With a grimace, Doozey had paused in step and reached up as if to touch the new wound, only to stop short but centimeters away. "Nor it need not be, Mr. Bigar.... You've done plenty enough for us, and... for that I am thankful." He admits and turned about to pat Bigar on the shoulder. "So no need to lament.... Especially when it was my own recklessness and... frustration that got the better of me." He further assured the greenling.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Given your previous observations regarding daylight, you are now certain that Doozey's condition only progress during the night. From the amount of time that has passed since dusk, you now fear that the stoutling may only get worse as the night progresses and you doubt he'd be able to make it to the next dawn. If a solution is to be found, it needs to be found within the next several hours. Unfortunately, CRAP+ is now stuck in The Alces for at least another three or so hours, so things are going to get worst before they get any better.
All hope is not lost, however. You have observed real-time and nearly instantaneous removals of curses before. In fact, you have seen Utar himself remove a curse in matters of seconds. If you want to be sure that the divine procedure is be successful, you may even want to ask your cleric friend to invest in a casting of Greater Restoration. Unfortunately, the Tormite has communicated that he would need hours of full rest before he can renegotiate his current set of miracles with Torm directly (read: prepare new spells after long rest.)
Thankfully, Utar is not the only Tormite in Phlan.
Bigar has no words to share with Doozey in response to the stoutling's latest comments. The greenling simply reciprocates the hand-on-shoulder gesture and looks worriedly at the hunter. He spares a look at Peabody as well, who is in the water and is having no trouble keeping up with The Alces.
A second hour on The Alces passes. Although CRAP+ is now closer to Phlan, this also means that Doozey's condition is worsening. His ears are now stretched to twice the size they used to be, and the general redness around his throat and neck has intensified.
-> Doozey's CHA score drops by 1 again (from 9 to 8).
During the next few hours until they get to Phlan, Neya will sweep her hand in front of her eyes (2 ki points to activate darkvision) and look over the waters to keep an eye for any threats.
Knowing there was little to be done save to wait and meditate, Doozey opts to spend the remainder of the trip alternating between writing something else down and trying to do as little as possible so that he might continue to breathe a little easier. Such had been his intent at least. But there hardly been enough parchment left to fill before the next hour was up. So instead, and with some effort, he'd go back to engaging Elisande again, seeming curious to know her hopes and wants for the future; such as learning some new magic! He'd even offer to tale some tales of his past journeys across the land and some of the less painful adventures had along the way. Just... passing along the time and not letting his thoughts be consumed by the grim.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Utar follows Neya's lead and begins to gaze out over the water. Doozey's condition is now impossible to ignore and Dornal needs some urgent attention as well. CRAP+ will need to make an urgent visit to the House of the Hand once the Alces reaches port. He hopes that his fellow Tormites are well prepared to render services...
He hopes his gnawing concern helps speed the vessel onwards.
As The Alces continues to advance toward Phlan, CRAP+ worriedly settles down and waits for the trip to be over.
Neya diverts her attention toward the water, magically keeping an eye out for any danger. The sea looks calm tonight and, apart from leaves or tree branches floating on the water, the monk sees little that demands her attention.
Utar stares out at the water as well, though his mind is preoccupied with how fast CRAP+ will have to jump into action upon arriving in Phlan.
At some point during the later part of the trip, and with Thokk's help, Dornal deliver a coin purse to Captain Hulbard. CRAP knows this to be the purse containing the second half of the payment intended to be given to Hermenor, that is, 500gp. The exchange takes place without much talking beyond a 'thank you' from both sides.
Bigar spends the rest of the trip leafing through his spell book. Anyone looking over his shoulder may be surprised by how few pages are actually filled with arcane instructions (definitely fewer than the number of different spells the greenling used in combat would suggest.) To anyone observing Bigar from the other side of the ship, it looks like he is talking to himself.
The human woman and the half-orc boy, the crew members of The Alces, move about the ship with difficulty given the number of people on it. They perform their tasks but eventually settle down once it all becomes a matter of steadily sailing the evening waters. The boy approaches Graxx at some point with questions about fighting in general, and how to become strong.
Rag is sitting at the prowl of the ship, his back turned to everyone else. Showing little concern for his fellow halfling, the rogue approaches Doozey at some point and reminds him: "Whatever is happening to you does not absolve you of your debt. Be sure to pay the promised fee."
