Doozey puts up a warding hand, but stays focused on keeping his ears and eyes open for trouble. "Keep it. Once the ship is righted and we can be on our way, I got something less expensive to patch myself up with." Doozey assures her. "'sides, if there's anything else in these particular neck of the woods that'd have a mind to take a nibble, I doubt one potion will do me much good."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Doozey refuses Neya's kindness and keeps an eye out still. Meanwhile, despite the lack of solid footing and with the help of the guiding rope to anchor their efforts, Graxx, Utar, and Biscuit succeed in turning the raft over.
The group makes its way back to the mainland's shore safely.
(OOC: It's still late morning. What is the plan here. Rest for 24 hours in the nearby cave? Go back to Phlan? Something else?)
This post has potentially manipulated dice roll results.
Once the group is back on the mainland, a still mostly quiet and frustrated Doozey advanced a ways from the water, before kneeling and breaking out a kit to start fully patching himself up. Biscuits meanwhile reverts into his more fluffy form and sniffs around for a certain little kobold, determined to either gently goad the dragon kin out of hiding or fall for a trap in the attempt. Whether the fey touched mastiff succeeds or not, the stoutling does eventually has this to add upon finishing treatment, "Once Sagin is here, we best carry on back to the city, seeing as we have plenty of arrangements to make. Shouldn't take more than a couple days at most. Hopefully by ship, we will be back far quicker as well." He finally looks to the others with determined look in his eyes. "Agreed?"
Biscuit has no trouble finding the kobold's scent. It only takes a few moments for Sagin to show himself, but he eventually reappears from a distance holding a bird whose neck has been clearly broken. Sagin looks quite proud of himself, even twirling his sling as he walks back. "Oh, you are back. So soon. Sagin caught lunch just for one," he says apologetically. Sagin takes a few steps back once he fully notices the nearby mastiff.
Doozey patches himself as the group discusses plans to return to Phlan. Graxx agrees with the idea, and was, in fact, its greatest proponent. Sagin does not speak on the matter for now, being the introvert he has shown himself to be, but it is clear in his eyes that he had helped to return as well. CRAP recalls the kobold was not so keen in becoming an adventurer once his opinion on the matter was requested and actively listened to.
(OOC: I want to make sure that this plan is okay with everyone, so let's wait to see that Neya and Utar have to say here. Is everyone okay with delaying the confrontation at the islet by at least another day or two?)
Utar takes a look at the bird that Sagin has caught for himself and decides that while it is likely a fine meal for a kobold, it isn't one he wants to share in. It's likely all feather and gristle.
"If we want anything, we'll see to ourselves. Thank you for thinking of us, Sagin, but I think you should enjoy your catch yourself. Do you want to roast it first or are you happy to dive in 'as is'?"
(OOC Utar is happy to delay things a day or two. The question is, how do we use that time? Do we hire a few mercenaries? A boat? Who do we reach out to? I feel Aleyd and Moneus are on the list. Anyone else?)
"We ran into an unexpected complication. We forced it to retreat, but needed to regroup," Neya says. "I think returning to Phlan and hiring mercenaries and a ship would result in the least amount of complications."
Sagin does not not raise any further questions. If the group wants to return to Phlan, the kobold is happy to join. Once Doozey is done patching up, CRAP rolls out. (Doozey recovers 19 HP.)
The trip back is taking just as long as expected. Once sundown comes and goes, the group comes to terms with the fact that they'd either have to camp out here on the Iron Road or power through the evening. There hasn't been any signs of danger through the afternoon trek.
(OOC: If the group is stopping for the evening, please set up your watches and roll perception checks. Thinking ahead a bit, it may also be helpful to agree on a first stop once you arrive in Phlan.)
This post has potentially manipulated dice roll results.
As much as Doozey seemed about determined to press on through the night, any mention of camping for the night, indirectly or not, is enough to force the stoutling to pause in step. Biscuit certainly doesn't shy away from throwing the halfling off bodily from his back around whatever time had felt most appropriate for a stop. Though if things come to that, a recovering Doozey is quick to turn on the mastiff growling, only to be startled when the mastiff gives a warning one in return.
