023 10:59:39 AM

Onesimos also accepts a cake and offers to pour the tea. At Zenia’s question to Isaac, the armored elf nods towards Snark.

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Friday May 12th, 2023 1:44:18 PM

Jasper sips her tea. "There are worse things to be than trees.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Friday May 12th, 2023 5:01:49 PM

Snark looks back a Benni and shrugs a bit. He's already told this woman twice why he is here, what he seeks, and about the wine - she seems uninterested. Seems like she's going to just do things her way.

He's a little puzzled why she addressed Isaac instead of him, but maybe she wants to see why the paladin is here too.

Snark looks around the house as he takes some tea and a cake. And waits.

DM Esther: Teatime at Zenia's 
Saturday May 13th, 2023 1:15:05 AM

Khord warily accepts a cup of tea, and shares a cake with Niko. He waits.

Teddy timidly nibbles on a honey cake and stays quiet. He waits.

Onesimos accepts a cake and offers to pour the tea. At Zenia's question to Isaac, the amored elf nods towards Snark.

Snark looks back to Benni and shrugs a bit, because he has already started to tell this woman why he is here twice, and she didn't seem interested. He looks around at the house as he takes some tea and a cake. He waits.

The house is a small woodland cottage, and Snark notices all sorts of animals roaming freely about.

Isaac remains quiet for the moment.

Jasper sips her tea, and conversationally observes that there are worse things to be than trees.

With just about every one of the Luck Makers passing on initiative and waiting, there is a pause during which Zenia draws a slow sip from her cup of tea, and then she nods at Jasper when the druid makes a remark about trees. "Quite a lot of things, if you ask me", the old gnome agrees, and now that she has wetted has lips and throat, she sounds a little better than before. And there is no small hint of command in her voice, as if it were a noble lady speaking instead of the yellow toothed gnarly gnome before you. "Fools and unmannered idiots for example, and yet there is no end of people that give barely a thought about being those."

Teddy meanwhile expertly discerns that the cake he is eating is made with fresh wild honey.

Her eyes still on Jasper, Zenia continues; "You have the look and attire of one initiated in the draoidheachd. That is.. somewhat in your favor. And young Wilma is usually a fair judge of character." She turns her gaze towards Snark. "..as she is knowledgeable about my taste in wine. I was listening back there."

Zenia takes a long, glazed earthenware pipe from inside her cloak, and starts to calmly pack it with some kind of dried leaf. After she is done, she lights it, and takes a few very deliberate puffs.

"Patience. Quite a lot of it."

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+4=17 ;
Saturday May 13th, 2023 7:25:18 AM

As the silence lingers near the edge of being uncomfortable, Khord decides to try to move things along. "Your patience with our intrusion on your fair home is noted and appreciated. As my friend has stated on our walk in, he comes seeking knowledge. We come bearing gifts that we have heard are pleasing to you but in return he is asking for the most valuable thing, which is your time and tutelage. If the scales in this transaction would need better balancing, we are quite capable and are known for solving problems and could offer our services." As he finishes he takes another long sip of his tea without breaking eye contact with Zenia.

Niko gives a big yawn as Khord finishes and plops down at his feet, getting comfortable and preparing for a short nap.

Diplomacy = 17

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Saturday May 13th, 2023 11:56:15 AM

Snark looks around. He wipes his hands nervously on his robes.

"I kinda suck at being patient. Now stubbornness - I got that in spades. But stubborn is kinda like the unruly step-child of patience, so I probably gotta do better there."

The gnome takes out his pipe too and lights it to give his hands something to do. He offers to share his tobacco to the woman if she's interested.

"Anyway, thanks for lettin' us into your house. It's a nice house. And for the tea and stuff."

"We come from Heranmar. We sailed here to guard a load of woad beer headed for Hook City. But what really drew me here was that I had an interest in becoming a Greenmage. Growin' up, I heard some elves talking about greenmages, and it always kinda stuck with me. When I asked an old druid near Heranmar about this - his name is Peerimus, do you know him? Peerimus told me to look for a greenmage near Hook City. Folk outside Hook City said to look for a greenmage at Five Mile. Then we come across Wilma in Five Mile, an' she said we could find Zenia the Dark in the woods here, and to light a fire at that rock where you found us.

"All my friends here come a long with me just so I can pursue this goal, so they're pretty great friends, eh? I owe 'em big time for this."

"Oh, and we brought this."
Snark will pull out two bottles of Red Hill Red from what seems like an impossibly small pocked for such things. He puts them nicely on the table.

"So, will you please help me to become a greenmage, or at least point me in the right direction?"

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Saturday May 13th, 2023 10:24:18 PM

Onesimos sees there is nothing more to add: this is the third time the Luck Makers have tried to tell the same things to Zenia. Maybe third time’s the charm. And then Benni gives home self a little shake: he’s starting to sound as superstitious as the people from Heranmar!

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Monday May 15th, 2023 7:15:54 AM

Teddy is not stuffed with fluff and he has far more then very little brain but it is a fool's errand to try to conceal honey from his nose and taste buds. He digs in and tries to sooth his anxieties with delicious honey..

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Monday May 15th, 2023 1:08:48 PM

Jasper smiles when Snark mentions "great friends." It's been a long time since she's been deemed such.

To Zenia, she says, "You're right; I am a druid, though I'm far from my home, now. Hmm. Maybe patience, and quite a lot of it, is the first lesson of becoming a Greenmage."



DM James: Greenmages, Rocks, and Patience Map 
Monday May 15th, 2023 1:42:13 PM

Khord grew impatient with the silence and lack of action. "Your patience with our intrusion on your fair home is noted and appreciated. As my friend has stated on our walk in, he comes seeking knowledge. We come bearing gifts that we have heard are pleasing to you but in return he is asking for the most valuable thing, which is your time and tutelage. If the scales in this transaction would need better balancing, we are quite capable and are known for solving problems and could offer our services." As he finishes he takes another long sip of his tea without breaking eye contact with Zenia.

Niko gives a big yawn as Khord finishes and plops down at his feet, getting comfortable and preparing for a short nap.

Zenia looked at the half orc with an appraising eye as she rocked back and took a draw on her pipe and cut her eyes over to Snark who was obviously nervous.

"I kinda suck at being patient. Now stubbornness - I got that in spades. But stubborn is kinda like the unruly step-child of patience, so I probably gotta do better there."

The gnome takes out his pipe too and lights it to give his hands something to do. He offers to share his tobacco to the woman if she's interested.

"Good. At least you know what you are bad at." Zenia responded and sipped at her tea. "To be a greenmage is to know time as a tree does. To count your seasons, and to see one turn of day and night as but a single breath and exhalation." She paused again. "Was it but an hour ago that you were sitting on a rock making smoke? And now, you are here, in my valley, drinking my tea. Does that count as so little progress to you, that you feel you already need to press things along instead of letting us all enjoy our tea before getting to business? Your journey is just starting and my sense is that you’ve more to learn than others. Jasper here for instance." Zenia said as she allowed the younger gnome to respond.

Snark explained the groups background, their mission here, and his own personal journey to the region. He mentioned the old druid Perimus back in Heranmar.

Sense Motive DC 15 Highlight to display spoiler: {The mention of Perimus got a rise out of her. You aren’t certain if it’s interest or ire. however.}

"Anyway, thanks for lettin' us into your house. It's a nice house. And for the tea and stuff." Snark offered.

"All my friends here come a long with me just so I can pursue this goal, so they're pretty great friends, eh? I owe 'em big time for this."

”You can be polite.” Zenia observed with a nod. ”With friends that have manners too.” she continued pointing her pipe at Khord and Issac.

"Oh, and we brought this." Snark will pull out two bottles of Red Hill Red from what seems like an impossibly small pocked for such things. He puts them nicely on the table.

Sense Motive DC 12 Highlight to display spoiler: {She looked at the bottles appreciatively.}

Then Snark made his ask and the Greenmage Gnome smiled, showing her brown and cracked teeth, or were they simply made of wood? ”Yes, I think something can be arranged. It’ll take some time. Are you and your friends ready to spend the time you need to take this next step?”
Onesimos also seemed a little impatient, which was odd for an elf and he was certain the Greenmage had made note of it. Little it seemed got by her.

Teddy is not stuffed with fluff and he has far more then very little brain but it is a fool's errand to try to conceal honey from his nose and taste buds. He digs in and tries to sooth his anxieties with delicious honey..

Teddy Highlight to display spoiler: {”There appears to be several containers of honey lined up along the wall just inside the cottage beneath the window. He can’t see them, but he can smell them. There is also a berry patch around back of the small house.}

Zenia looked at Isaac.

"I know that look. Paladin? Doer of good, yes?" She took him by the arm and gestured across the view of the rest of the valley. "Much good there is to be done here. Many are the troubles of the common man out in the wilds. For starters, last winter there was some rockfall on the path to where I gather some of my herbs…
You sense that Zenia is going to have some tasks for you there is this one, it has a purple flower and a red stem. I need the greens from that and its roots. Clear the rubble and bring me three of those. Oh and watch out for Jeffery, I think those rocks are his, he gets a little possessive."

Zenia lays her hand on Snark's arm. "If you are always in a hurry... do not work with plants. And I say this in the most well-meaning way."

While she is not treating him as a child, Snark can tell, by that sense by which gnomes distinguish age amongst themselves despite being one of the more timeless races, that that no matter Snark's beard and many decades, Zenia must have been at least twice his current age already around the time that Snark was only just born.

"Even so, I could teach you, if we start at the basics. Not that I am not tempted to point you in the direction of someone else to do it, but lately I do not think I know of anyone who would be more qualified than me to teach someone like you…and you need to stay clear of Perimus. Very impatient he is, more so than you. Jasper dear, help me bring the cauldron around."




Jasper (Holly) HP 48/52 AC 20 CMD 8 
Monday May 15th, 2023 6:05:24 PM

Jasper cringes internally. The Wold is vast, and the one thing she knows with absolute certainty is how little of it she knows: Its people, its arcana, its mystery. She didn't even know that one could befriend shrubs.

She hops up to help Zenia with the cauldron.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+7=24 ; d20+7=25 ;
Monday May 15th, 2023 6:58:15 PM

Sense Motive = 24,25 respectively

Khord perks up a bit at the mention of the tasks to Isaac, and has a question. "Pardon me for asking, but you mentioned the rocks belong to Jeffrey. Who or What is a Jeffrey?"

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+14=21 ; d20+14=21 ;
Monday May 15th, 2023 8:10:37 PM

Onesimos is also a good judge of character, and doesn’t have to watch closely to see Zenia’s reactions. The elf idly wonders what being a tree for a day will do to Snark’s impulsiveness. It certainly seems like something Zenia herself keyed in on.

From his own, earlier, impatience, the cleric feels the most expedient course of action to win the Greenmage’s favor is to do nothing. But that feels subtly wrong, and Benni ponders until he finds inspiration from his own teachings.

”Patience is a potential virtue for the races, but so is action. The key depends on ‘why’ the waiting or action take place.”. The cleric let’s the thought hang without explanation: thinking is also a way to learn.

….
Sense Motive. 21 , 21

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+6=18 ;
Monday May 15th, 2023 10:41:57 PM

Isaac isn't sure if she is messing with him when she says Khord and he had manners. When she asks him to move some rocks and gather some flowers he looks a bit confused "Wait so someone "owns" the rocks how can someone own rocks if they fell in a rock slide? Who is Jeffery? I'll help move them but as for plants I'm a city guy. I'm gonna need someone to help me with gathering those flower otherwise I would come back with everything from dandelions to hemlock and probably miss what you wanted anyway."

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+4=23 ; d20+4=23 ;
Tuesday May 16th, 2023 12:11:08 AM

(Sense Motive 23 and 23)

Snark is a bit daunted by all of this. He thought he would just come here and get a few simple tips and be on his way. But he's also worried the effect his studies may have on his friends.

"A long time, eh? Well, I do indeed want to learn to be a greenmage, and I'm willing to put in the time. But I also have a responsibility to my friends, and we have a responsibility to the Town of Heranmar. As I mentioned, we brought a shipment of woad beer to Hook City, but as a result we have the wealth of the town and they are counting on us to bring that back in a timely manner.

"I suppose a week might be OK, but if I need to be here longer than that, perhaps I should stay and they can return the payment to Heranmar. And if that won't do, maybe I can come back another time.

"I sure don't mean to be rude or nothing. But I cannot in good conscience ignore my responsibility to a whole town just to pursue my own goals. That just wouldn't be right."


Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Tuesday May 16th, 2023 8:26:22 AM

Teddy sits quietly, hoping to listen in to any magic lesson that is given and hoping not to be noticed and given physical labor.

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Tuesday May 16th, 2023 4:38:59 PM

Jasper listens to Snark. Although she's new to the Luckmakers, she's invested in supporting them in their mission.

"I do confess that I want to learn whatever you might be willing to teach, Zenia, even though my own magic tradition might not allow me to access the same kind of power or perform any of the same spells you do.

I'd be happy to with herbalism, crafts, or how to ensure my spells don't hurt the green growing things-- within however much time my companions have before their responsibilities pull them away.

That said, thank you for your hospitality and this excellent tea. If you'll have me, I'd like to visit you again someday."


Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Tuesday May 16th, 2023 10:04:05 PM

"Hopefully the ship won't depart without us. If we're staying e should probably send word back to them about us staying. Don't want them to think we went and ditched them."

DM James: Rocks and Brothers Map 
Tuesday May 16th, 2023 10:15:38 PM

Jasper hopped up to help Zenia with the cauldron.

Khord perked up a bit at the mention of the tasks to Isaac, and had a question. "Pardon me for asking, but you mentioned the rocks belong to Jeffrey. Who or What is a Jeffrey?"

Zenia looked over to Khord. ”He’s a nasty piece of work that one is, but if you stay out of sight he won’t bother you. He’s but a minor annoyance to me, but should I do anything about him in a permanent manner, his brother the Chieftain will come and take his revenge upon me. So, while I could handle one giant easily, a whole tribe of them is simply out of the question. Now, if outsiders were to take care of my little problem and at the same time clear the trail and bring back my herb, that would be a mighty boon and I’d be grateful. Of course I’d blame you, but you’d be long gone.”

Onesimos wondered what being a tree for a day would do to Snark’s impulsiveness. It certainly seemed like something Zenia herself keyed in on.

”Patience is a potential virtue for the races, but so is action. The key depends on ‘why’ the waiting or action take place.” Benni said.

Zenia considered Benni’s words, shrugged and said. ”I’m a practical person and those who rush in are caught in traps.”

"Wait so someone "owns" the rocks how can someone own rocks if they fell in a rock slide? Who is Jeffery? I'll help move them but as for plants I'm a city guy. I'm gonna need someone to help me with gathering those flower otherwise I would come back with everything from dandelions to hemlock and probably miss what you wanted anyway." Issac asked.

”Of course no one can own rocks, but Jeffery likes them, no one else can move them, or throw them, so he claims them. I think his brother must pay him for the rocks.” Zenia said comfortably as she rocked by on the tree stump.

Snark was concerned about the amount of time Zenia was asking for and how it would impact his friends and their mission as a whole. He agreed to a week.

”Hmm.” Zenia said in reply. ”Let us see how you do in collecting my herbs and other ingredients.”

Teddy sat quietly, hoping to listen in to any magic lesson that is given and hoping not to be noticed and given physical labor.

