Graxx hands over the 116cp and gives a nod of appreciation.
Graxx turns to the others.
"From how I saw the Drow treat their kobolds before violence will not get us far with them. A nice meal may be more freeing of the tongue. Thank you for the items. They will come in handy very soon."
After some thinking and some glances at each other, the group seems to agree to take a less violent approach to their next interrogation. Nonetheless, as Utar confirms it verbally, CRAP also agrees to question the kobold outside Kelemvorite premises. Yovir agrees with the Tormite, and says they can make sure to prepare a full meal for the kobold in the morrow should Graxx's suggestion be adopted. (Recall that the prisoner was only giver water and bread so far.)
The Doomguide then completes one half of his transaction with Graxx and verbally agrees with Doozey's request to sleep just outside the kobold's door.
(OOC: I am assuming that with these preparations out of the way, you guys are ready to call it a night. Please hit that "Long Rest" and "Confirm" buttons in your character sheets if so, and we can then jump to the morning. Feel free to describe if your characters do anything before failing asleep or what they do upon waking up the next morning.)
Prior to settling down for the night. Utar prepares and busies himself with the sending of a message to Moneus.
Moneus. Some Welcomers found a way into the Kelemvorite's catacombs and were helping themselves. The Kelemvorite's know about it, the way is closed. Be safe.
Waking on a Kelemvorite cot feels all sorts of weird to Utar. It's comfortable enough, but it's nowhere near as good as a Tormite one. The bedding is fluffier at the House of the Hand for a start, and the call to morning prayer is more tunefully done. Provided that a certain Brother isn't on cooking duty that week, Utar would confidently say that the porridge is creamier too. Although, if he can remember the duty rotas correctly maybe it's best to break fast here...
Meeting with the other members of CRAP, Utar looks around at the Kelemvorites nearby before leaning in conspiratorially, "Anyone know a good place for an interrogation?".
Apart from setting up an audible alarm just outside the door as to make sure the kobold didn't somehow manage to sneak by him, Doozey was content to eventually retrieve Biscuit and bed down for the most part. But unable to find rest easily that night, he stayed up for at least a few minutes more gently interrogating Biscuit about Cassyt's condition with the aid of a soft, sylvan song to improve communication.
By the morning, Doozey would not quite remember how or when conversation eventually shifted back to an exchange regarding the dinner meeting with Yovir. But despite trying to bribe Biscuit with leftovers to distract him from the topic, eventually conversation drifted towards it and the final words from Utar. Doozey had still been a mess when he joined the Grey Hunters in all the ways one could be. And it wasn't as if he hadn't questioned the creed upon learning the truth about the lengths the Order went to fight back the darkness. Yet in the end, he accepted the bite, underwent the taming, and only as a means of training, practically poisoned himself to suppress the curse knowing he'd someday have to embrace it. He even enjoyed it a little, as one of the few things he still enjoyed at all at this point in his life. But was he not making an hypocrite out the man to claim him as a sworn brother by 'forcing' him to leave the curse be? Did he not threaten that at the very least, or worst yet, might've someday push both Utar and the others to make a hard choice down the line?
As if sensing the dark turn in Doozey's thoughts once more, Biscuit tried his best to bug the mess out of the ranger and turn him away. "I'll be alright, brother. Really. Let's just get sleep." Doozey assured, wearing a weak smile, before then turning away and nuzzling in to get some shut eye.
Next day...
As soon as Doozey awakens the next day, a series of the usual stretches and soon followed by listening in on the prisoner door if no window had been conveniently about for a peek inside. Once assure that the prisoner had not slipped away or died in the night, Doozey and Biscuit settle for chewing on some jerky rations while waiting for the others to come by. That's when he noticed a change had over taken his nails were sharper and a touch longer than he'd remembered them to be.
Worried, he then took off his boots, seeing they too underwent went the same transformation overnight. As if his worries of the future had decided to manifest itself. Before he could fuss over it too much, the sound of others approaching had him scrambling to straighten up and pretend to "look normal". And if/When they do, and questions get asked, Doozey just shrugs, "Could probably use our new home base, but might not be a good look. And I doubt your friend in the Black Fist would be willing to let us use a cell. So, well, I guess that really only leaves the nearby woods as far as I'm concerned."
Graxx breathes heavily and looks out a nearby window. He goes to the others.