Elisande treats Doozey's interest in conversation like she always does: nonchalantly. The girl is quite excitable but still naive. Her hopes for the future do not go beyond seeing the big city and getting tasty new foods for her goat and herself to try. She regards the goat as she always did, displaying no difference in interacting with the animal since its death. Any mentions of the hags receive a similar reaction: they are treated as if they were still alive. On the topic of magic, she behaves as if she always knew the cantrips she can now cast. She doesn't remember learning them but does not appear surprised that she can cast them. Finally, she does not seem fazed by Doozey's growing grotesqueness. If anything, she comments that she has seen it many times before back in her village. It all seems quite normal to her.
Speaking of the ranger, Doozey's chin has now grown what at first look like overgrown hairs. Soon, however, it is plain to see that these 'hairs' are actually writhing skin-toned tentacles, each a couple of inches long. There are three of them. Doozey is not able to control them.
-> Doozey's CHA score drops by 1 again (from 8 to 7).
Before a fourth hour of travel is completed, but not too far from that mark, The Alces begins its approach toward Phlan's docks. The crew snaps back into their tasks and, soon, the ship is docked in safe harbor. Although smooth, the process takes a bit longer that you'd like. Nonetheless, CRAP+ is now back in town.
Graxx spends most of the time talking to the boy and providing as much advice as the boys attention span can hold.
".... and remember don't strike at anything with the lethal side of your weapon that you do not have the intent to destroy." says Graxx.
In between giving advice Graxx's eyes keep looking at Doozey especially at the tentacles. Graxx remains silent on the matter but inside he is praying to Tempus...
As soon as the ship his the dock Graxx moves to Neya.
"Let's get our people to a healer... As quickly as possible." says Graxx.
More amused than annoyed or disappointed as one might expect, Doozey manages a soft smile and a gentle nod. "Worry not. Even if I should perish, my fellows we'll see the debt paid in full... and the little then some. For you all have certainly earned as much."He further assured. He then cast his gaze downward in thought for a moment, before looking up again with a half-smile. "In fact, if in such a rush and don't mind missing out on a bonus... for the eve... I can give your cut just as soon as we dock. Fair enough?" He suggests as much, meaning his ever word.
Eventually returning again to Elisande, Doozey shows little sign or concern for the oddness that was the strange girl. Or at the very least, it grew less pronounced as any oddities seemed in a way familiar to the Blood Hunter. Though this would not mean any certain reconsiderations of a desired plan from the stoutling, who'd lightly hint at taking her to see a friend of his after some time in the city so that she could learn a touch magic and thensome!
As soon as the group are back on the docks, Doozey would honor is word to Rag, having long since squirreled away at least one pouch of 400 gold pieces from his own funds for just the occasion. In addition, he'd offer the halfling ten silvered crossbow bolts and say half jokingly, "For the next time you find yourself facing a fiend and wanting to give it truly you're all." Seems someone, despite being dazed or blinded most of the fight, hadn't quite missed the lessened effectiveness of a certain someone's crossbow shots.
With or without that matter resolved, Doozey spares Peabody but a moment to request he stay in the harbor and out of sight, before then shuffling his way back to the group and trying his best to ignore tentacle beard. "Here's hoping traffic is light... not sure how much longer I can hold on."
Given Doozey's alarming decline into whatever his curse is eventually going to leave him as and given that Dornal is already in need of healing at the House of the Hand, Utar's first thoughts are to wrap things up quickly.
Approaching both Thokk and Bigar, he extends to each a pouch of gold as agreed, "You've both more than earnt this. If I might give you instructions on how to maybe spend a little of it, I'd recommend renting a room at the Laughing Goblin. If you tell them you're friends of ours they might give you a better rate, but knowing Mar he'd rather hear your stories and give you some of his own in return."
Nodding to both Doozey and Dornal, he continues, "Once we get this pair seen to, we'll likely be getting some rest ourselves but before too long we'll be gathering back at the Leadstopper house to properly debrief. We'll be in touch about it."
Calling back up to the crew Alces he adds, "We'll extend that invite to you as well, if you can leave the ship unattended for a spell. Might be we can put you in touch with those who might have some better work for a reliable crew."
Clapping his hands together to signal his readiness to get moving, Utar turns to the rest of CRAP (plus Dornal), "Right, no time to lose. House of the Hand is that way!"