”Teddy” Zenia said. ”Jeffery has something of mine. A green rod. If you return that I’ve a thing or two here you might be interested in.”



DM James: Rocks and Brothers Map 
Tuesday May 16th, 2023 10:15:47 PM

Jasper hopped up to help Zenia with the cauldron.

Khord perked up a bit at the mention of the tasks to Isaac, and had a question. "Pardon me for asking, but you mentioned the rocks belong to Jeffrey. Who or What is a Jeffrey?"

Zenia looked over to Khord. ”He’s a nasty piece of work that one is, but if you stay out of sight he won’t bother you. He’s but a minor annoyance to me, but should I do anything about him in a permanent manner, his brother the Chieftain will come and take his revenge upon me. So, while I could handle one giant easily, a whole tribe of them is simply out of the question. Now, if outsiders were to take care of my little problem and at the same time clear the trail and bring back my herb, that would be a mighty boon and I’d be grateful. Of course I’d blame you, but you’d be long gone.”

Onesimos wondered what being a tree for a day would do to Snark’s impulsiveness. It certainly seemed like something Zenia herself keyed in on.

”Patience is a potential virtue for the races, but so is action. The key depends on ‘why’ the waiting or action take place.” Benni said.

Zenia considered Benni’s words, shrugged and said. ”I’m a practical person and those who rush in are caught in traps.”

"Wait so someone "owns" the rocks how can someone own rocks if they fell in a rock slide? Who is Jeffery? I'll help move them but as for plants I'm a city guy. I'm gonna need someone to help me with gathering those flower otherwise I would come back with everything from dandelions to hemlock and probably miss what you wanted anyway." Issac asked.

”Of course no one can own rocks, but Jeffery likes them, no one else can move them, or throw them, so he claims them. I think his brother must pay him for the rocks.” Zenia said comfortably as she rocked by on the tree stump.

Snark was concerned about the amount of time Zenia was asking for and how it would impact his friends and their mission as a whole. He agreed to a week.

”Hmm.” Zenia said in reply. ”Let us see how you do in collecting my herbs and other ingredients.”

Teddy sat quietly, hoping to listen in to any magic lesson that is given and hoping not to be noticed and given physical labor.

”Teddy” Zenia said. ”Jeffery has something of mine. A green rod. If you return that I’ve a thing or two here you might be interested in.”



Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Wednesday May 17th, 2023 12:07:20 AM

This woman seems a little loopy and unfocused, and he's losing confidence. He's really starting to wonder what he's gotten his friends into.

"So Zenia, I'm getting a little confused. What exactly is it you want from us, and how can I become a greenmage? And along those lines, are there more greenmages? Is there a community of them? Maybe I can meet some of them?"

"Also, Isaac's right. We need to return to our ship before we decide to stay here. We at least owe them that much. Maybe Jasper can fly back to deliver our message to the Captain?"



Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Wednesday May 17th, 2023 5:55:34 AM

"Oh, I see now. This Jeffrey is a giant who is covetous of the stones, and is an irritant to you and the peace of your home. This seems like a problem that we could handle. What can you tell us about the conditions around this trail, the rockslide, and do you know if Jeffery has a lair nearby." Khord is starting to see that even the magically powerful still must deal with mundane problems.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday May 17th, 2023 7:03:37 AM

Onesimos nods, the action needed by the LuckMakers is beginning to make sense. While sending a message to the ship that the LuckMakers will return to the Sea Witch in a week, they will clear the trail and retrieve a green rod and some plants for Zenia. In return, Zenia will start Snark's journey on becoming a Greenmage.

The next steps are to determine 'how' to message Captain Rio, gather information on Jeffrey and the terrain, then scout out the same to form a final plan of success.

Since Khord has already said as much, and Benni doesn't have solutions, he stays silent.

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Wednesday May 17th, 2023 7:28:27 AM

Teddy is... doubtful of this proposition. Why can't someone own a rock, people own all kinds of things? And if he does own the rocks then messing with them to pick a fight seems kind of off to him. Of course if the giant is claiming the rocks as an excuse to pick a fight then that's another story entirely. To timid to express his doubts and lacking enough information to make a real decision Teddy just ends up staying quiet and following the group.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Wednesday May 17th, 2023 9:27:22 AM

Snark blinks a bit as others explain what he was missing. At least he understands our objective now. Maybe he just wasn't paying attention.

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Wednesday May 17th, 2023 11:55:05 AM

"Good idea, Snark. I can be there and back within a few hours. Shall I tell Cap'n Rio that we'll be ready for the return journey in one week's time?"

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Wednesday May 17th, 2023 10:46:35 PM

Isaac pales a bit at the mention of giants "So wait let me get this straight Jeffery is a giant and is the brother to the chief of a tribe of giants. He has a bunch of rocks blocking a path and he claims to own the rocks. He has stolen a green rod of yours. You want us to reclaim the green rod and get three of a certain herb that exist in a forest beyond the rockslide."
Isaac looks to the others "A giant is a big problem I would rather not fight him maybe we can trick him into moving the rocks himself."
He asks Zenia "Does he have any likes dislikes food he really likes maybe we can bribe or pay him for the rod and to move the rock slide."

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday May 18th, 2023 8:03:21 AM

Teddy takes a few honey cakes to go.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Thursday May 18th, 2023 9:38:13 AM

Onesimos thinks Jasper’s idea is great. They can get ready with plans while the Druid flies faster than a horse could run.

DM James: Rocks and Brothers Map 
Thursday May 18th, 2023 11:11:24 AM

DM James: Had a stomach bug visit me in the night. I'm well now and we should get these posts going again.

Snark expressed concern about their return trip on the Sea Witch.

Khord expertly summarized the task set before them by Zenia.

Benni agreed with Khord and started to think how they could communicate with Rio aboard the Sea Witch.

Teddy waxed philosophical about ownership and what it entailed. Then he helped himself to another cake, or two.

Jasper considered Snarks idea a good one and agreed that she could fly back to inform Rio about their delay.

Issac summarized the situation with Jeffery and suggested they might find some way negotiate with the giant for the items they needed.

Zenia leaned back. "I suppose I could short cut your training, but I have to brew a special potion and I just used the last of the one I had on those bandits. I'll need those three herbs and some other things. Teddy, in the morning make me a fire over there, Jasper, get on with your messenger service but you might have trouble in the dark if you go now, and Snark, in the morning after you fill the cauldron with creek water from the roots of a cypress and you will need to look through this tome here while the water is brewing. Creeks that way."she pointed to the north. Oh, and I think Jeffery has a cave near that rock slide." "I usually sleep in most days. I like fresh berries and squirrel for breakfast."

Teddy Highlight to display spoiler: {The wood has been treated with something. He suspects it's to make the fire burn hotter, but getting this to light is going to be a chore. Survival DC 30, if he takes 20 it'll take all morning to get it lit, but he'll be able to do it. Once lit he can tell the fire will burn for a few hours.}

Zenia brushed her hands on an apron and stood up. "It's getting late for me. I'll see you all in the morning. Make camp wherever you like, but that tree there is going to turn into an ogre soon, probably best to not be there when it does."

Setting watches, deciding if Jasper will venture off alone at night in the snow storm outside this valley, and if they were going to scout out Jefferies lair now or wait til morning.

Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+17=34 ; d20+14=18 ;
Thursday May 18th, 2023 11:55:49 AM

Jasper decides against a night-flight. She'll take the form of a falcon tomorrow morning and deliver the message. For now, she searches for a sheltered spot to camp, assiduously avoiding the ogre tree.

After she settles herself, she'll contemplate her spells and perhaps swap some out.

____
Perception 34 to spot other dangers
Survival 18 to find a comfortable, safe spot to camp

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+9=14 ;
Thursday May 18th, 2023 1:18:54 PM

Snark is good with the plan for what we will tackle the next day.

He uses Aid Another to give a +2 to Jaspers survival roll to find a good camping spot away from the ogre-tree. He will cast Tiny Hut to give us a warm shelter for the next 12 hours. As far as a watch goes, he will have his bat Luna stand in for him and wake him if she sees anything threatening approach the hut.

The next day, Snark will create an unseen servant to haul water, but he keeps a close eye on the thing.

"I heard about a mouse wizard once that let a created servant get outta hand and it didn't end well."

"Also Teddy, lemme know if you need help getting that fire going and I'll see what I can do."


Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+11=22 ; d20+11=31 ;
Thursday May 18th, 2023 4:43:08 PM

Khord also uses an aid another action to help Jasper with a +2. As they settle into the tiny hut He will ask Isaac and Benni is they have any experience with giants and try to formulate some tactics if negotiating does not go well.

In the morning, he will make himself useful around camp, and will take to the nearby wood to see if he can hunt up some squirrel. Survival = 31 (nat 20)

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+11=22 ; d20+11=31 ;
Thursday May 18th, 2023 4:43:08 PM

Khord also uses an aid another action to help Jasper with a +2. As they settle into the tiny hut He will ask Isaac and Benni is they have any experience with giants and try to formulate some tactics if negotiating does not go well.

In the morning, he will make himself useful around camp, and will take to the nearby wood to see if he can hunt up some squirrel. Survival = 31 (nat 20)

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Thursday May 18th, 2023 9:28:46 PM

Jasper, who has been used to fending for herself for a long time, is gobsmacked by the kindness of her friends. TINY. HUT!!!

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Friday May 19th, 2023 5:49:33 AM

At Khords question Isaac shakes his head "We didn't get many giants or large creatures in the city so it's mostly hearsay. If we can find out what type of giant he is it will make this easier. The merchants talked would often tell stories about giants that threw boulders around as if they weighed no more than an apple. So we should be careful if we get into ranged combat. But there are many giants and they all have different tempers. We'll have to see him before we can really make any plan."
Isaac enjoys the restful night in the hut.

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20+12=27 ; d20+12=31 ;
Friday May 19th, 2023 8:19:12 AM

Teddy is used to sleeping outdoors and enjoys the night out. In the morning he manages to get the fire going in only 2 tries (27 then 31) - maybe half an hour of work. He's very proud of his success.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Friday May 19th, 2023 8:53:50 AM

Onesimos ensures the LuckMakers have their usual watch amended with the recent loss of Corym and Tykeas, and appreciates Snark's Tiny Hut: excellent!

The elf confesses he knows little about giants. Stories say they are stupid, like riddles, and live in clouds attached to magic bean stalks. With a shrug, Benni sheepishly admits he has no idea if any of that is true!

For a plan, the cleric suggests a scout team of sneaky people like Jasper, Khord, and Teddy and an overwatch team of noisy, armored people like Benni and Isaac and Snark in the overwatch too. The Scout team goes about 100' in front of the Overwatch team to try and spot the giant before it spots the LuckMakers. Depending on where it is, maybe we can distract it or lead it on a chase while the others clear the path?

Watches
Snark and Jasper
Teddy (with Gore'Thum)
Khord (with Niko)
Isaac and Benni

DM Esther comment: Gore'Thum is not with the party at this time so you may need a different watch schedule?

DM James: Ogres, Snow, and Squirrels Map  d20=18 ;
Friday May 19th, 2023 12:18:31 PM

The night passed uneventfully with the Luck Makers precautions, with only one interruption in the night when something in the darkness outside grunted and howled. The noise quickly faded into the distance.

Language Giant or Linguistics DC 25 Highlight to display spoiler: {"Free at last! Now, where did I put my spear?"}

The next morning Jasper changed shape and headed back to the port.

Jasper Highlight to display spoiler: {Jasper soared into the air, slowly climbing to an altitude to be able to see around her. Once she had her bearings she flew due east towards the coast. It was still snowing outside the small protected valley, but the ground was clearly visible from air where Jasper was flying. Jasper make a Survival Check, DC 15}

Snark Highlight to display spoiler: {The creek wasn't too far away and he found it easily enough. Finding that cypress tree however was another thing. Survival DC 15 each hour of searching. As Snark looked around he spotted a spear laying on the creek bank. It had a silver and gold head and a heavily decorated shaft. Also }

Snark Perception DC 16 Highlight to display spoiler: {There is an ogre coming your way and he's spotted you.}

Teddy was tasked with moving the cauldron to the fire after lighting one. The cauldron however is a bit large for him to handle alone, but someone had to collect the berries and Khord was hunting squirrel.

Strength Check DC 15 to move the cauldron 5'. You have to move it 4 times to get it into place.

Khord was out hunting and with Niko at his side he was sure to be successful. (Khord is gone 20d6 minutes.)

That left Issac and Benni at camp with Teddy....

Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+14=16 ;
Friday May 19th, 2023 12:32:50 PM

"I'm off, everyone. I should be back by nightfall. I'll find you. Khord, maybe you can leave a few signs for me along your trail? Good hunting! And Snark: Best of luck with Zenia. I'll think good thoughts for you."

With that, Jasper takes to the air and heads east. She scans the forest floor occasionally as she flies through the snow, looking for signs of bandits or other trouble along the way.

____
Survival check 16. Whew!

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  20d6=82 ;
Friday May 19th, 2023 9:10:11 PM

Khord was up with the sun, he and Niko heading into the wood as Jasper is getting ready to take flight. They are gone for nearly an hour and a half, but when they return Khord has a couple plump squirrels and a rabbit strung to his pack. He sees the others down by the creek and looking at moving the cauldron, thinking he will let them try to move it while he dresses the animals and readies them for cooking.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20-1=11 ; d20+16=19 ; d20+8=18 ; d20+14=33 ;
Friday May 19th, 2023 10:29:13 PM

Luna listens during the night and tells Snark what she hears. (Bat succeeds with Air Another to Snark's Linguistics Check.) Alas, Snark is not able to tell what the Giant says.

In the morning, Snark will look around for some sort of buckets or containers to hold the water he needs to collect. He locates the cypress he seeks right away (Survival 18), and he also spots a spear with a silver tip. He sees the ogre headed his way. Snark backs away a bit, and waves at the ogre as it approaches. Then he pulls out a scroll of Comprehend Languages out of his pocket and reads it in case the ogre says something that suggests he better run.



Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20=2 ; d20=5 ; d20=14 ; d20=18 ; d20=7 ; d20=11 ; d20=11 ; d20=10 ; d20=14 ; d20=10 ; d20=5 ; d20=16 ; d20=14 ; d20=1 ; d20=16 ; d20=3 ; d20=14 ; d20=15 ;
Monday May 22nd, 2023 7:30:13 AM

Teddy is tiny and not strong. Asking him to move a cauldron is just going to be an exercise in frustration for him and anyone watching him. It takes him 17 checks to move it 20 feet on his own. That being said he is not the type to let his pride prevent him from getting help when he needs it. If anyone else is around who offers to help or looks not busy he will accept with relief.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Monday May 22nd, 2023 7:42:50 AM

Onesimos rises early, performs his ablutions and meditations, and assists with the normal camp chores.

The elf knows he is not a scout and would only alert the giant if he were to walk up the trail. Hmmm... maybe a two pronged attack where Benni and Isaac are the 'bait'...

Half-formed plan will have to wait until the Scouts return.

DM James: Perseverance, Pondering, and Pronouncements Map 
Monday May 22nd, 2023 8:43:20 AM

Weather in the protected valley was cool, but clear and felt good in the morning sun as it shone down and warmed those walking around in the verdant mountain forest. Jasper had taken flight and after a few moments of circling chosen a direction that seemed to be mostly east as she flew into the white clouds at the edges of the valley. Khord had gone into the wood to hunt for squirrel, Snark was gone in search of water, while Issac, Teddy, and Benni stayed back at camp not too far distant from Zenia's small cottage.