"The wilds of the old ways call to me. I must spend this night alone. I will be staying outside the graveyard and sleeping there this night. If I do not return by the time the sun is highest in the sky tomorrow. Something wrong has happened to me." says Graxx.
Graxx will go outside the Graveyard into the opening field.
Graxx takes his bed roll and lies it down 10 yards to the East. This is where he will lay his head after this is finished.
Graxx walks back 10 yards to the West and takes the Tempus axe and lies it down on the ground gently.
Graxx takes his newly acquired censer and places his above the axe.
Graxx then takes the six candles and makes a perfect circle around himself and the axe itself.
"By your fire give me knowledge Tempus."
Graxx gets out his Alchemy Jug and covers the censer with oil.
Graxx then takes out his tinder box and lights one candle. Lighting each candle.... One after the other.
Graxx goes back to his bedroll and removes his mask, his belt, and all of the rest of his belongings except for his undergarment.
It will just be him and the axe for now.
Graxx returns and picks up one of the candles and uses it to strike the oil covered Censer.
He kneels next to the axe feeling the heat of the censer burning at his skin .
"Oh Tempus... Show me the way... If this Axe is supposed to be my weapon to bring you Glory show me it's power."
Graxx will then pick up the axe and slowly run his hand all along its edges admiring the sharpness.
He runs his finger down the leather straps on the handle familiarizing himself with the grip.
He then begins the swing the axe all ways. Side to side, up and down. Getting to know it's balance and unique weight.
Graxx will continue to do this until he must retire to bed from exhaustion with sweat pouring from his body.
THE NEXT MORNING.
Graxx will make his way to the Shrine of Tempus. Graxx enters the shrine.
"Thank you for this weapon Tempus. But.. I need more. I need your fire to course through me not only when I'm angry in battle but all the time. I want others to bear witness to your Glory on and off the battlefield. Please grant me your power so that I may be your warrior. Grant me your power so that I may heal those who have fallen."
After spending the night, Neya gets up and feels a little more spry. She takes a look at her aged hair and decides that she should get her predicament resolved before it is too late.
Meeting up with the members of CRAP remain on Kelemvorite grounds, she then says, "I will need to go to the House of the Hand to rectify what the ghost has done to me. I feel that more than enough time has passed for me to feel comfortable to spend doing anything else, at the moment. If you are still speaking with the kobold by the time I return, I can help."
(@MB & @Grx: Those bits about Utar remembering past unpleasant experiences and the details of Graxx setting up for the ritual were both a really nice touch. You both gain a DM's Inspiration token.)
Utarsends a message to Moneus and receives the following response:
I'll spread the word but I fear that will only incentivize them to find another way in. Some Welcomers have less scruples than others.
Doozey sets up another magical alarm and catches up with Biscuit. The mastiff communicates that Cassyt has been really sad all along, and even seemed embarrassed once she noticed Biscuit's approach. She entered her room and closed the door behind her. Biscuit stayed there for a long while and heard her cry. He left once the crying stopped.
Graxx excuses himself and goes spend the night outdoors. On his way out, he inquires about the goods he bought from the Kelemvorites and finds that they had prepared a basket with them and were just about to deliver it anyways. Outside, the tribesman improvises a meticulous ritual centered around the axe he recovered, making sure to commune over it and to practice moves with it. Hours pass before Graxx feels confident he has learned enough about his new weapon. He never hears anyone say it, not even in his head, but by the time Graxx falls asleep he simply knows the weapon's name: Tempus' Dogma. (@Grx: The spoiler below has the weapon details.)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
While attuned to this weapon, you are immune to the frightened condition.
When you roll a critical hit with this weapon, the weapon itself manifests a momentary circle of spectral axe-blades that sweep around you immediately after the attack. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 2d6 force damage, akin to the Sword Burst cantrip. The damage from this additional effect is not doubled along with the critical weapon damage. The DC for the DEX saving throw is determined by the following formula: {8 + proficiency modifier + CON modifier}.
Neya is the next one to excuse herself. The monk suspects the next few hours are of paramount importance should she strive to recover her youth, and so, she departs toward the House of the Hand.