(OOC Assuming 400gp each for Thokk and Bigar comes to 800gp, hoping that's right and I'll mark it off on Utar's inventory.)
Neya sticks with Utar, Doozey, and Dornal to not only help with bringing them to the House of the Hand, but also to keep a promise to Doozey, should the need for it arise.
The half-orc teen takes mental notes of all Graxx has to offer but, surprisingly, forgets to share his own name with the barbarian. Soon, the boy has to go back to his duties as The Alces approaches the docks.
The other young teenager on the boat is glad to continue her conversation with Doozey, and even gets excited about meeting the stoutling's friend who can teach her more things about the large world, including magic.
As the ship gets closer and closer to the docks, the conversation turns to the subject of payment, chiefly due to Rag's somewhat insensitive broaching of the topic. The roguish halfling casually collects the 400gp purse offered to him by Doozey, as well as the 10 silvered crossbow bolts. Looking at the bolts for a moment, Rag replies: "It looks like I am getting a bonus after all." He then twirls a dagger in his fingers in a defiant reminder to his fellow halfling that he has silvered weapons and knows of their value in a fight. No other words are exchanged between the two halflings, although their interaction prompts Utar to quickly produce two other coinpurses, for a total of 800gp. Thokk receives his graciously: "I am happy to have had a chance to fight alongside great warriors such as yourselves, especially knowing your heart is in the right place and this city can sleep soundly tonight because of our efforts." Bigar looks a little lost upon receiving his reward: "Hmm.. okay... thank you. Room at the Laughing Goblin... Mar... okay... got it. Oh, and wait for word on when to visit Leadstopper Residence again. Alright." It is easy to see that this adventurer shtick is new to the young greenling. Captain Hulbard catches the bit about the invitation too: "We'll gladly join when you tell us to, though someone will have to stay with the ship."
Utar claps the core CRAP group into attention and they hop off the ship. Graxx waves goodbye to the half-orc boy, Neya helps carry Dornal out of the ship, and Peabody is instructed to stay behind. Elisande just sort of hovers (not literally) by Doozey's side by default now, so she comes along as well.
With his employer being carried away toward a healer, Thokk feels he was given a new responsibility by Utar. The ex-gladiator engages Bigar and the two begin heading towards the Laughing Goblin. Rag did not wait for anyone else do be on their way and did not care to say goodbye to anyone. The rogue simply jumps off the ship and disappears into the night. Captain Hulbard and his crew continue to take care of the ship and complete docking tasks as needed. He passes a few coins to his human companion, instructing her to go pay the docking fee to the harbormaster.
All of CRAP agrees on their next stop and soon they arrive at the Temple of the Hand. A couple of acolytes welcome the group and, by now recognizing CRAP on sight, rush to go get Sister Ahkt. It takes a bit of time for her to arrive (it is late in the evening by now, after all) and by then a fourth hour since dusk is completed. Doozey's appearance degenerates further (not suddenly on the hour but gradually to this point). Small protrusions have risen on the corners of his forehead, and if little stubby horns were beginning to develop. Sitaer Ahkt can't help but gasp upon entering, immediately calling for Doozey to be brought to the ritual chamber. She doesn't even notice Dornal's state. "Tell me all that has transpired here," she adds as she walks.
-> Doozey's CHA score drops by 1 again (from 7 to 6).
"Fiendish curses. Doozey's slowly changing into some kind of, uh, thing. Dornal here needs attention too but there's no outward physical changes for him. Just debilitating mental anguish. Tell me what to do."
"It was a flying head to be more exact."Doozey mentions while half-following and half-being lead along to the adjoining chamber. "Had bat wings growing from them... tentacles too.... Popped off the shoulders of some unfortunate folks they did... This wasn't as bad during the day, but at night... well..." He makes a tired gesture at himself. "Might not be long 'fore I'm like them."With that, a look meaningful look went back to Neya should she kept pace up until then, before his gaze turns forward once more.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"Fiendish curses..." Sister Ahkt repeats Utar's words as the group moves toward the ritual chamber. "Not as bad during the day..." she then repeats some of Doozey's words as the stoutling is helped into the room by Neya. She looks at the monk and says: "You are right, we do not have much time to spare. The ritual itself may take some time to complete."
