DM Bob & Carla - Wreckers! Tuesday July 11th, 2023 10:33:40 PM
As the party reaches the top of a grassy knoll, the sure sighted of the group spot the sails of a ship off the promontory heading for Heranmar. Khord knows that the regular shipping lane from Hook City and beyond passes through the area farther out in deeper water, beyond the shoals.
Suspicions run high as both Jasper and Snark voice their opinion about the likelihood that the figures in the distance are up to no good. Khord and Jasper, with Niko in tow lead the way towards the sparsely treed hill in the distance. Snark, Malhynn and Benni secure the horses out of sight before following up behind.
The two figures on the hill are still a long way off and seem to be focussing their attention out to sea. The tall grass that covers the rolling landscape reaches 3 feet in height in most areas, obscuring the shorter members of the party from all but the very sharpest of eyes. The wind blows steadily in from the sea, and along with the sound of waves on the shore should mask any sound of movement until you get closer to your quarry. As dusk settles over the coastline, the two figures can be seen reaching up into the branches above them. Two dim lights appear in the gloom, one red and the other green. Perception 15 Highlight to display spoiler: { The sails of the ship off the coast billow in the wind as it alters course towards the headland, although it is still far out at sea.}
It will take the party approximately 5 minutes or more to approach within 100 feet of the figures on the hill without being discovered …if they are careful! Please describe your approach and make appropriate rolls.
Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 d20+4=22 ; Tuesday July 11th, 2023 11:41:57 PM
Isaac tries to make out the strange lights of the ship the others pointed out. Isaac for once can make out that the ship is coming towards the head land(ooc: I'm guessing coming towards us) "Looks like there coming this way but their still far off we can just move on if we don't want to engage with them."
"Aye. The ship seems to have taken the bait. We might still have enough time to warn them off...If I can get within a hundred feet or so, maybe I can take out those lights..." Malhynn trails off, pulling his cloak forward over his equipment, and setting off after Jasper and Khord.
Hustling, and a bit too eager, about half-way to the hidden figures Mal realizes he's breathing hard and making too much noise. The elf quickly slows his pace and gets his ragged breath under control...and hopes he wasn't noticed.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+15=35 ; d20+6=14 ; d20+12=18 ; Wednesday July 12th, 2023 1:51:20 AM
Perception 35, Stealth 14, Knowledge Arcana 18
Are those lights flames or candles or magic lights in a lens? Are they Continual Flame?
"Red and green? Those are ship's lights. Green's for the right side of the ship and red's for the left - it lets you know if the ship you see is comin' or goin'. Are they trying to look like a ship? Whatever they're doing, that ship out there is headed in to crash on the shore."
"Anyway, we gotta get up there to see what's going on and stop this. And if push comes to shove, I can put me and two of you under that tree in an instant." (Dimension Door)
Snark will cast Expeditious Retreat (speed now 50) and Mage Armor on himself, and he goes forward with the others.
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals*.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday July 12th, 2023 6:08:44 AM
Beatrix is smart enough to put two and two together so she casts fly on herself and takes off, running straight into the air and towards the figures. She has no skill at stealth, but it's not like she can step on a branch and break it mid-air and the enemy is distracted. At 60 feet per movement she'll almost certainly reach the enemy before anyone else as well.
Jasper (Holly) HP 62/62 AC 20 CMD 8 Wednesday July 12th, 2023 10:29:35 AM
Jasper turns to Snark. "I can get close to spy as an owl, but it might cost us time we don't have. We need to either snuff those lights as fast as we can or somehow warn off the ship. Dimension door is a good idea.
_________
0.. Guidance, Flare, Resistance, Detect Magic 1.. Entangle, Goodberry, Shillelagh, Obscuring Mist, Produce Flame, Speak with Animals, Faerie Fire 2.. Flaming Sphere, Barkskin, Windwall, Resist Energy [electrical], Spider Climb 3.. Call Lightning, Sleet Storm, Gaseous Form, Summon Nature's Ally III, Thorny Entanglement 4.. Ice Storm, Ball Lightning, Flame Strike
“Benni” AC 21/11/20 CMD18. HP 48 /48 Onesimos (SteveK) d20+7=20 ; Wednesday July 12th, 2023 1:21:41 PM
Onesimos' face turns grim. "Green and red are also the buoy lights for the Heranmar harbor. I think we should...", the plan is stillborn as Beatrix and her large form takes flight, charging towards the lights. "New plan, get to the knoll as fast as you can."
The elf starts hustling (40' move per round), keeping his breathing under control and knowing that he will mainly only be needed for the aftermath of whatever happens. While not even bothering with stealth, he tries to keep his head on a swivel, looking around for other groups that may be near.
..... Perception 20
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration, Lesser, Resist Energy, Delay Poison, Silence 3.. Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Jasper (Holly) HP 62/62 AC 20 CMD 8 Wednesday July 12th, 2023 3:51:44 PM
Jasper watches Beatrix sail overhead. "Wellp. That's one way to do it."
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday July 12th, 2023 4:39:18 PM
Beatrix’ speed actually depends on how tall the hill is - she moves at half speed while climbing, 30 up and 30 forward a move, so if the hill is tall enough the others might at least match her.
Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 d20+12=26 ; d20+10=17 ; Wednesday July 12th, 2023 7:41:01 PM
As the lights go up in the trees, Khord turns his attention to the ship and can see it changing course. (perception = 26).
To Snark, "A dimension door might be in order, we need to put those lights out as quick as we can." He will run alongside Snark, giving up on his stealth in favor of speed. He will try to identify the what type of creature is tending to the lights (know:Local = 17 (+4 if goblin, +2 if human)
Malhynn Saendithas (Steve W) HPS 56 / AC 15 (19) / Touch 14 / Flat 11 / CMD 15 / Perception: +10 Wednesday July 12th, 2023 7:49:32 PM
Seeing the others reacting, Mal doesn't give it a second thought before bolting off at a run (40'), and casting mage armor on himself as he goes. Afterwards, he draws his darkwood wand of magic missiles.
Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 Wednesday July 12th, 2023 8:54:09 PM
Isaac notices the others moving up the hill Isaac hurries after them as fast as he can with a movement speed of 25 feet. "Iam going to need to get some better boots if we have to start running everywhere." Isaac is way behind everyone.
DM Bob and Carla - and so it begins… B1 d20+6=20 ; d8+1=3 ; B2 d20+6=26 ; d20+6=15 crit. not confirmed; d8+1=4 ; Wednesday July 12th, 2023 11:10:47 PM
The party leave the wagon and animals behind, and make their way carefully towards the two figures tending the lights hanging in the trees. Malhynn, Snark, Jasper, Khord and Benni all notice the ship at sea change course in response to the lights being lit, and identify the necessity of snuffing out the decoys post haste, in order to stop the ship from being lured any further towards the headland.
Khord doesn’t recognize the two individuals as anyone he has seen during his brief time in Heranmar and thinks their form is elven or half elven - but he is really too far to tell with certainty.
Perceptive as he is, Snark is just too far away to learn anything regarding the nature of the lights hung in the trees.
Benni does not see anyone other than the two individuals at work with the lights - and his friends,
When Beatrix rises into the air and takes flight, likely betraying the group’s presence - those party members left on the ground, including Isaac abandon all pretence and pelt pell-mell towards the lights in the trees at the cliff’s edge.
The element of surprise is gone! B1 and B2 look up in awe as a 7ft 3in, 2000+ lb centaur with long blonde hair and tail flying on the wind runs into the air and towards them. They raise their long bows and take aim at the flying creature 100 ft. away and loose their arrows. Each finds its mark, one of them narrowly missing a vital organ (Hit AC 20 and 26 for 3 and 4 pts dmg to Beatrix). The two archers step back beneath the arching boughs of the dead trees.
All party members are ranged just inside and along the south-west quadrant of the circle - 20-29, A-O at the start of this turn and should post as in combat rounds. Please post time/rounds for spells in effect at the start of this turn. Please identify the square you occupy on the map.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20+14=21 ; 3d8+6=22 ; Thursday July 13th, 2023 12:30:15 AM
Beatrix is a little surprised they noticed her. Sure if they thought to turn around and look up she was plain as day but it's not like she made a loud noise to draw their attention. Not that it matters - with battle joined and arrows flying at her her heartbeat speeds up and the adrenaline kicks in. With a warcry she sets her lance and changes the pair hitting AC 21 for 22 damage. She charges in what is to her a straight line 120 feet, so no fly check needed, ending 20 feet past B1 and floating several feet above the hill (how many depends on how sharp the drop is)
“Benni” AC 21/11/20 CMD18. HP 48 /48 Onesimos (SteveK) d20+7=25 ; Thursday July 13th, 2023 7:23:24 AM
Onesimos continues to hustle forward, keeping his buckler shield ready to deflect arrows. He keeps quiet, trying to observe any shouting or signal by the two bowmen.
…. Double move (hustle) 40’ from H,29 to M,23 Perception 25. (Low light vision)
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration, Lesser, Resist Energy, Delay Poison, Silence 3.. Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Thursday July 13th, 2023 8:36:11 AM
(Fly is 5 minutes or 50 rounds)
Malhynn Saendithas (Steve W) HPS 56 / AC 15 (19) / Touch 14 / Flat 11 / CMD 15 / Perception: +10 d20+10=13 ; d4=4 ; Thursday July 13th, 2023 12:04:53 PM
(OOC: I'm logged in, but can't type anything into the image. Assuming all the squares are 5' (?), Let's say Malhynn will move to end up at 21 D. Perception Roll: 13 (Dang, can't catch a break. lol))
There's a slight shimmer as the mage armor spell sets itself in place on the elven mage.as he moves. Stopping, he tries to get a better understanding of where exactly the lights are in the trees and what they are. Flourishing his darkwood wand, he raises it to fire...
(OOC: IF the perception roll is good enough for him to get a clear visual of one of the lights, Mal will fire his wand at it, hoping to disrupt it or put it out. (D4 +1 = 5 DMG) IF he can't, he'll hold his attack and move forward another five feet and repeat next round.)
Jasper (Holly) HP 62/62 AC 21/13/19 CMD 8 | CMB 6 3d6=14 ; Thursday July 13th, 2023 1:22:06 PM
Jasper starts the round in square J25. She watches as Beatrix pierced with an arrow, then concentrates and casts Call Lighting on the first bandit. A crackling bolt of blue electricity engulfs him, dealing 14 points of damage.
Round 1: Duration 1 min/level _________
0.. Guidance, Flare, Resistance, Detect Magic 1.. Entangle, Goodberry, Shillelagh, Obscuring Mist, Produce Flame, Speak with Animals, Faerie Fire 2.. Flaming Sphere, Barkskin, Windwall, Resist Energy [electrical], Spider Climb 3.. Call Lightning, Sleet Storm, Gaseous Form, Summon Nature's Ally III, Thorny Entanglement 4.. Ice Storm, Ball Lightning, Flame Strike
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+15=25 d20+12=15 Thursday July 13th, 2023 1:44:54 PM
(For the DM, I had to delete that large circle since it prevented anyone from placing their character within the circle without continually moving it and putting it back. If you need to recreate it, it was centered on cell 20-O.)
Snark looks around. "Something ain't right. There oughta be more'n two people for an operation like this. Watch yourselves."
He looks around (Perception 25.) Then he sends his little bat aloft to look for any problems (Perception 15.) Luna flies in a large circle to look for hidden foes.
The little wizard crouches low in the tall grass and begins a summoning spell (full round action.)
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 Thursday July 13th, 2023 4:02:21 PM
Starting position Khord 29L, Niko 29M.
Khord will break into a hustle, double moving while drawing both his short swords. He gives Niko a flank command and the wolfhound double moves to try to come around behind the bandits on the sea side. As he sees the first attacks of his companions strike true, he worries the bandits will be struck down before the Luck Makers can get any info from them. "Try not to kill them both, we need answers from them if we are to get to the bottom of what is going on out here."
Jasper (Holly) HP 62/62 AC 21/13/19 CMD 8 | CMB 6 Thursday July 13th, 2023 8:53:20 PM
OOC: is it OK for us to talk strategy OOC? In a live game, you could totally do that. I'm just not sure how exactly PBP should work, especially because we don't do initiative or marching order.
Jasper (Holly) HP 62/62 AC 21/13/19 CMD 8 | CMB 6 Thursday July 13th, 2023 9:00:52 PM
Adding: I've got Entangle, which is a decent suppressing spell, but it also is AOE so I'm not gonna cast it until I know my party is clear of the mess. Fighters can't get in if I cast that first, right? I'd be effectively icing out Khord and Isaac, because they too would have to wade into the AOE and that would suck. It's not good etiquette. Am I reading that wrong?
I'm quite confused by this format. Thanks for the help!
Jasper (Holly) HP 62/62 AC 21/13/19 CMD 8 | CMB 6 Thursday July 13th, 2023 9:01:42 PM
Adding again: Ranged attacks would do.
(DM Carla to Holly/Jasper - please read your e-mail for a message sent by Bob regarding your PC sheet, and one sent by me as well.)
DM Bob & Carla - A near thing B1 dex d20+6=26 ; d8+1=5 Thursday July 13th, 2023 10:33:44 PM Beatrix is startled that the archers have targeted her and swoops low, her belly brushing against the tall dry grass as she thrusts her lance beneath the overhanging branches of a tree, striking B1 (AC 16) a near fatal blow, before continuing just past the crest of the hill.
Jasper moves forward and calls down lightning on the injured bandit. A bolt reaches down from the sky in a flash of blue light, however B1 is able to hurl himself out of the path of the lightning (evasion) which hits the tree branches above him. The tree’s internal water is immediately evaporated in an explosion which splits the tree in two. The charred remnants of the tree fall smoking to the ground.
Malhynn moves forward to where he can clearly see the hanging lantern in the tree by B2 and targets it with a magic missile. The lantern is struck and falls from the tree, its oil and flames igniting the dry grass in a burst of flame.