Some time later, at the temple, Neya meets with Sister Ahkt, who receives the monk with a smile and a bit of surprise on her face. She politely waits until Neya mentions her sudden ageing to mention anything herself. Neya recounts the events that led to her losing some years of life expectancy and the wise Sister suggests a powerful ritual to revert the curse at hand. Fortunately, the suggested ritual requires less materials and preparations than the one CRAP usually requests from the temple. Unfortunately, it is still an expensive affair. Sister Akht informs Neya that the ritual would cost 450gp, but that it could be completed within the next couple of hours or so.
Visiting his own, different religious beacon, Graxx finds the Shrine of Tempus unattended. Perhaps it is still too early for the attendant he met previously to be at her station. The barbarian does not let that deter him. There is no ritual this time as Graxx takes a more direct approach to communing with his god. The tribesman hears no response, either audible or in his mind, and is starting to understand that Tempus is not necessarily the talkative kind of deity. He values actions, and Graxx has plenty of that to offer. After an indeterminate amount of time passes with Graxx still maintaining his head low, he begins to feel a warmth fill her heart. He wonders if he is having a heart attack at first, but then understands that this is Tempus' answer. A god of actions, not of words. Graxx stands up, with Dogma in hand, and screams toward the sky. Many eyes stare at him but it matters not. Graxx can feel Tempus' fire coursing through his veins. (@Grx: You now have a level in Paladin!)
Back at Valhingen Graveyard, Doozey and Utar begin to come to terms with the possibility that the interrogation will have to be conducted by them exclusively. After some discussion, they lean toward performing the questioning in the nearby wilderness. It should be isolated enough for them not to be interrupted.
@Doozey: None of your alarms were triggered overnight. Listening at the prisoner's door, you hear some rustling noises.
This post has potentially manipulated dice roll results.
In a quiet moment at the table, Utar goes over the basics of bad guardsman, crazy guardsman in case it might be useful later in the woods. When he comes to the end of his explanation, he raps his knuckles against the table top, and gathers up a small amount of food for the kobold "Shall we go?"
Standing to leave, Utar casts an eye around the room looking for Cassyt.
Should Utar spot Cassyt in the room, he will approach her and offer a small olive branch, "I think Kelemvor would be pleased to have such a devoted servant, and if you'd like to continue to serve in a way that won't challenge you, then do not pursue adventuring; it will force you to be flexible in your convictions. If it remains something you want to pursue, you can ask for me at the House of the Hand."
Having said his piece Utar turns to leave, before Cassyt has a chance to answer back, leaving the decision on what to do next with the acolyte.
Should Utar not be able to spot the Kelemvorite, he will simply follow Doozey to the cell with the kobold.
Doozey nodded along and seemed to understand the tactics. Yet knowing the stoutling as Utar had by that point, there were probably decent odds anything involving 'pretending' on said stoutling's part might not go over so well. In any event, as far as anything to do with Cassyt, Doozey pays her little mind, and woddl even walk off ahead to await for Utar to catch up at the makeshift cell. One in which Biscuit had remained to stay on guard, as the stoutling's spell had no doubt worn off by morning.
Or so he intended to unless she opted to call out to him. In which case, he would stop to listen, and may even have a few words to say in return. But should this not come to pass, it would not be long before they reached the door with a dutiful Biscuit sat before it. Hopefully the clerics had at some point already seen to the kobold's breakfast. But if not, and self aware of as much, Doozey would grumble and go back to procure it, before ultimately returning to see to the prisoner.
"Alright then, scaled brother. Time for us to go for a bit of a jaunt." He adds in draconic, either once the kobold finished eating or likely spurred any sustenance.
(OOC: I'm not sure if Utar and Doozey's plan for feeding the kobold conflicted there, but there we go.)
Utar and Doozey go over the plan's details while breaking their fast and then decide it is time to get started. They begin to leave the mess hall when the half-orc spots Cassyt on her own corner, trying to look small. Doozey goes off to feed the kobold prisoner while Utar stays behind to talk to the acolyte. The girls gives no indication that she wishes to say anything, and it doesn't look like Utar meant to listen to a reply either. He talks, she listens, and then he walks away. Not realizing that Doozey had already gathered some food for the kobold, Utar does so as well on his way out.
Doozey finds out that the Kelemvorites had prepared yet another breakfast serving for the prisoner but left it outside his room as Yovir had been told that CRAP's plan involved food rewards. Doozey opens the door, allows the prisoner time to eat at least one serving of not-so-creamy porridge, and orders him to follow. The kobold is visibly tired and afraid, especially of Biscuit. A peek into the room shows that the kobold tried to dig his way out but soon came across a solid rock flooring.