In any event, enough time had passed that whatever anger or disappointment that left Doozey taciturn during the journey had finally ebbed away. Feeling even a little guilty, it seemed hard for him to even meet people's gazes. Yet after taking a deep breath, he addressed the group, "If that creature has any connections with the coven -- JUST in case, we should be especially wary for the next few eves. They already reached out to me once, as I've mentioned before. And while I do not fully understand their intent beyond discovering our whereabouts... my whereabouts, this does not mean they won't take a more vested interest in us now that we've attempted to reach the island. So, we must take precautions, if we have any."
He looks at that point more pointedly to Sagin. "You will be fine of course. But, until we are back in the city, stay close." He turns then to Utar. "If you or that, uh, god of yours have any protections that might help ward off peeping eyes 'n all that, I'd suggest breaking them out tonight. If not--" Doozey looks to the others. "My advice then if they go creeping in your dreams is to be careful. Do not be lured into any suggested path. Just avoid letting your bloody be spilled, and focus mainly on trying to will yourself awake... Its, uh... not much I know. But, it can't hurt now can it." Doozey gives a weak smile before quieting to let the others process.
(Throwing the below out ahead of time. Doozey will also spend the spellslot necessary to set up an Silent Alarm around the camp.) --> Doozey's Perception: 30. --> Biscuit's Perception: 14 (while on watch with Neya).
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"I'm not sure that Torm has blessed me in that regard, but I wonder if contacting someone with some experience in that regard might be useful? Or contacting our allies in Phlan? Perhaps have them meet us at the Leadstopper's house to begin with?"
"That thing certainly was able to attack the mind. But it wasn't merely mental fortitude it seemed to attack, but some other aspect. If there is one, we should assume more are capable of striking at other than willpower." Neya warns.
Doozey nods to each in turn, prior to settling on Utar. "Couldn't hurt to ask around, though I'm not sure who beside maybe Ms. Aleyd, er, Captain, uh.. Aleyd would be much help. To save us and them some time though, mind using that, uh... magic of yours to send them a message to let them know where to meet come tomorrow? Whoever think is best."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
DM''s Screen:
3
Doozey warns about the crones' ability to enter dreams and CRAP takes the message to heart, even if it sounds like they may have little at hand to protect them against such intrusions at this moment. Neya shares what little she learned about the fiendish frogman's ability to also reach into people's minds.
Camp is set up and Sagin volunteers to cook for everyone if provided with supplies, although he keeps the bird he caught for himself after Utar's previous suggestion. Graxx offers to take first watch.
@Graxx: The first watch is quite calm. The noises of the wilderness at the side of the Iron Route keep you on edge at times, reminding you of the dire wolves and the fey hounds CRAP has fought along this road before. Yet, no danger materializes.
@Doozey: Almost no distraction bothers you during your watch. The one exception is an owl that eventually shows up by chance. It is white and has a flattish face, reminding you of a certain adviser to the leader of House Brokengulf. You shake your head, dismissing any connection there and convincing yourself that it is nothing but coincidence.
@Neya & @Biscuit: You hear expected nocturnal noises about you. The mastiff seems excited about them at one point, disappearing into the foliage in search of something to chase as a pastime. Neya is not bothered by it or by any other event during her watch. There are no mysterious camp visitors this time around either.
@Utar: The last watch out here in the wild is always punctuated by the sunrise's beauty. That is a good way to start the day, especially when nothing calls you to action during the watch itself.
CRAP wakes up and gets ready for the second leg of their journey. Doozey is relieved when he notes that his Alarm did not ring overnight. Sagin serves leftovers from last night's meal as breakfast when asked about it. It does not taste anything special, but it serves to break the nightly fast.
The morning trek, much like the one from the previous afternoon, is mostly calm. The wind picks up at some point and the skies are still cloudy. They have been overcast for several days now. Already keeping an eye out for it, eventually the group comes across that mysterious door in the middle of nowhere, somewhat hidden behind wild bushes to the side of the road. The table and vegetables for sale are no longer these. The door is closed.
(OOC#1: Each of you should deduct one ration from your inventories, please.)
(OOC#2: If you'd like, we can say that a message was sent to [insert recipient here] over the rest. If choosing Aleyd, recall that she has the other sending stone. Please detail the message if going this route.)
Following some morning preparations and thanking Sagin for breakfast, Doozey is more than eager to press on for town. And while not so easily spooked or made overtly concerned by brewing bad weather, a thought occured that leaves him distracted staring up at the slowly shifting clouds.