While Benni was meditating Teddy manhandled, or bearhandled that cauldron like a champ and showed perseverance in his task. He felt good and being in contact with the cauldron had somehow emboldened him. Somehow he felt that Zenia would be pleased and it made him smile.

Jasper Highlight to display spoiler: {The snow and ice battered the a flying Jasper as she struggled to fly blindly through the clouds and snow. After an hour she spotted the corral outside Five Mile as she soared over with powerful strokes of her wings. In the clearing weather she could see the griffon patrols flying overhead and though they noted her presence, did nothing to detain her as she made for the Sea Witch at the docks.}

Khord Highlight to display spoiler: {Finding a squirrel wasn't difficult and soon Khord had found his quarry. He also spotted some tracks heading north that could only have been made by a giant or large booted creature. }

Snark Highlight to display spoiler: {He found a bucket close by. A gnome sized one to be sure, but he was certain that he'd not have to fill the cauldron. One bucket full should be enough. When he spotted the spear he knew right away it belonged to a large creature due to its size. Then he saw the ogre and cast his spell. Grunts, belches, and flatulence amazingly turned into spoken word as his spell completed. Where'd he leeve it? By the water me thinks." the ogre answered himself. "It'll be the stick with the pointy end. Most spears have pointy ends." he answered himself. "Ah, dere it is. But who that. Hum. Looks like tree witch. Same small. Maybe he wif her? Gronk better be nice, or get treed again." In broken common the ogre spoke up from about 20 feet away. "Oi slim, dat my spear. You find. You gives me back spear, I gives you hide, fair?" he said while detaching an old rabbit hide from his belt and holding it forth.}

Teddy Highlight to display spoiler: {Teddy gets a +4 Circumstance Bonus on Fear Checks until he fails one of them. This has no limit, as long as he makes the save he continues to get the bonus on the next check. Yes, the cauldron is magic. Spellcraft DC 30. Now he just had to start the fire with that special wood and he felt like using magic would spoil it. Survival DC 18}

Issac contemplated that giant problem. They still had to get those herbs.

Issac Highlight to display spoiler: {If Jasper was quick and didn't get lost she'd be in Hook City before Khord returned, and back here by late breakfast.}

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Monday May 22nd, 2023 1:12:48 PM

After a hard flight, Jasper approaches Hook City's borders.

She's exhausted, and surprised by the relief she felt at seeing its strange profile on the horizon. She might hate the place, but at least it's warm. Then she spots the blasted griffon patrols.

She does her best to "fly casual." Her unhurried wing beats convey "Nothing to see here; just a simple falcon."

Thank goodness they seem uninterested!

She wings her way to the docks in search of the Sea Witch. Ah, there it is. She gratefully lands on the deck and resumes her own shape.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20=15 ;
Monday May 22nd, 2023 6:07:36 PM

Isaac isn't sure exactly what he should do in this situation. Out in the wilderness he was pretty lost and if it wasn't a fight he had little to give. He does tell the others "I think Jasper is exaggerating she should be back by late breakfast if she's quick" Isaac will help with breakfast if he is allowed.

untrained profession cooking:15

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+2=11 ;
Monday May 22nd, 2023 7:01:54 PM

While cooking the squirrel and rabbit (untrained cooking = 11) with the help of Isaac, Khord mentions that he saw some tracks of what he assumes to be a giant heading up the trail. "I think it should be pretty easy to follow the big fella to his cave. After jasper returns and we are done with our chores we should be able to head off after this Jeffrey. Do you have any experience with giants, I have heard some can be talked to and bargained with but some are just savage brutes. With a name like Jeffrey, let's hope he is the first kind."

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Monday May 22nd, 2023 11:34:22 PM

Snark considers his situation.

This isn't his place, and this isn't his spear. It also doesn't look like an ogre's spear, and this ogre doesn't exactly know what he's looking for. Zenia lives here and didn't see fit to kill the ogre, so Snark should probably respect that.

(I assume the spear is ogre sized? If so, he has no reason to deny the ogre the spear.)

Snark will cast Fly on himself and zip up into the air. He speaks to the ogre in common.

"Gronk! Stop there. The witch that lives here told you to leave. This is not your spear, you must ask her before you take it."

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20=2 ; d20=7 ;
Tuesday May 23rd, 2023 7:07:54 AM

Tired from his efforts with the cauldron he fumbles his first attempt to start the fire but succeeds the second time. (survival 14 then 19) He sits down and rests for a while by the warmth.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Tuesday May 23rd, 2023 7:41:38 AM

Onesimos, like Isaac, is not a great help in the wilderness, but he is pretty good at picking up dry sticks and bringing them to the fire. Otherwise, he takes directions on what to do from Teddy.

DM James: Giants, Gravy, and Green Eyes Map 
Tuesday May 23rd, 2023 9:46:31 AM

Hook City and the adjacent Look City, or Mudtown, is as mild as it always has been with it's magic keeping the chill of the Ice Vein in check. In Mudtown and the docks it's currently raining as normal as those venturing away from the docks slog through the sometimes knee deep mud.

Jasper Highlight to display spoiler: {The deck of the Sea Witch is clear as the sailors have taken to areas below deck to get out of the rain. The one officer on deck, Patch, greeted Jasper on her return. "What news?" he asked when he recognized her from their earlier encounter at sea and subsequent involvement with the Luck Makers. As Jasper was about to speak Captain Rio came on deck. Today she was wearing a broad brimmed black hat with a large white feather stuck in a black band to keep the rain from her face. Piercing green eyes that seemed to look right through you studied Jasper closely as she relayed her information. }

Issac, Benni, Khord, and Teddy improvise with a separate fire and with a small camp pot and rations they manage a thick squirrel gravy with some flaky biscuits that Issac remembered a recipe from during one of his patrols years ago. A little salt, some pepper and a few road side herbs and it was ready to go as a serviceable breakfast.They still needed to collect the berries, but Khord was on it after he related the the news about the tracks he'd found.

The weather in the valley is mild, though still a bit cool as those remaining go about their business. Inside the small cottage you can hear coughing and stumbling about as the small greenmage starts moving around. She's awakened.

Issac, Benni, Tedddy, or Khord and Perception or Survival DC 15 Highlight to display spoiler: { You notice that tracks of similar size also come from the area where a tree was the previous day.}

Snark Highlight to display spoiler: {The spear was indeed giant sized, more of a lance sized spear really and certainly fancier than an ogre had the right to carry. "How you know Gronk's name? How he know Gronk's name?" the ogre whispered to himself. "Maybe he heard us talkin." Gronk replied to himself as he nodded. "You take hide. Me get spear, nice little wizards mate? Me not blame you for ugly woman, you brave little man. Ugly woman scares Gronk." he said looking up at Snark as he hovered in the air.}



Jasper (Holly) HP 48/52 AC 20 CMD 8 
Tuesday May 23rd, 2023 12:21:13 PM

Jasper nods to both Patch and Captain Rio.

"Well met. I bring a message from the Luck Makers: They'll return here in one week's time for the return trip to Heranmar. Can I convey a reply?"

As she speaks, she flips up the hood of her tunic to protect herself from the rain.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+11=19 ;
Tuesday May 23rd, 2023 5:10:17 PM

While foraging for berries (survival = 19) Khord notices what is going on with Snark as the gnome lifts into the air. He returns to the others and points out that something has caught Snark's attention and urges that they should go check it out.

Khord orders Niko to stay by the fire, and he will try to sneak around to whatever the gnome is dealing with. He draws his short swords and heads into the wood to intercept. (Stealth =

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+12=17 ;
Tuesday May 23rd, 2023 5:11:57 PM

(Stealth = 17) he tries to come around into a flanking position from Snark and keeps about 30 feet away.

*Hit submit instead of roll button

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+14=18
Wednesday May 24th, 2023 12:23:22 AM

Snark stares at the ogre for a minute before he speaks.

"My mate? Ugly? How dare you talk about my mother that way! See those trees? One of them is my dad and another is my brother. So I promise you don't want to anger my mom."

"But listen - maybe there's a better solution here. I'll tell you what. I'll let you get the spear if you'll do a favor for me. I need to get some rocks moved and deal with a giant named Jeffrey that may cause us some trouble. Do you know him? Will you agree to help me? I'd sure hate to see you turned back into a tree because my mom heard you called her ugly."


Snarks (perception 18) sees Khord. He'll wink at the ranger to let him know he knows Khord is there to back him up.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+3=19 ;
Wednesday May 24th, 2023 12:26:49 AM

Isaac is pleased with the biscuits not as good as when his old squad made them but passable. Isaac notices some tracks were a tree was yesterday. "I guess she wasn't kidding about a troll."
When Khord comes back from foraging and tells them something has captured Snarks attention and that it's left tracks Idssc points out the tracks were the tree was yesterday. "If that is a troll we should be careful"
As Khord tries to sneak around Isaac stays back not wanting to ruin Khords stealthy approach.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+6=15 ;
Wednesday May 24th, 2023 6:25:05 AM

Benni helps about.

Ooc: traveling. Sorry for short post

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20=17 ;
Wednesday May 24th, 2023 6:57:22 AM

Teddy goes to check on and help Snark with Khord.

DM James: Muk, Gurgar, Brudda's and Bros. Map  d20=1 ;
Wednesday May 24th, 2023 9:09:29 AM

Alerted to the danger by Snarks rise into the air, everyone converges upon the scene with Snark and an ogre. Snark seems to be in conversation with the hulking humanoid.

"doe kay." the ogre responded to Snark's bluff. "I'll move dem rocks. Jeffery...." the ogre said in it's strange contorted language. "he's da giant? Dat's Gurgar. His brudda runs the Muk tribe dat way." he said pointing west. "Maybe I git him ta visit his brudda and you give me the spear and dat fancy arm band you have on ya head? You move dem rocks wit ya fancy magik?" he said shrewdly indicating the headband Snark wore with a gnarly and dirt encrusted finger and nail.

Jasper Highlight to display spoiler: {Rio looked up at the taller jasper and nodded. "Still provisioning. Purchase orders, bills of materials, and release forms in triplicate. Ole Patch is a right flummoxed man." she said looking the man beside her who was nodding. [b]"Tell 'em it's looking good."

The return trip would probably be another hour and a half with strong head winds possible, but Jasper was certain she'd make it back before noon.

}

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Wednesday May 24th, 2023 1:34:33 PM

Jasper winced at Patch in sympathy. "Sorry, Patch. I've never heard of anything good that required 'triplicate.' Thank you for the update, Captain. I'll take my leave of you now. See you in a week.

She shifted. In her place, a little falcon shot into the air back in the direction of Five Mile.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+7=8 ;
Wednesday May 24th, 2023 4:52:39 PM

Khord hears Snark talking to the ogre (not close enough to make it out if in common, not understandable if in giant), but he gets the sense that things aren't going well (sense motive = 8). he catches that snark has noticed him and thinks he needs to brush up on his sneaking, but decides he will give Snark some room to talk before making any hostile actions.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Wednesday May 24th, 2023 11:49:05 PM

Snark is relieved to see his friends are around. Still, this ogre may be of some use. Besides, if Zenia wanted him dead him dead or gone, it would already be so. She must've had some reason to keep an ogre alive.

"GRONK! Let me be clear. If you want the spear, you must first help us with getting rid of Jeffrey and moving the rocks. Otherwise, leave the spear and leave this place. Do not test me in this. And if you help us well, I will also give you magic fire you can throw at something.

"Do we have a deal? Don't make me call my mom."




Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday May 25th, 2023 8:22:57 AM

Teddy is very confused when Snark mentions his mom and wild speculation about why he hadn't mentioned Zenia is his mom before sparks through his mind.

DM James: Muk, Gurgar, Brudda's and Bros. Map  d20=16 ; d20=20 ; d20=13 ;
Thursday May 25th, 2023 9:22:45 AM

"Gronk don't care if little man mate with ugly..mom. Spear mine, too big for little man. Gurgar...not Jeff..ery. Gurgar big giant in Muk tribe. Gronk talk Gurgar into visiting brudda, you give Gronk spear....and throwing fire thing. Gronk maybe move rocks." The ogre countered with a shrewd look.

Sense Motive DC 20 Highlight to display spoiler: {Gronk seems frightened of "Jeffery", Gurgar, or whatever the giants name is and he's doing a very good job of hiding it. He's noticed Khord and the others hanging at the edge of the conversation. He's clearly frightened of all of you.}

Jaspar Highlight to display spoiler: {The druid took flight once more and was thoroughly wet before getting away from Hook City. With a few aerial shudders, Jasper shook the water from her feathers and climbed into the sky as she turned west towards the valley. Soon she was soaring through the snowy environment past Five Mile and over the wooded hills towards the greenmage's home. Survival Check DC 15}

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Thursday May 25th, 2023 10:03:52 AM

Benni helps about camp.

Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+14=31 ;
Thursday May 25th, 2023 1:01:53 PM

Jasper gets her second wind. The snowy landscape passes below.

_______
Survival 31

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+7=19 ; d20+12=29 ;
Thursday May 25th, 2023 4:29:44 PM

Khord will try to creep a little closer so he can get a better read on the situation (sense motive = 19) (stealth = 29). He will stay about 20 feet from the ogre is possible, hiding his blades under his cloak but ready to strike.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Thursday May 25th, 2023 6:46:05 PM

Isac waits for any signs things are going south he draws his sword and shield incase they are needed,

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+4=18 ;
Friday May 26th, 2023 1:42:47 AM

(Sense Motive DC 18)

Snark remains firm in his resolve with this Gronk. Snark will place himself between Gronk and the spear and repeat his last offer.

"GRONK! Let me be clear. If you want the spear, you must first help us with getting rid of Gurgar and moving the rocks. Otherwise, leave the spear and leave this place. Do not test me in this. And if you help us well, I will also give you magic fire you can throw at something.

"If you will not help us, then I will give this spear to Gurgar to appease him."



“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Friday May 26th, 2023 9:13:24 AM

ooc: sorry, I'm confused. Is everyone with Snark now, or is Teddy, Isaac, and Benni still at camp and Jasper still in Hook City?

...........

Benni helps about camp.

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Friday May 26th, 2023 11:25:46 AM

Jasper glides into the little green valley, noting the transformed weather: Snow outside, warm sunlight here. Zenia must be powerful indeed.

As a falcon, her eyesight is very keen so she quickly spots Snark and his ogre situation. She alights on a low branch within sight of Isaac and Khord, maybe six feet off the ground. She waits and watches. Through , she has the ability to cast while wildshaped, so she prepares to help should diplomacy fail.


Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20=2 ;
Friday May 26th, 2023 11:41:16 AM

(Khord came back and told the group - up to you of your PC went with him to check on Snark).

Teddy suspects this creature will only respond to a show of strength, but has no idea what he should do to scare them. Gore'Thum is the one good at that.

DM James: Muk, Gurgar, Brudda's and Bros. Map 
Friday May 26th, 2023 2:21:23 PM

The stand off between Snark and the ogre seemed to stretch for over an hour as each jockeyed back and forth in the negotiations. Eventually Snark lost his patience.