Doozey, Biscuit, and the kobold reunite with Utar outside and the group walks out of Valhingen Graveyard. They pass by some local farms before reaching the edge of some nearby wooded area that looks remote enough for their purposes.
At the Temple of the Hand, Neya agrees to the proposed ritual and donates the suggested amount. They explain the procedure will involve the pouring of diamond dust onto a piece of cloth, which will be wrapped around her open mouth. It is supposed to symbolize the ingestion of the material without actually asking the monk to eat diamonds. The set up is somewhat simple but much praying needs to occur after that is done and Neya will have to be patient and try to not tire her facial muscles. If there is anything you'd like to do to prepare, Sister Akht invites you to do so.
(@Drache: Please roll a skill check of your choice to add to the ritual. I tried to describe an avenue that is a little different than what these rituals usually entail, so if you'd like to simply limber up or stretch beforehand, an acrobatics check would do it.)
His errands complete, Graxx walks over to the Leadstopper Residence, which he now partly owns. He sees the partial progress in the reconstruction effort and can't help but imagine what it will look like once the work is completed. He finds a room in which the masons and carpenters are not working on at the moment and seats on the floor, waiting for the others.
Here goes nothing... 21. If Utar is allowed to use guidance there's an additional 4.
What Utar knows about kobolds, which he shares with Doozey:
Kobolds are naturally skilled at tunneling. Similar to dwarves, they seem to have a near-instinctive sense of what sections of stone or earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other creatures wouldn’t feel safe.
Some human communities hire kobolds to dig their sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation.
Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that have clearly been lost or thrown away, which is easy to do without attracting attention. At the same time, they don’t automatically shy away from trying to grab items that are the property of other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
Kobolds are always on the lookout for magic that might help them free their imprisoned god, Kurtulmak. Typical kobolds don’t know how to use a wand, a spellbook, or anything with more magical power than a potion, but they all believe that the tribal sorcerer can figure out how to use any such item they come across.
Kobolds believe that they were created by Tiamat from the blood of dragons — a view supported by their reptilian (they would say draconic) appearance. Kobolds willingly serve chromatic dragons and worship them as if they were demigods — mighty beings of divine descent. This isn’t a casual sort of worship or lip service; kobolds are awed in the presence of a dragon, as if an actual avatar of a deity were in their presence.
Although their sharp teeth would suggest they are carnivores, kobolds are actually omnivores, and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched kobold’s first meal is usually its own shell). A hungry tribe leaves nothing behind from a kill, eating everything that’s edible and using the rest to make tools or adornments.
Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food is relatively scarce in such areas.
On approaching as likely an area for an interrogation as any, Utar will look down to the kobold before asking, in common: "Do you understand my words?"
Allowing a beat for the kobold to respond or look blankly, Utar follows up, in draconic: "Would you prefer to use this tongue?"
Knowing how tough on the body resurrection rituals are, Neya reasons that reversing the aging process probably wloudn't be overly pleasant, either. In preparation, she tries to limber up.
Acrobatics: 23
While the ritual is occurring, she meditates as a means to keep her face as still as possible.
This post has potentially manipulated dice roll results.
Doozey waits until Utar's questions are answered; and, he might've waited longer still if not for more pressing matters. As the group were already a day behind in reaching a certain dragon and settling the islander business once and for all. That said, if albeit in hindsight, Doozey took a moment more to spray the Perfume of Bewitching on himself with a grimace. "Mmgh... Sorry, forgot to spruce up before we left. Anyhow! So, here's how this gonna work, Scaled Brother. You answer our questions honestly, and you may go free. You lie or try to run, and well... let's hope it doesn't come to that, yea?" Doozey says quite plainly in draconic. "Sounds good? In fact, we might even be able to put in a good word in for ya with a dragon we know."
Charisma Roll(if necessary): 13.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Graxx hands over the 116cp and gives a nod of appreciation.
Graxx turns to the others.
"From how I saw the Drow treat their kobolds before violence will not get us far with them. A nice meal may be more freeing of the tongue. Thank you for the items. They will come in handy very soon."