"....T'is the problem with facing these sort of... I dare not call them even people at this point, so beings, to be 'nice' about it. Worse still considering they've already been able to make contracts once before with greater beings already." Doozey expresses. On the matter of the door the stoutling is pointedly quiet and content to pass it by without so much as comment on it.
--> Re-attuning to Wand of Webs --> Exchanging Beast of Land for Beast of Sky
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Sagin seems more relaxed, though not quite jovial, now that Biscuit has been recalled into his pokeball. As they walk, CRAP continues to ponder on the crones' possible powers and alliances.
The mysterious door draws less attention this time around, although Graxx expresses some interest in it to be fulfilled at a later time.
By late morning (think 11am-ish) The group sees the outlines of Phlan in the distance.
(OOC: Let's formalize those messages before arriving in Phlan.)
"Ah yes. Never quite got around to explaining that one, did we? Let's see... hmm...." Doozey rubs his chin in thought for a moment or two. "I guess long story short, we were handed over a place in the city after uhm... h-helping a friend." He said, blushing juuuust a touch there. "And, uhm, that's where you'll be staying as well, friend Sagin. Maintaining and protecting the place while we're not there... assuming that's alright with the rest of ya?" He said initially in a hurry, before then looking warily to the others.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
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Doozey puts up a warding hand, but stays focused on keeping his ears and eyes open for trouble. "Keep it. Once the ship is righted and we can be on our way, I got something less expensive to patch myself up with." Doozey assures her. "'sides, if there's anything else in these particular neck of the woods that'd have a mind to take a nibble, I doubt one potion will do me much good."
When you realize you're doing too much: Signature.
Athletics: 20
Doozey refuses Neya's kindness and keeps an eye out still. Meanwhile, despite the lack of solid footing and with the help of the guiding rope to anchor their efforts, Graxx, Utar, and Biscuit succeed in turning the raft over.
The group makes its way back to the mainland's shore safely.
(OOC: It's still late morning. What is the plan here. Rest for 24 hours in the nearby cave? Go back to Phlan? Something else?)
Once the group is back on the mainland, a still mostly quiet and frustrated Doozey advanced a ways from the water, before kneeling and breaking out a kit to start fully patching himself up. Biscuits meanwhile reverts into his more fluffy form and sniffs around for a certain little kobold, determined to either gently goad the dragon kin out of hiding or fall for a trap in the attempt. Whether the fey touched mastiff succeeds or not, the stoutling does eventually has this to add upon finishing treatment, "Once Sagin is here, we best carry on back to the city, seeing as we have plenty of arrangements to make. Shouldn't take more than a couple days at most. Hopefully by ship, we will be back far quicker as well." He finally looks to the others with determined look in his eyes. "Agreed?"
---> Healer's Healing(using #1 Healer's Kit(3/10 uses remaining): 15.
When you realize you're doing too much: Signature.
"Agreed" says Graxx as he notices Doozey's frustration. He knows it's probably targeted at him but he decides not to press the issue.
"A ship will hopefully withstand the blows of any seacreature so that we can stay out of the water."
Biscuit has no trouble finding the kobold's scent. It only takes a few moments for Sagin to show himself, but he eventually reappears from a distance holding a bird whose neck has been clearly broken. Sagin looks quite proud of himself, even twirling his sling as he walks back. "Oh, you are back. So soon. Sagin caught lunch just for one," he says apologetically. Sagin takes a few steps back once he fully notices the nearby mastiff.
Doozey patches himself as the group discusses plans to return to Phlan. Graxx agrees with the idea, and was, in fact, its greatest proponent. Sagin does not speak on the matter for now, being the introvert he has shown himself to be, but it is clear in his eyes that he had helped to return as well. CRAP recalls the kobold was not so keen in becoming an adventurer once his opinion on the matter was requested and actively listened to.
(OOC: I want to make sure that this plan is okay with everyone, so let's wait to see that Neya and Utar have to say here. Is everyone okay with delaying the confrontation at the islet by at least another day or two?)
Utar takes a look at the bird that Sagin has caught for himself and decides that while it is likely a fine meal for a kobold, it isn't one he wants to share in. It's likely all feather and gristle.