Benni moves forward through the grass and tries to see if the archers are in communication with others but only sees them frantically engage in battle. Snark too is interested in the possibility of enemy reinforcements but sees none in the immediate vicinity. He sends Luna aloft to scout for danger. The bat climbs 20’ and begins its reconnaissance.
Khord races forward and prepares for melee hoping to capture a potential informant, while commanding Niko to ’flank’the enemy.
B2(AC 16) seeing the tactical situation deteriorate around him, disengages and runs towards the north east, over the crest of the hill and down a steep slope towards the rocky beach below.
B1 pulls a potion from his belt pouch and consumes it as he runs behind B2.
Out at sea, the ship veers course once again and heads back into deeper waters. Perhaps the growing grass fire has exposed the ruse?
(OOC please be specific about the target of your attack. Since Beatrix “ended 20’ past B1” and Jasper indicated “first bandit” B1 became the target of both attacks. If a PC or familiar is flying, please indicate how high above the ground. )
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d8=7 ; Friday July 14th, 2023 12:07:49 AM
Snark finishes his summons and a Lantern Archon appears 40' ahead of him. He says to the little glowing ball of light, "Hey, I'm gonna call you Coleman. So Coleman, go cast Aid on that flying centaur."
"What's that? Yeah, I never saw a flying centaur before this either, so that's new for both of us. Just help her out."
The Lantern Archon zips forward and touches Beatrix casting Aid on her. Beatrix gets 14 temporary hit points and is +1 (morale) on attacks and saves against fear.
Then he notices the fire. "Ooof, that fire's gonna be a problem if we don't stop it." He dashes forward (move 50) and says, "Perfundo", using his staff to cast Hydraulic Push. A quick blast of water puts out the fire before it spreads.
Luna continues to fly, looking for any additional opponents we may not know about.
Aid on Beatrix - 3 min - 14 temp. HP, +1 (morale) on attacks and saves against fear.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 21 Friday July 14th, 2023 1:18:20 AM
Isaac tries to get as close as he can to the group. (Q22) (1st round double moved to L22 then took a move action to get to Q22) Isaac decides to cast bless to help the others with their spells.
Bless 7 Minutes +1Attack and vs fear
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20+11=16 ; 3d8+6=19 ; Friday July 14th, 2023 1:40:36 AM
Beatrix thanks the archon for it's blessing and calls out to the enemy. "Surrender!" Seeing B2 trying to run, possibly to bring more enemies, she charges him down, hitting him and going on past. She decides that capture is better then kill and takes the -4 to do non-lethal damage - they've only seen the pair make a few lights and attack an obviously hostile flying centaur and have no real proof they're intentionally running ships aground and killing people. Yet. Also the two probably have friends and it'd be nice to know more before fighting said friends. (16 to hit, I believe it's match or exceed so hit? 19 non-lethal damage)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Friday July 14th, 2023 2:05:43 AM
(OOC: Regarding tactics discussions, if they're short you can just include in your player post.
Making separate posts for that can clutter up the board and make it confusing for our DMs sorting out which posts they need to respond to. For longer tactics discussion, I tend to start an email thread.)
“Benni” AC 21/11/20 CMD18. HP 48 /48 Onesimos (SteveK) d20+7=10 ; Friday July 14th, 2023 8:48:36 AM
OOC: I like to use email for Wold board tactics. And yeah, much harder to do than from a tabletop!
........... Onesimos continues to hustle, trying to control his breathing and push until he is beside the fire and able to look down the other side of the knoll. He wants to know where the two lantern-lighters are running to...
The cleric has a stray thought to invest in some flying for himself. This is the third time Benni has spent most of a battle just running.
…. Double move (hustle) 40’ from M,23 to R,17 Perception 10. (Low light vision)
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration, Lesser, Resist Energy, Delay Poison, Silence 3.. Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Jasper (Holly) HP 62/62 AC 21/13/19 CMD 8 | CMB 6 Friday July 14th, 2023 12:17:19 PM
Jasper's eyes widen at the brush fire. She casts Sleet Strom to extinguish it.
Jasper (Holly) HP 62/62 AC 21/13/19 CMD 8 | CMB 6 Friday July 14th, 2023 12:21:31 PM
Edited to add: Centered on Square 17Q (where the fire is)
Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 d20+12=19 ; d6+3=4 ; d20+8=13 ; d8+6=11 ; Friday July 14th, 2023 2:53:33 PM
Khord, seeing the bandits running away, will charge B2 ending in square Z14. Attacking with the flat of his short sword, (-4 nonlethal, +2 charge, +1 bless) (Attack = 19, damage = 4).
Niko will take a 5ft step to intercept B1 ending in square T16, and attempt to bite the him. (Bless +1) (Attack = 14, Damage = 11)
DM Bob & Carla - The Game is Up Sunday July 16th, 2023 10:29:51 PM
The situation in the grassy knoll devolves into chaos as trees fall, grass erupts into flames and B1 and B2 attempt to flee. Snark commands the Lantern Archon to aid Beatrix and it flies directly to her, providing a healing touch and a boost to her morale. Isaac casts Bless on all within 50 ft of him to bolster his allies. The centaur shouts a command at B2 and charges with her lance, clipping the half-elf in the forehead and sending him staggering into the flat of Khord’s blade. B2 falls awkwardly to the ground, unconscious.
Both Snark and Jasper understand the potential danger of an uncontrolled grass fire and react. The Wizard races forward and unleashes a surge of water from his staff while the druid calls forth a sleet storm that encompasses the top of the hill in an icy blast. The fire is fully extinguished before it can spread any farther.
Niko fails to stop the other fleeing half elf (B1) who continues running down the bank and onto the shingle beach below. Benni races forward to get a better view of the backside of the hill and the fleeing suspect but loses sight of him as he drops out of view. Beatrix can see B1 run along the beach but loses him in the growing dark. The Archon however, can see B1 duck behind a large boulder and he simply disappears from sight.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+15=19 ; Monday July 17th, 2023 2:04:53 AM
The Archon flies over to where the man disappeared to see if he is merely hiding. He reports to all, "The man disappeared. He ducked behind this boulder and disappeared." Snark tries to see if heard some verbal components of a spell being cast by the man.
(Perception 19 - Snark would normally be able to hear a spell being cast up to about 190' away, but these conditions are not optimal.)
He whistles for Luna and tells his bat to check out the boulder with her blindsense ability (20'). "Luna - go see if you can find a guy hiding near that boulder." She flies over to check.
The little gnome moves up to look at the lantern that was not destroyed. Is it also a mundane oil lantern? Is it still lit?
He looks out to sea with his low-light vision. About how far away is the ship and does it look like it's still on a collision course with the shore?
Aid on Beatrix - 3 min - 14 temp. HP, +1 (morale) on attacks and saves against fear.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=12 ; Monday July 17th, 2023 7:58:25 AM
Beatrix is still raring to go and flies after the remaining bandit, moving to where she last saw him and looking about for where he could have gone. (perception 12)
“Benni” AC 21/11/20 CMD18. HP 48 /48 Onesimos (SteveK) d20+7=10 ; Monday July 17th, 2023 8:49:47 AM
Onesimos looks around. That tears it: lighting and fire and ice mean that everyone on the penninsula knows they are here. What's more, the LuckMakers are all spread out and he is unsure how many wreckers are nearby, which makes him nervous. He also realizes that the team doesn't have any signals or means of communicating over wide distances without shouting: a tactic with distinct disadvantages when opponents can also understand!
The best he can think to do is turn so Jasper and Mahlynn can see the cleric silhouetted at the top of the hill and make a big 'move forward' arm wave. Isaac and Snark are close enough to talk to: "Let's consolidate by the captured bandit and get ready for a counter-attack while we learn more of the situation." For Khord and Beatrix, he's just hoping they are also going to consolidate at the same point.
...... Double move from R,17 to X,14 Perception 10
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration, Lesser, Resist Energy, Delay Poison, Silence 3.. Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 21 3d6+4=15 ; Monday July 17th, 2023 9:41:19 AM
Isaac goes over to the unconscious man binding his legs and hands with rope before he heals him with a lay on hands. (Heals for 15.) As the man comes around Isaac looks him in the eyes and asks "So lets get the formalities out of the way what's your name and why are you up here running ships aground?"
Jasper (Holly) HP 62/62 AC 21/13/19 CMD 8 | CMB 6 Monday July 17th, 2023 6:45:28 PM
Jasper sees Benni and does as he bids, hustling from J25 to N21.
Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 d20+8=18 ; Monday July 17th, 2023 6:46:08 PM
Khord stands over the downed bandit, barely believing that he was able to bring him down with the side of his blade. Obviously Beatrix helped quite a bit, but the half-orc feels a sense of accomplishment.
Niko runs over to him and sniffs at the downed half-elf, and gives a bark to Khord to show he knows he is still alive.
Both make way for Isaac to come up and bind the prisoner. As Isaac brings the prisoner around, Khord stands behind the paladin, giving an intimidating glare and dangerous smile to the half-elf. "I suggest you answer him truthfully, he can tell when you are lying, and I don't play well with liars." (Intimidate = 18)
DM Bob & Carla - The Game is Up Monday July 17th, 2023 9:32:07 PM
With the immediate hostilities behind them, the Luck Makers begin taking stock of the situation. Snark sends Luna to search for the bandit who disappeared along the beach while he confirms that the remaining lantern still hangs from a tree. Despite its now battered appearance it is still alight although it has lost some of its oil. The gnome can barely make out the shape of the distant ship as it moves further out to sea.
Luna is joined by Beatrix and between them they see a darkened entrance to what appears to be a sea cave just behind a large boulder. The entrance is approximately 15 feet wide but not as tall.
Benni signals the rest of the group to gather around the unconscious half-elf and Isaac, Jasper, Khord and Niko congregate around the fallen bandit. Isaac binds the half-elf’s hands and feet before reviving him, and begins questioning him with the aid of some threatening posture and words from Khord.
The now conscious half elf licks his lips nervously and looks about but sees no immediate possibility of escape. The presence of the looming half-orc convinces him to begin speaking. ”Kelgor…my name is Kelgor. My brother and I …we…well you see…we were tricking ships into the rocks. We sorta have to… you see we owe them money, and well… you don’t want to owe these guys.”
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Tuesday July 18th, 2023 7:06:42 AM
Beatrix is all ready to charge in but remembers, oh yeah, she's with a group now. She should maybe coordinate with them. Reluctantly she makes herself calm down and fly back to the others.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Tuesday July 18th, 2023 11:28:35 AM
Snark is confident his friends have this person well in hand. He moves toward the cave opening to look around, casting Detect Magic on the entrance. (not sure where it is on the map.)
His Lantern Archon will fly around looking for any other entrances or exits along the shore line. (The Archon will only be around for another 8 rounds so kindly let me know when that has passed.)
“Benni” AC 21/11/20 CMD18. HP 48 /48 Onesimos (SteveK) d20+15=24 ; Tuesday July 18th, 2023 2:31:57 PM
Onesimos keeps quiet and watches: Isaac and Khord have the lead and are doing well. He nods and smiles at Beatrix rejoining the group and worries a little at Mahlynn being a little delayed. "I remember an old cleric of Domi visiting one time, talking about his adventures. He could have had 'don't split the party' tattooed on himself for the number of times he quoted it."
"A cave? And forced to evil service by debt? Hmmm..." Plans are already being made in the elf's mind as he watches the half-elf Kelgor for hints of veracity. (Sense Motive)
......... Sense Motive - 24
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration, Lesser, Resist Energy, Delay Poison, Silence 3.. Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 d20+8=21 ; Tuesday July 18th, 2023 4:40:58 PM
Khord continues playing his part as the "bad Sheriff" and glowers at the half-elf, "Well Kelgor, why don't you tell us what you know about these guys you owe money too. How many of you wreckers are in the caves over there? We are going to take care of them whether you help or not, so you might want to share what you know so you stay in our good graces."[/b]
(Intimidate = 21)
Khord hears Benni talking about the cleric of Domi, taking the advice to heart. Under his breath he whispers "Know me" to his patron.
Jasper (Holly) HP 62/62 AC 21/13/19 CMD 8 | CMB 6 Tuesday July 18th, 2023 5:22:47 PM
Jasper is still on the move. She advances to square T17. She's still too far away from the group to participate in the interrogation.
DM Bob & Carla - A sad story… 2d8+3=12 ; 2d8+3=8 ; Tuesday July 18th, 2023 11:09:55 PM Beatrix considers her options and returns to the group questioning the prisoner. Jasper also hurries over to unite with the others (OOC If all a character does in a round is move, they can move double their distance. If they flat out run in a straight line they can move 4x their normal distance).
Bennie studies the prisoner as he divulges his story. He seems to be telling the truth. Khord presses the half-elf for more information and the prisoner obliges. ”We lost a lot of money gambling in Hook City…really it was me who lost the money…should have known better than to roll dice with cheats and liars…Anyway, the next day some guy from one of the thieves guilds says he bought our marker and now we work for him or he kills my brother! What else could we do. So now we’re here working with Virkas. I don’t know if that is even his real name. Anyway there are 5 more inside the cave. Try to keep my brother alive will ya! It’s my fault he’s in this mess and Ma will never forgive me if I get him killed.”
As the interrogation continues , Snark takes the opportunity to further explore the shoreline and manages to spot the opening to the cave. He casts Detect Magic on the opening but no magic is revealed. The Lantern Archon flies along the shoreline looking for other openings but none are detected.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 21 d20+7=18 ; d20+2=14 ; Tuesday July 18th, 2023 11:28:13 PM
Isaac tries to tell if the hlf elf is lying he also tries to remember if any guy named Virkas worked out of Hook City. Sense motive: 18 Know local:14 (not sure if I should have a bonus since it deals with my home town of Hook City.)
Isaac pats the mans shoulder "Don't worry we'll get your brother out of there. But we need you to stay put. Are there any traps you remember or places you were told were off limits in the cave?" Isaac looks over at Khord "We better find some way to smoke them out of the cave. I don't enjoy the thought of walking into an ambush.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Wednesday July 19th, 2023 2:17:02 AM
Snark moves down near the others. He hears what is said.