The priestess puts a hand on Graxx's shoulder as to reassure the man and then turns to an acolyte and says: "Go get Brother Manas.Tell him to bring the scroll of Daylight. We may need to buy ourselves extra time."
Turning back to Utar and gesturing toward Dornal, she apologizes: "Your dwarf friend may have to wait a while longer. We don't have the means to perform two simultaneous rituals."
Some time passes as things get prepared. Bother Manas eventually shows up with the requested spell scroll in hand and, after reading the instructions, summons daylight into the chamber. Doozey immediately feels some relief, but this spell alone does not cure the halfling.
The process of performing and completing a Remove Curse ritual is dependent on the curse at hand, so some time is spent studying the ranger's afflictions closely. The Tormites soon decide their best tactic forward would be to channel some of the magically created sunlight into Doozey's neck wounds, so many mirrors and focal lenses are brought into the chamber. Plenty of religious chanting takes place as well. Now able to understand Celestial, Utar listens the repeating verse and joins in:
@Utar:
“The shadows have made you,
and your name is unknown.
Leave the negative energy behind
sent by the fiends
and dissipate.”
The process is slow but Doozey's condition is kept stable during the procedure. The better part of an hour passes before the hunter's wounds, redness, tentacles, and sprouting horns begin to recede, finally being defeated by the power of reflecting light and incessant chanting. With a closing-fist motion, Sister Akht puts and end to the curse and the chanting at the same time. Doozey is now cured, though the process took a lot of energy from the stoutling.
-> Doozey is no longer cursed but gains 2 points of exhaustion.
-> Doozey's CHA score returns to its default/original value of 10.
(OOC: I'll let you all react to this before we jump into Dornal's ritual.)
Religion reroll: 23
Extended Signature
With a grimace, Doozey had paused in step and reached up as if to touch the new wound, only to stop short but centimeters away. "Nor it need not be, Mr. Bigar.... You've done plenty enough for us, and... for that I am thankful." He admits and turned about to pat Bigar on the shoulder. "So no need to lament.... Especially when it was my own recklessness and... frustration that got the better of me." He further assured the greenling.
When you realize you're doing too much: Signature.
@Neya:
Given your previous observations regarding daylight, you are now certain that Doozey's condition only progress during the night. From the amount of time that has passed since dusk, you now fear that the stoutling may only get worse as the night progresses and you doubt he'd be able to make it to the next dawn. If a solution is to be found, it needs to be found within the next several hours. Unfortunately, CRAP+ is now stuck in The Alces for at least another three or so hours, so things are going to get worst before they get any better.
All hope is not lost, however. You have observed real-time and nearly instantaneous removals of curses before. In fact, you have seen Utar himself remove a curse in matters of seconds. If you want to be sure that the divine procedure is be successful, you may even want to ask your cleric friend to invest in a casting of Greater Restoration. Unfortunately, the Tormite has communicated that he would need hours of full rest before he can renegotiate his current set of miracles with Torm directly (read: prepare new spells after long rest.)
Thankfully, Utar is not the only Tormite in Phlan.
Bigar has no words to share with Doozey in response to the stoutling's latest comments. The greenling simply reciprocates the hand-on-shoulder gesture and looks worriedly at the hunter. He spares a look at Peabody as well, who is in the water and is having no trouble keeping up with The Alces.
A second hour on The Alces passes. Although CRAP+ is now closer to Phlan, this also means that Doozey's condition is worsening. His ears are now stretched to twice the size they used to be, and the general redness around his throat and neck has intensified.
-> Doozey's CHA score drops by 1 again (from 9 to 8).
During the next few hours until they get to Phlan, Neya will sweep her hand in front of her eyes (2 ki points to activate darkvision) and look over the waters to keep an eye for any threats.
Perception: 12
Extended Signature
Knowing there was little to be done save to wait and meditate, Doozey opts to spend the remainder of the trip alternating between writing something else down and trying to do as little as possible so that he might continue to breathe a little easier. Such had been his intent at least. But there hardly been enough parchment left to fill before the next hour was up. So instead, and with some effort, he'd go back to engaging Elisande again, seeming curious to know her hopes and wants for the future; such as learning some new magic! He'd even offer to tale some tales of his past journeys across the land and some of the less painful adventures had along the way. Just... passing along the time and not letting his thoughts be consumed by the grim.
When you realize you're doing too much: Signature.