Gronk seemed taken aback by Snarks sudden assertiveness and holds up his hands. "Me talk to Gurgar, but need warspear first. Spear is Gronks....badge." he said after a few moments struggling to come up with the common word for a symbol of office. "Gronk Warchief Muk tribe. Gronk talk nice to Gurgar, make him leave. Okay...Gronk move rocks too." Gronk said with disappointment.

So while they were standing there a call came from Zenia's cottage. "Where's my breakfast!"

Gronk squeeked and ran past Snark quickly picking up the spear as he passed. "Gronk move rocks, get Gurgar to go home. You see. Tell Zenia I've been good. Gronk promises."



“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Saturday May 27th, 2023 10:54:34 PM

Benni will help Teddy bring a plate to Zenia.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Sunday May 28th, 2023 2:48:32 PM

Snark gets the water in the kettle. Then he goes to look through the tome Zenia suggested he review while the water is brewing.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Sunday May 28th, 2023 8:32:55 PM

Isaac is surprised how fast the ogre moves at hearing Zenia's shouting. He sheaths his sword and shield he looks over at Khord "Lets follow his example and get back she doesn't sound happy. I expect an earful when we show up." Isaac goes back to the cabin and starts plating the biscuits he made.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Monday May 29th, 2023 7:26:15 AM

Khord also is taken aback by the Ogre's desire to get away from even a hint that Zenia might be angry with him. He is not pleased with the ogre getting his spear back but hopes that he can be trusted to follow though on his word.

Khord hustles back to camp and carves up the squirrel and rabbit, rinses the berries and prepares it for a late breakfast.

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Monday May 29th, 2023 9:40:26 AM

Teddy heads back to help serve food.

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Monday May 29th, 2023 10:47:40 AM

Jasper hops down from the branch and transforms, landing on the ground in her own shape. Breakfast squirrel and berries wait for no gnome, I guess."

She follows the others and looks for ways to make herself useful.

DM Esther: Breakfast at Zenia's, and Gronk's promise 
Monday May 29th, 2023 1:52:58 PM

With Gronk beating the hastiest of retreats at the sound of Zenia's impatient voice from the cottage, the Luck Makers now scramble to put together a breakfast for Zenia the Dark, who they are well starting to suspect is probably the most feared among all the creatures in this valley, for all the reasons that aged gnomish mages with sass and attitude are. Isaac, once over his surprise at that turn of events, start plating the freshly baked biscuits, while Snark tends to the boiling kettle under some reading, Khord skillfully carves the squirrel and rabbit roast and rinses the berries, and Benni and Teddy hurry to serve the meal as soon as it is ready.

Snark: Highlight to display spoiler: {The text you were given to read is surprisingly on point as an esoteric primer on the art of transmutation as it applies to plant based creatures. If as an aspiring greenmage he is to drink a potion soon that will temporarily render him into a tree, then at least he is getting a good grasp of what to expect.}

Jasper returns to the group from her flight to inform Captain Rio of the group's current endeavors and their expected return a week hence, and finds herself in the middle of the rest of the Luck Makers as urgently dedicated to the business of breakfast as they've ever been to anything.

Shortly after, Zenia comes out of her cottage and sits down at the outdoor table for the plated breakfast.

"Hm. Not bad, not bad. I see you do know how to do more than get yourselves into trouble."

She cuts and tastes of the squirrel meat, briefly dips a biscuit into her tea before biting into it, and has some berries to go with it all.

"What I do not see, is my green rod, nor my herbs. So I can presume you have also not been so foolish as to try to get those during the night! Very well, I trust you will hop to it after breakfast."

Getting to 'after breakfast' proves to take a while, as Zenia has seconds, and then expects the washing up to be done. By the time you return to the real task(s) at hand, you can already hear some commotion near the site of the rockfall before you get there. What you see, at some distance, is the ogre known as Gronk, hiding behind the spear that is his badge of office, while talking and gesticulating to a visibly annoyed giant.

The giant and the ogre are too busy with each other to have noticed you at this distance.. no, over the sound of their own voices, you might have managed to come this far with a mariachi band in tow and not get noticed.

After a little while, the big giant grunts something that does not sound too friendly at the ogre, and walks towards a half concealed natural hollow in the mountainside, from where he takes a walking stick the size of a young tree's whole trunk from against the wall, and picks up a crude sling bag that goes over his shoulder, before he starts walking with thunderous footsteps in the opposite direction of Zenia's cottage.

The ogre Gronk walks away in a direction of his own, but you can see him circle back once out of the giant's sight and he returns and sits on one of the stones, looking around nervously.

Even if you do not speak Giant, based on what Snark told of his encounter with the ogre earlier you can guess that Gronk has cajoled Gurgar into going to see his brother today. You do not know how far from here the tribe's main camp actually is, but he is away from his lair here, for now.

How do you proceed?

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+7=27 ;
Monday May 29th, 2023 8:54:30 PM

Seeing the Giant depart and Gronk set up a watch on the rocks, Khord and Niko will cautiously approach. "Oy, You gonna help move these rocks. If not ya need to get out of the way. Khord learned from his time on the streets of Dirt City that if you went at the guy who thinks he is in charge as though you are in charge they will often do what you say.

Intimidate = 27

Niko crinkles his nose as he is downwind from the ogre, and gets a good sniff. He shakes his head trying to get the smell out of his nose and gives a impatient bark.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+2=4 ;
Monday May 29th, 2023 10:54:48 PM

Onesimos brings firsts and seconds with good cheer, the successful missions of Snark and Khord on one hand and of Jasper on the other augers good things in the future.

As the group gets up to the ogre and watching the departed giant, the elf proposes a plan. ”If we pitch in with someone on guard to warn us of the giant coming back, we may provide a situation when he returns of a completely cleared path. Tables turned, the giant will need to figure out if fighting is worth filling the path instead of fighting worth keeping the path filled.”

Benni is stronger than he looks, and will pitch in with moving rocks.


Strength check. 4

Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+8=23 ;
Monday May 29th, 2023 11:37:12 PM

Jasper watches the exchange between the hapless Gronk and the giant. She almost feels bad for the poor guy as he cowers behind his spear.

"If the rocks and Mr. Gronk are sorted here, I might be of more use looking for those herbs."

Knowledge: Nature 23

---
OOO: I'm traveling this week. I'll try to ensrue my posts come in in a timely fashion.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+13=15 ;
Tuesday May 30th, 2023 12:52:18 AM

After reading through the tome, Snark will join his friends.

First thing he does is to walk over to Gronk. "Good work Gronk, and thanks for coming back to help with the rocks. Now, just like you don't want to anger a gnome wizard, let me show you how we can be helpful as well."

Snark will pull out his wand of Enlarge Person and touches the Ogre, enlarging him from large to huge size.

"There you go Gronk. Now you can help us move the bigger rocks with ease. And once the rocks are moved, I'll give you that item that lets you throw fire one something like I promised."

Once this is done, Snark will use his Knowledge Nature (rolled 15) to give Jasper an additional +2 to her efforts to find the right herbs. (He also has Profession Herbalist +10 if that's helpful.)

Then the little wizard will cast Detect Magic to see if he can detect this green rod Zenia seems to anxious to get back. If it's not there in the rocks, he will go check the giant's quarters for it.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+3=6 ;
Tuesday May 30th, 2023 5:55:36 AM

Isaac gets ready to to help with the rocks but as Snark enlarges the ogre Isaac gives Snark a worried look not sure if the increase in size will make the ogre rethink the deal. If the ogre stays friendly Isaac will help with moving the rocks.

Strength check:6

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20+14=33 ;
Tuesday May 30th, 2023 10:14:33 AM

Teddy is far better at finding things so helps find herbs rather then move rocks. Knowledge nature 33

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Tuesday May 30th, 2023 10:44:35 AM

"Snark, you have to teach me about herbalism! Thanks for the boost."

"Zenia, can you tell us a bit about what we're looking for? The herbs' shapes, colors, their preferred habitat? Forgive me if you already imparted that knowledge while I was away."

Jasper looks forward to foraging with Teddy and possibly learning from him.
___
Knowledge Nature: 25.

DM James: Cave Spunk...um spelunking. Map  d10=2 ;
Tuesday May 30th, 2023 11:38:53 AM

Zenia explains again the appearance of the herbs and where they are located. Not surprisingly the condition of the trail and the position of the rocks make traveling past them both dangerous and nearly impossible.

When they arrived and Khord addressed Gronk he simply nodded and got to work. When Snark enlarged him he looked down on the Luck Makers as he adjusted to his new size. "Gronk put rocks near Gurgar's cave." he said as he moved the first of many up the trail to the side of the mountain. After about thirty minutes or so the trail was clear enough to pass and gain the upper heights of the grassy mountain. While Teddy, Jasper, and Snark went up the trail, Issac, Benni, and Khord worked at carrying the smaller stones away. That last task went quicker since Gronk told them Gurgar wasn't interested in the small stones. Still the 6" round stones were a job to carry aside.

Further up the mountain along the switchback trail they came out onto a large area surrounded by trees. Growing in the field were hundreds of flowering plants, yellow, red, and white ones. Per their instructions Zenia needed the roots and flower of the red one, three of them.

Collecting them was easy enough and shortly they were heading back down the trail where Snark took a side trail to investigate the hill giants lair. It wasn't hard to find since the rocks were stacked up outside of it. The inside smelled dank and foul, really foul.

Each entering the cave, Fort Save DC 15 or be sickened for 2 minutes and you must leave to recover, repeating the save each time you enter.

Along both walls inside the cave were rocks....boulders would be more accurate of a description, and these were marked. What the markings meant was a mystery. Elsewhere in the cave you see the remains of food, a deer carcass, a bear pelt, and moose antlers set against the wall....a back scratcher? There are also a few herbs laid out to dry as well as a small bottle of non magical fluid and a small pot of noxious material.

Perception DC 15 Highlight to display spoiler: {You can see that some of the boulders have been recently removed.}
Perception DC 20 Highlight to display spoiler: {Behind some of the rocks and wedged against the cave wall is a gnarled looking green stick and it looks like the giant has been using it as a toothpick.}

KS: Herbalism DC 15 or KS: Nature DC 20 Highlight to display spoiler: {Herbs used to treat inflammation and pain, some willow bark, and a small pot with an unknown mixture in it. It smells really bad, so whatever it is can't be good. Otherwise there are three uses of the herbs, +2 Circumstance Bonus on Heal Checks.}

Survival DC 15 Highlight to display spoiler: {The bottle is deer spoor used to attract deer to an area when hunting. You suspect the small pot is something similar. Either would give you a one time +4 circumstance bonus when hunting.}





Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+7=22 ; d20+11=18 ; d20+11=28 ;
Tuesday May 30th, 2023 4:24:00 PM

As the luck makers come back down the mountain towards the cave, Khord tells Niko to stay outside while he investigates the cave. The foul odor of the place burns in his nostrils but is not nearly as bad as the sewers below Dirt City. (Fortitude = 22) Looking about he can see that some of the boulders have been recently moved but that seems normal to him for a giant. (Perception = 18) Khord approaches the bottle and pot and gives the contents a sniff, immediately recognizing it as deer spoor (Survival = 28). It would be helpful while hunting but not worth taking and upsetting the giant.

"I don't see Zenia's magic stick. Are we sure she said it was supposed to be in here. Do you think the giant may have taken it with him?"



Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+7=23 ; d20+18=20 ;
Tuesday May 30th, 2023 7:00:25 PM

Snark sees Khord enter the giant's lair. No fighting, no screaming. OK - probably safe.

Snark peers in. Oof - that's a bad smell! (Fort save 23). He ventures in and looks around. By the Crones! Who lives in a place that smells like this? Holding his nose he spots the green rod wedged into a crack in the cave wall. (Take 10 on Perception for 10+14=24)

"Well, here's the rod Zenia wanted. Ewww, it look like ol' Grossgar's been using it for a toothpick."

Snark will use Prestidigitation to clean the thing before touching it. Once he has it he uses Detect Magic to try to identify the properties of the rod. (Spellcraft 20 - identifies up to Caster Level 5).

Snark tries to see what's in the pots. He can tell what they hold, but doesn't take any of them - he's not here to steal, only recover what's been lost. (Professional: Herbalist take 10 for 10+10=20. There is not Knowledge:Herbalism skill)

"Awright, we got the herbs and the green rod. Hey Gronk - here's a magic thing you can throw at something to set it on fire. Careful where you use it." Snark hands Gronk a vial of alchemical fire as promised.

Once all that is done, he will return with the others and give the rod to Zenia.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+2=4 ;
Tuesday May 30th, 2023 7:36:05 PM

Onesimos brings firsts and seconds with good cheer, the successful missions of Snark and Khord on one hand and of Jasper on the other augers good things in the future.

As the group gets up to the ogre and watching the departed giant, the elf proposes a plan. ”If we pitch in with someone on guard to warn us of the giant coming back, we may provide a situation when he returns of a completely cleared path. Tables turned, the giant will need to figure out if fighting is worth filling the path instead of fighting worth keeping the path filled.”

Benni is stronger than he looks, and will pitch in with moving rocks.


Strength check. 4

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15  d20=8 ;
Wednesday May 31st, 2023 7:58:54 AM

Teddy is able to identify the bottle as well. He suggests not taking anything that is not Zenia's rod - it's one thing to return stolen property, another to loot the place.

DM James: Prelude to Treed Map 
Wednesday May 31st, 2023 8:29:59 AM

"Gronk think Gurgar be happy rocks moved to home. He....." Gronk struggled a minute before finally saying a word in giantish. Linguistics DC 15 Highlight to display spoiler: {collects} ...them. Trades for things with tribe."

Gronk accepted the flask and carefully placed it in his pouch as he turned to leave. "Gronk maybe see you someplace else. Thanks for fire."

Back at the cottage Zenia was just finishing her meal as she stared into the green fire that burned beneath her large cauldron. Benni saw her on occasion toss a packet of this or that into the container, but the components were hidden in small sacks, presumably to keep their contents from mixing with the liquid while still transferring flavor the properties of the items.

When everyone returned she placed the recovered ingredients in another bag and tossed them in as well. "Should be ready in a bit." Zenia announced as she popped a blueberry in her mouth. "Find a good spot Snark you'll be looking that way for a while."

OOC: Yeah, should have said PS on that Herbal check. Good catch. DM Switch tomorrow.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday May 31st, 2023 8:48:48 AM

ooc: sorry about the copy post... not sure how that one happened.

.............

With the path cleared, herbs gathered, and heroes returned to Zenia, there is little that Onesimos can see to do other than return to the camping spot and learn a little more on how to survive in the wild. Benni thinks with a couple more attempts, he will be able to make tea without burning the water!

Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+17=29 ; d20+8=24 ; d20+14=28 ;
Wednesday May 31st, 2023 11:14:34 AM

OOC: I posted before the DM yesterday so I'll quickly roll checks.

Perception: 29. She spots the stick.
Know: Nature: 24. She identifies the herbs.
Survival: 28. She identifies the deer spoor.

____

Jasper steps just outside the hut, remaining close enough to hear what's going on inside. She observes the endlessly fascinating valley.



Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Wednesday May 31st, 2023 11:23:08 AM

Snark finds a good spot.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Wednesday May 31st, 2023 4:17:41 PM

Once the items are returned to Zenia, Khord will set a watch about the camp. Walking about, listening to the trees, wondering how many of them are also people or ogres. He cringes as Niko goes around marking some of the trees, hoping they won't hold it against him.

..................