He says to Kelgor, "Listen Sparkie, you and your brother are in a pack of trouble, that's for sure. But if Isaac tells you we'll get your brother outta there, you can count on it. And like he asked, anything you can tell us about what we're likely to find in there would help us keep your brother alive. Also, how can we tell your brother we're on his side so he's not trying to kill us? You fellas got some code word? What's his name? What's your mom's name, and where is she? Anything we can tell him might help us.
"This Virkas fella, what's he like? Does he cast spells or use poison or turn into an animal?"
“Benni” AC 21/11/20 CMD18. HP 48 /48 Onesimos (SteveK) Wednesday July 19th, 2023 7:27:24 AM
Onesimos, now with Khord, Isaac, and Kelgor the prisoner, moves just a little bit closer to the cave. He gives a nod to the paladin to show that Benni believes Kelgor is telling the truth as the half-elf sees it.
"The other one must have given warning by now. If we charge fast, we will only meet traps and ambushes. I think we need to take the cave slowly and together as a team."
He looks around for consensus, then focuses on Kelgor. "You have been blessed with an opportunity. It is good to remember your love for family, but selfish desire for gold put you in a terrible spot, and further eroded your concern for the common good. We will help even though it puts us in more danger, but you must remember these deeds, yours and ours, to help you help others in your future life."
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday July 19th, 2023 8:23:35 AM "How much money are we talking about? I mean, we could probably just pay the problem to go away. There's plenty of historical precedent.." Beatrix points out. "Though it would let the mastermind get away without punishment, if we kill him we might start a beef with the thieves guild in Hook City and more problems. A show of force and a bribe for them to go away might let us both avoid an unnecessary fight and prevent future trouble from this group."
Jasper (Holly) HP 62/62 AC 21/13/19 CMD 8 | CMB 6 Wednesday July 19th, 2023 11:38:55 AM "Paying them off won't solve our larger problem though, which is this Vikras character luring ships to their doom and cutting off trade to Heranmar."
Jasper thinks.
"We should lure them out of the cave, or perhaps some of us can slip in unnoticed and somehow drive them out."
Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 Wednesday July 19th, 2023 4:11:20 PM "I have a thought, an old trickster gave me these little pebbles that are enchanted with a ghostly sounds spell. Could one of you summon a creature that could enter the cave with one that would attract the attention of the pirates. Make it sound like a group of guards plodding into the cave. Maybe it would make them show themselves or spring any ambush they have waiting too soon."
I am open to any other ideas as well. I don't like marching straight in there without a distraction.
DM Bob & Carla - what’s the plan? Wednesday July 19th, 2023 10:16:29 PM Isaac listens to Kelgor’s sad story and like Benni before him believes the half-elf to be truthful. He does not recognize the name Virkas from his time in Hook City but it is a big place after all. Beatrix and Jasper look for ways to buy the two half-elf brothers out of their situation but soon come to realize that the larger problem of criminal activity preying on shipping will not go away without more direct intervention.
Khord joins in the conversation and various tactical options are discussed. There seems to be a reluctance to enter the cave, at least not without a very good plan. Snark rejoins the group as a larger discussion about immediate tactics ensues. The gnome presses Kelgor for more information about the cave that might help in determining a course of action.
Kelgor hesitates for a moment and then replies, ”It’s really a pretty big cave with one main cavern and a couple of smaller caverns to each side. There is a fair bit of loot stored in there from our last couple of wrecks. We haven’t had time to move it back to the city yet. As for what to expect…well the two half orcs are pretty tough and mean, and Fletch is a seasoned fighter, but it’s Virkas you have to watch out for. He does magic and he’s mean as a snake.”
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 21 Wednesday July 19th, 2023 10:49:18 PM
"We better start heading in. I'll be up front and try and take advantage of any flanks we set up. Since there's only one exit and entrance that we know of we don't have much choice." Isaac makes sure everything is in order and gets ready to head into the cave.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Thursday July 20th, 2023 7:02:44 AM
Everyone seems to have completely missed what Beatrix was driving at. That's ok though, she's a teacher. So while they gather their stuff and start walking towards the cave she gives a short lecture on the history of raiders and walled cities, how groups of raiders would harass the outskirts of a town they couldn't attack directly, and how governments and town leaders tried to pay off the raiders to make them go away and stop burning farms, harassing travelers, and attacking ships heading to the town. It's a bit surreal, this giant centauress waving around a giant, bloodied lance and an arrow sticking out of her but she hasn't seemed to notice giving a history lecture while walking towards a cave full of bandits she intends to fight, possibly kill. Or possibly just bribe
"Of course it mostly just taught the raiders that harassing towns is profitable, so they would leave and go find another town to cause problems for. In this case though that kind of seems to be the goal here - these guys are from Hook City and represent a larger guild. We want to discourage them from messing with Haranamar and probably don't want to fight the entire guild. We're also adventurers, small amounts of money to us are the life savings of other people. If we make a show of force and tell this guild lieutenant "look we'll pay you to go away, we don't want a beef with your whole guild that killing you might start so take this, go away, and if we ever see anyone from your guild causing problems again we'll send back corpses instead of gold. This is our turf." then I think it might be the kind of message he and his guild would respect. It's very, what's the word, gansta.."
Jasper (Holly) HP 62/62 AC 21/13/19 CMD 8 | CMB 6 Thursday July 20th, 2023 1:15:01 PM "Are we sure the main entrance is the only way in? If there are smaller caverns, there might be smaller entrances, too. Kelgor, is there a back door?"
Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 Thursday July 20th, 2023 5:08:15 PM
Khord, seeing Isaac set on entering the cave will fall in with him. "I think if Isaac, Beatrix, and I can engage the fighters, the rest of you can stand at the back and fling what spells will be useful. We will give them a chance to surrender if one is presented to us, then we can send the warning to the thieves of Hook City."
He will draw his short swords and command Niko to fall into step with him.
“Benni” AC 21/11/20 CMD18. HP 48 /48 Onesimos (SteveK) Thursday July 20th, 2023 6:59:01 PM
Onesimos listens to Beatrix’ story and her options, but shakes his head. ”Every person have choices to make to love themselves, their community, and all Good creatures. And paying them off is not a choice I want to make even if it means fighting the entire Thieves Guild of Hook City. I would rather make the point that it will be too dangerous for them to try to ever mess with Heranmar.”
Benni is ready to go into the cave.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday July 20th, 2023 7:36:46 PM
Snark scratches his beard as he listens to Beatrix' proposal to pay these people. "So you want us to pay these criminals so they'll go hurt other folk instead of Heranmar? The ones that are tryin' to sink a ship and her crew. The ones that threatened to kill this fella and his brother if they don't help.
"Seems like we're just creating a bigger problem that way."
Snark gestures to the floating ball of light which is the Lantern Archon. "I had Coleman there scan the shore for other entrances, and it didn't see any obvious ones beside the one we know of. I say we go in an see what we got.
"Regarding tactics, take out the Virkas first. Always take out the spellcaster first. And split up as soon as you can in case that Vikras can throw fireballs."
Snark will go with the others. He proposes this marching order:
(For the DMs, not sure how long all this took. Is the Lantern Archon still with us? It had an initial duration of 10 rounds.)
DM Bob & Carla - At the Threshold Secret DM roll d20+9=25 ; Thursday July 20th, 2023 10:06:05 PM
With everyone gathered around the prisoner, Beatrix further expounds on her history lesson and how payment in lieu of open resistance might apply to the current situation. Neither Benni or Snark are in favour. Isaac readies to lead the group into the cave and Khord suggest that he and Beatrix join the paladin on the front line while the others ready themselves to use magic from the rear. Snark encourages everyone to take out Virkas first.
Neither the archon or anyone else has seen any signs of a second entrance to the cave and when asked by Jasper, Kelgor can only say ”As far as I know there is just the one way in our out, but I’ve only seen parts of the cave and I wouldn’t put anything past that secretive weasel Virkas.”
Several minutes have passed before all of the interrogations, discussions, and preparations have been completed (spells with less than 3 minuted duration have been exhausted). Isaac leads the Luck Makers down the embankment and along the shoreline towards the cave entrance. All is quiet except for the lapping of waves on the beach. The cave entrance is darkened. What little light shines from the night sky reflects off puddles of water in the wet sand leading into the cave. Isaac can only see in a short distance, enough to see that the ten foot high narrow entry way opens up into a larger chamber some 15 feet in.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 21 Thursday July 20th, 2023 10:21:04 PM
"Narrow entry be careful."Isaac whispers to get group has he makes his way forward shield and sword drawn.
Isaac's bless should still be active.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Friday July 21st, 2023 6:13:48 AM
Beatrix will take the rear guard in case the enemy somehow gets behind them. She's not surprised the group didn't take her suggestion but it's important to consider all options and know history lest you repeat it. She wakes up Tinkerbell, who is first grumpy at being woken, then grumpy about missing the first part of the fight.
Jasper (Holly) HP 62/62 AC 21/13/19 CMD 8 | CMB 6 Friday July 21st, 2023 11:30:35 AM
Anticipating fighting in close quarters, Jasper draws her quarterstaff and casts Shillelagh for some extra wallop.
Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 d20+12=23 ; Friday July 21st, 2023 4:39:18 PM
Khord will peer through the darkness using his darkvision to see into the cave as they approach. (Perception = 23). He doesn't try for stealth as he is sure the enemy know they are coming and Isaac probably would not be able to move quietly in his medium armor. Niko slinks along next to him low to the ground and ready to pounce, as Khord limbers his shoulders while testing the grip on his short swords.
“Benni” AC 21/11/20 CMD18. HP 48 /48 Onesimos (SteveK) d20+7=21 ; Friday July 21st, 2023 5:25:14 PM
Onesimos allows Isaac and Khord to move forward first, and nods at Beatrix, the centaur’s mobility makes her a perfect choice for rear guard since she can quickly get anywhere. The cleric himself stoops to grab a local stone into his hand and follows close behind the paladin and twilight ranger, aiding Khord in seeing.
… Aid Another Perception 21
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Friday July 21st, 2023 7:55:04 PM
Before we go, Snark makes sure to get the names of the two brothers and the name of their mother, unless the brother we spoke with refuses for some reason.
"Well, they know we're coming, so let's see what we got."
Snark has low-light vision. He casts Dancing Lights as far ahead as he can see. As he moves he pulls out a Continual Flame ring on a cord around his neck. He holds it in his hand to make sure the only light right now is those Dancing Lights in the form of four floating lanterns well ahead of us.
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights*, Ghost Sound, Prestidigitation, and Speak with Animals*.
DM Bob & Carla - At the Threshold Secret DM roll d20+9=22 ; d20+7=12 ; d20+7=23 ; d12+4=9 ; d20+6=22 ; d8+1=2 ; d20+8=27 ; 2d10=18 ; d20+3=10 ; d20+8=14 ; Sunday July 23rd, 2023 8:44:43 PM Isaac advances down the narrow entrance to the cave, sword and shield at the ready. Khord follows closely behind with Niko at his side and peers into the darkness. He sees a faint glow coming from his right. It flickers almost imperceptibly in the darkness. Benni, a small stone in hand, follows close behind (it is unclear how he can assist Khord in either seeing or hearing any better than he is capable). Snark gets the name of the half-elf’s brother (Levorn) and mother (Sharie) before hustling down to the cave. Once he reaches the cave entrance his dancing lights illuminates the cavern ahead. Jasper and Beatrix bring up their rear. The Druid casts Shillelagh in anticipation of trouble.
Between the half-orc’s dark vision and the gnome’s spell, the dimensions and shape of the cave start to emerge. The main cavern stretched back at least 65 feet and appears to be approximately 80 feet wide. The floor is covered in wet sand, silt and puddles of water for the first 20 ft. From there the floor rises into dry wave worn rock for the remainder. The ceiling at its highest is 20 feet but only 10 feet at the back of the cavern and is comprised of rough, uneven rock with sharp downward projections scattered throughout. To the left and right there appear to be smaller side chambers of roughly the same height. It is from a right hand chamber that the faint light was observed.
The only sound the Luck Makers hear, other than their own heartbeats and the shuffling of their own feet is the steady drip of water from the ceiling above, that is until Isaac, Khord, Niko and Benni emerge from the entrance and stand 5 feet into the main chamber. As they scan their surroundings Khord perceives movement from his right and two half orcs charge out of the shadows greataxes drawn. The first swings at Isaac and misses (hit AC 12) the second swings at Khord striking the half orc (hit AC 23 for 9HP). An arrow whizzes past from the same direction and strikes Niko at his side (hit AC 22 for 2 HP)and a bolt fired from a cross bow strikes a particularly heavy blow on Benni (Hit AC 27, unconfirmed critical for 9 hp). Lastly a figure steps out from behind a rocky pillar and sends a ray of burning light directly at Isaac which fails to hit the ranger (Hit AC 14).
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 3d6=14 ; Monday July 24th, 2023 1:46:18 AM
Snark looks around. The Dancing Lights give enough illumination for his low-light vision to see pretty well.
The first order of business is to shut down that wizard.
The little gnome points his staff at V and F and says, ”Deorsum!” A 30’ deep pit opens up beneath the two (centered on H,I-16,17,) and they must succeed on a DC18 Reflex Save to jump to safety in the nearest open space. If they fail, they fall and take 14 damage. 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 DC 16 Reflex Save to avoid falling into the pit.
Snark is not sure where this miscreant brother is, but he’s guessing he one of the combatants. He shouts, ”Hey Levorn - we talked to Kelgor. He said Vikras threatened to kill you if the two of you didn’t help him with his stupid shipwreck scheme. Kelgor asked us to try to keep you alive, but the more you poke us with sharp things, the less likely that is. And Sharie’s gonna be awful disappointed if we end up killing you. So stand down Levorn - don’t disappoint your mom.”
Then Snark moves to H23. ----------------------------------------------------------------------------- Spells/Effects Running: Expeditious Retreat, Mage Armor, Creat Pit (8 rounds)
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights*, Ghost Sound, Prestidigitation, and Speak with Animals*.