Utar follows Neya's lead and begins to gaze out over the water. Doozey's condition is now impossible to ignore and Dornal needs some urgent attention as well. CRAP+ will need to make an urgent visit to the House of the Hand once the Alces reaches port. He hopes that his fellow Tormites are well prepared to render services...
He hopes his gnawing concern helps speed the vessel onwards.
As The Alces continues to advance toward Phlan, CRAP+ worriedly settles down and waits for the trip to be over.
Neya diverts her attention toward the water, magically keeping an eye out for any danger. The sea looks calm tonight and, apart from leaves or tree branches floating on the water, the monk sees little that demands her attention.
Utar stares out at the water as well, though his mind is preoccupied with how fast CRAP+ will have to jump into action upon arriving in Phlan.
At some point during the later part of the trip, and with Thokk's help, Dornal deliver a coin purse to Captain Hulbard. CRAP knows this to be the purse containing the second half of the payment intended to be given to Hermenor, that is, 500gp. The exchange takes place without much talking beyond a 'thank you' from both sides.
Bigar spends the rest of the trip leafing through his spell book. Anyone looking over his shoulder may be surprised by how few pages are actually filled with arcane instructions (definitely fewer than the number of different spells the greenling used in combat would suggest.) To anyone observing Bigar from the other side of the ship, it looks like he is talking to himself.
The human woman and the half-orc boy, the crew members of The Alces, move about the ship with difficulty given the number of people on it. They perform their tasks but eventually settle down once it all becomes a matter of steadily sailing the evening waters. The boy approaches Graxx at some point with questions about fighting in general, and how to become strong.
Rag is sitting at the prowl of the ship, his back turned to everyone else. Showing little concern for his fellow halfling, the rogue approaches Doozey at some point and reminds him: "Whatever is happening to you does not absolve you of your debt. Be sure to pay the promised fee."
Elisande treats Doozey's interest in conversation like she always does: nonchalantly. The girl is quite excitable but still naive. Her hopes for the future do not go beyond seeing the big city and getting tasty new foods for her goat and herself to try. She regards the goat as she always did, displaying no difference in interacting with the animal since its death. Any mentions of the hags receive a similar reaction: they are treated as if they were still alive. On the topic of magic, she behaves as if she always knew the cantrips she can now cast. She doesn't remember learning them but does not appear surprised that she can cast them. Finally, she does not seem fazed by Doozey's growing grotesqueness. If anything, she comments that she has seen it many times before back in her village. It all seems quite normal to her.
Speaking of the ranger, Doozey's chin has now grown what at first look like overgrown hairs. Soon, however, it is plain to see that these 'hairs' are actually writhing skin-toned tentacles, each a couple of inches long. There are three of them. Doozey is not able to control them.
-> Doozey's CHA score drops by 1 again (from 8 to 7).
Before a fourth hour of travel is completed, but not too far from that mark, The Alces begins its approach toward Phlan's docks. The crew snaps back into their tasks and, soon, the ship is docked in safe harbor. Although smooth, the process takes a bit longer that you'd like. Nonetheless, CRAP+ is now back in town.
Graxx spends most of the time talking to the boy and providing as much advice as the boys attention span can hold.
".... and remember don't strike at anything with the lethal side of your weapon that you do not have the intent to destroy." says Graxx.
In between giving advice Graxx's eyes keep looking at Doozey especially at the tentacles. Graxx remains silent on the matter but inside he is praying to Tempus...
As soon as the ship his the dock Graxx moves to Neya.
"Let's get our people to a healer... As quickly as possible." says Graxx.
More amused than annoyed or disappointed as one might expect, Doozey manages a soft smile and a gentle nod. "Worry not. Even if I should perish, my fellows we'll see the debt paid in full... and the little then some. For you all have certainly earned as much." He further assured. He then cast his gaze downward in thought for a moment, before looking up again with a half-smile. "In fact, if in such a rush and don't mind missing out on a bonus... for the eve... I can give your cut just as soon as we dock. Fair enough?" He suggests as much, meaning his ever word.
Eventually returning again to Elisande, Doozey shows little sign or concern for the oddness that was the strange girl. Or at the very least, it grew less pronounced as any oddities seemed in a way familiar to the Blood Hunter. Though this would not mean any certain reconsiderations of a desired plan from the stoutling, who'd lightly hint at taking her to see a friend of his after some time in the city so that she could learn a touch magic and thensome!