After some thinking and some glances at each other, the group seems to agree to take a less violent approach to their next interrogation. Nonetheless, as Utar confirms it verbally, CRAP also agrees to question the kobold outside Kelemvorite premises. Yovir agrees with the Tormite, and says they can make sure to prepare a full meal for the kobold in the morrow should Graxx's suggestion be adopted. (Recall that the prisoner was only giver water and bread so far.)
The Doomguide then completes one half of his transaction with Graxx and verbally agrees with Doozey's request to sleep just outside the kobold's door.
(OOC: I am assuming that with these preparations out of the way, you guys are ready to call it a night. Please hit that "Long Rest" and "Confirm" buttons in your character sheets if so, and we can then jump to the morning. Feel free to describe if your characters do anything before failing asleep or what they do upon waking up the next morning.)
Prior to settling down for the night. Utar prepares and busies himself with the sending of a message to Moneus.
Moneus. Some Welcomers found a way into the Kelemvorite's catacombs and were helping themselves. The Kelemvorite's know about it, the way is closed. Be safe.
Waking on a Kelemvorite cot feels all sorts of weird to Utar. It's comfortable enough, but it's nowhere near as good as a Tormite one. The bedding is fluffier at the House of the Hand for a start, and the call to morning prayer is more tunefully done. Provided that a certain Brother isn't on cooking duty that week, Utar would confidently say that the porridge is creamier too. Although, if he can remember the duty rotas correctly maybe it's best to break fast here...
Meeting with the other members of CRAP, Utar looks around at the Kelemvorites nearby before leaning in conspiratorially, "Anyone know a good place for an interrogation?".
Apart from setting up an audible alarm just outside the door as to make sure the kobold didn't somehow manage to sneak by him, Doozey was content to eventually retrieve Biscuit and bed down for the most part. But unable to find rest easily that night, he stayed up for at least a few minutes more gently interrogating Biscuit about Cassyt's condition with the aid of a soft, sylvan song to improve communication.
By the morning, Doozey would not quite remember how or when conversation eventually shifted back to an exchange regarding the dinner meeting with Yovir. But despite trying to bribe Biscuit with leftovers to distract him from the topic, eventually conversation drifted towards it and the final words from Utar. Doozey had still been a mess when he joined the Grey Hunters in all the ways one could be. And it wasn't as if he hadn't questioned the creed upon learning the truth about the lengths the Order went to fight back the darkness. Yet in the end, he accepted the bite, underwent the taming, and only as a means of training, practically poisoned himself to suppress the curse knowing he'd someday have to embrace it. He even enjoyed it a little, as one of the few things he still enjoyed at all at this point in his life. But was he not making an hypocrite out the man to claim him as a sworn brother by 'forcing' him to leave the curse be? Did he not threaten that at the very least, or worst yet, might've someday push both Utar and the others to make a hard choice down the line?
As if sensing the dark turn in Doozey's thoughts once more, Biscuit tried his best to bug the mess out of the ranger and turn him away. "I'll be alright, brother. Really. Let's just get sleep." Doozey assured, wearing a weak smile, before then turning away and nuzzling in to get some shut eye.
Next day...
As soon as Doozey awakens the next day, a series of the usual stretches and soon followed by listening in on the prisoner door if no window had been conveniently about for a peek inside. Once assure that the prisoner had not slipped away or died in the night, Doozey and Biscuit settle for chewing on some jerky rations while waiting for the others to come by. That's when he noticed a change had over taken his nails were sharper and a touch longer than he'd remembered them to be.
Worried, he then took off his boots, seeing they too underwent went the same transformation overnight. As if his worries of the future had decided to manifest itself. Before he could fuss over it too much, the sound of others approaching had him scrambling to straighten up and pretend to "look normal". And if/When they do, and questions get asked, Doozey just shrugs, "Could probably use our new home base, but might not be a good look. And I doubt your friend in the Black Fist would be willing to let us use a cell. So, well, I guess that really only leaves the nearby woods as far as I'm concerned."
When you realize you're doing too much: Signature.
PRIOR TO THE NIGHT"S END.
Graxx breathes heavily and looks out a nearby window. He goes to the others.
"The wilds of the old ways call to me. I must spend this night alone. I will be staying outside the graveyard and sleeping there this night. If I do not return by the time the sun is highest in the sky tomorrow. Something wrong has happened to me." says Graxx.
Graxx will go outside the Graveyard into the opening field.
Graxx takes his bed roll and lies it down 10 yards to the East. This is where he will lay his head after this is finished.