OOC: I am going to the boundary waters for a long weekend, no technology just nature. I am hoping someone can handle Khord and Niko while away (Friday, Monday and Tuesday). will post tomorrow but taking off early Friday morning. Thanks

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Wednesday May 31st, 2023 7:16:24 PM

Isaac glad that their excursion went smoothly and no fighting smiles at Zetia as they get back. "Went off withou a hitch."
With Snarks meditation(?) under way Isaac gets comfortable out side the cabin tending the fire.

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday June 1st, 2023 8:12:04 AM

Teddy hopes he's done with chores now.

DM Esther: One, Two, Tree 
Thursday June 1st, 2023 1:06:47 PM

Benni returns to camp and expands his knowledge of boiling water.

Jasper quietly observes from outside the hut.

Snark finds himself a spots that looks good enough to put down roots.

Khord sets a watch about camp, wary if any other trees may be people.

Isaac gets comfortable outside the cabin tending the fire.

Teddy just hopes he's done with chores now.

Zenia meanwhile labors over her cauldron, her body language suggesting it must be coming close to something of a result. There is something otherworldly about seeing the older gnomish mage at work with an air of being so professional at what she is doing, that she makes it look easy again while retaining a certain gravitas. And yet at the same time, if you squint a bit, it also looks like just a small old lady puttering about, only roughly measuring quantities of ingredients between her fingers and giving her stirring spoon the eye at odd times. At one point when she walks past the table where the Luck Makers had placed all the items she had asked them to gather, and stops before casually picking up the green rod in one hand, tapping it a few times to the ground by her side, and just grinning a pleased "Heh."

Eventually, the green flames under the cauldron start to dim, Zenia takes a ladle and carefully taste-tests the contents of the cauldron, turns into a beech tree on the spot, immediately turns back, and gives the cauldron a satisfied little nod. "Good batch", she says as she scoops a wooden drinking mazer full of what would best be described as a strong herbal tea from the cauldron.

Bringing it up to Snark she hands him the wooden container. "Only warning you once, I like mine well warm, but this is right from the kettle so you may want to let it cool a bit. When ready, just stand in your spot and drink up, and be ready to learn. That is all there is to it for your part now really."

(ooc: MarkB, you may write Snark's tree transformation when ready)

Zenia does not seem to have further tasks for the Luck Makers just right now, so the rest of you get to enjoy a moment of free time to rest, improve your campsite, or of course spectate Snark enrolling in Tree 101..

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Thursday June 1st, 2023 6:04:26 PM

Jasper watches and waits; it seems that's all she can do besides tending camp. She hopes Snark is OK.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Thursday June 1st, 2023 6:27:55 PM

"Thank you Zenia. Let's see how this goes."

Snark lets the concoction cool a bit. Then he goes to his spot, drinks it, and turns into a tree. A stunted, gnarled oak I think.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+2=4 ;
Thursday June 1st, 2023 7:47:22 PM

Onesimos brings firsts and seconds with good cheer, the successful missions of Snark and Khord on one hand and of Jasper on the other augers good things in the future.

As the group gets up to the ogre and watching the departed giant, the elf proposes a plan. ”If we pitch in with someone on guard to warn us of the giant coming back, we may provide a situation when he returns of a completely cleared path. Tables turned, the giant will need to figure out if fighting is worth filling the path instead of fighting worth keeping the path filled.”

Benni is stronger than he looks, and will pitch in with moving rocks.


Strength check. 4

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Thursday June 1st, 2023 7:48:04 PM

Benni boils water for tea

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+11=13 ;
Thursday June 1st, 2023 8:46:04 PM

Khord will tell the others he is going out into the wood to hunt up something for their dinner, he invites any of the luck makers that might like to join him. He takes Niko with him and disappears among the trees. He is not as lucky as he was that morning (Survival = 13) only finding a pheasant that will barely feed two people. Khord wonders if the ogre and movement of the giant may have scared off the game. He returns to camp after a few hours, interested in finding out how Snarks tree transformation has gone.

................

The woods and the water are calling my name, and I must go. Be back on Wednesday. Don't let Khord die in the meantime.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Thursday June 1st, 2023 10:43:50 PM

Isaac addresses Bennie's plan "I don't think we need to go as far as fighting him. All we need is a look out to warm us of he comes back early. Besides I don't think we can lift those boulders that are left and we don't know if he'll have company when he comes back."

DM Esther: Some are a tree, and some have other things to do 
Friday June 2nd, 2023 3:09:05 AM

(ooc: Sorry about this small hick-up in the game flow, I had missed that not everyone was on the same page about whether the path was cleared now, so I picked up from the last few posts that everyone was going back to Zenia's place, only to now find some of you trying to move rockfall again. Adapting to that now!)

Benni suggests posting guards on the path to keep the giant from trying to move the rocks back. He makes an effort to help move more stone, but his strength seems to fail him this time. Concerns of the boulders being too large to move prove unfounded though, as with the ogre's help there is not a boulder here so large that it can not be rolled over given a thick enough stick for leverage.

Isaac says a fight may not be needed, and only suggests setting a lookout to warn of Gurgar's return.

You set a lookout, and throughout the hours it takes to clear the path, there is no sign of the giant coming back yet.

KS Local DC 20: Highlight to display spoiler: {As Gronk told you that Gurgar is the chief's brother, the customs of a typical giant tribe would demand that his visit is given a welcome that would involve at least a meal and alcohol in the evening, so he is probably staying until the next morning.}

After all that hard work, Benni starts making some reinvigorating tea. With the leafs on hand in this valley and a rest break, you avoid fatigue despite hours of moving rocks.

Meanwhile, back at Zenia's, Snark imbibes the herbal potion and transforms into a stunted oak with a bare minimum of spectacle. Zenia takes notice, and Snark manages to make her laugh! "Ha, how old are you in your own mind? You look gnarlier than I do!"

(ooc: Snark will now undergo a short solo trial that consists of making a few checks and playing out their result in game terms. At the end of this trial I'll sign off on his character sheet that he has met all the requirements to take the Greenmage class. First, he needs to succeed at a Constitution DC 15 to become fully aware of body as a tree. Also describe any unsuccessful attempts.)

Then Zenia turns around, straightens her face in front of the other Luck Makers, and tells them, "No pruning him. However tempted you may be. Most little things that happen to him in this form won't hurt him, but coming back out of it would be a bit like that feeling of getting out of bed when you've slept poorly."

"Now then... you." She points a finger at Teddy. "We can leave the cauldron be while it cools, so why don't we sit down and have a talk, because except when you're eating you have been looking decidedly glum over something. Come and tell old Zenia what has a fine young bear looking so lonely amid so many people?"

Jasper meanwhile has been observing things around the cottage for a while now, and is starting to notice a few non-obvious details. From the back of the cottage, there seems to be a barely hidden gnome sized trail leading into the trees. (You can roll Survival( find tracks) if you want to, but the DC is only 15 so you've got this even on a Nat 1.) You estimate that this trail is only used about once a week, but has been in use for a long time.

Khord and Niko's hunting takes them away for a few hours. (ooc: Have a great trip, Bill!)

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Friday June 2nd, 2023 7:13:57 AM

Teddy is surprised, nervous, and worried that a wrong answer will get him turned into a tree. He stutters a lot and has to be asked direct questions but eventually spills his life story again, along with the fact this is the first time he's been without Gore'Thum since they met. "Also, you're really, really scary and make me very very nervous." he admits. "But in a good way!" is a hasty addition.

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Friday June 2nd, 2023 9:48:13 AM

Jasper is far from gnome-sized in her own shape, so she shifts into a little bobcat to fit. She sets off down the trail, sniffing the air and feeling the ground under her paws. She makes note of all she sees and looks for anything out of the ordinary.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20=18 ;
Friday June 2nd, 2023 3:08:04 PM

I wasn't sure if the DM meant a CON check or a FORT save, but in either case Snark would have made it with that roll.

CON - 18+2
FORT - 18+7

(If this will be a series of checks, might it be better to make them all instead of doing them one DM post at a time with little else for the other players? Play by post can be a little rough for these kinds of things.)

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Friday June 2nd, 2023 4:14:10 PM

Ooc: not sure what you mean by hiccup. For about the last month, the party was split with Snark and Khord having one adventure, Jasper doing a lot of flying, and Benni Isaac and Teddy were sitting at camp. Then I thought everyone had come back to camp, spent the night, and went together to go clear the way and get the herbs. Only to find the ogre (literally) did all the heavy lifting with misdirecting the giant and clearing the path. So the heroes had nothing to do except get the herbal and come back to camp where Zenia is getting ready to turn Snark into a tree (presumably just for one day, but no one has told any of the heroes how long it will actually be). Where we again have nothing to key off of.

…..

Having successfully made an invigorating tea, Onesimos decides to check up on his gear while Snark learns what it is like to be a tree. He removes his armor and weapons to clean them of rust and nicks: just basic maintenance and nothing that a specialist would need to do. Then he does a complete layout of his backpack, taking especial care of remembering the scrolls in his pack: one never knows when one might need a specialty spell!
…..

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+2=12 ; d20+3=13 ;
Friday June 2nd, 2023 8:21:32 PM

Isaac is looking around at the path with Bennie "I never got to experience much untamed nature as a kid didn't go far from the city. It's strange I'm used to the sounds of people and the hustle and bustle of merchants and pack animals but out here it quite. It's kind of odd. Even back in Heranmar it still had the sound of people but out here with no noise it puts me a bit on edge." Isaac looks off into the distance trying to watch for the giant and keep himself busy.
Know local:12
Perception: 13

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Saturday June 3rd, 2023 2:16:53 AM

Snark watches as his body elongates, his skin hardens into bark, and his limbs twist and leaf out. His blood seems to slow in his veins. He watches as others move around him. He tries to speak and finds he cannot. Which is actually pretty hard for the verbose little gnome.

So he patiently waits. Well, sort of patiently.

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Monday June 5th, 2023 2:42:29 PM

OOC question/thought: While we're on this sojourn, can we possibly teach each other skills?

DM Esther reply -- What did you have in mind?

DM Esther: The one that speaks, the one that peeks, the one that sneaks, and the one that creaks 
Monday June 5th, 2023 7:13:12 PM

Teddy is surprised and nervous, and admits to finding Zenia scary. Perhaps because he feels backed into it, it is with some concerns in his heart that he speaks of his situation and his feelings to Zenia. He sees that she listens, and that she even softens up a little. "A friend that has been at your side forever, eh? And now he is not here and it just doesn't feel the same, and you're not sure yet if you've got what it takes to rely on yourself in a scary big world?". You can sense that the experienced greenmage is making an effort to not appear so scary.

Snark suddenly becomes aware that he no longer has a discernible heartbeat. That is.. probably normal, for a tree. He remains generally aware of his surroundings, but having roots in the earth adds a lot of wholly new impressions... (ooc: Let Snark roll a Wisdom ability check against DC 16 to become more familiar with a tree's senses. Succeeding at this check will unlock Snark being able to 'look around' himself by moving his attention, instead of being stuck facing only the way he was standing when he assumed tree form.)

Jasper takes the form of a little bobcat to be more on the scale of the gnome-sized trail she has found, and disappears into the greenery. Jasper Highlight to display spoiler: {As you follow the trail, you wind towards a cleft in the nearby rock face. Something about it feels inviting; but before you get there, an alarmed smaller creature darts out of there and starts running away from you.} Jasper only, KS(Nature) DC 20 Highlight to display spoiler: {You only see it in a flash, but you recognize it as a marten.}

While talking to Benni, Isaac thinks he sees movement by the path! As he gets a better second look, he realizes that it is not a returning giant he saw move, but one of the trees that had been in the original path of the rockfall. Rather than the usual swaying of thinner branches on the wind as trees do however, to Isaac's trained guard's eye for picking up things out of the ordinary, it actually looks like it has shifted position. Benni, who is in the process of re-packing his backpack, too is alerted by Isaac's initial reaction.

Khord and Niko meanwhile are hunting pheasant for everyone's next meal.


Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+8=17 ;
Monday June 5th, 2023 8:42:57 PM

Jasper approaches a cleft in the rock face. Ooo. What's here?
As she has that thought, a flash of motion catches her eye, but she can't identify the frightened little mammal that darts away through the thicket.

She continues toward the aperture.

____
OOC: My immediate thought was teaching each other stuff that might reasonably count as transferable knowledge -- things like Craft and Know. For instance, Snark (although he's currently a tree) knows about Herbalism, and could presumably teach the rest of us about how to identify and use certain herbs. Perhaps the rest of us can collaborate and work towards adding a skill point in a Knowledge, Craft (provided materials are on hand), Sleight of Hand, or maybe even the Survival skill. Just a thought on how we might productively use our downtime.


Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+1=11 ;
Monday June 5th, 2023 9:06:26 PM

Isaac curious about the tree looks over at Bennie "I'm gonna check out that tree over there " He points to the oddly shifted tree. "Trees don't usually move like that." Isaac goes over to the tree and tries to figure out if this tree is some sort of weird magical plant, fey or one of Zenia's tree prisoners. He touches the tree and looks up at the branches. He concentrates and tries to detect any evil aura surrounding the tree.
Know nature untrained. 11

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+2=7 ;
Tuesday June 6th, 2023 1:32:58 AM

Snark does not make his Wisdom check to be able to see around him.

I will admit to being a bit confused by this. This is just the spell Tree Shape, and it says "While in tree form, you can observe all that transpires around you just as if you were in your normal form." Should I take this failed check to mean the spell is working differently?

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Tuesday June 6th, 2023 6:09:04 AM

(remember you're supposed to make checks until you succeed Snark)

Teddy appreciates Zenia's efforts to be less scary. I mean it doesn't work, he's far to aware of her power and that she turns people into trees for doing the wrong things, but he appreciates the effort. "He's more then a friend. He's my mentor, the only reason I was ever able to cope with the world after I changed. I mean that ogre was massive! He could squish me with a finger, and I used to be just as big as that and able to tear ogres apart with my own claws. I just feel so helpless all the time. Gore'Thum felt like a big bodyguard to keep me safe and always knew what to do. I could just follow his lead."

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Tuesday June 6th, 2023 8:00:02 AM

Onesimos looks up at Isaac's comment, and says "just a moment". He packs everything, swiftly but surely, to ensure they will be right where the cleric wants them in case of an emergency. And then he goes with the paladin to investigate the tree. The elf keeps shaking his head: it took him a while to accept that Gore'Thum was not just a pet, and he's still not entirely sure if the frog is a fully conscious thing worthy of equal respect and consideration as a person. Trees are even more different!

DM Esther: A decision tree 
Tuesday June 6th, 2023 4:13:44 PM

Snark is having some difficulty adjusting to his new senses, trying to wrap his head -or the present lack of such an essentially familiar part of anatomy- around just how 'looking around' works in a tree body that has no eyes to direct, nor a neck to move, but after some struggles he eventually gets the hang of it by power of will alone. Once he does, this looking around, in the knowledge that nobody on the outside can actually tell which way he is looking, or that he even is looking at all, is fun for a little while. But time passes, and with nothing to do but stand there, boredom is threatening...

(ooc: This next check will unlock Snark being able to slip into a semi-dormant meditative state while in tree or plant form, to avoid going stir crazy from just standing there unmoving for hours and hours and hours. Either roll Wisdom vs DC 16 again until you succeed, or just roll once as a Willpower check against DC 20 and every point you miss it by means half an hour more before he finds this state.)