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. The pit’s coarse stone walls have a Climb DC of 25.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Monday July 24th, 2023 8:41:42 AM
Beatrix will cast Haste on the party, affecting Khord, Isaac, Niko, Benni, and Jasper.
Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 43/43; Niko AC17 T13 FF14 CMD20 HP 52/52 d20+12=28 ; d6+3=5 ; d20+6=20 ; d6+3=7 ; d20+12=25 ; d6+3=4 ; d20+12=23 ; d6+3=6 ; d20+7=19 ; d6+3=8 ; d20+9=29 ; d20+9=14 ; d8+6=11 ; d20+9=24 ; d8+6=9 ; Monday July 24th, 2023 5:03:40 PM
Khord feels Beatrix's spell wash over him and his muscles feel like they are going to vibrate out of his skin. "Ya really should have kept your distance, and definitely shouldn't have hit me with that axe." recognizing that the half-orc is not Kelgor's brother he unleashes a flurry of strikes with his short swords against K2.
Atk main hand ( atk = 28, 5 dam / atk = 20, 7 dam / haste atk = 25, 4 dam) Atk off hand (atk = 23, 6 dam / atk = 19, 8 dam)
Niko takes the opportunity to chomp on K2 also, gnashing at him with sped up teeth.
Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 34/43; Niko AC17 T13 FF14 CMD20 HP 50/52 Monday July 24th, 2023 5:05:15 PM
didn't subtract damage from signature line
Jasper (Holly) HP 62/62 AC 21/13/19 CMD 8 | CMB 6 3d6=10 ; Monday July 24th, 2023 5:43:10 PM
Powerful spellcasters are dangerous, even when they're stuck at the bottom of a pit.
Jasper moves to Square I20 and casts Call Lightning on Vikras, standing in I13. Crackling blue energy surges through the air and strikes.
Unless he makes his saving throw, he'll take 10 points of damage.
DM Bob & Carla - At the Threshold Secret DM roll d20+9=19 ; d20+3=21 ; d20+16=25 ; d20+6=24 ; d8+1=7 ; d20+5=23 ; d12+4=14 ; d4+1=4 ; d4+1=4 ; d20+6=15 ; Monday July 24th, 2023 11:35:26 PM
With the battle taking place around him, Snark uses his staff to open a large pit beneath Virkas and Fletch and then tries to persuade Levorn to stand down. Both Virkas and Fletch manage to avoid the gaping hole that opens up around them (Saves of 21 and 25).
Beatrix casts haste on Khord, Isaac, Benni, Jasper and Niko. Khord and Niko immediately set upon the half-orc rogue and between the two of them provide the cretin with a rather grisly death.
Jasper, expounding on the dangers of spellcasters, squeezes past Benni and calls lighting down upon the pit in hopes of putting Virkas out of action. Neither the spellcaster nor his henchmen fell prey to Snark’s pit and hence escape unscathed from the lightning.
Levorn sends another arrow towards Khord (Hit AC 24 for 7HP). ”It ain’t Virkas who threatened to kill me! You sure you talked with Kelgor? That fool must have been adopted if he thinks you guys can protect us.”
The second axe wielding rogue (R1) moves in to take the place of his fallen comrade and swings at Khord with his great axe (Hit AC23 for 14HP). ”Not very nice what you did to Steig!”
Virkas leans out from behind a rock pillar and thrusts his hand out. Two bolts of energy streak out towards Jasper striking her unerringly before he retreats behind the pillar (Magic Missile 4+4 dmg)
Fletch drops his now unloaded cross bow and chargers down on Jasper drawing his scimitar as he moves. His swing goes wide and the druid is left unscathed.
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 d20+12=27 ; d8+4=11 ; d20+12=20 ; d8+4=8 ; d20+14=30 ; d8+4=5 ; d20+7=18 ; Tuesday July 25th, 2023 12:48:47 AM
Isaac takes the initiative and moves to the other side of the axe wielding rogue to box him in and flank him with Khord. (five foot step to K-19. The rogue should be flanked) Isaac slashes at the rogue trying to make of for his slow reaction early in the fight. Attack 1:29 Damage:11 Attack 2:22 Damage:8 Attack 3:18 Damage:5
“Benni” AC 23/13/22 CMD18. HP 39 /48 Onesimos (SteveK) Tuesday July 25th, 2023 5:27:45 AM
Onesimos calls for a quick Prayer for prowess in battle for the LuckMakers from Flower, and then drops his stone to draw his barnacle-covered Morningstar. The cleric steps up to Fletch defensively, hoping he can’t repeat his crossbow exploit with that scimitar.
..
Prayer. 1/7 rounds. All LuckMakers get +1 luck bonus on all rolls, and all opponents get -1 luck bonus on all rolls.
Fighting Defensively. +2 AC, -2 attack
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration, Lesser, Resist Energy, Delay Poison, Silence 3.. Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20+6=12 ; d6=4 ; d6=2 ; Tuesday July 25th, 2023 7:26:26 AM
Beatrix can't move forward very well with all the people fighting but Tink wanted to get in on the combat so she casts Vampiric Touch and the bat goes to try to deliver it.12 touch attack vs Fletch, 6 damage.
Jasper (Holly) HP 58/62 AC 21/13/19 CMD 9 | CMB 7 d6+5=11 ; Tuesday July 25th, 2023 12:07:25 PM
Stinging from the Magic Missile hit, Jasper wheels to engage Fletch. She casts Produce Flame, rolling her wrist so her cupped palm is face up. Bright fire erupts in her hand as she slams it into her opponent.
Damage: D6 + caster level (maximum of 5) +1 from Benni's blessing = 12 _________
0.. Guidance, Flare, Resistance, Detect Magic, Mending 1.. Entangle, Goodberry, Shillelagh*, Obscuring Mist, Produce Flame*, Speak with Animals, Faerie Fire 2.. Flaming Sphere, Barkskin, Windwall, Resist Energy [electrical], Spider Climb 3.. Call Lightning*, Sleet Storm, Gaseous Form, Summon Nature's Ally III, Thorny Entanglement 4.. Ice Storm, Ball Lightning, Flame Strike
Running spells: Call Lightning
Khord Briarmark (Bill D) AC 20 T15 FF15, CMD17, HP 24/54; Niko AC17 T13 FF14 CMD20 HP 54/56 d20+15=18 ; d20+15=29 ; d20+10=24 ; d20+15=28 ; d20+10=16 ; 2d6+5=15 ; 2d6+5=10 ; 2d6+5=11 ; 2d6+5=15 ; d3=3 ; 2d6+5=15 ; d20+8=12 ; Tuesday July 25th, 2023 4:53:52 PM
Khord reels from the arrow strike, stepping right into the swing of the greataxe. "Oh, that is gonna leave a mark." Seeing Isaac move into a flank as they had discussed a wicked smile crosses his face. He will attack with both short swords.
ooc: missed some bonuses in last attack, mainly favored enemy as half-orc count as human.
Haste: atk 18, dam 15 Primary: atk 29, dam 10/ atk 24, dam 11 Secondary: atk 28, dam 15 / atk 16, dam 15
As he swings, he commands Niko " Attack the archer, but don't kill him." Niko will run to Levorn and try to grab him by the leg and bring him down.
Move to P20 and attempt a trip attack = 12.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+7=11 ; d20+7=12 ; 4d6=13 ; 4d6=20 ; Tuesday July 25th, 2023 6:55:51 PM
(For the DMs - Vikras ended his turn in a square adjacent to the pit. He must make a DC 16 Reflex Save to void falling into the 30' deep pit before he takes an action this round.)
Snark hurries around the corner to get a clear view of Vikras if he is still there. "He Vikras, you're already going to be knows as the looser of the Thieves Guild. Surrender now and you may avoid being the dead looser of the Thieves Guild." Snark fires a Scorching Ray at Vikras. He hits touch AC 11 and 12, for 13 and 20 damage.
If Vikras has fallen in the pit, he directs the Scorching Ray at Fletch instead - touch AC 11 and 12, for 13 and 20 damage.
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights*, Ghost Sound, Prestidigitation, and Speak with Animals*.
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. The pit’s coarse stone walls have a Climb DC of 25.
DM Bob & Carla - Skirmishes Secret DM roll d20+9=11 ; d20+3=14 ; d20+2=9 ; d20+5=9 ; (Rolling touch Atk for Jasper) d20+8=27 ; Tuesday July 25th, 2023 10:15:33 PM
The battle in the cave has broken down into a series of individual skirmishes. Swords and spells and threats ring out across the cavern.
Benni brings favour on his companions, and disfavour upon the wreckers before moving to confront Fletch.
Isaac flanks the great-axe wielding half-orc with Khord and sends a flurry of slashes at the unfortunate rogue. The paladin’s longsword finds its mark each time, cutting deeply into its target. The half-orc staggers under the blows, until Khord strikes true with his short sword. The rogue drops face first into the wet sand of the cave floor, rapidly staining it red with the last of his life blood.
Niko races across the lower half of the cave to attack Levorn but fails to grasp hold of the half-elf with his powerful jaws. Realizing he could never outrun the wolfhound, the half-elf drops his bow and stabs at the large dog with his rapier (hit AC 9)
Beatrix and Jasper and Snark team up to attack Fletch. The centaur sends her bat Tinkerbell with a life draining spell which the man easily avoids while Jasper produces a ball of flame in her hand and slams it into the rogue (OOC you need to roll a melee touch attack for this spell - I rolled it for you this time…the only good attack roll of the DM’s turn!) The rays of scorching light sent by the gnome miss their target. With no ready escape route the rogue slashes back at Jasper with his scimitar (Hit AC 9) and hopes Virkas will provide much needed support.
Virkas however, has his hands full trying to avoid the crumbling edge (Reflex 14) of the magical hole. He slides down the slope of the pit (taking damage). The spellcaster has had enough and casts obscuring mist centered on his current position and vapour fills the pit.
Jasper (Holly) HP 58/62 AC 21/13/19 CMD 9 | CMB 7 Tuesday July 25th, 2023 11:51:55 PM
OOC: Thanks for that; I wasn't sure if it should count as melee or as a standard spell. Noted for the future.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 3d6=11 ; d20+3=23 ; d20+3=14 ; d6+2=5 ; d6+2=4 ; Wednesday July 26th, 2023 1:45:22 AM
Snark derives some pleasure having Virkas out of the picture for now. (Virkas fall causes 11 damage if the DM has not already rolled this.)
Snark warns his friends, "Looks like Vikras fell in that pit, but be careful. The area (squares) around the edge of that pit slope in and might dump you in too. Steer clear."
He sees Fletch still fighting and flings a blob of acid at him. He hits (nat. 20), but probably does not confirm (touch AC 14). The acid does either 5 or 9, depending on confirming that crit. (He fired into combat at -4 to hit.)
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights*, Ghost Sound, Prestidigitation, and Speak with Animals*.
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 DC 18 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. The pit’s coarse stone walls have a Climb DC of 25.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday July 26th, 2023 6:14:52 AM
The party has managed to position themselves perfectly to prevent Beatrix from approaching any enemy effectively. Very inconsiderate. They definitely need more practice at this group fighting thing. For now Tinkerbell flies back to Beatrix and she advances a little bit
“Benni” AC 23/13/22 CMD18. HP 39 /48 Onesimos (SteveK) d20+6=14 ; d8+2=7 ; Wednesday July 26th, 2023 9:32:51 AM
Onesimos takes a step to move closer to flanking Fletch. "Everyone has a choice to love others or be selfish, and often there are outside pressures to influence a person's behavior. You are outnumbered without retreat. I pray you to surrender and cooperate in the love you bear yourself."
The cleric swings his morningstar, intending to continue the fight until Fletch sees reason.
.... Attack AC 15, Damage 8 (forgot to add Benni's own Prayer spell!)
Prayer. 2/7 rounds. All LuckMakers get +1 luck bonus on all rolls, and all opponents get -1 luck bonus on all rolls.
Fighting Defensively. +2 AC, -2 attack
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration Lesser, Resist Energy, Delay Poison, Silence 3.. **Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Jasper (Holly) HP 49/62 AC 21/13/19 CMD 9 | CMB 7 d20+7=21 ; d8+2=9 ; Wednesday July 26th, 2023 3:00:14 PM
Jasper spins her magically-enhanced quarterstaff and whams it into Fletch's scimitar arm. It connects with a sickening crunch.
Damage: 9 _________
0.. Guidance, Flare, Resistance, Detect Magic, Mending 1.. Entangle, Goodberry, Shillelagh*, Obscuring Mist, Produce Flame*, Speak with Animals, Faerie Fire 2.. Flaming Sphere, Barkskin, Windwall, Resist Energy [electrical], Spider Climb 3.. Call Lightning*, Sleet Storm, Gaseous Form, Summon Nature's Ally III, Thorny Entanglement 4.. Ice Storm, Ball Lightning, Flame Strike
Running spells: Call Lightning
Khord Briarmark (Bill D) AC 21 T16 FF16, CMD23, HP 44/54; Niko AC19 T13 FF16 CMD21 HP 54/56 2d8+10=20 ; d20+10=18 ; d20+10=27 ; d8+6=12 ; Wednesday July 26th, 2023 4:06:31 PM
Khord, feeling the bite of the many hits he has taken, moves deeper into the cave to a spot he thinks is relatively safe. He removes the potion of Cure Mod Wounds they got from the wood witch from his belt as he moves. He stands with his back against the wall and drinks it down. (20 hp healing) "Yeah, that feels better. Niko, keep after him boy."
Niko will keep after Levorn, taking a bite at him (atk=18, dam 12) and tries to trip him again with his haste attack (Trip combat maneuver = 27)
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Wednesday July 26th, 2023 5:38:32 PM
Isaac decides to try and box Virkas in he uses the hasted movement to quickly get around the rock pillar to where the man was and to potentially cut off any escape route. (Moves to J 15)
DM Bob and Carla - Enough! (Secret DM roll d20+9=27); d20+2=5; (d4=1 ignore - sensitive key); 2d8+3=5 ; Wednesday July 26th, 2023 10:27:54 PM Beatrix advances a bit and sees there is a little more breathing room beyond the immediate cave entrance. She watches as Benni and Jasper encircle Fletch closely, while Snark lobs acid from a safe distance. The cleric misses with his morningstar, however the gnome wizard and druid hit the man. The wrecker’s eyes roll back in his head as he crumples to the ground in a broken heap.