Graxx walks back 10 yards to the West and takes the Tempus axe and lies it down on the ground gently.
Graxx takes his newly acquired censer and places his above the axe.
Graxx then takes the six candles and makes a perfect circle around himself and the axe itself.
"By your fire give me knowledge Tempus."
Graxx gets out his Alchemy Jug and covers the censer with oil.
Graxx then takes out his tinder box and lights one candle. Lighting each candle.... One after the other.
Graxx goes back to his bedroll and removes his mask, his belt, and all of the rest of his belongings except for his undergarment.
It will just be him and the axe for now.
Graxx returns and picks up one of the candles and uses it to strike the oil covered Censer.
He kneels next to the axe feeling the heat of the censer burning at his skin .
"Oh Tempus... Show me the way... If this Axe is supposed to be my weapon to bring you Glory show me it's power."
Graxx will then pick up the axe and slowly run his hand all along its edges admiring the sharpness.
He runs his finger down the leather straps on the handle familiarizing himself with the grip.
He then begins the swing the axe all ways. Side to side, up and down. Getting to know it's balance and unique weight.
Graxx will continue to do this until he must retire to bed from exhaustion with sweat pouring from his body.
THE NEXT MORNING.
Graxx will make his way to the Shrine of Tempus. Graxx enters the shrine.
"Thank you for this weapon Tempus. But.. I need more. I need your fire to course through me not only when I'm angry in battle but all the time. I want others to bear witness to your Glory on and off the battlefield. Please grant me your power so that I may be your warrior. Grant me your power so that I may heal those who have fallen."
Graxx kneels and bows his head...
After spending the night, Neya gets up and feels a little more spry. She takes a look at her aged hair and decides that she should get her predicament resolved before it is too late.
Meeting up with the members of CRAP remain on Kelemvorite grounds, she then says, "I will need to go to the House of the Hand to rectify what the ghost has done to me. I feel that more than enough time has passed for me to feel comfortable to spend doing anything else, at the moment. If you are still speaking with the kobold by the time I return, I can help."
Extended Signature
PRIOR TO THE LONG REST
(@MB & @Grx: Those bits about Utar remembering past unpleasant experiences and the details of Graxx setting up for the ritual were both a really nice touch. You both gain a DM's Inspiration token.)
Utar sends a message to Moneus and receives the following response:
I'll spread the word but I fear that will only incentivize them to find another way in. Some Welcomers have less scruples than others.
Doozey sets up another magical alarm and catches up with Biscuit. The mastiff communicates that Cassyt has been really sad all along, and even seemed embarrassed once she noticed Biscuit's approach. She entered her room and closed the door behind her. Biscuit stayed there for a long while and heard her cry. He left once the crying stopped.
Graxx excuses himself and goes spend the night outdoors. On his way out, he inquires about the goods he bought from the Kelemvorites and finds that they had prepared a basket with them and were just about to deliver it anyways. Outside, the tribesman improvises a meticulous ritual centered around the axe he recovered, making sure to commune over it and to practice moves with it. Hours pass before Graxx feels confident he has learned enough about his new weapon. He never hears anyone say it, not even in his head, but by the time Graxx falls asleep he simply knows the weapon's name: Tempus' Dogma. (@Grx: The spoiler below has the weapon details.)
Tempus' Dogma
Weapon (greataxe), legendary (requires attunement)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
While attuned to this weapon, you are immune to the frightened condition.
When you roll a critical hit with this weapon, the weapon itself manifests a momentary circle of spectral axe-blades that sweep around you immediately after the attack. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 2d6 force damage, akin to the Sword Burst cantrip. The damage from this additional effect is not doubled along with the critical weapon damage. The DC for the DEX saving throw is determined by the following formula: {8 + proficiency modifier + CON modifier}.
THE NEXT MORNING
Neya is the next one to excuse herself. The monk suspects the next few hours are of paramount importance should she strive to recover her youth, and so, she departs toward the House of the Hand.
Some time later, at the temple, Neya meets with Sister Ahkt, who receives the monk with a smile and a bit of surprise on her face. She politely waits until Neya mentions her sudden ageing to mention anything herself. Neya recounts the events that led to her losing some years of life expectancy and the wise Sister suggests a powerful ritual to revert the curse at hand. Fortunately, the suggested ritual requires less materials and preparations than the one CRAP usually requests from the temple. Unfortunately, it is still an expensive affair. Sister Akht informs Neya that the ritual would cost 450gp, but that it could be completed within the next couple of hours or so.