Jasper continues on her little exploration, and is coming upon the aperture. The trail clearly leads through there, and while the narrow part of the cleft is deeply shaded, you can see daylight on the other side. Around the cleft you can smell scent markers of another predator -- but one smaller than your current bobcat form, and very possibly the same creature you saw make a break for it when you approached. You know more than enough about animal behaviour that you recognize that, if it chose to risk running towards you and then dash away to a side, that suggests it was afraid of getting caught in a place with no escape route that wasn't past you, so there is probably only this one way in and out of what lies behind.

Jasper, if you choose to go through: Highlight to display spoiler: {As you reach the far side of the cleft, you are greeted by a small open space surrounded by tall rocks, like a natural cauldron. Grass and clover cover the ground, bushes with flowers and berries line the edges, and right in the middle two stand trees, with a small earthen mound in front of one. Every druidic hair on the back of your neck -and in bobcat form that's more than usual- picks up on the energy of this place, reduced to a single word: Grove.}

Teddy relates more of what Gore'Thum has meant to him, and Zenia listens patiently. "Might surprise you, but I know me a thing or two about mentoring the young and foolish.. have you given it thought that your mentor would be measuring whether they are succeeding, by how ready you are to rise out of their shadow?" She hops to her feet, and stands at the unimpressive full height of a gnomish old woman. "If I were to be the judge of it.. I think you are not as helpless as you believe yourself to be. What have you even been practising all that time? And don't give me more of that talk about how big an ogre is - I send that muscle-for-brains running, and you're taller than me!"

Near camp, Isaac and Benni go to check out a tree that was showing a suspicious amount of movement. With Benni putting his gear away first, Isaac is first and as he comes up close enough to touch the tree, his first strong clue to what is going on does not come from the branches above, but from the ground under his feet, as the nose of his boot finds ground giving way far more readily than the soil around here should. Now that he is so close that he can see different sides of the tree with just a step to the left or right, he realizes that this tree is leaning badly -- it was not possible to see from where he stood at camp because the angle is towards that direction, but even an amateur at natural science like himself can tell that this tree would not have grown under the angle it is currently at! To Benni, when he gets there, it looks like the same rockfall that half buried the path, must have also slightly pushed this tree over and now it its center of gravity is off. It is only not falling further yet because it is hanging by its roots, which are now lifting up part of the topsoil now that the large rocks that had been weighting it down have been moved! Thinking of the shudder he saw the tree give earlier, Isaac can tell that this is a very unstable situation. The two of them are strong, but a tree this size is well beyond your ability to right just by pushing back against it. Maybe they can do something else to stop it from falling somehow.. or at least try to make it a controlled fall that isn't going to land it on either the path or on your camp?



“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Tuesday June 6th, 2023 5:00:25 PM

Benni boils water for tea

DM Esther reply: Is this an accidental repost or a sudden acute love of tea?

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Tuesday June 6th, 2023 10:01:07 PM

Isaac looks over at Bennie "Got any rope maybe we can pull it to fall in a better direction or go get Zenia maybe she can move or something."

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Tuesday June 6th, 2023 10:26:58 PM

As she slips through the cleft in the rock, Jasper feels the uncanny prickle of living, green magic, so thick that she almost shudders. It feels both like and unlike home.

Were she in her own shape, she might cry. Her exile has been so long, and being banished hurts so much... more, truly, than she ever allows herself to feel. She pads forward and stops between the two trees and, still in bobcat form, settles before the mound to gather herself. This is a sacred space.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday June 7th, 2023 7:22:32 AM

ooc: apologies friends... it looks like my account is double posting from days ago for no discernable reason. Please ignore the above post about tea. :-)
..............

Onesimos looks the tree over and then looks at Isaac shaking his head. "I can't think of anything. I'm not an engineer and know hardly nothing about the wilderness. It seems too big for pushing or pulling, and if we tried to cut it down to avoid the path, it's just as likely to have the opposite effect. Well, plus we may have druids and greenmages mad at us!"

Another thought comes to the elf. "And what if interfering at all from the natural order of things is not looked on favorably? I just don't know."

The cleric smooths his brown hair behind his ears. "When learning as a postulant in Amberdale, we often came to things we had no experience to know, and we would seek out a wiser head. Let's look for Zenia or Jasper and ask them what could be done."

With Isaac's assent, Benni will look for Jasper or Zenia and present the problem to the first one he finds.

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Wednesday June 7th, 2023 7:52:34 AM

Teddy is a bit skeptical about the claim he's taller then she - at 2' 11" he's short even on gnomish scales - but he takes the advice to heart. He has learned a lot about magic and though he can't blow things up he is capable of a lot.

DM Esther: And there we shall converge 
Wednesday June 7th, 2023 2:40:36 PM

ooc: Please read with care, this update weaves several event chains with slightly divergent timelines back together, so your character may appear in more than one entry below. Also, this is the last post of Snark enduring his initiation, he will be reunited with everyone else in tomorrow's update.

Jasper has found a place of peace, and rests there a while to gather herself and the memories she carries, good and bad.

Over near the campsite, Isaac suggests using rope to guide the fall of the tree, and asks if Benni has some. Benni is not sure what would be the right thing to do and, reflecting on the lessons from his time in Amberdale, sets off to find Jasper or Zenia.

As Benni sets off, Isaac remembers that he himself is carrying rope, and for the moment at least uses it to anchor the leaning tree to prevent it from already falling over before Benni might return with help.

(ooc: Justin, Isaac has a Paladin's Kit in his inventory, that comes with 50' of rope. For expedience I am reminding you of that and letting Isaac follow through on his stated intention as if he knew that, because we don't need this to take another post if we're bringing it all back together today ;)

Teddy is still talking with Zenia about life, and Gore'Thum, and learning magic, when Benni comes running back to the cottage looking for either druid or greenmage. Since Jasper is nowhere in sight, it is Zenia and Teddy that listen to his account of how the rockfall has left them another little surprise to threaten the path she had asked them to clear.

Zenia sighs and shakes her head. "Is that so now? Well, sometimes we need to accept that all lives come and go, but if it is left up to me, I'd rather that one lived. All the ones over there have stories, you know. So let us see what can be done, eh? No dallying, lead the way already!" She grabs the green rod and sets out using it as a walking stick.

Khord and Niko return from their hours of hunting, and find Isaac waiting for the return of Benni there.

Over in the hidden grove, Jasper's reverie is broken when she feels an urgent pang of awareness of something amiss, and she receives a brief sense of a life somewhere crying out over almost toppling, followed by a vision of Isaac racing to secure it with rope. The vision is complete enough that Jasper knows exactly where this scene is taking place.

Benni returns to the site with Zenia and Teddy in tow, and they find that Khord and Niko have joined Isaac there.

Zenia has a look at the tree, and the rope supporting it. "..this one is going to need a lot of help." She then looks aside, and affords Isaac and Khord a grin. "This is a good shoring job you have done here, by the way. Now to help it right itself.." Zenia places her hand against the tree's trunk, and speaks an incantation, which makes the tree shudder dangerously. (Spellcraft DC 22 Highlight to display spoiler: {Animate Plants})

(ooc: If Jasper decides she is going to act on the urgent vision, this is when she will arrive on the scene.)

When the tree does not act in any way, Zenia frowns; "By the soil, how long have you been slowly growing weaker? Am I going to have to-" She pauses. Then, she turns to the small Teddy. "You. This one has been hanging by its roots for some time, the strain has taken its toll, and too much of its strength has already left it.. If this life were in your care, what would you do?"

Teddy, Benni, and if she's there, Jasper: Highlight to display spoiler: {(ooc: The condition she describes sounds like Ability Damage, and for rules purposes, an animated plant is temporarily a creature.)}

"The rest of you-", Zenia snaps at Isaac and Khord and anyone else that looks to be standing around, "-help out and increase the pull on that rope!"

ooc: If you are going to help increase the pull on the rope or otherwise help the tree up, make a Strength check or some other check you can convince me is relevant, and I will award competence bonuses to the check based on how you describe you go about it.

Back by the cottage, time passes quickly for Snark once he finds the ability to just let his mind hang back there in tree-time until something interesting happens. Sunlight shines on his leaves, water carries through his capillaries, afternoon turns to evening, evening to night, night to morning.. and a full day has passed. Roll one Reflex DC 20 save or spend a round staggered because this first time you had no control over the timing of the transformation ending.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+2=20 ;
Wednesday June 7th, 2023 4:54:24 PM

Khord will really put his back into pulling on the rope. To Isaac, he says, "This Zenia barks more than my old watch commander," and he gets a good hold on the rope. (strength = 20) Niko barks his encouragement and wishes he could help.

................

OOC: Glad to be back, the weather was great and we got back out of the wilderness before the choking smoke of Mordor, or rather the Canadian fires, settled on the area. I saw the e-mail about the process for getting someone to cover for you and I will make sure to follow through next time.

Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+3=19 ;
Wednesday June 7th, 2023 5:00:57 PM

Startled by the vision, Jasper dashes back through the green tunnel in bobcat form and skids to a stop in a clearing. Isaac has lashed a rope around a tree that's canted decidedly more toward the ground than the sky. That's the source of distress cry. No wonder! Its roots are half out of the soil, forming a twisted thicket, and sap seeps from its wounds. She wonders what destabilized it or deliberately knocked it down.

She returns to her own shape and rapidly casts Guidance to improve her odds of being useful.

"Isaac, let me help. We need to haul it back upright, but gently. We don't want to break any of those roots or branches."

She assesses the angle to ensure their efforts won't do even more harm, then takes up the rope and sets her feet. "Ready when you are."

To the tree, she says "We're going to pull you up, then we'll work on getting your roots back where they belong."

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+2=6 ; d20+2=22 ; d20+6=20
Wednesday June 7th, 2023 5:01:41 PM

(Sorry for spacing on posting.)

In his tree form, Snark starts to get impatient with being a tree. He thought a day in a tree would be a breeze. But it's boring. It just goes on, and on, and on. He can't talk to people, he can't move around, he can't cast spells, he can't blink. He can't even breathe.

Wait. Can't breathe? CAN"T BREATHE! I'm gonna die!

C'mon Snark - snap out of it. I gotta get a grip - I can do this. Druids turn into trees, and they don't die. That ogre was a tree - he didn't die. Zenia's a greenmage - she's not dead. Unless maybe she's some kinda lich. No, that's silly. Would she have eaten breakfast if she was a lich? Hmmm. Jury is still out on Zenia the Dark. I mean why would she call herself the Dark? Or maybe it's just others that call her "Dark." And maybe because she's evil. Or a lich. Nah, Isaac would know if she was a lich. Benni would know. Unless she bewitched them.

Whew. Calm down Snark. You got this.


Snark does his best to get a grip in spite of the monolog in his head. (Second Wisdom check was a success at 22.)

Eventually, even in tree form Snark can see the day passing. He enjoys the sunset, he enjoys come cool of the evening. Then he sees the sunrise - the warmth of the sunlight on his bark.

And suddenly, his limbs shrink, his roots become feet, and he starts to breathe again. (Reflex save DC 20). The little wizard rubs his arms as he reverts to his gnomish self.

"Wow. By the Crones teeth, that was a weird experience. Did I miss anything?"

"Hey Benni, what's a postulant?"


DM James Reminder: Zenia has brown skin.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+3=21 ;
Thursday June 8th, 2023 5:55:02 AM

Isaac glad he remembered the rope gets into position to pull with khord and the others. "On my mark pull with all your might 1,2,3, PULL!" Isaac pulls with all his might on the rope attached to the trunk trying to pull the tree into a more stable position. He looks over at Zenia "Any time now!" he calls out desperate to not have the tree topple over.

Strength check: 21

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday June 8th, 2023 8:03:25 AM

Teddy hesitates before hurrying after the group. After several moment's thought he realizes lesser restoration is probably the spell she wants him to cast and he does so when indicated.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+2=21 ; d4=2 ;
Thursday June 8th, 2023 12:21:19 PM

Onesimos isn't and expert on identifying spells (unskilled = no cuccess above DC 10), but when someone else explains things to him, he brightens. "I actually have a spell for that!" he exclaims. Casting a Restoration spell, Benni is able to heal 2 ability damage to the tree.

Then, the elf follows the directions of Zenia and Jasper, leaning on the rope with Khord and Isaac with all his might! (Strength Check 21)

Puffing in time to the pulling, Benni grins at Khord's comment: "experts ...in their field ...often ...have the voice... of command.."

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Thursday June 8th, 2023 12:25:49 PM

addendum

As Snark arrives, Onesimos is surprised.."You could hear me when you were a tree? How interesting! Oh, but a postulant. That is what we called someone who was considering the religious life but not yet taken oaths to be a devotee of Flower. Call it something similar to being a pre-apprentice."

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Thursday June 8th, 2023 2:23:03 PM

Jasper looks up from the rope. Between tugs, she says "Hi Snark! Can't wait to hear about your time as a tree. You wouldn't happen to know... arrrgh.... this is really hard work... how to levitate things, would you?"

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Thursday June 8th, 2023 4:13:10 PM

As Khord is pulling he puffs out, "Friend Snark, you look no worse for wear from your arboreal experience." He is satisfied that the whole team is back together working toward a common goal, albeit an unusual one in his estimation.

DM Esther: Habemus fumum  d4=1 ;
Thursday June 8th, 2023 5:47:12 PM

ooc: How are so many of you rolling so well on Strength?! The dice are clearly on your side today.

Khord compares Zenia to his old watch commander, and puts in a mighty effort of strength pulling on the rope.

Jasper returns to her human form and helps out with the rope as well while speaking reassuringly at the tree. She punches, or pulls as it would be here, above her weight, adding only slightly less than Khord!

Snark finds himself a tree no longer, and goes out to look around for his companions.

Isaac takes it upon himself to coordinate the party's effort on the side of pulling the rope, and puts in a grand display of strength of his own.

Teddy recognizes that the condition of the tree is an advanced stage of ability damage, and he knows a restorative spell for that! Please add a roll when you cast a spell with variable effect.

Benni reaches the same conclusion Teddy does, and also casts a restorative magic before proceeding to put in hard physical effort that can rival Isaac's!

Between Benni and Teddy both performing magics to restore the tree's nearly depleted strength, and the group as a whole putting their own in such a surprisingly effective effort to right the tree, the tree seems to shudder again - in the right direction this time - and then you see it begin to lift its lower branches, setting them against the ground in front of it, and try to push itself back upright..

Highest roll was 21, treating all other rolls as providing Aid Another for +2 with an extra +1 for every 4 levels over 10 by which you made the check, for a total of 33. You also restored 3 points of ability damage to the animated tree so that it could help right itself, which lowers the target DC from 35 to 32... so it is a success!

It takes a few rounds of awfully hard work, but with the combined strength of your party and the strength you restore to the tree itself, you succeed in bringing the tree back upright. It takes some more time to fill in the earth around the roots once the tree is back in its place, but as several of you have small shovels in your adventurer kits this task is well within what you can do..

Just as Zenia's animating spell is about to run out, the tree - much bigger than any ogre - reaches out ever so gently to Teddy and Benni as if recognizing these two were responsible for making it feel strong enough to dare to move by itself again. It lightly brushes the small bear cub and the not so small cleric of Flower with its leaves, before raising its branches back to their natural position and stiffening back into place.