"If we want anything, we'll see to ourselves. Thank you for thinking of us, Sagin, but I think you should enjoy your catch yourself. Do you want to roast it first or are you happy to dive in 'as is'?"
(OOC Utar is happy to delay things a day or two. The question is, how do we use that time? Do we hire a few mercenaries? A boat? Who do we reach out to? I feel Aleyd and Moneus are on the list. Anyone else?)
"We ran into an unexpected complication. We forced it to retreat, but needed to regroup," Neya says. "I think returning to Phlan and hiring mercenaries and a ship would result in the least amount of complications."
Extended Signature
(OOC: Thanks for letting me know.)
Sagin does not not raise any further questions. If the group wants to return to Phlan, the kobold is happy to join. Once Doozey is done patching up, CRAP rolls out. (Doozey recovers 19 HP.)
The trip back is taking just as long as expected. Once sundown comes and goes, the group comes to terms with the fact that they'd either have to camp out here on the Iron Road or power through the evening. There hasn't been any signs of danger through the afternoon trek.
(OOC: If the group is stopping for the evening, please set up your watches and roll perception checks. Thinking ahead a bit, it may also be helpful to agree on a first stop once you arrive in Phlan.)
As much as Doozey seemed about determined to press on through the night, any mention of camping for the night, indirectly or not, is enough to force the stoutling to pause in step. Biscuit certainly doesn't shy away from throwing the halfling off bodily from his back around whatever time had felt most appropriate for a stop. Though if things come to that, a recovering Doozey is quick to turn on the mastiff growling, only to be startled when the mastiff gives a warning one in return.
In any event, enough time had passed that whatever anger or disappointment that left Doozey taciturn during the journey had finally ebbed away. Feeling even a little guilty, it seemed hard for him to even meet people's gazes. Yet after taking a deep breath, he addressed the group, "If that creature has any connections with the coven -- JUST in case, we should be especially wary for the next few eves. They already reached out to me once, as I've mentioned before. And while I do not fully understand their intent beyond discovering our whereabouts... my whereabouts, this does not mean they won't take a more vested interest in us now that we've attempted to reach the island. So, we must take precautions, if we have any."
He looks at that point more pointedly to Sagin. "You will be fine of course. But, until we are back in the city, stay close." He turns then to Utar. "If you or that, uh, god of yours have any protections that might help ward off peeping eyes 'n all that, I'd suggest breaking them out tonight. If not--" Doozey looks to the others. "My advice then if they go creeping in your dreams is to be careful. Do not be lured into any suggested path. Just avoid letting your bloody be spilled, and focus mainly on trying to will yourself awake... Its, uh... not much I know. But, it can't hurt now can it." Doozey gives a weak smile before quieting to let the others process.
(Throwing the below out ahead of time. Doozey will also spend the spellslot necessary to set up an Silent Alarm around the camp.)
--> Doozey's Perception: 30.
--> Biscuit's Perception: 14 (while on watch with Neya).
When you realize you're doing too much: Signature.
Utar considers Doozey's instructions.
"I'm not sure that Torm has blessed me in that regard, but I wonder if contacting someone with some experience in that regard might be useful? Or contacting our allies in Phlan? Perhaps have them meet us at the Leadstopper's house to begin with?"
Utar's perception - 25 for when watch time comes.
(OOC Would the younger Leadstopper be worth contacting? Bit of a wildcard suggestion but might be a shout?)
"That thing certainly was able to attack the mind. But it wasn't merely mental fortitude it seemed to attack, but some other aspect. If there is one, we should assume more are capable of striking at other than willpower." Neya warns.
Perception: 20
Extended Signature
"Do not be lured down any paths in my dreams. Thank you, Doozey. We need to eliminate these crones so that we may rest peacefully once more."
"Let us rest then make our way to Aleyd so that we may begin preparations."
"I will take first watch."
Perception: 12
Doozey nods to each in turn, prior to settling on Utar. "Couldn't hurt to ask around, though I'm not sure who beside maybe Ms. Aleyd, er, Captain, uh.. Aleyd would be much help. To save us and them some time though, mind using that, uh... magic of yours to send them a message to let them know where to meet come tomorrow? Whoever think is best."
When you realize you're doing too much: Signature.