As soon as the group are back on the docks, Doozey would honor is word to Rag, having long since squirreled away at least one pouch of 400 gold pieces from his own funds for just the occasion. In addition, he'd offer the halfling ten silvered crossbow bolts and say half jokingly, "For the next time you find yourself facing a fiend and wanting to give it truly you're all." Seems someone, despite being dazed or blinded most of the fight, hadn't quite missed the lessened effectiveness of a certain someone's crossbow shots.
With or without that matter resolved, Doozey spares Peabody but a moment to request he stay in the harbor and out of sight, before then shuffling his way back to the group and trying his best to ignore tentacle beard. "Here's hoping traffic is light... not sure how much longer I can hold on."
When you realize you're doing too much: Signature.
Given Doozey's alarming decline into whatever his curse is eventually going to leave him as and given that Dornal is already in need of healing at the House of the Hand, Utar's first thoughts are to wrap things up quickly.
Approaching both Thokk and Bigar, he extends to each a pouch of gold as agreed, "You've both more than earnt this. If I might give you instructions on how to maybe spend a little of it, I'd recommend renting a room at the Laughing Goblin. If you tell them you're friends of ours they might give you a better rate, but knowing Mar he'd rather hear your stories and give you some of his own in return."
Nodding to both Doozey and Dornal, he continues, "Once we get this pair seen to, we'll likely be getting some rest ourselves but before too long we'll be gathering back at the Leadstopper house to properly debrief. We'll be in touch about it."
Calling back up to the crew Alces he adds, "We'll extend that invite to you as well, if you can leave the ship unattended for a spell. Might be we can put you in touch with those who might have some better work for a reliable crew."
Clapping his hands together to signal his readiness to get moving, Utar turns to the rest of CRAP (plus Dornal), "Right, no time to lose. House of the Hand is that way!"
(OOC Assuming 400gp each for Thokk and Bigar comes to 800gp, hoping that's right and I'll mark it off on Utar's inventory.)
Neya sticks with Utar, Doozey, and Dornal to not only help with bringing them to the House of the Hand, but also to keep a promise to Doozey, should the need for it arise.
Extended Signature
BEFORE THE SHIP DOCKS
The half-orc teen takes mental notes of all Graxx has to offer but, surprisingly, forgets to share his own name with the barbarian. Soon, the boy has to go back to his duties as The Alces approaches the docks.
The other young teenager on the boat is glad to continue her conversation with Doozey, and even gets excited about meeting the stoutling's friend who can teach her more things about the large world, including magic.
As the ship gets closer and closer to the docks, the conversation turns to the subject of payment, chiefly due to Rag's somewhat insensitive broaching of the topic. The roguish halfling casually collects the 400gp purse offered to him by Doozey, as well as the 10 silvered crossbow bolts. Looking at the bolts for a moment, Rag replies: "It looks like I am getting a bonus after all." He then twirls a dagger in his fingers in a defiant reminder to his fellow halfling that he has silvered weapons and knows of their value in a fight. No other words are exchanged between the two halflings, although their interaction prompts Utar to quickly produce two other coinpurses, for a total of 800gp. Thokk receives his graciously: "I am happy to have had a chance to fight alongside great warriors such as yourselves, especially knowing your heart is in the right place and this city can sleep soundly tonight because of our efforts." Bigar looks a little lost upon receiving his reward: "Hmm.. okay... thank you. Room at the Laughing Goblin... Mar... okay... got it. Oh, and wait for word on when to visit Leadstopper Residence again. Alright." It is easy to see that this adventurer shtick is new to the young greenling. Captain Hulbard catches the bit about the invitation too: "We'll gladly join when you tell us to, though someone will have to stay with the ship."
AS SOON AS THE SHIP IS DOCKED
Utar claps the core CRAP group into attention and they hop off the ship. Graxx waves goodbye to the half-orc boy, Neya helps carry Dornal out of the ship, and Peabody is instructed to stay behind. Elisande just sort of hovers (not literally) by Doozey's side by default now, so she comes along as well.
With his employer being carried away toward a healer, Thokk feels he was given a new responsibility by Utar. The ex-gladiator engages Bigar and the two begin heading towards the Laughing Goblin. Rag did not wait for anyone else do be on their way and did not care to say goodbye to anyone. The rogue simply jumps off the ship and disappears into the night. Captain Hulbard and his crew continue to take care of the ship and complete docking tasks as needed. He passes a few coins to his human companion, instructing her to go pay the docking fee to the harbormaster.