Isaac moves quickly around a rock pillar, in order to cut off a potential escape route, while Khord takes up a position next to the same pillar and quaffs a potion. Fixed on the task at hand Nikko, clamps down on Levorn’s leg, nearly severing it above the knee. As the dog moves in to trip the half elf, the rogue stabs at the beast in panic, before tumbling to the ground! (OOC: trip attack provokes AoO, however 5 is a fail so no dmg to the dog.)
The fallen half elf cries out: ”Enough! I give up! Call off your mangy cur!”
Dense vapour continues to roil up from Snark’s pit, but no sound can be heard from it’s depths.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Thursday July 27th, 2023 8:26:01 AM
Beatrix's fly spell should still be up unless they spent more then 5 minutes talking (hard to say). If it is she'll go down the pit to check on what's going on there. Even if she can't see she can feel around to find out what the guy is up to.
Jasper (Holly) HP 55/62 AC 21/13/19 CMD 9 | CMB 7 2d4=6 ; Thursday July 27th, 2023 12:39:14 PM
Wincing from her wounds, Jasper takes a moment to cast Goodberry.
“Benni” AC 23/13/22 CMD18. HP 39 /48 Onesimos (SteveK) d20+11=29 ; Thursday July 27th, 2023 2:21:41 PM
Onesimos drops his weapon and drops beside Fletch, casting Stabilize to keep him from dying, and then seeking to bind his wounds and keep him alive. He holds off on channeling a burst of healing: the only one he was really concerned about was Khord, and the Twilight Ranger supported himself nicely.
Benni speaks aloud, for the benefit of his friends as well as Fletch and Levorn. "A good magical wind or dispel would take care of that obscuring mist. But first let's get our prisoners bound and comfortable. I am very interested in this one who is more frightening than Vikras!"
.... Cast Stabilize on Fletch (doesn't lose more hit points if negative but still alive) Heal Skill Check: 29 (treat deadly wounds DC20 for +1hp, DC25 for +2 hp non magical healing)
Prayer. 3/7 rounds. All LuckMakers get +1 luck bonus on all rolls, and all opponents get -1 luck bonus on all rolls.
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration Lesser, Resist Energy, Delay Poison, Silence 3.. **Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Khord Briarmark (Bill D) AC 21 T16 FF16, CMD23, HP 44/54; Niko AC19 T13 FF16 CMD21 HP 54/56 Thursday July 27th, 2023 3:43:06 PM
OOC: I knew that Niko would take an AoO for the trip, but I like to think that in the moment a dog wouldn't have the intelligence to know that.
Khord calmly orders Niko, "Niko, Down" and the wolfhound gives a disappointed whimper as it Moves to P21 and sits not taking his eyes off the half-elf.
Khord will cross to P20, holding his primary short sword out toward the half-elf. "Any funny business and you can join these other two," he says, flicking the sword toward the two dead half-orcs. ”Put your hands up where I can see them, and no sudden moves. Once we have dealt with your buddy Virkas we will get you some healing."
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Thursday July 27th, 2023 5:38:17 PM
Isaac takes a moment to concentrate trying to sense the presence of any evil near him. He looks around not sure if Virkas has somehow turned invisible and escaped. "Anyone got eyes on Virkas?"
Movement action to Detect evil.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday July 27th, 2023 7:54:33 PM "Vikras is in the bottom of a pit that he filled with mist. Then Beatrix just flew into that mist, so maybe she knows more. I can end that pit anytime, but we oughta make sure we surround him before we do that. And be careful - the area right around that pit slopes in, and you don't want to fall in that pit yourself."
"Hey Vikras. How do you want to play this? You get rid of that mist and I'll get rid of the pit."
DM Bob & Carla - The edge of a precipice Secret DM roll d20+9=23 ; Thursday July 27th, 2023 8:57:22 PM
The Luck Makers seem to be getting the upper hand in the battle.
Beatrix flies towards the pit created by Snark and attempts to fly into the hole ( Beatrix please make a fly check vs DC 15 to avoid smashing into the wall of the pit; a 10’ creature must either make a very steep dive or hover gently down into a 10’ hole, in either case a fly check is required; failure results in 1d6 damage but the fly spell will still be active)
Jasper casts Goodberry while Benni stabilizes Fletch who remains unconscious but breathing. Khord calls off his hound from the severely injured half-elf and moves over to ensure the rogue’s continued cooperation. Snark voices his opinion about tactics and warns everyone of the dangers of the pit, however Isaac is already standing adjacent to the pit where he detects the presence of evil. (Isaac must make a DC 16 reflex save to avoid slipping into the extra dimensional space. Should Isaac fail the save he may make a second attempt vs DC 18 to grab the stone wall next to him and avoid falling into the pit itself. )
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20+13=24 ; d20+12=26 ; d6=6 ; d8=8 ; Friday July 28th, 2023 7:27:58 AM
Beatrix has had practice and is able to navigate the tight cave easily enough (24 to fly). She drops strait down it and smacks the mage as soon as she sees or feels him (26 to hit, 14 damage)
“Benni” AC 23/13/22 CMD18. HP 39 /48 Onesimos (SteveK) d20+7=21 ; Friday July 28th, 2023 9:43:41 AM
Onesimos takes the opportunity of the lull in the action to search Fletch and deprive him of any possible weapons or equipment, tossing them into a pile behind Benni. As time permits, he starts binding Fletch with a piece of rope. "I hope this does not hurt, for it is as much for your safety as it is for ours." ...... Perception to Search: 21 Bind with Rope: (CMD+20 for escape artist = it should take Fletch one minute of contorting and an Escape Artist DC27)
Prayer. 4/7 rounds. All LuckMakers get +1 luck bonus on all rolls, and all opponents get -1 luck bonus on all rolls.
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration Lesser, Resist Energy, Delay Poison, Silence 3.. **Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Jasper (Holly) HP 55/62 AC 21/13/19 CMD 9 | CMB 7 Friday July 28th, 2023 12:15:24 PM
Jasper casts Guidance in preparation for whatever comes next.
________
0.. Guidance*, Flare, Resistance, Detect Magic, Mending 1.. Entangle, Goodberry*, Shillelagh*, Obscuring Mist, Produce Flame*, Speak with Animals, Faerie Fire 2.. Flaming Sphere, Barkskin, Windwall, Resist Energy [electrical], Spider Climb 3.. Call Lightning*, Sleet Storm, Gaseous Form, Summon Nature's Ally III, Thorny Entanglement 4.. Ice Storm, Ball Lightning, Flame Strike
Running spells: 4/7 Call Lightning
Khord Briarmark (Bill D) AC 21 T16 FF16, CMD23, HP 44/54; Niko AC19 T13 FF16 CMD21 HP 54/56 d20+5=25 ; Friday July 28th, 2023 4:30:10 PM
Khord will check the wounded half-elf for weapons and disarm him, throwing all his weapons and gear up the slope into the other level of the cave. "Just stay still, we healed up your brother and he is tied up outside. no worse for wear. (Diplomacy = 25) "He then turns to Niko, "I have to go help the others, if he moves from this spot you can chomp him again. Only if he tries to flee, guard him like you do the ponies at night."
full turn to disarm and give Niko instructions, he looks over his shoulder to see what is happening with Virkas.
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 d20+9=13 ; d20+9=19 ; Friday July 28th, 2023 6:19:45 PM
Isaac yells out in surprise as the ground seems to slope down suddenly "What the!" his feet can't find purchase on the rocks and he slides forward he tries to grab the wall and luckily is able to find a hand hold preventing him from falling into the pit. roll 1 vs Dc16 :13 fail roll2 vs Dc 18:19 success
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Friday July 28th, 2023 11:01:26 PM
The little gnome is starting to wonder about his friends.
"Beatrix, lemme know if you're having trouble in there and I can get rid of that pit. But right now, we got him trapped. Isaac - you need help getting back up?"
"Benni, these folks been trying to kill a ship full of people and now they're trying to kill us. I think it's ok if the ropes hurt a bit."
Snark readies an action to cast levitate on Isaac if he can't get back up.
“Benni” AC 23/13/22 CMD18. HP 39 /48 Onesimos (SteveK) Saturday July 29th, 2023 9:11:24 PM ”It is not for me to be judge, Snark, but to provide opportunity for those in crisis to realize the peril they face in the Lands of Unrest.”
DM Bob & Carla - The Pit of Peril Secret DM roll d20+9=25 ; d100=65 ; Sunday July 30th, 2023 7:48:32 PM
Beatrix manages to navigate the narrow confines of Snark’s magical pit and strikes down through the mist hoping to injure the hidden spellcaster below and force his submission. (OOC Virkas has complete concealment hence a 50% miss chance applies. I rolled a 65) The hovering centaur manages to strike Virkas a deadly blow, ending both the spellcaster’s life and the invisibilityand obscuring mist spells he had cast.
Benni deprives the now barely conscious Fletch of any weapons and equipment and begins tying him up. With no rope at hand he resorts to using his prisoner’s belt and boot laces. While not as secure as a rope, it should do the trick in the short term. Khord likewise removes any weaponry from Levorn, tossing it further up into the cave and sets Niko to watch over the injured half-elf. Jasper casts Guidance on herself in anticipation of whatever may come next and Snark readies a Levitate spell should the paladin loose his footing and fall into the pit.
Isaac meanwhile hangs by a handhold in the rocks and needs to make a DC 16 reflex save to escape the dangerous terrain around the hole. Failing that, a continued fortitude save vs DC 15 to maintain his grip on the rock will be required. The paladin cannot help but notice the strange sensation emanating from his bag of holding as it vibrates violently in such close proximity to the extra dimensional space below. With no training in arcana or history, Isaac can only hope that the sensation is not as ominous as it feels.
“Benni” AC 23/13/22 CMD18. HP 39 /48 Onesimos (SteveK) d20+7=18 ; Monday July 31st, 2023 7:24:07 AM
Onesimos considers both his ingenuity in using Fletch's belt and laces, and his lack of foresight in having something of his own to tie up prisoners with... he's going to have to remedy that in the future.
He collects his morningstar and keeps watch to avoid anyone surprising the LuckMakers as they consolidate their position at the cave entrance. He relies on Khord to find out who the half-elf is really scared of, and the others to collectively take care of the pit and Vikras.
...... Perception to Keep Watch: 18
Prayer. 5/7 rounds. All LuckMakers get +1 luck bonus on all rolls, and all opponents get -1 luck bonus on all rolls.
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration Lesser, Resist Energy, Delay Poison, Silence 3.. **Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Monday July 31st, 2023 7:40:42 AM
Beatrix feels around and confirms yep the guy is lying very still. She'd intended to try to capture him but in the tight space and blind swing must have hit something vital. "I may have accidentally killed him a little. Can someone with more medical training see if he can be stabilized and interrogated later or is he just dead dead?" She'll carry him out of the hole to a more open area.
Jasper (Holly) HP 55/62 AC 21/13/19 CMD 9 | CMB 7 Monday July 31st, 2023 4:21:44 PM
_____
Jasper thinks they're more likely to get information out of Lavorn than the apparently dead-dead Vikras. She makes her way over to Khord and Niko (square O21) and leans down to address the battered half-elf.
"If Vikras didn't threaten to kill you, who did?" She glances over her shoulder at the dead and quirks the barest smile. "Other than us." ___
0.. Guidance*, Flare, Resistance, Detect Magic, Mending 1.. Entangle, Goodberry*, Shillelagh*, Obscuring Mist, Produce Flame*, Speak with Animals, Faerie Fire 2.. Flaming Sphere, Barkskin, Windwall, Resist Energy [electrical], Spider Climb 3.. Call Lightning*, Sleet Storm, Gaseous Form, Summon Nature's Ally III, Thorny Entanglement 4.. Ice Storm, Ball Lightning, Flame Strike
Running spells: 4/7 Call Lightning
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Monday July 31st, 2023 7:28:03 PM
Snark smiles at Beatrix' comment.
"Heh, accidently killed him a little. Good one."
Snark will dismiss the pit spell, causing the floor of the pit to rise up to floor level. Then he moves up a bit.
If we are not still in combat rounds, Snark will use detect magic to see if there is anything magic in the area, including on our fallen foes.
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 d20+9=23 ; d20+10=25 ; Monday July 31st, 2023 8:54:54 PM
Ooc:not sure if this is still needed but will roll any way. Reflex:23
Isaac clambers away from the hole until he is a safe distance away and drops to the ground.As he looks back as snark dismisses the hole he spies Virkas now dead from Beatrix's attack. As she asks about someone taking a look at him Isaac raises a hand "I'll take a look but considering his wounds it doesn't look good." Heal check to see if he can be saved. :25
Khord Briarmark (Bill D) AC 21 T16 FF16, CMD23, HP 44/54; Niko AC19 T13 FF16 CMD21 HP 54/56 Monday July 31st, 2023 9:40:18 PM
Khord sees the limp body of Virkas come out of the disappearing pit and turns back to the half-elf, "Any immediate danger for you seems to have passed. I suggest you talk to us and tell us what you know." He then turns to Benni, " this one could use a little healing if you can spare some, Niko played a little rough with him."
DM Bob and Carla - Dead quiet… Secret DM roll d20+9=27 Monday July 31st, 2023 10:31:17 PM
The dissipation of the mist reveals the dead body of the evil wizard ringleader prone at the bottom of the 30ft pit under a hovering Beatrix.
With the pit spell dismissed, the bottom of the hole, and the dead body, rises to floor level where Isaac confirms that Virkas is indeed dead-dead.
Benni stands guard over the barely conscious human he trussed up, and is reasonably sure that other than the two wounded wreckers, the party are the only living creatures in the vicinity. Other than the beating of his heart, the calls of his companions as they echo off the rock walls, and the faint sound of the waves outside - there are no unexpected sounds.