DM''s Screen:
3
Doozey warns about the crones' ability to enter dreams and CRAP takes the message to heart, even if it sounds like they may have little at hand to protect them against such intrusions at this moment. Neya shares what little she learned about the fiendish frogman's ability to also reach into people's minds.
Camp is set up and Sagin volunteers to cook for everyone if provided with supplies, although he keeps the bird he caught for himself after Utar's previous suggestion. Graxx offers to take first watch.
@Graxx: The first watch is quite calm. The noises of the wilderness at the side of the Iron Route keep you on edge at times, reminding you of the dire wolves and the fey hounds CRAP has fought along this road before. Yet, no danger materializes.
@Doozey: Almost no distraction bothers you during your watch. The one exception is an owl that eventually shows up by chance. It is white and has a flattish face, reminding you of a certain adviser to the leader of House Brokengulf. You shake your head, dismissing any connection there and convincing yourself that it is nothing but coincidence.
@Neya & @Biscuit: You hear expected nocturnal noises about you. The mastiff seems excited about them at one point, disappearing into the foliage in search of something to chase as a pastime. Neya is not bothered by it or by any other event during her watch. There are no mysterious camp visitors this time around either.
@Utar: The last watch out here in the wild is always punctuated by the sunrise's beauty. That is a good way to start the day, especially when nothing calls you to action during the watch itself.
CRAP wakes up and gets ready for the second leg of their journey. Doozey is relieved when he notes that his Alarm did not ring overnight. Sagin serves leftovers from last night's meal as breakfast when asked about it. It does not taste anything special, but it serves to break the nightly fast.
The morning trek, much like the one from the previous afternoon, is mostly calm. The wind picks up at some point and the skies are still cloudy. They have been overcast for several days now. Already keeping an eye out for it, eventually the group comes across that mysterious door in the middle of nowhere, somewhat hidden behind wild bushes to the side of the road. The table and vegetables for sale are no longer these. The door is closed.
(OOC#1: Each of you should deduct one ration from your inventories, please.)
(OOC#2: If you'd like, we can say that a message was sent to [insert recipient here] over the rest. If choosing Aleyd, recall that she has the other sending stone. Please detail the message if going this route.)
Graxx finishes the last bit of nuts from his ration while he was walking as they come upon the door.
"You all just don't know how worried I was those things were going to come a calling while I was sleeping." says Graxx.
Graxx looks over at the door.
"One day we'll figure out the secrets to that door. At least the foods not for sale anymore." says Graxx defeatedly.
Graxx breathes in deeply and lets it out slowly.
"I've got a good feeling about this. I think Aleyd will be able to help us."
Following some morning preparations and thanking Sagin for breakfast, Doozey is more than eager to press on for town. And while not so easily spooked or made overtly concerned by brewing bad weather, a thought occured that leaves him distracted staring up at the slowly shifting clouds.
"....T'is the problem with facing these sort of... I dare not call them even people at this point, so beings, to be 'nice' about it. Worse still considering they've already been able to make contracts once before with greater beings already." Doozey expresses. On the matter of the door the stoutling is pointedly quiet and content to pass it by without so much as comment on it.
--> Re-attuning to Wand of Webs
--> Exchanging Beast of Land for Beast of Sky
When you realize you're doing too much: Signature.
Sagin seems more relaxed, though not quite jovial, now that Biscuit has been recalled
into his pokeball. As they walk, CRAP continues to ponder on the crones' possible powers and alliances.The mysterious door draws less attention this time around, although Graxx expresses some interest in it to be fulfilled at a later time.
By late morning (think 11am-ish) The group sees the outlines of Phlan in the distance.
(OOC: Let's formalize those messages before arriving in Phlan.)
"Where do we go once we reach the city?" Sagin asks. "Where'll you send Sagin?"
(OOC: May I kindly ask for the specific wording for the four messages you are planning, please?)
"Ah yes. Never quite got around to explaining that one, did we? Let's see... hmm...." Doozey rubs his chin in thought for a moment or two. "I guess long story short, we were handed over a place in the city after uhm... h-helping a friend." He said, blushing juuuust a touch there. "And, uhm, that's where you'll be staying as well, friend Sagin. Maintaining and protecting the place while we're not there... assuming that's alright with the rest of ya?" He said initially in a hurry, before then looking warily to the others.
When you realize you're doing too much: Signature.