Visiting his own, different religious beacon, Graxx finds the Shrine of Tempus unattended. Perhaps it is still too early for the attendant he met previously to be at her station. The barbarian does not let that deter him. There is no ritual this time as Graxx takes a more direct approach to communing with his god. The tribesman hears no response, either audible or in his mind, and is starting to understand that Tempus is not necessarily the talkative kind of deity. He values actions, and Graxx has plenty of that to offer. After an indeterminate amount of time passes with Graxx still maintaining his head low, he begins to feel a warmth fill her heart. He wonders if he is having a heart attack at first, but then understands that this is Tempus' answer. A god of actions, not of words. Graxx stands up, with Dogma in hand, and screams toward the sky. Many eyes stare at him but it matters not. Graxx can feel Tempus' fire coursing through his veins. (@Grx: You now have a level in Paladin!)
Back at Valhingen Graveyard, Doozey and Utar begin to come to terms with the possibility that the interrogation will have to be conducted by them exclusively. After some discussion, they lean toward performing the questioning in the nearby wilderness. It should be isolated enough for them not to be interrupted.
@Doozey: None of your alarms were triggered overnight. Listening at the prisoner's door, you hear some rustling noises.
In a quiet moment at the table, Utar goes over the basics of bad guardsman, crazy guardsman in case it might be useful later in the woods. When he comes to the end of his explanation, he raps his knuckles against the table top, and gathers up a small amount of food for the kobold "Shall we go?"
Standing to leave, Utar casts an eye around the room looking for Cassyt.
Perception - 27
Should Utar spot Cassyt in the room, he will approach her and offer a small olive branch, "I think Kelemvor would be pleased to have such a devoted servant, and if you'd like to continue to serve in a way that won't challenge you, then do not pursue adventuring; it will force you to be flexible in your convictions. If it remains something you want to pursue, you can ask for me at the House of the Hand."
Having said his piece Utar turns to leave, before Cassyt has a chance to answer back, leaving the decision on what to do next with the acolyte.
Should Utar not be able to spot the Kelemvorite, he will simply follow Doozey to the cell with the kobold.
Neya will accept the cost and pay for the service. She would not be here if she didn't want her condition fixed.
(450g worth of coins deducted.)
Extended Signature
Graxx feeling renewed with power makes his way back to CRAP's home.
Upon seeing no one there he will sit down and think... What could he possibly possess that he values equal to a weapon from Tempus himself?
Graxx waits patiently for the others to return.
Doozey nodded along and seemed to understand the tactics. Yet knowing the stoutling as Utar had by that point, there were probably decent odds anything involving 'pretending' on said stoutling's part might not go over so well. In any event, as far as anything to do with Cassyt, Doozey pays her little mind, and woddl even walk off ahead to await for Utar to catch up at the makeshift cell. One in which Biscuit had remained to stay on guard, as the stoutling's spell had no doubt worn off by morning.
Or so he intended to unless she opted to call out to him. In which case, he would stop to listen, and may even have a few words to say in return. But should this not come to pass, it would not be long before they reached the door with a dutiful Biscuit sat before it. Hopefully the clerics had at some point already seen to the kobold's breakfast. But if not, and self aware of as much, Doozey would grumble and go back to procure it, before ultimately returning to see to the prisoner.
"Alright then, scaled brother. Time for us to go for a bit of a jaunt." He adds in draconic, either once the kobold finished eating or likely spurred any sustenance.
When you realize you're doing too much: Signature.
(OOC: I'm not sure if Utar and Doozey's plan for feeding the kobold conflicted there, but there we go.)
Utar and Doozey go over the plan's details while breaking their fast and then decide it is time to get started. They begin to leave the mess hall when the half-orc spots Cassyt on her own corner, trying to look small. Doozey goes off to feed the kobold prisoner while Utar stays behind to talk to the acolyte. The girls gives no indication that she wishes to say anything, and it doesn't look like Utar meant to listen to a reply either. He talks, she listens, and then he walks away. Not realizing that Doozey had already gathered some food for the kobold, Utar does so as well on his way out.