Jasper moves over to support Khord and the two question Levorn but either they aren’t very persuasive (no roll?) or the rogue is more worried about the enormous dog standing guard over him - and doesn’t answer any questions.
Snark picks up an aura of magic from the dead wizard, though the only thing he can see is an empty vial on the ground next to the body. He detects a hint of magic from the pile of gear Benni took off Fletch and the kit Khord removed from Levorn.
Snark’s dancing lights will soon wink out, leaving only the dull glow from the embers of a campfire off in some chamber to the right of the main cavern. Other short term magics used by the party are fading.
(Combat rounds are over…)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Tuesday August 1st, 2023 1:57:17 AM
The little gnome pulls out a ring a cord. The ring has Continual Flame cast on it.
"There, that oughta give us some light. Now, let's see what these sources of magic are.
He will go over and examine each of the sources of magic to see what the sources is. This includes the empty vial. He concentrates to see specific sources, and hopefully determines the schools of magic and perhaps ever the properties of the items.
Then he will check the rest of this place for magic.
---------------------------- From Detect Magic:
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Snark has Knowledge (arcana) +12 and Spellcraft +19
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Tuesday August 1st, 2023 7:46:42 AM
Beatrix is kind of disappointed it's already over. Not that wasn't fun. She finally notices the arrow in her but and gets someone to help her safely remove it - don't want the arrowhead stuck in there.
Jasper (Holly) HP 55/62 AC 21/13/19 CMD 9 | CMB 7 d20+21=31 ; Tuesday August 1st, 2023 1:06:13 PM
Jasper pulls out her Lantern of Continual Flame to help illuminate the cavern.
She takes in her surroundings, looking for passages that might lead off to hidey-holes or other rooms.
___
OOC: Another important PbP point of order re: rolling intimidation. Thanks.
“Benni” AC 23/13/22 CMD18. HP 39 /48 Onesimos (SteveK) 4d6=21 ; d20+9=11 ; Tuesday August 1st, 2023 2:17:01 PM
Onesimos is surprised: he was expecting more opponents based on what Vikras said. ”No one else here, friends, so we need to look for clues to root out this conspiracy.”
Benni’s best chance to help is to ensure everyone is together, then releases a burst of positive healing, selecting to heal everyone; even Fletch and Vikras.
He then begins a dialogue with the two prisoners. ”This reminds me of a story when Storge’ left his friends to care for his imprisioned cousin. But found he could not help without Philia and Agape’. He found out his family could become a lever to make him a prisoner in his own actions without the love of friends and the goodwill of all things.”. He continues to provide conversation, hoping that he can help Vikras and Fletch realize cooperation is better than opposition.
….. Channel Positive Energy: 21 hit points healed for every living creature within 30’.
Diplomacy. 11
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration Lesser, Resist Energy, Delay Poison, Silence 3.. **Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Khord Briarmark (Bill D) AC 21 T16 FF16, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 d20+5=23 ; Tuesday August 1st, 2023 4:58:54 PM
Khord enjoys the sensation of the healing energy pouring over him, and looks on a Levorn's wounds seem to have knitted themselves as well. Niko gives a little yelp as the channel surprises him but then starts wagging his tail happily.
To the captive half-elf he says,"What more can you tell us about this cave and your activities? Are there any secret rooms we should know about? How deep does this cave go? I see it goes off to the left there past where your friends ambushed us. Maybe you will be more forthcoming if we reunite you with your brother." (Diplomacy = 23)
DM Bob and Carla - Healing and homilies Secret DM roll d20+9=27 ; Tuesday August 1st, 2023 10:34:15 PM Beatrix seeks attention for the wound to her hindquarters and Benni is happy to comply. The elf is generous with his healing magiks, which extend beyond his companions, to include the two wreckers as well. No longer distressed by their wounds, the prisoners look perplexed by the cleric’s homily on friendship and universal love. Khord’s line of questioning is easier to understand.
”We trick the ships into coming close to shore, where they founder on the rocks. Then we relieve them of their cargo…dunno ‘bout any other way in or out other than the one you used…we camp in the dry chamber by the front…store the goods farther back…”. Levorn jerks his head sideways in the direction of a bobbing lantern that disappears down a hallway on the left side of the cavern.
Fletch looks beseechingly at Onsimos and asks if the cleric can introduce him to ”them sisters what are named Philia and Agape”
Holding her lantern aloft as she peers beyond the threshold of the vaulted room at the end of the hallway, Jasper spots Highlight to display spoiler: { …a large number of crates, barrels, chests, and sacks stacked in piles around the perimeter of the room.}
The ring hanging about Snark’s neck casts a circle of light around the blue haired gnome as he moves to examine the piles of weapons and other items belonging to to the wreckers. The wizard is able to identify as belonging to:
Virkas: MW Longbow, 20 arrows, MW Rapier, Spell Book, 1 Scroll Glitterdust, 1 Scroll Magic Weapon, 1 Scroll Mirror Image, 1 Scroll Scorching Ray, Wand of Mage Armor (19 charges),113 GP - an empty vial that probably held a healing potion,
Fletch: MW Heavy Crossbow, 9 bolts, MW Scimitar, throwing axe, Elixir of Swimming, Potion of Bull’s Strength, Potion of CLW, Potion of Jump, Alchemists fire, 231 GP
Levorn: MW Composite Longbow, 15 arrows, Rapier, Oil of Magic Weapon (2), 73 GP
Karn and Steig: 2 chain shirts, 2 MW Great Axes, 2 Shortspears, Potion CLW (4 vials), potion of Feather Fall (2 vials), 118 GP
“Benni” AC 23/13/22 CMD18. HP 39 /48 Onesimos (SteveK) d20+15=33 ; d20+9=28 ; Wednesday August 2nd, 2023 7:01:40 AM
Onesimos casts a Light orison on his buckler shield and gives a long look at Fletch (Sense Motive). In his many months on the Southern Continent and the half year aboard ship to get here from the Kingdom of New Elenna before, this is the first time that anyone has asked a question about his stories!!
"Introduce you I may, and to their friends, yet to walk with them is your choice. To help with recompense from your previous choices, can you assist us in supporting good deeds and good communities? What happens after you store these goods? Who comes or where do you deliver it to?"
The elf looks up, a small smile on his face as his friends each take care of other necessary actions to collect goods and information.
............ Sense Motive: 33 Diplomacy: 28
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration Lesser, Resist Energy, Delay Poison, Silence 3.. **Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday August 2nd, 2023 7:48:42 AM
Beatrix will cast light on something and go to thoroughly explore the cave, with Tinkerbell flitting about ahead of her using her blind vision to check all the nooks and crannies. There's still a little adventure left here, maybe they'll find something cool in the cave. Or if nothing else loot.
Jasper (Holly) HP 55/62 AC 21/13/19 CMD 9 | CMB 7 d20=2 ; d20=6 ; Wednesday August 2nd, 2023 1:43:13 PM
Jasper says "You still didn't tell us who you're working for, Levorn. You said you're afraid of someone worse than Vikras. Spill."
Jasper isn't very scary, nor is she very persuasive. To her companions, she says "Maybe you'll have more luck with this numpty. I'm going to explore their ill-gotten gains."
She wanders back to the pile of crates and casts Detect Magic.
Khord Briarmark (Bill D) AC 21 T16 FF16, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 d20+8=19 ; d20+12=31 ; Wednesday August 2nd, 2023 8:32:31 PM
Khord follows on Jasper's lead, "In my experience , there is always someone else a rung higher on the ladder. Tell us what you know about Virkas' boss and we can help you out. You have nothing to fear from them any more, you should be more worried about misleading or disappointing us." (Intimidate = 19)
He helps the half-elf to his feet and dusts him off. He will lead him by the arm toward the cave mouth with Niko in tow and once getting to the entrance will look to see if they can spot his brother by our ponies. (Perception = 31)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Wednesday August 2nd, 2023 8:54:48 PM "Well, let's see what else they got squirreled away in this place. I'll help keep an eye on them and zap 'em if they move. Everyone else, step back from them."
"You two come over here and sit together. You're on the cleric's good side and that's fortunate. But you're still on my naughty list. You'll be fine so long as you sit tight. But cause a problem, and I'll make the the floor itself to rise up and choke the both of you."
Snark will see that the two are brought together in their tied up state. He will cast Levitate and rise up into the air, out of reach. He watches and readies an action to cast Black Tentacles on them if they cause trouble.
DM Bob and Carla - Honey and vinegar Wednesday August 2nd, 2023 11:12:27 PM Fletch is trussed up pretty good, thanks to Benni’s efforts, but Levorn is not restrained. However, having survived 2 near death experiences, the half-elf isn’t tempting fate - or the ranger’s dog. When Khord helps him to his feet and hauls him towards the mouth of the cave - he goes willingly.
The pair don’t get very far. The strong tang of salt on the air, the slapping sound of gentle waves, and the mirror-like reflection from water that now covers what was once just wet sand gives every indication the tide has come in. In an exercise in understatement, Levorn volunteers: ”looks like the tide’s coming in.”. The half-elf quickly adds:”It’ll only come up to where the floor rises into dry rock, see?” The wrecker points back into the cave from whence they came. ”It’ll be down by morning,” he concludes, in an attempt to be helpful.
Jasper comes back from her explorations, suggests the prisoners ‘fess up, then wanders back down the hallway she came from, looking for magic.
Beatrix casts light (on the tip of her lance?) and pokes it into a few dark corners.
Snark volunteers to keep Benni company and watch over the prisoners while the rest of the party explore the chambers off the main cavern.
Despite Jasper’s taunt and Snark’s posturing, it is Onesimos who demonstrates that you catch more flies with honey, than with vinegar. After Khord hauls Levorn away, Fletch ‘spills’: He’s never met the big boss, and the wreckers all worked under Virkas. He, and the brother’s were new hires. He doesn’t know about the others - the half orcs kept to themselves. The plan was for the wizard and one of the brothers to travel overland to The City once they had a good cache of loot, then a ship would be dispatched to the area…anchor in safe waters…and the cargo would be brought to the ship in row boats..then back to The City…the gang returning with the ship.
Benni senses the man is being truthful regarding his experience with his crew, and his interest in what the cleric has to say about Flower’s Loves is genuine, even if his understanding isn’t strong.
(It’s full dark outside (around 10 pm) and the incoming tide would make exiting the cave a challenge. The tide will reverse at high moon, and the beach should be accessible in the morning.)
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 d20+2=3 ; d20+11=21 ; Thursday August 3rd, 2023 5:14:56 AM
Isaac tries to think back to his days as part of the Hook City watch. Trying to remember if any other gang had tried this sort of scam before. But comes up empty only remembering a few cases of smugglers using colored lights as signals or distractions. With the tide rising blocking the mouth of the cave Isaac asks "Did your group ever have any trouble with monsters trying to get in during the high tides?" Diplomacy:21
Khord Briarmark (Bill D) AC 21 T16 FF16, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 Thursday August 3rd, 2023 7:01:36 AM
Seeing the tide come into the mouth of the cave, Khord becomes slightly alarmed. Hoping that the prisoner outside and the ponies and cart will be safe as they are exposed and defenseless on the coast. He returns Levorn to the fire in the high part of the cave.
" I want you to sit here by the fire and behave," he says. "Your brother told us that he got you into this by running up a gambling debt, is that true?" Khord throws a couple of logs on the fire and stokes it with a stick. he quietly give Niko the guard command and the dog sits next to Levorn watching him attentively.
After receiving his answer, he excuses himself and goes to see what the Luck Makers have found in the other parts of the cave.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Thursday August 3rd, 2023 7:32:51 AM
Beatrix is disappointed her and Tinkerbell didn't find any loot. Though on reflection that's a good thing as that means either no one or very few people were actually attacked by this group. Still her fly spell is up and the tides coming in so she's ready to call it a day.
“Benni” AC 23/13/22 CMD18. HP 39 /48 Onesimos (SteveK) Thursday August 3rd, 2023 8:19:30 AM
Onesimos continues to speak with Fletch and also the half-elf as they are brought together. He relays what he learns to his friends, and listens in turn. "It looks like we are here until morning, so let's make camp and share the food."
What's more, Benni wants to take a real long and close look (take 20) at Vikras' possessions and any 'office' space in the cave. He is looking for written clues to assist the team in knowing points of contact or methods to how Vikras planned to contact a ship and who those contacts are.
................ Perception Take 20 : 27
0.. Mending, Purify Food/Drink, Light, Stabilize 1.. Prot v Evil, Bless, Resist Energy, Sanctuary, Shield of Faith, Prot v Chaos 2.. Align Weapon, Restoration Lesser, Resist Energy, Delay Poison, Silence 3.. **Prayer, Invisibility Purge, Water Breathing, Ghost Weapon. 4.. Holy Smite, Freedom of Movement.
Jasper (Holly) HP 55/62 AC 21/13/19 CMD 9 | CMB 7 Thursday August 3rd, 2023 1:22:25 PM
Jasper apparently didn't detect anything magical in the loot. She returns to the campfire and prepares to stay in the cave for the night. She hopes the ponies are safe.
I've got some rope. I should have mentioned that earlier, Benni. I suggest we bind Lavorn.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday August 3rd, 2023 10:48:05 PM
Snark will memorize a spell and create a Tiny Hut to provide a warm place in the cave. He has his bat Luna hang from the ceiling and keep watch.
DM Bob and Carla - Crates and Barrels Thursday August 3rd, 2023 11:41:57 PM
Alarmed by the incoming tide, Isaac and Khord move the captives to higher ground with Benni’s help. The prisoners are nonplused by the rising water. ”You get used to it after a couple nights. Nothin’ ever bothered us…’afore you guys.” volunteers Fletch in response to Isaac’s query, while Levorn answers more questions from Khord - confirming he and Kelgorn were working off a gambling debt…Kelgorn was the one who made the bargain, or rather was told how it would be. My brother said the fellow gave him the willies, an’ he never saw his face ‘cause he had a hood up and a big cloak. I never met no one but the wizard, Fletch here, an’ Karn an’ Steig.”