All of CRAP agrees on their next stop and soon they arrive at the Temple of the Hand. A couple of acolytes welcome the group and, by now recognizing CRAP on sight, rush to go get Sister Ahkt. It takes a bit of time for her to arrive (it is late in the evening by now, after all) and by then a fourth hour since dusk is completed. Doozey's appearance degenerates further (not suddenly on the hour but gradually to this point). Small protrusions have risen on the corners of his forehead, and if little stubby horns were beginning to develop. Sitaer Ahkt can't help but gasp upon entering, immediately calling for Doozey to be brought to the ritual chamber. She doesn't even notice Dornal's state. "Tell me all that has transpired here," she adds as she walks.
-> Doozey's CHA score drops by 1 again (from 7 to 6).
"Fiendish curses. Doozey's slowly changing into some kind of, uh, thing. Dornal here needs attention too but there's no outward physical changes for him. Just debilitating mental anguish. Tell me what to do."
"It was a flying head to be more exact." Doozey mentions while half-following and half-being lead along to the adjoining chamber. "Had bat wings growing from them... tentacles too.... Popped off the shoulders of some unfortunate folks they did... This wasn't as bad during the day, but at night... well..." He makes a tired gesture at himself. "Might not be long 'fore I'm like them." With that, a look meaningful look went back to Neya should she kept pace up until then, before his gaze turns forward once more.
When you realize you're doing too much: Signature.
Neya returns Doozey's look, before adding, "From what we can tell, it might be a matter of hours. However, we don't know how many."
Extended Signature
Graxx sits back at first feeling helpless. He wanted healing powers to save his friends but this seems beyond his reach.
”Please… There must be something you can do… Please…” begs Graxx softly.
"Fiendish curses..." Sister Ahkt repeats Utar's words as the group moves toward the ritual chamber. "Not as bad during the day..." she then repeats some of Doozey's words as the stoutling is helped into the room by Neya. She looks at the monk and says: "You are right, we do not have much time to spare. The ritual itself may take some time to complete."
The priestess puts a hand on Graxx's shoulder as to reassure the man and then turns to an acolyte and says: "Go get Brother Manas.Tell him to bring the scroll of Daylight. We may need to buy ourselves extra time."
Turning back to Utar and gesturing toward Dornal, she apologizes: "Your dwarf friend may have to wait a while longer. We don't have the means to perform two simultaneous rituals."
Some time passes as things get prepared. Bother Manas eventually shows up with the requested spell scroll in hand and, after reading the instructions, summons daylight into the chamber. Doozey immediately feels some relief, but this spell alone does not cure the halfling.
The process of performing and completing a Remove Curse ritual is dependent on the curse at hand, so some time is spent studying the ranger's afflictions closely. The Tormites soon decide their best tactic forward would be to channel some of the magically created sunlight into Doozey's neck wounds, so many mirrors and focal lenses are brought into the chamber. Plenty of religious chanting takes place as well. Now able to understand Celestial, Utar listens the repeating verse and joins in:
@Utar:
“The shadows have made you,
and your name is unknown.
Leave the negative energy behind
sent by the fiends
and dissipate.”
The process is slow but Doozey's condition is kept stable during the procedure. The better part of an hour passes before the hunter's wounds, redness, tentacles, and sprouting horns begin to recede, finally being defeated by the power of reflecting light and incessant chanting. With a closing-fist motion, Sister Akht puts and end to the curse and the chanting at the same time. Doozey is now cured, though the process took a lot of energy from the stoutling.
-> Doozey is no longer cursed but gains 2 points of exhaustion.
-> Doozey's CHA score returns to its default/original value of 10.
(OOC: I'll let you all react to this before we jump into Dornal's ritual.)
Utar lets out a sigh and looks to Sister Ahkt, "One down..."
With Doozey out of danger, Utar outlines what he can about Dornal's condition.
Graxx jumps up a single time in uncontrollable excitement!
"DOOZEY!" Graxx bellows!
Graxx holds back the urge to squeeze Doozey in his arms.
"I was so worried!" says Graxx.
Graxx turns to Sister Akht.
"Thank you so much!" says Graxx genuinely.
Graxx finally calms down and turns to Dornal.