Doozey finds out that the Kelemvorites had prepared yet another breakfast serving for the prisoner but left it outside his room as Yovir had been told that CRAP's plan involved food rewards. Doozey opens the door, allows the prisoner time to eat at least one serving of not-so-creamy porridge, and orders him to follow. The kobold is visibly tired and afraid, especially of Biscuit. A peek into the room shows that the kobold tried to dig his way out but soon came across a solid rock flooring.
Doozey, Biscuit, and the kobold reunite with Utar outside and the group walks out of Valhingen Graveyard. They pass by some local farms before reaching the edge of some nearby wooded area that looks remote enough for their purposes.
At the Temple of the Hand, Neya agrees to the proposed ritual and donates the suggested amount. They explain the procedure will involve the pouring of diamond dust onto a piece of cloth, which will be wrapped around her open mouth. It is supposed to symbolize the ingestion of the material without actually asking the monk to eat diamonds. The set up is somewhat simple but much praying needs to occur after that is done and Neya will have to be patient and try to not tire her facial muscles. If there is anything you'd like to do to prepare, Sister Akht invites you to do so.
(@Drache: Please roll a skill check of your choice to add to the ritual. I tried to describe an avenue that is a little different than what these rituals usually entail, so if you'd like to simply limber up or stretch beforehand, an acrobatics check would do it.)
His errands complete, Graxx walks over to the Leadstopper Residence, which he now partly owns. He sees the partial progress in the reconstruction effort and can't help but imagine what it will look like once the work is completed. He finds a room in which the masons and carpenters are not working on at the moment and seats on the floor, waiting for the others.
What Utar knows about kobolds, which he shares with Doozey:
Kobolds are naturally skilled at tunneling. Similar to dwarves, they seem to have a near-instinctive sense of what sections of stone or earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other creatures wouldn’t feel safe.
Some human communities hire kobolds to dig their sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation.
Kobolds are adept at identifying broken, misplaced, discarded, or leftover crafted items from other creatures that can still be put to use. They prefer to scavenge objects that have clearly been lost or thrown away, which is easy to do without attracting attention. At the same time, they don’t automatically shy away from trying to grab items that are the property of other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
Kobolds are always on the lookout for magic that might help them free their imprisoned god, Kurtulmak. Typical kobolds don’t know how to use a wand, a spellbook, or anything with more magical power than a potion, but they all believe that the tribal sorcerer can figure out how to use any such item they come across.
Kobolds believe that they were created by Tiamat from the blood of dragons — a view supported by their reptilian (they would say draconic) appearance. Kobolds willingly serve chromatic dragons and worship them as if they were demigods — mighty beings of divine descent. This isn’t a casual sort of worship or lip service; kobolds are awed in the presence of a dragon, as if an actual avatar of a deity were in their presence.
Although their sharp teeth would suggest they are carnivores, kobolds are actually omnivores, and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched kobold’s first meal is usually its own shell). A hungry tribe leaves nothing behind from a kill, eating everything that’s edible and using the rest to make tools or adornments.
Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food is relatively scarce in such areas.
On approaching as likely an area for an interrogation as any, Utar will look down to the kobold before asking, in common: "Do you understand my words?"
Allowing a beat for the kobold to respond or look blankly, Utar follows up, in draconic: "Would you prefer to use this tongue?"
Knowing how tough on the body resurrection rituals are, Neya reasons that reversing the aging process probably wloudn't be overly pleasant, either. In preparation, she tries to limber up.
Acrobatics: 23
While the ritual is occurring, she meditates as a means to keep her face as still as possible.
Religion: 22
Extended Signature
Doozey waits until Utar's questions are answered; and, he might've waited longer still if not for more pressing matters. As the group were already a day behind in reaching a certain dragon and settling the islander business once and for all. That said, if albeit in hindsight, Doozey took a moment more to spray the Perfume of Bewitching on himself with a grimace. "Mmgh... Sorry, forgot to spruce up before we left. Anyhow! So, here's how this gonna work, Scaled Brother. You answer our questions honestly, and you may go free. You lie or try to run, and well... let's hope it doesn't come to that, yea?" Doozey says quite plainly in draconic. "Sounds good? In fact, we might even be able to put in a good word in for ya with a dragon we know."
Charisma Roll(if necessary): 13.
When you realize you're doing too much: Signature.
Graxx takes in the peacefulness and sits and meditates to himself trying to determine what he needs to give up in order to keep the axe.