Zenia just watches, nods quietly, and hopes that perhaps this was a good experience for Teddy's confidence that he -can- help make a difference even if he doesn't think he is strong.

Snark arrives to find his assembled friends and, him being him, immediately takes a curiosity driven interest in something Benni mentioned earlier, which leads to Benni learning that a greenmage in tree form can still overhear things, and Snark learning the meaning of a postulate.

ooc: For the sake of encouraging player characters talking inter se, I'll handwave that the place where Benni spoke of his time as a postulant, and the place where Snark stood as a tree, would not have been so close together that he could have heard that part ;)

Jasper tells Snark that she can't wait to hear about his time as a tree, and asks for his help with the aftermath of this little ordeal.

Zenia rummages and pokes with the green rod she is using as a walking stick between the roots of the tree they have saved. Collecting a small something that looks like a tuber carried to the surface amid all the shifting of earth and roots, she smiles. "Heh. Now this will come in useful. Useful, yes. I suppose that sometimes there really is a just reward for a good deed.."

Turning around she looks at the Luck Makers, and slowly and thoughtfully taps her foot a few times before saying, facetiously teasing disappointment, "...oh, alright, you lot rest and catch your breath then. I suppose I'll go make this evening's tea myself."

You are pretty sure this means she is actually pleased with all of you.

- - -

After that, the next few days in which Snark receives further instruction pass quickly. When it comes to her attention that Jasper has discovered the hidden grove, Zenia allows her the use of it during her stay. Since her grove seems to accept Jasper well enough to have shared a vision with her, Zenia will also share some of her extensive knowledge..

Jasper Highlight to display spoiler: {Special: Next time you come across a Plant type creature and fail the check to identify it, ignore that result and treat it instead as a creature you are familiar with. (In other words, you may look up its stat block and treat all of it as things your character knows) Put this ability on your character sheet with the date of today and a note of why you have this one-time ability and who approved it (me)}

The day you will take your leave approaches, and Zenia presents you with a little parting gift she brewed from that odd root that turned up from under the tree you saved..

Every party member, add to your character sheet one Potion of Cure Moderate Wounds at the maximum caster level adjustment to potency (so 2d8+10). This is a 300gp value WBL adjustment, since you have indeed been falling behind a bit.

Before evening sets on the last day you would be spending here however, you find Zenia frowning outside her cottage, peering in the direction of the trade road. A thin column of smoke rises into the air from the direction of a certain familiar rock feature...


Jasper (Holly) HP 48/52 AC 20 CMD 8 
Thursday June 8th, 2023 6:59:06 PM

Jasper is delighted that they were able to save the majestic tree. She's even happier to be allowed in the Grove. She bows to the little gnome.

"Zenia, I cannot tell you how much that means to me. Thank you."

Days pass.

Wait... what's that smell? Is that smoke? She follows Zenia's gaze toward the Pig's Ear.

"Looks like we might have a problem. I can fly ahead to scout."

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Thursday June 8th, 2023 7:45:16 PM

Onesimos accepts the potion with … well, h’e’s not sure what his feelings are. But he does accept, and gratefully.

Benni waves a cautioning hand towards Jasper. ”I think Zenia has already devised the cause of the symptom. If we wait a moment, it may be unnecessary for a far-away scouting.”. The elf turns to Zenia expectantly.


Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Thursday June 8th, 2023 10:45:49 PM

Isaac drops the rope taking a moment to catch his breath he sits down and watches Zenia talk to Teddy and Benni. He smiles faintly he's sure that they would not have succeeded without their spell casting. He was a bit surprised of their idea of healing the tree with restoration magic. he asked Teddy "How did you know that would work?"
Isaac also tells Khord Jasper and Benni "Thank you for backing me up on the rope I was starting to worry we wouldn't be able to pull it up right. You all did great."

on the last day Isaac looks over at the smoke "A forest fire?.. Bandits? Either way we better start heading over there."

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Friday June 9th, 2023 2:48:30 AM

I'm with Isaac, Jasper declares. Flames and forest are never, ever a good mix. Add in bandits and... I mislike this. Let's make haste.

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Friday June 9th, 2023 7:41:59 AM

(whoops, meant to roll then forgot. Also wasn't sure if it was to be cast while it was being pulled or after it was upright so as to let it re-root itself).

Teddy is glad that the team was able to complete the job. He's a little surprised that Isaac is surprised that healing magic works on trees. "I mean, it's a living thing just like us, so why wouldn't it work?" he says, confused.

He spends the few days sitting on on Snarks lessons when he can. Sure he has no interest in being a greenmage but it's always good to learn things.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Friday June 9th, 2023 11:36:52 AM

Snark is grateful for Zenia's tutelage. "Yer alright Zenia, and I owe you for this. This potion will come in handy. The last teacher I had was a real jerk. Dwarven mage named Elgor Blackheart in Hook City - he liked to use his magic to cheat people. Steer clear of that guy."

"Say, how come they call you Zenia the Dark? What's the dark part all about?"


He is glad to discuss what he leaned as a tree with Jasper.

When he notices the smoke, he says to Zenia. "Huh. That's the signal we was told to use. You expecting visitors? Maybe it's somebody else wants to be a greenmage."

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Friday June 9th, 2023 3:57:13 PM

Khord spends the few days stealthing around the wood, working on his skills. He gratefully accepts the potion and stows it away in a pocket of his jerkin rather than his haversack, thinking that it would be good to have close at hand in a fight.

Upon seeing the smoke, Khord asks, "Are you expecting company, Zenia. If not I agree with Isaac, that we should check it out." Niko begins to pace, sensing the tension that has fallen over the group at the sight of the smoke. Khord waits to hear Zenia's opinion on the smoke and readies himself for a fight if necessary.

DM Esther: Smokey (but probably not a bandit?) 
Friday June 9th, 2023 8:28:45 PM

OOC: I apologize for my lateness today, circumstances have been.. unusual. I might slightly polish this post further over the weekend, but right now this is the product of an exhausted mind ;)

Jasper expresses her thanks for the use of the Grove. When a new smoke signal rises from near the trade road, she offers to fly out to examine it.

Benni suggests Jasper belay that, as using a transformation just to scope out the situation might not be necessary, if Zenia might have an idea of what is going on.

Zenia ponders the question Benni raises. "The.. cause of the symptom? Odd way to put it, but that smoke looks just about right over the signal rock- that is the one Wilma likes to call the piggy-eared one. That's where you lit a smoky fire to get here. What bothers me is that this is the second time this month, and I know I'm not expecting anyone. How am I supposed to be getting all my being reclusive done if everyone and their dog are going to keep showing up like this?"

To the suggestion it could be bandits, she shrugs doubtfully.

"I don't know what kind of out of their right mind any of them would have to be to light a fire on that rock. I mean, that's what summons me!", she sputters, "But come along. If they are bandits, you can have them. And if they're not, then a fellow traveler would have the latest about the condition on the road for your own way back tomorrow, hm?"

Isaac joins the others in wanting to investigate who has lit a signal fire out there.

Teddy spends the final few days here sitting in on Snark's lessons in hope of picking up something interesting.

(ooc: Mitch, remind me please what your plans are now with regard to possible character surgery now that the rules for the class you had were changed?)

Snark expression appreciation for the training her received here, and draws comparisons with his old master back in his Hook City days. He too recognizes that the fire is lit in the signaling spot, and wonders if it might be another student. Is becoming a greenmage suddenly the popular thing to do?

He also finally asks, "Say, how come they call you Zenia the Dark? What's the dark part all about?"

Zenia just grins. "I live out here like a dusky hermit and I glare and make people nervous. I've had a couple of nicknames in my time, and I don't even really know why that's the one that stuck. Dark magic? I don't think I've done anything so bad that I'd be be called dark for it." She pauses and reflects on her own words; "Probably."

Khord asks Zenia if she is expecting company, and offers to go out there to check it out.

As the entire party seems eager to find out what is going on, the party plus Zenia make their way over the path that leads out of the valley, and soon you are walking back out into the chill you remember from your original journey here.

As you approach the site of the pig-eared formation, you already spot several figures from far away, and several wagons. They are not hiding, having made their camp by the looks of things, with fires for warmth and cooking in addition to the signal one.

Perception DC 12 Highlight to display spoiler: {You spot at least one sentry keeping watch at the camp's perimeter.}

Perception DC 17 Highlight to display spoiler: {Guards and unarmed workers, wagons and beasts, quirky gear... this feels a lot like the kind of trader groups you saw back in Five Mile.}

Perception DC 20 Highlight to display spoiler: {A glint of metal and glass reflecting the light calls your attention to someone sitting on the roof of one of the wagons with a spyglass surveying the area.}

It might be a good idea to not come across as bandits yourself here? You have decisions to make about how you approach, and the one thing that is a given is that it will not be stealthy, not with Zenia going at a brisk pace.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+3=23 ;
Friday June 9th, 2023 11:12:22 PM

Isaac unusually perceptive today spots a few things "I spy at least one senty, but they dont look like bandits or not typical ones more like the traders they have guards and unarmed people among them along with what looks like weird stuff they are going to sell. Also someone on the wagons is looking around with a spyglass it would be hard sneaking up on them. I think this might be a caravan and we can travel with them over back to Hook City. We should announce our presence and sheath our weapons." Isaac stows his weapons and shield as they approach.

Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+17=31 ;
Friday June 9th, 2023 11:41:42 PM

Hmm, they seem peaceful. Benni, you're good with people. Maybe you can act as our emissary.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+11=26 ;
Saturday June 10th, 2023 7:58:31 AM

"I agree with Isaac's assessment, they do not appear to be looking for a fight." He nods in agreement with Jasper that Benni might be the best point of contact. He orders Niko to heel as he had been chasing a scent off the edge of the trail and will approach with his hands visible.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+11=26 ;
Saturday June 10th, 2023 7:58:40 AM

"I agree with Isaac's assessment, they do not appear to be looking for a fight." He nods in agreement with Jasper that Benni might be the best point of contact. He orders Niko to heel as he had been chasing a scent off the edge of the trail and will approach with his hands visible.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+6=22 ;
Sunday June 11th, 2023 9:08:16 AM

Quite curiously, Onesimos also is eagle-eyed today: maybe all this time in the wilderness is rubbing off? He nods at Jasper’s thought: people he can deal with better than gathering mushrooms.

”we are in wilderness, so don’t look helpless, bilirubin not aggressive either, and no trying to have someone peel off to sneak up, either.”. Benni hustles with Zenia until they are within what he judges to be shouting distance.

”Hello, the camp! Permission to approach!”. He saves information like how many and who they are until there is either a response or where they don’t have to shout to be heard.

……
Perception 22

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+14=17 ;
Sunday June 11th, 2023 7:20:12 PM

(Perception 17)

Snark can't quite make out all the details, but he trusts what he hears from the others. He wonders how Benni already knows their names. "Say Benni, what do you know about Billy and Ruben? Are they good guys? I probably shouldn't lead off with an attack spell, eh?"

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Monday June 12th, 2023 8:48:18 AM

Teddy wonders how this group will react to a crowd showing up instead of just Zenia.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Monday June 12th, 2023 8:57:47 AM

'better be'

(darn autocorrect!)

DM Esther: Meeting Revus Sundrian 
Monday June 12th, 2023 5:39:31 PM

The party collectively comes to the conclusion that the people camped out by the beacon do not appear to have hostile intent. Isaac speculates that this may well be a trade caravan, and Khord concurs.

Snark is snarky, and suggests it for the better that he not employ an attack spell. He is probably right - Zenia is liable to turn him into a tree again on the spot, since these are people who are using the signal that means they must have a need to meet with her.

Jasper suggests as these seem peaceful, Benni might work as an emissary, as she deems him good with people, and Benni for his part seems ready to try.

"Hello, the camp! Permission to approach!", he calls out.

In response, the sentry nearest the party waves, and blows a short whistle signal for 'people approaching' that seems to alert the rest of the camp to the situation.

"You are welcome to approach up to the perimeter, stay together and so we can see you all, and no weapons drawn please", the sentry then calls over to Benni, with the unmistakable intonation of someone who does guard work for a living. From the camp, a small delegation that seems to be a representative and two guards is already forming and walking up to the point they intend to meet you.

The closer you come to the camp, the more and more certainly the representative looks like a merchant. His eyes scan the group with some purpose.

Sense Motive DC 15 or Perception DC 20 Highlight to display spoiler: {You can tell he is definitely paying above average attention to those gnome sized. This is a man who clearly knew who he should expect here - as is about to become obvious through his words anyway.}

"Peace, friend. I am Revus, Revus Sundrian, and this is my camp. Blessings and law of the trade roads be upon our meeting! Speaking of which... I can't help but notice that your arrival has not been by way of the main road, or my man watching that would have told me of your approach quite a bit earlier. Might I then hope to be in the company of the honorable magister Zenia the Dark.. and from the extra numbers, I would guess the ones associating with master Harker of Hook City as well?"

Revus is a stocky, middle aged male human, with a beard that would do even a dwarf proud, and dressed in good quality traveling clothes. From the porters idly with mugs in hand, to a woman and a girl looking out from one of the nicer wagons, your meeting with him is drawing the eyes of just about everyone in the camp that is not specifically tasked with keeping theirs on something else.


Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+17=19 ; d20+7=24 ;
Monday June 12th, 2023 7:07:28 PM

Jasper waits for Benni, Zenia, and Isaac to make their replies.
She makes sure to stay well back from the established perimeter.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52  d20+13=14 ;
Monday June 12th, 2023 7:10:10 PM

Khord approaches in an open manner, with Niko bumping him and making him catch his balance, distracting him from being as attentive as he normally would (Perception = 14 (nat 1)). He glances toward Isaac as he hears Revus mention his last name and wonders if this fellow is looking for them or for Zenia.
He stands by letting Benni speak for the group.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+6=8 ; d20+3=16 ;
Monday June 12th, 2023 7:38:53 PM

Isaac speaks up "Yes we know Mr.Harker from Hook City. We're starting to head back that way actually. Are you traveling to or from Hook CIty?" Isaac wasn't sure if revealing he was Harker's son would reassure Revus. With how things were going at Hook City he didn't want to stir up any ill will with the caravan if they had a bad experience there.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK)  d20+14=24 ;
Tuesday June 13th, 2023 9:40:44 AM

Onesimos isn't sure what are the 'laws of the trade roads', but maybe the gentleman is a follower of Ffloy? His woven holy symbol of Flower prominently displayed about his neck, he nods. "Peaceful times and seven loves to you, Revus Sundrian. I am Onesimos, and we are the LuckMakers from Heranmar, currently in the company of Zenia the Dark. We have recently completed our business with her, and are preparing to travel back to our home town."

The elf assumes that, as observant as Revus is, he will fill in the unspoken parts of Benni's conversation: that the LuckMakers are adventurers and could be enticed with heroic opportunities or rumors to go in other directions than Heranmar, or accompany the merchant on his own dangerous path.

..........

Sense Motive: 24

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+14=24 ;
Tuesday June 13th, 2023 12:37:24 PM

Snark is moving at gnome speed, so he will not get there until Zenia does.

As he gets there, he will give a silent nod acknowledging the speaker's authority. He will let Zenia handle further greetings with this person that seems to be seeking her out. He keeps a sharp eye out for trouble.