Reconciled to spending the night in the cave, Isaac and Niko take on guard duty, while the rest make camp and/or explore. Snark creates a tiny hut for those who wish an additional level of comfort. Luna is at home in the shadows of the cavern’s ceiling.
Beatrix is disappointed that her initial investigation of nooks and crannies didn’t reveal any loot (no roll?).
Anyone who follows Jasper when she returns down the narrow hall on the far left of the cavern, will discover a vaulted room with a large number of crates, barrels, chests, and sacks stacked in piles around the perimeter. It looks like cargo from one, maybe two sailing vessels - enough to fill 4-5 wagons. The adventurers will recognize the names and addresses of individual merchants and Heranmar establishments stencilled across most of them. One addressed Blue Cat Tavern c/o R.Bottim has had the lid pried open. A chest tipped on it’s side spills it’s contents of colourful silks and trimmings onto the ground.
Unable to detect magic from the general cargo, Jasper stands transfixed before a couple of locked chests that are giving off some interesting vibes! She picks up a jumble of faint auras - illusion, transmutation, divination, and conjuration.
Benni takes his time poking around and finds what looks like a narrow sleeping alcove in the room where the cargo is stored. There is a bedroll, a lantern, a leather satchel, and a brass and leather telescope. Should Benni decide to look inside the satchel Highlight to display spoiler: { he will find a document listing the names of ships expected to sail towards Heranmar over a 1 month period of time, and a key.}
“Benni” AC 23/13/22 CMD18. HP 39 /48 Onesimos (SteveK) d20+15=21 ; d20+15=34 ; d20+15=32 ; Friday August 4th, 2023 7:05:48 AM
Onesimos considers the activities of his friends, settles into camp, then makes some suggestions.
"Beatrix, Jasper, or anyone, do we have another Fly spell, or Shapeshift available to get outside to ensure the horses will be OK overnight and that we can collect Kelgorn to be back with his brother. If we can't fly, do we have a means of communication to see if Kelgorn can escape from the manacles and take care of our horses overnight, knowing we will be quite grateful."
"I think we shouldn't open anything until we bring it back to Heranmar and get what is owned back in the right hands. Whatever is left over would be flotsam and rightfully ours to distribute."
"I also think we should have our watch up as usual just in case. With the pouch I found, the cave should be safe for a month. We have plenty of time to get back to Heranmar, inform the Council, and let them recover the goods for us while we track down other clues."
"With the tide up, no weapons, and having been bested once, I believe there is no danger from Fletch, Kelgorn, and Levorn not being tied up... is there?" The cleric will ask the former wreckers and gauge their reactions.
........... Sense Motive: 21, 34, 32
OOC: going to email for magic item discussion
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Friday August 4th, 2023 7:43:47 AM
(I didn't roll because I was looking for what Jasper just found and assumed it would be a giant obvious pile of stuff)
Beatrix only had the one fly spell prepared today.
(DM Carla - if a character doesn’t share information learned via hidden text, the other characters don’t necessarily know about it. Jasper provided detail about where she went looking, and had a good roll (see Aug. 1))
Jasper (Holly) HP 55/62 AC 21/13/19 CMD 9 | CMB 7 Friday August 4th, 2023 1:12:02 PM
Shaking herself free of the allure of the chests, she turns to Benni.
"I can get out there and lead the horses to higher ground. Um. Can someone remind me of the terrain where we left them? Were they already sheltered and out of the way of the tide? If we're reasonably confident that we didn't leave them hobbled on the beach, it might be safer for me to stay put. Not that I mind going; I haven't been a tern for a while."
___
(OOC: I can't find the previous map!)
(DM Carla: the ponies and cart were left loosely hobbled or tied to bushes and somewhat hidden behind a rise of ground far back from the edge of the promontory (July 12) and the bandit was left under the scraggly trees where the lanterns were hung - also well back from the water’s edge )
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d4=3 ; Friday August 4th, 2023 7:33:46 PM "A fly spell? Sure Benni - I didn't have a need to cast that before, and it'd be safer for two folks to go out to check on the horses and that Levorn's brother. He'll probably be glad to know Levorn is alive and would stick around just to see him."
Snark will gladly cast Fly one someone if they want to accompany Jasper to see to the horses and Kelgorn.
Before resting, Snark will pull some herbs out of his pack and make a tea. (3 hours to concoct a Cure Serious infusion, per greenmage ability. Will only last 24 hours.)
(For the DM - What spells are in the found spellbook?)
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Saturday August 5th, 2023 11:25:02 AM
Isaac looks over some of the products and wonders how much they'll be able to bring back to town with the bag of holding. The thought however brings back the memory of almost falling in the hole and the weird resonance the bag had with it. Isaac ask Snark "Hey Snark earlier when I almost fell into the hole something weird started to happen with my bag of holding. It started pulsing, vibrating...something when I almost fell in as though it was reacting to that pit. Any idea what was going on?"
Isaac will stay behind in the cave to help guard the prisoners he's not great with animals
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=3 ; d20=15 ; Sunday August 6th, 2023 1:44:36 PM
Since they are stuck there for the night Beatrix will get around to sharing spells with Snark like they've talked about. She's most interested in spells of her specialty, Transmutation, and she'll try to copy over the Enlarge Person and Levitate spells Snark has (DC is 15+ spell level, so 16 and 17 DC. She has +14 Spellcraft, and her specialization gives her +2, so auto succeed at both since you can't roll under 17 with a +16 bonus)
She compliments Snark on the size of his spellbook. "Mines a bit limited. I just jump between too many topics I guess." She'll help look over the dead wizard's spell book over the rest.
Khord Briarmark (Bill D) AC 21 T16 FF16, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 d20+12=29 ; Sunday August 6th, 2023 10:38:56 PM
After getting the prisoners settled, Khord will poke around the cargo and explore the rest of the cave. (Perception = 29) "i think the merchants of Heranmar are going to be thankful if we can get these goods back to them. The loss of this many goods could have crippled them."
OOC: Sorry about short post, daughter was in town for the weekend from DC and time got away from me.
DM Bob and Carla - Bedrolls and Spellbooks Sunday August 6th, 2023 10:50:19 PM Jasper is torn between investigating some very interesting chests, and looking in on the animals and captive left up on the headland above the cave. When Benni suggests someone go check on things outside the cave the druid volunteers, but she isn’t keen. Snark proffers a Fly spell, but there don’t seem to be any takers. Anyone trying to exit the cave would have to deal with the rising tide, minimal clearance, and the full darkness of late night.
Benni would like to leave the stolen property to the discretion of folks in Heranmar, expecting that what doesn’t get claimed will be handed over to the Luck Makers. Isaac and Khord ponder the dilemma of transporting the goods. If the party get to work early in the morning, and work as a team - as long as there are no obstacles - they should be able to load the wagon with some of the stuff and make it back to Heranmar, arriving just before nightfall (1 day).
The paladin is curious about the weird vibrations that came from the bag of holding when in proximity to the extra-dimensional pit created by Snark, and other than knowing extra-dimensional spaces can be subject to unusual reactions when combined, he doesn’t know what would have happened should the bag have somehow ended up in the pit. Since the bag didn’t come with an owner’s manual, Isaac asks his friend. Snark is pretty sure nothing serious would occur if Isaac had ended up in the pit with the bag, though there might be other scenarios where messing with extra-dimensionality might not have such benign results.
Beatrix makes time and spends some resources, in order to copy spells from the more experienced wizard’s spell book. The centaur and the gnome then open Virkas’ spell book.
Levorn makes a proposal to those around the campfire: ”Give me my bow, and Fletch his scimitar, and let us go in the morning. You’ll never see us again. We’ll stay away from Heranmar, and we have no interest in going back to The City.” The half-elf looks grim faced. Fletch looks defeated. Benni gathers the fellows will follow through on their plans if released, and that they are just as worried about what will happen if the group in Hook City get ahold of then, as what would happen if they are handed over to the law in Heranmar. It would probably be okay to leave them unbound, but wise to have Nikko on guard, as well as watches kept through the night.
It’s getting late. If the Luck Makers don’t seek their bedrolls soon, dawn will be upon them before they have the opportunity to recuperate from the day’s activities.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Monday August 7th, 2023 12:36:46 AM
Snark replies to Levorn, "Yeah, I figure the hassle of hauling you two back to Heranmar is not really worth it. We'll see in the morning, but if I ever hear of either of you causing trouble expect a visit from us."
Snark prepares to go to bed. He sleeps, wakes in the morning and memorizes spells.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Monday August 7th, 2023 8:31:31 AM
Beatrix is a newcomer here and will let the others decide the prisoner's fate.
Jasper (Holly) HP 55/62 AC 21/13/19 CMD 9 | CMB 7 Monday August 7th, 2023 1:01:02 PM
Given the late hour and rising tide, Jasper opts to stay put. She'll kick herself if anything happened to the ponies.
She considers the prisoners. "I'm not delighted by letting them go, but hauling them back to town doesn't sound very appealing either. Benni or Isaac, can either of you somehow compel them not to attack us if we return their weapons?"
Khord Briarmark (Bill D) AC 21 T16 FF16, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 d20+8=23 ; Monday August 7th, 2023 3:54:07 PM "How many ships have you wrecked on those rocks? Did you give quarter to those that managed to survive the shipwrecks and make it to shore? I am not so sure that you have earned any kind of freedom at this point. Domi says we are our deeds, and we all must take responsibility for what we have done, whether you felt like you had a choice or not." He lets the words sink in as he sets up his bedroll and prepares for his rest.
"I think our first load we bring back to town should be these pirates," he says to Jasper and Snark. "But we can debate this in the morning."
He gives Niko some scritches and a piece of jerked beef before saying to him load enough for the wreckers to hear, "You can make a snack out of these two also if the move to make a break for it." and he heads to bed. (intimidate = 23)
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Monday August 7th, 2023 4:09:24 PM
Isaac shrugs "The only thing I can think of is a sanctuary spell but that is too short. Hauling them back is more of a pain than letting them go. Unfortunately, unless we want to tie them up and haul them back in the cart, I think we should let them go."
Isaac asks the others "In the morning when we got some time Bennie or I could cast speak with dead on the body of Virkas he might be more higher up and can tell us who sent him out here. Can anyone think of some other questions we should ask?"
“Benni” AC 23/13/22 CMD18. HP 39 /48 Onesimos (SteveK) Monday August 7th, 2023 5:08:04 PM
Onesimos listens and nods. ”It is good to hear all sides before agreeing upon a decision. Fletch, Levorn, and his brother have done nothing to deserve mercy, but mercy is not to be earned, but given when not earned in the hope that a good deed will always be rewarded.”
“So, not the masterwork bow, but take Khord’s old bow in exchange. And gather as much food as you can carry yourselves. You should be able to reach Cliffport or Wayfarer in a couple weeks and start a new life. And you can go with the blessing to remember this, my brother. See in this some higher plan. You may use this precious mercy to become, ah, honest men! By the witness of these heroes. By her passion and her power. I have called you out of darkness. I will hope your soul for Flower.”
Benni seeks his bedroll, and sleeps restfully.
(With acknowledgement to Les Miserables, who has better words than I could ever achieve.)
DM Bob and Carla - A fresh start? Monday August 7th, 2023 8:36:55 PM
Whilst readying for repose, the party members consider Levorn’s proposal. New to the group, Beatrix thinks she will defer to whatever judgement the other five make. Letting the miscreants go does not sit well with Snark, Jasper or Isaac but neither does the hassle of escorting them to Heranmar.
Khord confronts the wreckers and says aloud what everyone’s been thinking. Fletch wilts under the half orc’s glare - looking anywhere but directly at the twilight ranger. Beads of sweat break out on Levorn’s forehead.
It is decided the fate of the pirates will be determined the following day. Having put the fear of Domi into the bandits, Khord has ensured they will pass a far from restful night - regardless of Onesimos’ eloquent defence.
Those who wish, retire to Snark’s comfortable, if temporary abode. Others stretch out on mats or snuggle into bedrolls. Watches are kept, and Nikko crouches down, head on forepaws, his eyes never leaving the prisoners.
*****
Rising refreshed and restored after a full rest the party do what is necessary to start their day. Khord’s dog seems a little tired, and gives a great yawn and shake of his head, before trotting down the cave entrance in order to do his ‘business’ out of doors. The two prisoners are red eyed and listless. Levorn casts a glance at his beautiful bow-with it’s core of intricately fitted woods that radiate from light at the belly, through dark ending with antler reinforced tips at both ends. The belly is laminated with horn on the archer’s side and sinew on the outside, giving the bow it’s dimensional stability and energy. The half-elf gives a sigh, and drops his head to his knees, hiding his face.
The cave is dark, but pale morning light illuminates the front of the passageway. The water has receded beyond the mouth of the cave, leaving puddles here and there in the wet sand. The retreating tide is exposing more of the beach with every ebb and flow, and the tricky path up the beach face to the top of the coastal bluff is now easily accessible from the beach.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Tuesday August 8th, 2023 12:23:29 AM
Snark will talk to his friends.
"I think we need to let these three go. We don't want to watch 'em, we don't want to have to haul them back in chains, and there are plenty of folk that make bad choices. And I'm fine with giving them some gear so they can survive, including their weapons."
Assuming his friends are in agreement, we'll get the horses and wagon, load up what we can, and make our way back to Heranmar.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=7 ; d20=18 ; Tuesday August 8th, 2023 7:40:36 AM
Beatrix exits the cave and looks about. They had left a pirate up here by her recollection and she tries to find him (perception 7, or if he's not in sight tracking 20 to try to find his trail)
Jasper (Holly) HP 55/62 AC 21/13/19 CMD 9 | CMB 7 d20+21=39 ; Tuesday August 8th, 2023 12:55:08 PM
Jasper shrugs.
"They'll be back to wrecking, menacing, and general thuggery no matter what we do. I'm off to check the ponies."
She scans her surroundings as she goes, looking for signs of additional gang members.