(Perception 24)

DM Esther: Meeting Revus Sundrian's.. cargo? 
Tuesday June 13th, 2023 7:09:22 PM

Jasper waits for those more qualified to speak to have their say, and keeps well back from the perimeter.

Khord wonders if Revus was looking for Zenia or for them.

Isaac speaks up, "Yes we know Mr.Harker from Hook City. We're starting to head back that way actually. Are you traveling to or from Hook City?"

"From. We just set out from there at dawn today.", Revus replies. "Now that we have made this stop we will be spending the night here, and continue on our way towards Frost Lake as our next destination. As the road goes."

Onesimos wonders if Revus could be a follower of Ffoy, and returns an equally flowery and Flower-y greeting; "Peaceful times and seven loves to you, Revus Sundrian. I am Onesimos, and we are the Luck Makers from Heranmar, currently in the company of Zenia the Dark. We have recently completed our business with her, and are preparing to travel back to our home town." The elf assumes that, as observant as Revus is, he will fill in the unspoken parts of Benni's conversation: that the Luck Makers are adventurers and could be enticed with heroic opportunities or rumors to go in other directions than Heranmar, or accompany the merchant on his own dangerous path.

"Ah, yes indeed! Peaceful times are the best, especially so for a merchant.", is the immediate reply, less a thought out statement and more a commonplace.

Onesimos: Highlight to display spoiler: {You read Revus expression, and you get the impression he is having some additional thoughts about your words and the group's appearance, but before he can comment on such things, he is interrupted by what happens next. You might be able to try to still follow up on it later?}

Snark arrives with Zenia, and keeps an eye out for trouble. He finds that he spies no signs of trouble, probably because the party is currently inside the sentry line the merchants have set for the same purpose. He does count four wagons, some five porters, seven guards, including some that might actually be more porters but carrying a sidearm, at least two people inside one of the wagons, and Revus. Also, it smells like a potage of various vegetables and chicken is stewing in the large cooking pot.

Blunt and to the point, Zenia adds, "And that Zenia would be me." She points a finger to the smoke trailing up from atop the little pig-ear plateau. "So, what business does a merchant have with me? You even come knowing I have visitors over.. and here I thought there was only one institution left in the Hook City magocracy that still bothers to track me, and I am sure I have no overdue returns or outstanding late fees."

"Ah, merely to do a favor for my good friend Harker!", Revus declares as if this were the most obvious thing in the world, and he makes a soothing gesture in the direction of Zenia. "We are here to deliver a curious creature into your care. I must say we were rather hoping you'd know the why or what it is for, because, ah, frankly we find it a little unnerving. But please, you should be able to see for yourself. This way please?"

Assuming you follow, you are guided into the camp, to where a large sturdy sack has already been unloaded from one of the wagons. Revus opens the flap on the front of the sack, revealing that some furs were loosely used to line the inside, giving it the appearance of a very bulky sleeping bag. "When it is not sleeping, it is making unhappy grumbling noises..", Revus says, looking a little worried at this part.

As light flows into the sack, an eye opens and then another, and the shape nestled within looks up at you with a familiar face. "I am so glad to see all of you! The smoke signal worked then as miss Jasper's report said it did?", says Gore'Thum. "Things have gone.. awry. I need to speak with Teddy.. with you all. Rather urgently."



Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Tuesday June 13th, 2023 8:37:13 PM

Isaac follows Revus intrigued by the talk of a strange creature. Some sort of magical beast or a rogue outsider maybe a plant creature his mind raced as they followed Revus and was surprised the "Beast" was Teddy's familiar the frog Gore'Thum. "Actually Revus we are well acquainted with him. He's Teddy's companion and teacher."
"Uhh Gore'Thum what do you mean things have gone awry. Did the ship set sail? I thought we still had time to get back."

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Tuesday June 13th, 2023 8:41:34 PM

Jasper is incensed to see Gore'Thum confined to a sack. Her eyes glitter dangerously, but she bites down her ire. Maybe it's just warm and he's traveling that way by choice.

She breathes in deeply through her nose, exhales through her mouth, and gives Gore'Thum her full attention.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Tuesday June 13th, 2023 9:00:32 PM

Onesimos’ eyes sparkle with curiosity about Merchant Revus, but the occasion is interrupted by Teddy’s frog

While the elf is still getting used to Gore’Thum as a guiding spirit in its own right, he reflects that, if trees could be people too, then a frog isn’t a stretch at all. He deems the wisest action is waiting for more information.

Jasper (Holly) HP 48/52 AC 20 CMD 8 
Tuesday June 13th, 2023 9:26:57 PM

OOC, about my character: Jasper is retiring and shy, with charisma as her dump stat. Accordingly, she hangs back when dealing with strangers. Let me know if I'm not pulling my weight in that respect. It's one thing to role-play, but quite another to fail to contribute.
Thanks!

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Tuesday June 13th, 2023 9:50:17 PM

Khord is surprised to see Gore'Thum who looks no worse for his travels in the fur lined sack thing. His respect for the Revus man grows a little bit that he took such care with their friend. Niko gives an excited yelp and tries to jump up to see the Gore'Thum too. Khord settles him down as he hears the spirit guide's tone and is eager to know what has him in such a state.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Tuesday June 13th, 2023 11:04:45 PM

Snark first addresses the Merchant. "Pleased to meet you Revus. I'm Snark. Thanks for bringing our toad warrior. He must've had a wild ride in that sack - kind of a toad-in-a-hole."

The little gnome smiles at Gore'Thum. "Nice to see you back pal. I imagine you weren't too hoppy in that sack. Glad to see you didn't croak. So what's this news, eh? How's our old captain? She misses me, doesn't she?"

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Wednesday June 14th, 2023 8:23:48 AM

Teddy squees is surprised delight and rushes over to hug the giant frog. He stats babbling all kinds of questions like why on earth he was in a sack and if he should get mad and start hexing people for mistreating his mentor.

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Wednesday June 14th, 2023 3:46:49 PM

Onesimos’ eyes sparkle with curiosity about Merchant Revus, but the occasion is interrupted by Teddy’s frog

While the elf is still getting used to Gore’Thum as a guiding spirit in its own right, he reflects that, if trees could be people too, then a frog isn’t a stretch at all. He deems the wisest action is waiting for more information.

DM Esther: The best laid plans of frogs and men 
Wednesday June 14th, 2023 5:00:10 PM

Isaac follows Revus intrigued by the talk of a strange creature. Some sort of magical beast or a rogue outsider maybe a plant creature his mind raced as they followed Revus and was surprised the "Beast" was Teddy's familiar the frog Gore'Thum. "Actually Revus we are well acquainted with him. He's Teddy's companion and teacher."

"He is?", Revus asks, and looks between what to him sure look like an unusually large frog and a small bear cub. He throws up his hands and with a good natured laugh asks, "Haha, that is mages for you, eh? Did they already look like this then too? Oh, never mind. None of my business, none of my business."

Snark addresses the Merchant. "Pleased to meet you Revus. I'm Snark. Thanks for bringing our toad warrior. He must've had a wild ride in that sack - kind of a toad-in-a-hole."

Revus greets Snark back. "Oho, master Snark is it? A relative of Zenia perhaps? Well now, I didn't have your friend pegged as a warrior. Or, I'll admit, as someone I expected to be friends with people. All the better for me though, as the stranger the tale, the more often I'll be able to get my peers to buy me drinks for the retelling of it around the tradeposts! Haha, do not hold it against me if I thus do seek to profit from this a little even though I agreed to make this drop-off as a favor for my friend Harker. A man must not let even a small opportunity go to waste, and a free drink is always an opportunity!"

(ooc: Mark, some small part of me wants to cheer you for knowing about Toad-in-the-hole, I thought that was such a regional thing! Although since the UK and US recipes differ, I do wonder if you were thinking egg or sausage?)

The Luck Makers seem to cover a range of emotions at the circumstances of this sudden reunion...

Jasper is incensed to see Gore'Thum confined to a sack. Her eyes glitter dangerously, but she bites down her ire. Maybe it's just warm and he's traveling that way by choice. She breathes in deeply through her nose, exhales through her mouth, and gives Gore'Thum her full attention.

Khord is surprised to see Gore'Thum who looks no worse for his travels in the fur lined sack thing. His respect for the Revus man grows a little bit that he took such care with their friend. Niko gives an excited yelp and tries to jump up to see the Gore'Thum too. Khord settles him down as he hears the spirit guide's tone and is eager to know what has him in such a state.

Teddy squees in surprised delight and rushes over to hug the giant frog. He stats babbling all kinds of questions like why on earth he was in a sack and if he should get mad and start hexing people for mistreating his mentor.

Gore'Thum looks just as happy to see Teddy again! As the happy reunion quickly comes to questions of why he is in a sack, he just looks stoic and says; "Warmth stays in here, cold stays out". You see a movement inside the sack where you'd expect one of the frog's hind legs to be, making a kicking gesture against something to make sure it is there. "I have a pot of warm sand."

Isaac asks, "Uhh Gore'Thum what do you mean things have gone awry. Did the ship set sail? I thought we still had time to get back."

Onesimos’ eyes sparkle with curiosity about Merchant Revus, but the occasion is interrupted by Teddy’s frog. He reflects that, if trees could be people too, then a frog isn’t a stretch at all. He deems the wisest action is waiting for more information.

Gore'Thum looks a mixture of overwhelmed at the number of people looking to him for information, and inflated with pride at the fact that they are. "Yes, the ship sailed. That too. But that's not the start of it. Or the end of it. It.." Gore'Thum stops himself from trying to relate the entire sequence of events that must have transpired after Jasper's visit to the docks, and instead he uses his tongue to pop a small waxed packet out from somewhere. "..no, I have a letter. A private letter, Luck Makers only!"

The little gnome smiles at Gore'Thum. "Nice to see you back pal. I imagine you weren't too hoppy in that sack. Glad to see you didn't croak. So what's this news, eh? How's our old captain? She misses me, doesn't she?"

Nestled in the fur-lined sack like a frog dug into the soil to escape winter cold, Gore'Thum still looks perfectly comfortable to stay where he is regardless the puns. "Missed everyone, and everyone missed the Captain. Now the ship is sailed! You must read the letter!"

The camp is not so crowded that it would be hard to keep the reading of a letter private to yourselves, as long as you don't read it aloud.

The letter is written in the hand of Corym, your friend and comrade who opted out of joining the journey to find the greenmage, in favor of reconnecting with some of his old acquaintances from his former days running profitable hustles in Hook City, and it succinctly paints a grim picture of the sequence of events that lead to Gore'Thum coming here to warn you. It would appear that the very wrong group of people had become aware that the Luck Makers adventurer group, being currently in the possession of a small fortune in very valuable, very fungible, and very portable platinum bars, had been sidetracked from their return voyage. Designs upon its misappropriation were set in motion, and knowing that they'd need to have the group at their mercy away from the city, and that the city wards to alert the guard to violent crime did not extend over the water, they'd conspired to damage or sink the Sea Witch from the bay side. Arrangements were then in place that would put the luck makers on one of a few alternative ships that would pretend to be sailing for Heranmar - which would turn into a death trap for them once at sea of course. It was only through sheer luck that word of some dockside toughs being recruited for this traveled through the underworld grapevine to reach Corym, and thus Captain Rio ended up warned and prepared to repel the attempt when it did come. Not going to risk her ship by sitting around for a likely follow-up attempt that would be coming without the benefit of being forewarned, Captain Rio ordered the Sea Witch to sail with Corym and Tykeas on board for the return voyage, after calling on Isaac's father to help them get a trusted merchant -Revus Sundrian- to take Gore'Thum with this letter of warning, using the description of how the group had found Zenia the Dark that Jasper had reported to Rio days earlier.

Corym in the strongest possible terms warns his friends to NOT come back to Hook City. They may be capable adventurers, but it is impossible to know who to trust - and when betrayal and a knife in the dark or worse can come from anyone, even the strongest can not stay on their toes every hour of every day. Instead, they should tell not a soul about the platinum, follow the overland trade route, and meet up again in Heranmar in a few weeks.

There is a footnote in Rio's hand that reminds the Luck Makers that the taxes over the profits on the Woad Beer they are gallivanting around with, constitutes a good chunk of Heranmar's town budget -- and that if they don't return with it in time for the town's annual wall maintenance expenses to come due, her not getting paid is going to be only the start of all the trouble it would cause!

Zenia does not look half as entertained by this meeting as Revus is, and seems lost in thought while poking at a tree stump with her stick. This means that for the time being, the friendly bearded merchant is free and available for anyone else to talk to. Oh, and if Jasper is uncomfortable talking to people, there are those draft horses around eagerly grazing now that they don't have to be pulling the wagons.

Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 50/52 
Wednesday June 14th, 2023 9:04:09 PM

After reading the letter, Khord looks a little alarmed. " This is dire news friends, we have no time to waste. Heranmar is depending on us to deliver on our contract. We must be off with the morning light." He anxiously starts to check his pack and gear to make sure he has everything he needs and doesn't have to return to Zenia's home.

He will then turn to Revus, "Master Revus, where is your troupe headed. If my companions agree maybe we could share the trail for a time."

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Wednesday June 14th, 2023 10:22:00 PM

Isaac reads the letter silently mouthing some choice curses. The platinum bars had painted a target on their backs. "We better start planning. With no travel arrangements we'll either need to join up with Revus if he'll let us or start back at town after getting some supplies. We need a map to plot a course, some food, and transportation." Isaac looked over at Revus "Mr. Revus any chance your heading near Heranmar?"

Jasper (Holly) HP 48/52 AC 20 CMD 8  d20+6=8 ;
Thursday June 15th, 2023 12:12:26 AM

Jasper is glad to hear that the Sea Witch isn't at the bottom of the harbor. As she listens to her companions make plans, she wonders if the bandits they encountered earlier in their adventure knew who they were and what they were carrying. It's an unsettling thought.

She wanders over to the horses and casts Speak with Animals. "Hello, friends. I'm Jasper. Sorry to interrupt your supper. When you have a moment, can you tell me about the people you pull? I'd also like to hear about your journey here. Did anything along the way spook you?"

Gore'Thum and Teddy Treeborn (Mitch) HP 44/47 AC 12/11/12 CMD 11 Gore'Thum HP -1/48 AC 18/18/15 
Thursday June 15th, 2023 8:37:02 AM

Teddy tries to think back and remember how many days of overland travel it is back to Haranmar

“Benni” AC 20/12/16 +2 AC CMD16. HP 24 24 Onesimos (SteveK) 
Thursday June 15th, 2023 8:54:14 AM

Onesimos frowns, ”We need to return to Heranmar quickly, and not by sea. So first we need directions and then determine if we can safely move faster on our own or in company.”. With that, he confers with Merchant Revus.

”We need to make our way by land to the town of Heranmar, good sir, but I do not know the way. We would pay for your knowledge, a map, or a guide. Or, we could provide services for your caravan in recompense. But I feel we need to make haste.”

Benni trusts Revus enough that he won’t steer the team wrong, and that he will pick what he feels is the safest and most profitable choice for him and his people.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Thursday June 15th, 2023 4:41:41 PM

Snark is in agreement with the questions and assessments of others.

He will answer Revus, "Me an' Zenia related? Hmmm. Not that I know of."

"It seems we need to head to Heranmar on foot. Anyone know the way? You got a map we can use Zenia? We should get some horses and provisions too before we head out. And we might need a cart for Gore'Thum if he intends to ride the trip out in that bag."


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