Perception: 39
Khord Briarmark (Bill D) AC 21 T16 FF16, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 Tuesday August 8th, 2023 4:26:39 PM
Seeing the the general consensus is that the wreckers should be given second chance, Khord will relent and put together packs enough for them to survive. he digs out his old bow and hands it to the half-elf. "I guess the price of your freedom is your masterwork bow." He carefully slips the beautiful weapon into its place on the side of his pack.
"Does anyone want to claim any of this before I pack it for travel. I would like one of the healing potions to replace the one I had to use in the fight, and the oil of magic weapon would be handy." After the others have grabbed what they want, he bundles up the other weapons, armor and potions and will eventually make for the wagon to stow it all.
He calls for Niko and tells the dog to help him escort the prisoners out of the cave. "Well, let's go see how your brother survived the night" he says to the half-elf.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+15=24 Tuesday August 8th, 2023 6:57:36 PM
Onesimos rises and takes care of his morning ablutions, meditations (to include Speak With Dead and a Divination spell) and breaking his fast.
The tide is out and his friends have generally agreed upon a course of action for the three hired wreckers. He disagrees with Jasper: Benni thinks that a true act of goodwill always sparks another. And how can someone who has never known kindness learn kindness unless they feel the benefits of kindness?
”Lets grab a wagon-load of stuff to get back to Heranmar. That will give the people of Heranmar the incentive to collect the rest while we track down this ring. And while you do that…”
Benni stands next to the dead Vikras and holds out his woven High Woldian symbol of Flower. And begins chanting…
When the spell is done he looks upon Vikras-that-was. ”By Flower’s Love, I have summoned you, and you may still assist your cause that is in balance against you. So, to help your soul in the Lands of Unrest, answer these questions three.”
“What is the name of your contact in Hook City?”
“What is the process to set up your contact?”
“Where do they commonly sleep?”
…. Vikras gets a Will Save DC 16 to partially answer or Bluff Benni. Benni’ opposed Sense Motive check is 2
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 d20+16=17 ; Tuesday August 8th, 2023 7:08:05 PM
Isaac shakes his head at Khords question "If we were going to go on a ship again I would probably take the swimming potion but since we're not we can pack it up. I'm good on everything else."
Isaac takes a few moments now that they were rested to say some prayers over the dead bodies of the wreckers they had killed. "May your journey to your final destination be easy and your crimes be judged with kindness Linger not upon this earth and go in peace" Isaac will also give blessing for the following 3 gods to the wreckers that are still alive. Ffloy to watch over them and help them make honest work and coin,Serenbeth to let them find true family and friends, and Wardd to over see them and give them the luck to accomplish the other blessings. Know Religion:17
Once this was done he goes over to the body of Virkas calls over Benni "Benni if you have it can you cast speak with dead? If we can find out who sent Virkas I could pass that knowledge over to my dad. He might be able to catch them if we get enough info."
DM Bob and Carla - cold trails… d20+3=10 ; Tuesday August 8th, 2023 11:09:50 PM Snark is anxious to get back to civilization, or what passes for it, and he, Beatrix, and Jasper carefully navigate the tricky path up the beach face, until they stand on the top of the coastal bluff. Levorn’s brother, Kelgorn has disappeared, and there is no one else in sight. Jasper can see the spot under the trees where the half-elf struggled to free himself. She spots the ponies, but they are spread out across the promontory and it will take some time to rustle them up, and the druid only counts 4. The wagon with its two horses is where the party left it. Beatrix can make out the half-elf’s trail as far as the place where the livestock was tied up, but looses it in the trampled ground around the wagon.
Khord claims the masterwork composite longbow, and hands his older weapon to Levorn along with some basic provisions in a couple of sacks. Collecting the gear taken off the wreckers, the half orc and his wolf hound escort the captives towards the cave entrance, pausing to allow Isaac the opportunity to pray over them in hopes that they will find a better way of life. Isaac then moves to watch the cleric of Flower standing over the dead wizard as he uses necromancy to grant the semblance of life to the corpse. Fletch hurries after Khord muttering about how tisn’t right to do that to a body…
With a cry of anguish, the corpse rises from prone to a sitting position. Compelled to answer the questions (failed save) posed by Onsimos the answers come in chokes and groans ”goes by Mahta….a tavern in Mudtown, and wait…in their beds?” With an agonal gasp, Virkas’ corpse collapses.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday August 9th, 2023 7:00:53 AM
Beatrix will help round up all the horses. As she does so she reflects that she's killed someone. That's... never happened before. She's seen people die before - that gang brawl that started her liking combat was very violent - but she's never actually struck down a person before. It didn't really hit her at the time what with the whole fighting blind against a dangerous wizard and now she's not sure what she feels or how she should feel.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) Wednesday August 9th, 2023 7:04:03 AM
Onesimos pauses to ensure the spell has ended, then moves Vikras' hands in repose. "I am not judge nor jury, but I pray your answers help you as you stand in front of Gargul's throne. Sleep in peace."
He looks at Isaac, and then goes to help the others. As they work, he gives an account of the questions and answers to the other LuckMakers: less than immediately useful but more than expected.
He gathers up the wreckers' personal equipment in the wagon.
"I can only ask three questions, the magic won't work on Vikras for a week, and I'm not excited about keeping him around for that long. So, our next steps are to go back to Heranmar and report. Do we ask the town to do the rest of the recovery and try to go to Hook City on our own? Do we merely send what we know to Isaac's father in the Hook City guard to see what may come and so free us up for other pursuits?"
Benni isn't excited about a long journey with little prospect for reward (i.e. going to Hook City and MudTown), but will follow along with the others if that's what they decide.
Jasper (Holly) HP 55/62 AC 21/13/19 CMD 9 | CMB 7 d20+3=6 ; d20+14=21 ; Wednesday August 9th, 2023 12:49:54 PM
Jasper briefly considers casting Summon Nature's Ally III to conjure a border collie, then decides to just round up the ponies the old-fashioned way. They're spooked, and it takes longer than she'd like. (Handle Animal = 6)
"It would appear that Kelgorn made off with one of our ponies-- I think he took Daisy." She joins Beatrix and examines the ground around the wagon, looking for tracks. (Survival = 21)
Khord Briarmark (Bill D) AC 21 T16 FF16, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 d20+15=30 ; Wednesday August 9th, 2023 4:01:32 PM
Khord exhales a low curse as he sees the ponies scattered and that Kelgorn has escaped. He tells the other two prisoners that he hopes he never sees them again and checks for tracks to give them a clue as to which way Kelgorn went. (Survival = 30) "If ya head off in that direction, you might have a chance of finding your brother. If you do find him, tell him he owes us for the price of the pony and if we see him again we will expect payment, one way or the other. I suggest you put your skills to better use and find a quiet life somewhere far from Harenmar."
He then will tell Niko to jump up on the bench of the wagon, give him some jerky and tell him he is a good boy and should get some sleep while we load up.
As he heads back towards the cave, he asks "Did we ever look in those locked chests that were at the back of the cave, there might some more loot or clues inside?" otherwise he will help the others load whatever we think should be brought out first and what can wait.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Wednesday August 9th, 2023 8:29:09 PM
Snark is pretty mad to see Kelgorn fled with one of the ponies.
He says to Fletch and Levorn, "Well, that tears it. That rotten Kelgorn didn't waste any time stealing from us and abandoning the brother he asked us to save. You two can each take a short spear to defend yourself but leave anything else. Including that bow. And get out of here before I change my mind and fireball you both!"
Snark will look for his pony Slim. He will use Speak with animals and and Slim what happened?
If we need more mounts he can conjure more mounts. Once we gather up the gear we'll leave.
(I'm traveling - will adjust my spells tomorrow.)
(
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) Wednesday August 9th, 2023 8:30:59 PM ”Daisy? She is a good beast for a movie like me. I hope he takes good care of her.”. Benni doesn’t correct Khord, the elf is in agreement with the half-orc.
When the Twilight Ranger mentions the chests with no names, Benni wants to make sure they are included in the first load .
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 d20+2=16 ; Wednesday August 9th, 2023 10:53:42 PM
Isaac watches as the body croaks out answers though he does look a Benni with some confusion after he asks the bed question. After the disturbing display he notes down "Mahta not sure i've heard that name before but if they are in mud town it would be faster to investigate it ourselves. The watch won't go into that place and trust me when I tried to do some good there certain places even I didn't go. I'll see if he can send us some more info about this Mahta but if we start trying to pursue this we might not be in Heranmar as much." Know local:16
Isaac watches as Snark explodes at the Levorn and Fletch and just sighs. "You two just get out of here before he finds something else to be angry about and stay out of trouble."
DM Bob and Carla - homeward bound Wednesday August 9th, 2023 10:56:34 PM
Beatrix and Jasper round up the ponies. It takes a little longer than they might have wished, but non-the less, Daisy, Slim, and the other two are found. Turns out the bandit made off with the pony that was tied to the back of the wagon. Slim lets Snark know he was set free, and went looking for greener grass to eat. There are mounts for Benni, Snark, Jasper and Khordwith Isaac to handle the horses and the wagon. Beatrix, naturally, can manage on her own!
When Khord escorts the surviving wreckers to the top of the bluff, a furious Snark strips them of their weapons (Khord’s old bow, and Fletch’s scimitar) and thrusts two short spears at them, and tells them to scram before he changes his mind. Jasper and Khord can discern one set of hoof prints heading down the trail the party used to get to the promontory - and send Fletch and Levorn on their way with an admonishment to reconsider their lifestyle if they know what’s good for them. The two bandits respond with alacrity, and hightail it down the trail.
Khord sends Niko to the wagon for a rest, and he and Benni haul some items up from the cave and load them into the wagon. They make sure to load all the equipment collected from the wreckers, the two locked chests that so enthralled the druid, Virkas’ leather satchel, and a collection of smaller crates, barrels, and sacks. Whilst sorting through the piled cargo for suitable items to take, Khord finds Highlight to display spoiler: {a locked leather bound box with the logo of the House of the Teeth entwined with the letters ‘H’ and ‘M’. }
Due to the delay caused by having to round up the ponies, the party departs later than they might have preferred. The benefit of being familiar with the route back is lost by the requirement of managing a fully loaded wagon. Benni reveals the information he learned from interrogating Virkas’ corpse, and wonders if disrupting the crew is sufficient to discourage any further incursions into the area, or if further action is required. The elf does not relish the idea of another long distance trip. Maybe sharing intel is sufficient? Isaac doesn’t recognize the name provided by Virkas. Beatrix feeling somewhat numb, muses over the taking of a life.
The return trip to Heranmar is uneventful, if long and uncomfortable. It is long dark, with folks depending on dark vision or lights of various sorts to make up for the lack of moonlight. The Eastern Gate is opened, and the party waved through without questions. At the inn, a yawning Ralphus, sends two stable boys to help manage the animals and store the loaded wagon in a safe place. Reporting on what has transpired will have to wait until the morning.
Beatrix and Tinkerbell (Mitch) HP 48/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Thursday August 10th, 2023 8:10:34 AM
Before they head out Beatrix checks how much loot are they talking about. There was talk of having to come back, but between her ridiculous carrying capacity and the wagon they may have to return with everything and not come back.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) Thursday August 10th, 2023 10:56:08 AM
Onesimos smiles and teases the centaur, for love is also playful. "You are certainly strong, Beatrix, but probably can't carry 2 ship loads in one go!"
The cleric is actually happy to see Daisy, especially as the ride back to Heranmar is well after dark. Fatigued is an understatement by the time they are waved through the East Gate and to Ralphus' care.
Benni will help unload the locked chests, leather satchel, and the thing Khord finds to be secured in his room (since there isn't a better common location).
And then he sleeps until waking.
Jasper (Holly) HP 55/62 AC 21/13/19 CMD 9 | CMB 7 Thursday August 10th, 2023 1:03:40 PM
Jasper really doesn't want to deal with the bureaucrats in Hook Ctiy again. If the Luck Makers can get the proper paperwork and have freedom of movement and NOT wait in lines, she'll... well, she still won't want to go. The idea of confronting a member of the Thieves Guild on his own turf sounds mad. She'd much rather shoo trouble away from Heranmar than go looking for it at its source.
As they ride home, she's drawn from her thoughts when she notices that Beatrix seems troubled. She falls in beside the centaur and says gently,"You couldn't have known. And, he was trying to kill us." She offers a small smile, then trots ahead.
Khord Briarmark (Bill D) AC 21 T16 FF16, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 Thursday August 10th, 2023 3:36:05 PM
Khord makes sure the locked boxes are carefully stowed, and rummaging through the other goods he comes across a small leather bound box. His eyes grow wide as he recognizes the House of the Teeth logo and the initials HM emblazoned on the outside, "Domi's lazy cousin, this box must belong to Haratio Mann," and he whistles in appreciation. Seeing that no one seems to understand him, "I came to fair Heranmar in search of an item that was stolen from a man named Haratio Mann who is kind of a big deal back home. This is either the piece I am looking for or a clue that will possibly lead me to it."
He tucks the box into his haversack and can barely keep a broad smile from his face.
He rides back to Heranmar in a much better mood than the one he arrived at this hill overlooking the sea.
Once back to Heranmar, he will help unload, return the pony, and asks around for Wren or Lars.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday August 10th, 2023 9:10:37 PM
Snark is both puzzled and concerned by Khord's behavior. Afterall, he has not known Khord that long.
The little gnome plants his feat and grasps his staff as he says to Khord, "Slow down there Sparkie. We all worked together to defeat those theives and stop what they were doing to ships headed to Heranmar. Before you start grabbing stuff you're going to need to explain what makes that package yours to keep.
"So pull it back out of your bag and let's all have a look at what it contains. Then let's start with you telling us who this Horatio Mann is and why you're grabbing his things. I don't recall you mentioning him before this."
Snark will cast Detect Magic to see if there's anything magic in the chests or in that package Khord shoved in his bag.
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Thursday August 10th, 2023 9:25:49 PM
Isaac is interested in Khords tale " I've not heard of this Horacio. What was he like? Some sort leader or someone famous?
On the way back Isaac asks Snark "You seemed pretty upset that the pony was released. Do you want to talk about it or do you want to be left alone?"